i think theirs every indication that this will stack, its gonna be brutal. i was really starting to notice how devastating it was to receive multiple procs from polaron weapons, and i thought id try the energy type out. the day before these patch notes i couldn't help but notice more then 4 reasonably priced acc 3 polaron single cannons on the exchange, so i got them for my excelcior. what amazingly good timing! i can get them to proc -44 power with consoles and skill points, just 2 of those procs would more then shut down 2 subsytems, and cripple the other 2. LOLARONS!:eek:
Given that I've been setting up a polaron pvp ship for some time, I really hope this doesn't put them on the 'not nice to use' list.
Honestly it's getting to the point where more things are on the cheese side of the camp than not.
It's kind of like how level one fights in DotA are always the most exhilarating (because damage sticks and actually matters). Maybe we'll all just end up agreeing to use Mirandas with photon torps or something.
I seriously doubt it though. This is cryptic we are talking about after all. These are the people that think DMGX4 will magically go away when they kick a weapon up to XII instead of X
really? i doubt it. the max i could get it to on my excelsior was ~570, so a significant increase, but whats the dps on that proc compared to glider damage? more then likely it still barely registers.
The newly-upgraded Polaron procs will be getting a stack limiter in an upcoming patch. This was intended to be part of the initial design but was unfortunately overlooked. It will be remedied very soon.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
The newly-upgraded Polaron procs will be getting a stack limiter in an upcoming patch. This was intended to be part of the initial design but was unfortunately overlooked. It will be remedied very soon.
Hopefuly not the same limiter power leech has.....
The newly-upgraded Polaron procs will be getting a stack limiter in an upcoming patch. This was intended to be part of the initial design but was unfortunately overlooked. It will be remedied very soon.
The newly-upgraded Polaron procs will be getting a stack limiter in an upcoming patch. This was intended to be part of the initial design but was unfortunately overlooked. It will be remedied very soon.
Hey Jman, the "buff" you guys gave to plasma is no where near enough.
20 percent Straight Up DR that the end game shields have, is no where close to compensated for by the "increased damage" which is still far under what plas torp procs can do. (and with torp doffs you can fire plas torps almost constantly if you are setup correctly)
The plasma proc, doesn't even have the ability to stop native hull regeneration of an Escort, it's that bad.
I'd suggest throwing in Particle Generators into the skill, as well as upping it's proc chance to 10 percent instead of 2.5.
The problem is, whether anyone at cryptic wants to admit it, plasma is going to be heinously underpowered as long as the Shields have 20 percent resistance to plasma, at no cost to the shields other statistics. If you're going to make plasma viable without removing the stupid resistance, you're going to have to vastly improve the proc to an unbalanced state, just for it to be even considered a viable weapon in pvp.
Since it didn't go in with the changes, it's still subject to review. And since nobody here knows our original intent, why don't we poll the PvP crew to see if we got close to your expectations?
How 'bout it? What does this crew consider a reasonable Stack Limit on Polaron Proc debuffs?
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
i second the particle generators incorporation for plasma energy weapons. just add that on top of the weapon skills that buff it already.
if you raise the proc chance for plasma, raise it on tetryon too!
also an unpublished update to the disruptor proc was discovered this morning, apparently [dam] mods increase the % of the proc debuff now. forget about that one?
Energy procs are intended to be in balance with one another outside of their chance of occurring. Let's focus on that for the time being. We have no intention of increasing space weapon proc chances at this time. And if that change was ever to be considered, it would likely be to all procs and not just one or two, so the procs themselves would still need to be in balance with one another.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
Energy procs are intended to be in balance with one another outside of their chance of occurring. Let's focus on that for the time being. We have no intention of increasing space weapon proc chances at this time. And if that change was ever to be considered, it would likely be to all procs and not just one or two, so the procs themselves would still need to be in balance with one another.
The only problem with that idea, is phasers still have the best proc right now. 600 shield strip potentially on a tet shot, vs out right shield removal from phasers.
Polaron, drain vs, out right subsystem removal.
Plasma, though direly needs a much much stronger proc, due to Endgame shields.
the ideal solution of course would be to remove the 20 percent bonus SDR, which does not affect what make borg deadly in stfs in the first place anyway.
Even as it stands, proc to proc, plasma's proc is the third worst in the game even after your buff. (Disruptors are the second worst, and AP is the worst.... bonus CrtD doesn't matter when the weapon system can't actually hit the target properly in the first place!) I can and have stripped ships off with tetryon fire over a (very long)duration before with the old tet proc.
Phasers I've completely gibbed ships and vaped them by the time the 1st phaser proc was over.
Plasma can't even stop an Escorts native hull regen. The plas torps on the other hand I have roasted people inside of their full shields with a very specialized build.
Since it didn't go in with the changes, it's still subject to review. And since nobody here knows our original intent, why don't we poll the PvP crew to see if we got close to your expectations?
How 'bout it? What does this crew consider a reasonable Stack Limit on Polaron Proc debuffs?
well, i can get poloran to drain 44 energy with 9 too flow cap and 2 +28 consoles. 2 stacks of that would be 88, which would leave 3 out of 4 subsystems at or near 0 assuming there is a subsystem set at 100power ..... you see were this is going right
if it were me, i would have them stack consecutively, not concurrently (sequentially, not on top of each other) and not limit the amount that can stack. thats what i would try first, and if we can stack 20 seconds worth of procs on someone reliably then maybe add a cap.
i would also have insulators reduce the amount drained, AND duration drained.
Energy procs are intended to be in balance with one another outside of their chance of occurring. Let's focus on that for the time being. We have no intention of increasing space weapon proc chances at this time. And if that change was ever to be considered, it would likely be to all procs and not just one or two, so the procs themselves would still need to be in balance with one another.
those 2 procs are different. they are extra damage, phasers and polaron right now have a chance to remove subsystems for 5 seconds, under focus fire an instant death sentance.
i would give disrupters, plasma, and tetryon all 5-10% proc chance, and anti proton an extra free acc mod with their crit mod. in this form, energy types would finally have balance*, imo.
*balance if 9 into particle generators at least doubled the plasma energy weapon dot, and the set shields were without thier 20% resistance to plasma energy damage.
How 'bout it? What does this crew consider a reasonable Stack Limit on Polaron Proc debuffs?
These are the things you need to keep in mind when making a decision:
1) What is the range of a polaron proc's magnitude? How does it scale with skills/consoles? If there is a big gap between the lowest and the highest possible value, you cannot properly balance it unless you balance for the highest value.
2) Do you want to allow stacking in general (i.e. from the same player and from others) or only from different sources? Do you put a limit on individual stacking or on total stacking or a combination of both?
3) What kind of power drain is acceptable? How does this work when combined with other "always-on" power drain abilities like plasmonic leech (please fix the leech stacking problem while you're at it) and the gurumba's siege mode power drain?
4) Is it fun? Power drain can potentially disable a target and leave it defenseless. This is not fun. You need to avoid that situations where a player loses control over his ship and has to sit by and watch his ship explode. Make sure the power drain doesn't lead to a reliable way to disable someone's ship. 5) How is it working when 5 players use it on a single target? What is the magnitude of the drain and how long is the effect sustained? 5 players shooting a single target means (some approximate math) one proc on the target every 4-5s on average. Avoid perma-proc situations.
My suggestion: if you really go with a 5s duration without "EPS refill" for the drain, disable stacking completely.
Since it didn't go in with the changes, it's still subject to review. And since nobody here knows our original intent, why don't we poll the PvP crew to see if we got close to your expectations?
How 'bout it? What does this crew consider a reasonable Stack Limit on Polaron Proc debuffs?
I'm not PvP, but I think I can answer this one. Given that Polaron Procs Scale with Flow Capacitors (I can get to like 42 with just 6 ranks of the skill; I've heard people pumping it to low 50ish), A Stack of 1 would be sufficient. Other wise 2 stacks would act like a phaser proc (or near to) to all subsystems.
These are the things you need to keep in mind when making a decision:
1) What is the range of a polaron proc's magnitude? How does it scale with skills/consoles? If there is a big gap between the lowest and the highest possible value, you cannot properly balance it unless you balance for the highest value.
2) Do you want to allow stacking in general (i.e. from the same player and from others) or only from different sources? Do you put a limit on individual stacking or on total stacking or a combination of both?
3) What kind of power drain is acceptable? How does this work when combined with other "always-on" power drain abilities like plasmonic leech (please fix the leech stacking problem while you're at it) and the gurumba's siege mode power drain?
4) Is it fun? Power drain can potentially disable a target and leave it defenseless. This is not fun. You need to avoid that situations where a player loses control over his ship and has to sit by and watch his ship explode. Make sure the power drain doesn't lead to a reliable way to disable someone's ship. 5) How is it working when 5 players use it on a single target? What is the magnitude of the drain and how long is the effect sustained? 5 players shooting a single target means (some approximate math) one proc on the target every 4-5s on average. Avoid perma-proc situations.
My suggestion: if you really go with a 5s duration without "EPS refill" for the drain, disable stacking completely.
I agree with this post, you can already stack power leech 32+ times, you cant throw polaron proc stacking on top of that.
Polaron proc only lasts "5 seconds" and triggers 2.5% of the time, chances of it even triggering seem lower than 2.5% But maybe that is just me. I don't agree on buffing anti proton/disrupter whoever suggested it and definitely not phaser lol.
And look at teh Plasmonic Leech (again). Its over stacking against a single target when used by mutliple attackers.
It may have broken in the last (not this one but before) big patch we had.
We're aware of the Plasmonic Leech stacking issues. Those are separate from Polaron procs mechanically-speaking, and can be discarded from the question at hand and handled as a separate issue.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
We're aware of the Plasmonic Leech stacking issues. Those are separate from Polaron procs mechanically-speaking, and can be discarded from the question at hand and handled as a separate issue.
Just wanted you to know and this seemed the best way (at the spur of the moment) to throw past you all.
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Honestly it's getting to the point where more things are on the cheese side of the camp than not.
It's kind of like how level one fights in DotA are always the most exhilarating (because damage sticks and actually matters). Maybe we'll all just end up agreeing to use Mirandas with photon torps or something.
vids and guides and stuff
[9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples
lol this!
silly buff imo. This will just put them on everyone's **** list and then there will be a major nerf.
Their going to break their computers with stacking lolarons.. (since we started out on lolarons!)
I'll go log in to go see it.
I seriously doubt it though. This is cryptic we are talking about after all. These are the people that think DMGX4 will magically go away when they kick a weapon up to XII instead of X
really? i doubt it. the max i could get it to on my excelsior was ~570, so a significant increase, but whats the dps on that proc compared to glider damage? more then likely it still barely registers.
i bought BF3
lol
Vin Naftero@playhard88 - FED Sciencie
K'tan@playhard88 - KDF Tactical
Argento@playhard88 - RRF Tactical (FED)
Cryptic - Lead Systems Designer
"Play smart!"
This is actually one thing that the community wanted fixed. It got fixed so they dont stack.
Hopefuly not the same limiter power leech has.....
Quote of the week:
so a single stack? 2 stacks? how many?
Hey Jman, the "buff" you guys gave to plasma is no where near enough.
20 percent Straight Up DR that the end game shields have, is no where close to compensated for by the "increased damage" which is still far under what plas torp procs can do. (and with torp doffs you can fire plas torps almost constantly if you are setup correctly)
The plasma proc, doesn't even have the ability to stop native hull regeneration of an Escort, it's that bad.
I'd suggest throwing in Particle Generators into the skill, as well as upping it's proc chance to 10 percent instead of 2.5.
The problem is, whether anyone at cryptic wants to admit it, plasma is going to be heinously underpowered as long as the Shields have 20 percent resistance to plasma, at no cost to the shields other statistics. If you're going to make plasma viable without removing the stupid resistance, you're going to have to vastly improve the proc to an unbalanced state, just for it to be even considered a viable weapon in pvp.
Since it didn't go in with the changes, it's still subject to review. And since nobody here knows our original intent, why don't we poll the PvP crew to see if we got close to your expectations?
How 'bout it? What does this crew consider a reasonable Stack Limit on Polaron Proc debuffs?
Cryptic - Lead Systems Designer
"Play smart!"
if you raise the proc chance for plasma, raise it on tetryon too!
also an unpublished update to the disruptor proc was discovered this morning, apparently [dam] mods increase the % of the proc debuff now. forget about that one?
Cryptic - Lead Systems Designer
"Play smart!"
The only problem with that idea, is phasers still have the best proc right now. 600 shield strip potentially on a tet shot, vs out right shield removal from phasers.
Polaron, drain vs, out right subsystem removal.
Plasma, though direly needs a much much stronger proc, due to Endgame shields.
the ideal solution of course would be to remove the 20 percent bonus SDR, which does not affect what make borg deadly in stfs in the first place anyway.
Even as it stands, proc to proc, plasma's proc is the third worst in the game even after your buff. (Disruptors are the second worst, and AP is the worst.... bonus CrtD doesn't matter when the weapon system can't actually hit the target properly in the first place!) I can and have stripped ships off with tetryon fire over a (very long)duration before with the old tet proc.
Phasers I've completely gibbed ships and vaped them by the time the 1st phaser proc was over.
Plasma can't even stop an Escorts native hull regen. The plas torps on the other hand I have roasted people inside of their full shields with a very specialized build.
well, i can get poloran to drain 44 energy with 9 too flow cap and 2 +28 consoles. 2 stacks of that would be 88, which would leave 3 out of 4 subsystems at or near 0 assuming there is a subsystem set at 100power ..... you see were this is going right
if it were me, i would have them stack consecutively, not concurrently (sequentially, not on top of each other) and not limit the amount that can stack. thats what i would try first, and if we can stack 20 seconds worth of procs on someone reliably then maybe add a cap.
i would also have insulators reduce the amount drained, AND duration drained.
those 2 procs are different. they are extra damage, phasers and polaron right now have a chance to remove subsystems for 5 seconds, under focus fire an instant death sentance.
i would give disrupters, plasma, and tetryon all 5-10% proc chance, and anti proton an extra free acc mod with their crit mod. in this form, energy types would finally have balance*, imo.
*balance if 9 into particle generators at least doubled the plasma energy weapon dot, and the set shields were without thier 20% resistance to plasma energy damage.
1) What is the range of a polaron proc's magnitude? How does it scale with skills/consoles? If there is a big gap between the lowest and the highest possible value, you cannot properly balance it unless you balance for the highest value.
2) Do you want to allow stacking in general (i.e. from the same player and from others) or only from different sources? Do you put a limit on individual stacking or on total stacking or a combination of both?
3) What kind of power drain is acceptable? How does this work when combined with other "always-on" power drain abilities like plasmonic leech (please fix the leech stacking problem while you're at it) and the gurumba's siege mode power drain?
4) Is it fun? Power drain can potentially disable a target and leave it defenseless. This is not fun. You need to avoid that situations where a player loses control over his ship and has to sit by and watch his ship explode. Make sure the power drain doesn't lead to a reliable way to disable someone's ship.
5) How is it working when 5 players use it on a single target? What is the magnitude of the drain and how long is the effect sustained? 5 players shooting a single target means (some approximate math) one proc on the target every 4-5s on average. Avoid perma-proc situations.
My suggestion: if you really go with a 5s duration without "EPS refill" for the drain, disable stacking completely.
I agree with this post, you can already stack power leech 32+ times, you cant throw polaron proc stacking on top of that.
Quote of the week:
| Join Date: January 2009 | Computer | Fleet: Broken Wings |
It may have broken in the last (not this one but before) big patch we had.
R.I.P
Cryptic - Lead Systems Designer
"Play smart!"
Just wanted you to know and this seemed the best way (at the spur of the moment) to throw past you all.
thanks.
R.I.P