I have a serious question... what power/skill combination is at play that is destroying my hull, but having negligible impact on my shields.
In several PVP runs yesterday, I'd notice my hull start to drop (rapidly), it wasnt plasma fire... but my shields were basically unscathed... I ended up dieing with near 100% shields... no burn...
My thought is DEM with some sort of Doff boost... am I far off? and is there a counter? I was blowing all my heals (btw: Wells Healer build) keeping myself alive.
If the opposing player used Transphasics, then it is all too likely that this outcome would occur.
However, it is also likely the other player did so much damage, that the bleedthrough destroyed you
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Had to be transphasic, most likely mines if u did not notice. They can hit between 1-7k
(80%bleedthrough on mines)
Time to reset visual marking on mines. Ive see people fly right into a field I set and kill themselves C&H. The power of fully spec transphasics is devastating.
Nova Core
ParadiseKiller
House of Beautiful Orions Zeadonouse ToLate
There's a probe console that does DoT hull damge among other things. It also has a detonate option for spike damage.
[Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
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Noticed this too. At first I thought it was DEM, but that wasn't the case. Then I thought Plasma fires, but that wasn't it either, nor Transphasics as I'd have noticed the explosions. After pouring through combat logs, I'm left with the conclusion that it's the Nukara tier 2 passive that's causing this. 2.5% bleedthrough from buffed escorts is quite strong, especially if you're not expecting major hull damage and thus haven't popped your hull resist skills. Probably needs a nerf. Or, like so many other things in LoR, should never have happened in the first place.
Noticed this too. At first I thought it was DEM, but that wasn't the case. Then I thought Plasma fires, but that wasn't it either, nor Transphasics as I'd have noticed the explosions. After pouring through combat logs, I'm left with the conclusion that it's the Nukara tier 2 passive that's causing this. 2.5% bleedthrough from buffed escorts is quite strong, especially if you're not expecting major hull damage and thus haven't popped your hull resist skills. Probably needs a nerf. Or, like so many other things in LoR, should never have happened in the first place.
Its a 2.5% shield bypass for damage which is basically similiar DEM in effect. SO basically on 15k shields it ignores 375 points.
Its almost like DEM 3 but even by its self the Nuka passive wouldnt not eat hull that quick.
Now combine it with the right supportive choices in weapons, consoles and design a build to chew hull quickly and you have something that can be deadly.
Aren't there some romulan consoles/singularity cores that boost exotic damage? I haven't rolled a Rommie yet, but I think I remember seeing something like that.
to the OP, the other posters pretty much covered it. a lot of bleed-thru and kinetic along with the changing of innate hull regen and human boffs, u will notice a big difference.
Don't know why it says i'm an ARC user. i will never use that TRIBBLE Cryptic!
Human Boff hull regen got nerfed, it was super OP, now its normal, everyone was running around in escorts (and every other ship) that had super awesome hull regen, although there is also the exoctic damage traits that may be boosting science abilities, making them a little stronger (but shouldn't make much of a difference).
Well we've figured out one thing. As soon as you enter red alert your hull repair rate is dropped by almost 2/3's. Say my Wells it has 180ish re-gen, as soon as I fire a shot or get shot and put into red alert it drops to 60.
Well we've figured out one thing. As soon as you enter red alert your hull repair rate is dropped by almost 2/3's. Say my Wells it has 180ish re-gen, as soon as I fire a shot or get shot and put into red alert it drops to 60.
That is the problem.
That's always been that way.
Though even if you have 60 hull regen when you first hit red alert, it won't stay that way once you start losing crew, which will drop it a good deal more.
In all fairness, Human BOFF regen was a bit insane because of the bug regarding them. So it's a good thing IMO.
I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
I must admit, respect points to Trendy for laying down the law like that.
Actually....It's never as far as I know been like that.
When I do a sensor scan that puts me in red alert. Why should that drop me by 2/3 regen. Nobody has fired at me. If that is the case though why even put that regen rate if going into battle with full crew if it will drop by 2/3's anyway. BTW last patch my hull regen always stayed above 100 percent even while my crew is dead..(no Human boffs).
Edit:After testing with a wiped out crew. I have 56 regen. I don't even start to lose regen until below 50 percent crew.
Actually....It's never as far as I know been like that.
When I do a sensor scan that puts me in red alert. Why should that drop me by 2/3 regen. Nobody has fired at me. If that is the case though why even put that regen rate if going into battle with full crew if it will drop by 2/3's anyway. BTW last patch my hull regen always stayed above 100 percent even while my crew is dead..(no Human boffs).
Edit:After testing with a wiped out crew. I have 56 regen. I don't even start to lose regen until below 50 percent crew.
Well, you are in red alert. You aren't supposed to be at maximum repair rate because the crew is at battle stations, and they are running around, doing damage control, repairing some minor things, making sure torpedoes are loaded, etc.
At least, that's how you can think of it in an RP fashion.
In terms of gameplay mechanics, it's more meant in that you aren't supposed to have high hull regen in combat anyways. There's out of combat regen, and in-combat regen. It has indeed been that way for a long long time. You aren't meant to rely on it either, like how Human BOFFs were before, and providing huge amounts of regen even in combat. I hope someone else is willing to verify all this as well.
Now, I will admit that some numbers could've been adjusted with LoR, or over the past few days, regarding hull regen numbers; and more importantly, that I might not know these changes. But for all my non-Human filled ships, things do seem pretty much same ole same ole since LoR hit (on the rare times I've been able and wanting to play that is).
I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
I must admit, respect points to Trendy for laying down the law like that.
In my warbird I often get down to very low hull with full shields. This is not so much that my hull is vanishing, (it might be in part), but more that my shields regenerate very fast with all the special consoles and other LoR stuff. So it might be partly perception.
_________________________________________________ [Kluless][Kold][Steel Heels][Snagtooth] [Louis Cipher][Outta Gum][Thysa Kymbo][Spanner][Frakk] [D'Mented][D'Licious]
Joined October 2009. READ BEFORE POSTING
Well, you are in red alert. You aren't supposed to be at maximum repair rate because the crew is at battle stations, and they are running around, doing damage control, repairing some minor things, making sure torpedoes are loaded, etc.
.
too bad theyre all dead/dying or repopulating like tribbles.
they call it sewper sick hull eater build 'n throw out some nonsence about hoo mans.
2.5% my aft.
lulz,
The nuka T2 rep may be broken but its not a hax and to be honest we do not know if ots really broken at all.
If you ahve 15k in shields and the Nt2 passive then your shots will ignore 375 points of shielding. If those shots go straight to hull then they must dealnwith any hull resistance involved before applying dammage.
To best use a hull eater build you need Disruptors for the hull resistance debuff proc, DEM for the additional bleed through and the standard Tac buffs to increase rate of fire.
Its build designed like any other, to min/max an effect or ability. No different from Drain builds, CC & Hold builds or any specialized builds.
You could pratice some preventive hull resists next timeyou PvP or you can just call "hax" and lulz instead of trying to learn, and ultimately bring PvP down through ignorance.
The nuka T2 rep may be broken but its not a hax and to be honest we do not know if ots really broken at all.
If you ahve 15k in shields and the Nt2 passive then your shots will ignore 375 points of shielding. If those shots go straight to hull then they must dealnwith any hull resistance involved before applying dammage.
To best use a hull eater build you need Disruptors for the hull resistance debuff proc, DEM for the additional bleed through and the standard Tac buffs to increase rate of fire.
Its build designed like any other, to min/max an effect or ability. No different from Drain builds, CC & Hold builds or any specialized builds.
You could pratice some preventive hull resists next timeyou PvP or you can just call "hax" and lulz instead of trying to learn, and ultimately bring PvP down through ignorance.
I think that's the main thing that's happening. People (myself included) aren't used to needing to pop hull resists with full shields up unless they see transphasics coming at them. There has definitely been a massive increase inthe number of hull eater builds since LoR, in no small part due to every ship getting a free DEM from Nukara. Since I made that post I've gone into matches expecting hull eaters and have been doing a better job of keeping my hull resists up along with my shields, and have been doing much better.
I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
I must admit, respect points to Trendy for laying down the law like that.
Comments
Vin Naftero@playhard88 - FED Sciencie
K'tan@playhard88 - KDF Tactical
Argento@playhard88 - RRF Tactical (FED)
However, it is also likely the other player did so much damage, that the bleedthrough destroyed you
Return of Ja'Dok Series (6 Part Series)
Enemy of the Exile Series (4 Part Series)
Task Force Ja'Dok Series (3 Part Series)
(80%bleedthrough on mines)
Time to reset visual marking on mines. Ive see people fly right into a field I set and kill themselves C&H. The power of fully spec transphasics is devastating.
ParadiseKiller
House of Beautiful Orions
Zeadonouse
ToLate
PaxOttomana: gawd mirror event is like fighting a tsi premade, they keep comin and comin!
You noticed that too? Even when i use 2 piece borg with elite shields my hull regen is garbo.
Which sucks for me as the only hull repair i run is HEsx1 the rest is all shield.
Random Quote from Kerrat
"Sumlobus@****: your mums eat Iced Targ Poo"
C&H Fed banter
I see what you did there.
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That TNG episode came to mind when I red the post....
And it has gotten oh, so much more delicious since LoR.
Ding ding. This. Call it what you will, hulleaters , bleed-through or DEM builds (even without Dem) its an effective build.
R.I.P
There's Something On The Wing!! Omg, There's Something On The Wing!!!!
R.I.P
Its a 2.5% shield bypass for damage which is basically similiar DEM in effect. SO basically on 15k shields it ignores 375 points.
Its almost like DEM 3 but even by its self the Nuka passive wouldnt not eat hull that quick.
Now combine it with the right supportive choices in weapons, consoles and design a build to chew hull quickly and you have something that can be deadly.
R.I.P
@DevolvedOne
thanks for the laugh!! XD
to the OP, the other posters pretty much covered it. a lot of bleed-thru and kinetic along with the changing of innate hull regen and human boffs, u will notice a big difference.
That is the problem.
That's always been that way.
Though even if you have 60 hull regen when you first hit red alert, it won't stay that way once you start losing crew, which will drop it a good deal more.
In all fairness, Human BOFF regen was a bit insane because of the bug regarding them. So it's a good thing IMO.
When I do a sensor scan that puts me in red alert. Why should that drop me by 2/3 regen. Nobody has fired at me. If that is the case though why even put that regen rate if going into battle with full crew if it will drop by 2/3's anyway. BTW last patch my hull regen always stayed above 100 percent even while my crew is dead..(no Human boffs).
Edit:After testing with a wiped out crew. I have 56 regen. I don't even start to lose regen until below 50 percent crew.
Well, you are in red alert. You aren't supposed to be at maximum repair rate because the crew is at battle stations, and they are running around, doing damage control, repairing some minor things, making sure torpedoes are loaded, etc.
At least, that's how you can think of it in an RP fashion.
In terms of gameplay mechanics, it's more meant in that you aren't supposed to have high hull regen in combat anyways. There's out of combat regen, and in-combat regen. It has indeed been that way for a long long time. You aren't meant to rely on it either, like how Human BOFFs were before, and providing huge amounts of regen even in combat. I hope someone else is willing to verify all this as well.
Now, I will admit that some numbers could've been adjusted with LoR, or over the past few days, regarding hull regen numbers; and more importantly, that I might not know these changes. But for all my non-Human filled ships, things do seem pretty much same ole same ole since LoR hit (on the rare times I've been able and wanting to play that is).
In my warbird I often get down to very low hull with full shields. This is not so much that my hull is vanishing, (it might be in part), but more that my shields regenerate very fast with all the special consoles and other LoR stuff. So it might be partly perception.
[Kluless][Kold][Steel Heels][Snagtooth]
[Louis Cipher][Outta Gum][Thysa Kymbo][Spanner][Frakk]
[D'Mented][D'Licious]
Joined October 2009. READ BEFORE POSTING
too bad theyre all dead/dying or repopulating like tribbles.
Do you even Science Bro?
they call it sewper sick hull eater build 'n throw out some nonsence about hoo mans.
2.5% my aft.
lulz,
The nuka T2 rep may be broken but its not a hax and to be honest we do not know if ots really broken at all.
If you ahve 15k in shields and the Nt2 passive then your shots will ignore 375 points of shielding. If those shots go straight to hull then they must dealnwith any hull resistance involved before applying dammage.
To best use a hull eater build you need Disruptors for the hull resistance debuff proc, DEM for the additional bleed through and the standard Tac buffs to increase rate of fire.
Its build designed like any other, to min/max an effect or ability. No different from Drain builds, CC & Hold builds or any specialized builds.
You could pratice some preventive hull resists next timeyou PvP or you can just call "hax" and lulz instead of trying to learn, and ultimately bring PvP down through ignorance.
R.I.P
I think that's the main thing that's happening. People (myself included) aren't used to needing to pop hull resists with full shields up unless they see transphasics coming at them. There has definitely been a massive increase inthe number of hull eater builds since LoR, in no small part due to every ship getting a free DEM from Nukara. Since I made that post I've gone into matches expecting hull eaters and have been doing a better job of keeping my hull resists up along with my shields, and have been doing much better.
Yeah...pretty much that.