The target I'm attacking is usaully the one I want dead most, so I see [Acc]x2 and x3 weapons becoming even more important to functioning in PvP as a Damage dealer or even wishing to be somewhat effective as a player period.
My fleet mate tested a single [acc]x3 and [crth]x3 turret. And, the [acc]x3 had an accuracy of 80% against my 80% defense and did about 1.5k DPS. The [crth]x3 had an accuracy of 60%, but did about 1.6k DPS. Also, the number of critical hits was almost double that of the [acc]x3 turret.
To me, it sounds like [crth]x3 will be the new weapon modifier of choice.
My fleet mate tested a single [acc]x3 and [crth]x3 turret. And, the [acc]x3 had an accuracy of 80% against my 80% defense and did about 1.5k DPS. The [crth]x3 had an accuracy of 60%, but did about 1.6k DPS. Also, the number of critical hits was almost double that of the [acc]x3 turret.
To me, it sounds like [crth]x3 will be the new weapon modifier of choice.
The Accuracy bleed over to Crit's is the concern I had for [Acc]x2/3 weapons becuase you get the better chance of hiting and the increased Crit's as well add in th placate and the proper equipment and one may never be targetd again. Relatively speaking.
If that no longer the case and they just enhanced your chance to hit, I would agree the [CritH] mod weapons are going to be a hot item as well.
My fleet mate tested a single [acc]x3 and [crth]x3 turret. And, the [acc]x3 had an accuracy of 80% against my 80% defense and did about 1.5k DPS. The [crth]x3 had an accuracy of 60%, but did about 1.6k DPS. Also, the number of critical hits was almost double that of the [acc]x3 turret.
To me, it sounds like [crth]x3 will be the new weapon modifier of choice.
i did a little bit of parsing with critH 3 vs acc3, and it looks like with weapons that are lower damage per hit, so anything thats not a DHC, the acc3 might be giving more dps. these were just random matches though not really controlled tests though. it sort of looks like every acc mod adds about 3% to a weapons accuracy.
i still think critH3 is best though. they are dirt cheep by comparison, it adds more front loaded damage, and once you control movement, you have windows of unmatchable damage dealing.
The Accuracy bleed over to Crit's is the concern I had for [Acc]x2/3 weapons becuase you get the better chance of hiting and the increased Crit's as well add in th placate and the proper equipment and one may never be targetd again. Relatively speaking.
If that no longer the case and they just enhanced your chance to hit, I would agree the [CritH] mod weapons are going to be a hot item as well.
As far as I know, there is still bleed through with ACC, but the CrtH bleed through doesn't compare to a straight up CrtH. Not from what we saw, anyways.
i did a little bit of parsing with critH 3 vs acc3, and it looks like with weapons that are lower damage per hit, so anything thats not a DHC, the acc3 might be giving more dps. these were just random matches though not really controlled tests though. it sort of looks like every acc mod adds about 3% to a weapons accuracy.
i still think critH3 is best though. they are dirt cheep by comparison, it adds more front loaded damage, and once you control movement, you have windows of unmatchable damage dealing.
We tested it with one weapon set to autofire and me flying circles around him at 80% defense. No buffs, just him firing on me. We tested each weapon with about 500-1000 shots. It seemed to us that the CrtH edged out ACC in terms of damage. From our test, I would say ACC is great if you want procs to happen more often. CrtH if you want more DPS (and more of the placate ability, I would say). We didn't test CrtD (my were both being cheap and didn't want to buy one), but I'm a proponent for CrtD being top DPS.
I'm probably going to put in two CrtH turrets if I go with the placate ability (which I'm still leaning towards).
As far as I know, there is still bleed through with ACC, but the CrtH bleed through doesn't compare to a straight up CrtH. Not from what we saw, anyways.
Well, I'll be sending my Armory officer down to the store it seems.:D
I linked you to post where a question about the "overclocking weapon power" came up as not working anymore.
Have you noticed it not being possible anymore?
one of the patches in season 7 tribble testing seemed to have broken overcaping, but what eventually went live on holodeck seemed to be unaffected, nothing had changed with the way weapon power worked. but i haven't stared at my weapon power levels for a week or so to see if they are still working right or not, i assume they still are.
The 20% chance to heal 10% shields (T4 Rom) is bugged or the 10% refers to something really weird. The resulting heal is tiny.
The Placate (T4 Rom) procs way too often. (And even a lockout period wouldn't help unless it's like a minute or so.)
The innate shield regen (T4 Omega) is completely op and bugged. It ticks every second, not every 6s and makes ships virtually invulnerable.
All of these issues were suspected the second we saw the stats and confirmed once we finally got to test these things (on live, since Cryptic never gave us free unlocks on tribble to test this in time). Seriously, sack the QA department and everyone who was responsible for coding this.
I just don't care anymore. There is nobody at Cryptic who wants to start untangling the mess that is the BO/DOFF powers, Z-Store Ships, Lockbox Ships, OP passives, etc etc...
That's the reality. I won't believe in any change until I see some action. And by action I mean an outline of a plan that is both concrete and timed.
With a plan like that, there would be some hope....
So... anyone want to bet on when Voldemort will return?
one of the patches in season 7 tribble testing seemed to have broken overcaping, but what eventually went live on holodeck seemed to be unaffected, nothing had changed with the way weapon power worked. but i haven't stared at my weapon power levels for a week or so to see if they are still working right or not, i assume they still are.
Thanks. The person whom asked (in another thread) said he could not ever make it work. It may have been a user error.
The 20% chance to heal 10% shields (T4 Rom) is bugged or the 10% refers to something really weird. The resulting heal is tiny.
The Placate (T4 Rom) procs way too often. (And even a lockout period wouldn't help unless it's like a minute or so.)
The innate shield regen (T4 Omega) is completely op and bugged. It ticks every second, not every 6s and makes ships virtually invulnerable.
How low is the heal amount? I figured, on my ship with 8.3k shields, I would get about 800 shield heal. Pretty much why I decided I didn't want to go with this passive. Not even worth it if you are running a cruiser, I'd imagine.
I was afraid that the placate ability didn't have a immunity timer on it, as it was missing from the description. Borticus said all of the passives have a cooldown. Doesn't appear to be the case for the placate.
Any input on the Kinetic damage?
I hit T4 yesterday, but I've been holding off picking an ability until we see what happens in the next few weeks.
In regard to the Trans stuff and eating hull, based on a couple of discussions from other threads I've been playing around with something over on the PvE side. I haven't actually tried this with Trans (I'm playing with Plasma and Trics) nor do I have the T4 Kinetic Proc.
In another thread, we were discussing the THY/TS/PWO - the overlap of THY/TS available - and decloaking. Basically, while cloaked you can THY...wait the 15s triggered CD on TS...hit that, decloak - and you'll fire off the THY and TS near the same time - your torps will continue to fire off each second and it won't be long before you can THY/TS again.
That 15s triggered CD - would also apply to a second THY. If you have two Trans launchers, while cloaked - you trigger THY#1, wait 15s, trigger THY#2, decloak, fire - you should have two back to back THY Trans. Like I said though, I've been playing with Plas/Tric on the PvE side (firing off back to back Heavy Plasma Torps followed by the Tric - so all three are heading toward the target - pointless in PvP because they'd be shot down - but a trip in PvE).
So pair those two Trans, with two THY, with a pair of Dual Cannons (for the faster RoF), add in CRF, and add the Kinetic Proc...
The KineticProc is 2.5% for the cannons and 5% for the torps.
And while TBR is no longer lolTBR, pick up TBR. Add in a Romulan Particle Gen [Pla] for the 2.5% Plasma DoT.
Grab a Sci Captain for the Subnuke, eh?
So...
Cloak
THY#1
Wait 15s
THY#2
Decloak
CRF
Fire
TBR them away from the healer
Subnuke if they try to APO/PH the TBR
I could even see adding in a DPB'd Trans launcher, because they might not doing anything during the WTFmoment that might ensue. Mines get a 5% Kinetic Proc as well (2.5% directed energy/5% torps & mines).
Folks were running hullbusters before - that 5%(2.5% energy) kinetic proc should make the more fun, eh?
Oh well, back to playing over in PvEland with my destructibles (heh, might add a Breen Cluster and ooooh, the Breen Energy one when I get the Chel - yeah, completely useless in PvP... but PvP itself is kind of feeling useless anyway)...
I don't know when, I don't know how, but I checked in with the team/ passed along your feedback about this passive and was told that it is too powerful and is going to get a nerf.
Cheers,
Brandon =/\=
Great news. Still holding out on choosing my T4 abilities until this gets sorted out.
Is a placate immunity going to be applied to the T4 Romulan placate ability, like Borticus said all of the T4 abilities were supposed to get?
this is ok for you guys that pvp but what about the guys that only pve,
it maybe over powered in pvp but in pvp it means the borg queen doesnt 1 shot you anymore.
You all have the chance to get the same skills so instead of crying over it and making the whole game pay for you few pvp'ers why not just all get the skills then it will even it all out,
now the rest of the game has got to pay the price for a few cry baby pvp'ers.
Get branflakes to test the same skills in space onslaught elite and tell me the skills are over powered,
im sick of this bloody game chancing stuff all the time which then cost me my real money to put right,
if your going to nerf these skills into hell and back then at least get your balls out and man up and give us a free respec token. Your comapny is worse then bigpoint who are the worse con men online,
you bring something out make it amazing get everyone to spend there cash then nerf it to hell then do the same next week,
you should re name the company to digital con men it would be more fitting
Get a non-fail build. Use my siglink or drunk's thread as a reference point.
this is ok for you guys that pvp but what about the guys that only pve,
it maybe over powered in pvp but in pvp it means the borg queen doesnt 1 shot you anymore.
You all have the chance to get the same skills so instead of crying over it and making the whole game pay for you few pvp'ers why not just all get the skills then it will even it all out,
now the rest of the game has got to pay the price for a few cry baby pvp'ers.
Get branflakes to test the same skills in space onslaught elite and tell me the skills are over powered,
im sick of this bloody game chancing stuff all the time which then cost me my real money to put right,
if your going to nerf these skills into hell and back then at least get your balls out and man up and give us a free respec token. Your comapny is worse then bigpoint who are the worse con men online,
you bring something out make it amazing get everyone to spend there cash then nerf it to hell then do the same next week,
you should re name the company to digital con men it would be more fitting
Er... I can't think of a single change in the game that was made for PvP.
Heck, the most recent before this one that comes to mind - Tractor Beam Repulsors.
Folks complained, complained, complained - provided oodles and oodles and oodles of feedback/info on it.
Didn't matter.
Now when the PvE folks started rocking and rolling No Win with it... tada, they addressed it.
So I think that you'll find that once again, this was a change made because it wasn't working on the PvE side - not from the complaints of folks over on the PvP side. PvE folks were doing something better than they should have been able to do it...
...which means, and Hell - you even did it in your post here - that you should go over to the appropriate section of the forums and cry that something's too hard.
its amazing what comes crawling in here every time there is a dev post. its more powerful then intended in any part of the game, build something non fail and you wont need stupid pasives
this is ok for you guys that pvp but what about the guys that only pve, /snip
Though I don't agree with the tone (or the comment on fixes that are for PVP only) I do think that if they're going to nerf bat locked in skills a free respec would help keep the peace. I recall one of the bigger MMO's doing this near always when a skill change was implemented.
I checked in with the team after I passed along your feedback about this passive and was told that it is too powerful and is going to get a nerf.
Cheers,
Brandon =/\=
wait.... you mean they admited it was too powerful after you told them what we discovered about it?
never mind the fact that its actually bugged if its ticking every second instead of every 6 seconds...
seriously man.
is this company not able to ADMIT mistakes? rather then just saying "oh yeah that is too powerful, guess will nerf it".
and about that QA department.....
werent they supposed to catch this sort of thing since the community couldnt until the season went live? i mean, i'd seriously look for new QA people since these guys have gotten more things pushed live then should be allowed....
You can mouse over the ability in your key bind tab (in options window) and then you see the manual command
Lol- it just dawned on me I have never looked at that part of the UI. I've been using bindfiles and just plopping commands directly in the chat bar before that..
Thanks.
Comments
To me, it sounds like [crth]x3 will be the new weapon modifier of choice.
The Accuracy bleed over to Crit's is the concern I had for [Acc]x2/3 weapons becuase you get the better chance of hiting and the increased Crit's as well add in th placate and the proper equipment and one may never be targetd again. Relatively speaking.
If that no longer the case and they just enhanced your chance to hit, I would agree the [CritH] mod weapons are going to be a hot item as well.
R.I.P
i did a little bit of parsing with critH 3 vs acc3, and it looks like with weapons that are lower damage per hit, so anything thats not a DHC, the acc3 might be giving more dps. these were just random matches though not really controlled tests though. it sort of looks like every acc mod adds about 3% to a weapons accuracy.
i still think critH3 is best though. they are dirt cheep by comparison, it adds more front loaded damage, and once you control movement, you have windows of unmatchable damage dealing.
We tested it with one weapon set to autofire and me flying circles around him at 80% defense. No buffs, just him firing on me. We tested each weapon with about 500-1000 shots. It seemed to us that the CrtH edged out ACC in terms of damage. From our test, I would say ACC is great if you want procs to happen more often. CrtH if you want more DPS (and more of the placate ability, I would say). We didn't test CrtD (my were both being cheap and didn't want to buy one), but I'm a proponent for CrtD being top DPS.
I'm probably going to put in two CrtH turrets if I go with the placate ability (which I'm still leaning towards).
I linked you to post where a question about the "overclocking weapon power" came up as not working anymore.
Have you noticed it not being possible anymore?
R.I.P
R.I.P
one of the patches in season 7 tribble testing seemed to have broken overcaping, but what eventually went live on holodeck seemed to be unaffected, nothing had changed with the way weapon power worked. but i haven't stared at my weapon power levels for a week or so to see if they are still working right or not, i assume they still are.
The Placate (T4 Rom) procs way too often. (And even a lockout period wouldn't help unless it's like a minute or so.)
The innate shield regen (T4 Omega) is completely op and bugged. It ticks every second, not every 6s and makes ships virtually invulnerable.
All of these issues were suspected the second we saw the stats and confirmed once we finally got to test these things (on live, since Cryptic never gave us free unlocks on tribble to test this in time). Seriously, sack the QA department and everyone who was responsible for coding this.
That's the reality. I won't believe in any change until I see some action. And by action I mean an outline of a plan that is both concrete and timed.
With a plan like that, there would be some hope....
So... anyone want to bet on when Voldemort will return?
I mean target previous enemy.
The manual command is:
/Target_Enemy_Prev
@rudiefix Feds: Rudiefix / Thron / Opa
@rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
@rudiefix Roms (KDF alligned): Chicita
And I'm in an escort.
Daizen - Lvl 60 Tactical - Eclipse
Selia - Lvl 60 Tactical - Eclipse
Thanks! Though I feel a great many commands are not on my list. DO you know where I can find this one and others likened to it?
R.I.P
Thanks. The person whom asked (in another thread) said he could not ever make it work. It may have been a user error.
R.I.P
I was afraid that the placate ability didn't have a immunity timer on it, as it was missing from the description. Borticus said all of the passives have a cooldown. Doesn't appear to be the case for the placate.
Any input on the Kinetic damage?
I hit T4 yesterday, but I've been holding off picking an ability until we see what happens in the next few weeks.
You can mouse over the ability in your key bind tab (in options window) and then you see the manual command
@rudiefix Feds: Rudiefix / Thron / Opa
@rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
@rudiefix Roms (KDF alligned): Chicita
In another thread, we were discussing the THY/TS/PWO - the overlap of THY/TS available - and decloaking. Basically, while cloaked you can THY...wait the 15s triggered CD on TS...hit that, decloak - and you'll fire off the THY and TS near the same time - your torps will continue to fire off each second and it won't be long before you can THY/TS again.
That 15s triggered CD - would also apply to a second THY. If you have two Trans launchers, while cloaked - you trigger THY#1, wait 15s, trigger THY#2, decloak, fire - you should have two back to back THY Trans. Like I said though, I've been playing with Plas/Tric on the PvE side (firing off back to back Heavy Plasma Torps followed by the Tric - so all three are heading toward the target - pointless in PvP because they'd be shot down - but a trip in PvE).
So pair those two Trans, with two THY, with a pair of Dual Cannons (for the faster RoF), add in CRF, and add the Kinetic Proc...
The KineticProc is 2.5% for the cannons and 5% for the torps.
And while TBR is no longer lolTBR, pick up TBR. Add in a Romulan Particle Gen [Pla] for the 2.5% Plasma DoT.
Grab a Sci Captain for the Subnuke, eh?
So...
Cloak
THY#1
Wait 15s
THY#2
Decloak
CRF
Fire
TBR them away from the healer
Subnuke if they try to APO/PH the TBR
I could even see adding in a DPB'd Trans launcher, because they might not doing anything during the WTFmoment that might ensue. Mines get a 5% Kinetic Proc as well (2.5% directed energy/5% torps & mines).
Folks were running hullbusters before - that 5%(2.5% energy) kinetic proc should make the more fun, eh?
Oh well, back to playing over in PvEland with my destructibles (heh, might add a Breen Cluster and ooooh, the Breen Energy one when I get the Chel - yeah, completely useless in PvP... but PvP itself is kind of feeling useless anyway)...
I checked in with the team after I passed along your feedback about this passive and was told that it is too powerful and is going to get a nerf.
Cheers,
Brandon =/\=
Is a placate immunity going to be applied to the T4 Romulan placate ability, like Borticus said all of the T4 abilities were supposed to get?
*readies the cherub choir*
I'm so happy this will get sorted out soon.
It's nice to see a quick fix pvp related
www.divisionhispana.com
bad news: i missed it lol
Get a non-fail build. Use my siglink or drunk's thread as a reference point.
Er... I can't think of a single change in the game that was made for PvP.
Heck, the most recent before this one that comes to mind - Tractor Beam Repulsors.
Folks complained, complained, complained - provided oodles and oodles and oodles of feedback/info on it.
Didn't matter.
Now when the PvE folks started rocking and rolling No Win with it... tada, they addressed it.
So I think that you'll find that once again, this was a change made because it wasn't working on the PvE side - not from the complaints of folks over on the PvP side. PvE folks were doing something better than they should have been able to do it...
...which means, and Hell - you even did it in your post here - that you should go over to the appropriate section of the forums and cry that something's too hard.
Just saying...
Oh, and have a nice day.
Though I don't agree with the tone (or the comment on fixes that are for PVP only) I do think that if they're going to nerf bat locked in skills a free respec would help keep the peace. I recall one of the bigger MMO's doing this near always when a skill change was implemented.
http://www.youtube.com/watch?v=M9ZX8-mQGq4&
Most ridiculous thing I've seen in this game in a while.
It was PvE too, you are pretty much immune to anything but bleedthrough
wait.... you mean they admited it was too powerful after you told them what we discovered about it?
never mind the fact that its actually bugged if its ticking every second instead of every 6 seconds...
seriously man.
is this company not able to ADMIT mistakes? rather then just saying "oh yeah that is too powerful, guess will nerf it".
and about that QA department.....
werent they supposed to catch this sort of thing since the community couldnt until the season went live? i mean, i'd seriously look for new QA people since these guys have gotten more things pushed live then should be allowed....
-_-
will this be fixed before the boot camp?
Do you even Science Bro?
Lol- it just dawned on me I have never looked at that part of the UI. I've been using bindfiles and just plopping commands directly in the chat bar before that..
Thanks.
R.I.P