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Science Skills to Boost Energy Weapon Effects?

incubusangelincubusangel Member Posts: 11 Arc User
Hey everyone, i've been looking at several of the threads about how science vessels (and to a lesser extent cruisers) feel obsolete nowadays and i've been thinking: what if we tied the proc effect of the various energy weapon types to science skills? I imagine it looking like the following:


Flow Capacitors would boost the drain effect of polaron and tetryon weapons.

Particle Generators would boost the DOT effect plasma weapons as well as the resistance debuff from disruptors and the critical severity of Antiprotons.

Subspace Decompilers would boost the length of the disable effect of phaser weapons.

In addition, each of the science skills in question would slightly increase the chance of a proc activating with every skill point invested (perhaps up to a maximum to avoid things getting too crazy). Now that I think of it, perhaps something similar could be done with projectile weapons by adding a new set of "Projectile/Mine Optimization" skills for engineers that would be devoted to increasing the proc chance and severity of the various kinetic weapons availiable.

So what do you all think?
Post edited by Unknown User on

Comments

  • twamtwam Member Posts: 0 Arc User
    edited June 2013
    Correct me if I'm wrong, but isn't that already the way it works, for most of these energy weapons?

    Nobody should run polarons/tetryons without speccing flow caps, for one...
  • incubusangelincubusangel Member Posts: 11 Arc User
    edited June 2013
    If you can point to me the article anywhere on this website or the STO Wiki that proceeds it that proves this is the case then i'd be glad to see it, but to my current knowledge the proc effects of all weapons are fixed.
  • stirling191stirling191 Member Posts: 0 Arc User
    edited June 2013
    If you can point to me the article anywhere on this website or the STO Wiki that proceeds it that proves this is the case then i'd be glad to see it, but to my current knowledge the proc effects of all weapons are fixed.

    Check your equipped tooltips at varying degrees of item-boosted flow capacitor levels. You'll easily see that the polaron power drain and tetryon shield killer procs are modified by flow cap levels.
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited June 2013
    Flow Capacitors would boost the drain effect of polaron and tetryon weapons.

    This already works like this. Feel free to test yourself.

    Particle Generators would boost the DOT effect plasma weapons as well as the resistance debuff from disruptors and the critical severity of Antiprotons.

    I'm not 100% sure on plasma at this point.

    Nothing should buff these in the science tree (except PG for Plasma which I agree with, but more as its incidental rather than specific).

    These are better boosted by the basic T1 Starship Energy weapons skill, if at all.

    Why?

    Because making Polaron & Tetryon only cost T1 investment, and making 3 others cost T3 investment, and then forcing Phasers into T5 investment is a pretty unbalanced approach and forces some procs to be massively more expensive in cost investment and cost opportunity than others.


    More to that, Phasers, Antiproton and Disruptors really are fine and do not need more of a boost. They have effects that are already strong enough and really should not be boosted by any skills in the skill tree.
  • stirling191stirling191 Member Posts: 0 Arc User
    edited June 2013
    Because making Polaron & Tetryon only cost T1 investment, and making 3 others cost T3 investment, and then forcing Phasers into T5 investment is a pretty unbalanced approach and forces some procs to be massively more expensive in cost investment and cost opportunity than others.

    Oh the memories that brings back...
  • rhinzualrhinzual Member Posts: 0 Arc User
    edited June 2013
    reyan01 wrote: »
    The recently available to Federation characters 'Plasmonic Leech' is of great benefit.

    I fitted one to my Vesta, and it does make a difference to the Aux Cannons (which, thanks to a Overcharged [purple] mkXI warp core is producing a power-level of 130 too), and it benefits the Quantum Focus phaser nicely too.

    edit: Nevermind, wrong thread.
  • saxmanusmcsaxmanusmc Member Posts: 79 Arc User
    edited December 2013
    Oh the memories that brings back...

    LMAO....I was thinking the same thing.:eek: Bad nightmares indeed!
    FA Janin Delwynn - Fed Tac Officer
    FA Dion - Romulan Engineer Officer
    FA Zophie Delwynn - Fed Science Officer
  • bpharmabpharma Member Posts: 2,022
    edited December 2013
    If you can point to me the article anywhere on this website or the STO Wiki that proceeds it that proves this is the case then i'd be glad to see it, but to my current knowledge the proc effects of all weapons are fixed.

    Here's how to do it:

    1) Buy a polaron beam and put it on your ship.

    2) Buy some CHEAP flow caps consoles.

    3) Go to Sol system or fly above Qo'nos.

    4) Hover your mouse over the polaron beam weapon and take note of how much power it drains on proc.

    5) Fit as many flow cap consoles on your ship as you can.

    6) Hover your mouse over the polaron beam weapon again and take note of how much more power it drains on proc.

    For extra credit, venture into the PvP forums (don't feed the Pandas) and look for a post on currently the 1st page discussing if tokens rift is stacking properly with other drains. Skip to page 2/3 of that post there's a bunch of formula for calculating how drain scales with flow caps by lucho80.

    As for the rest, I'm kinda with Ulty on this one, we don't want to go back to the old skill tree where certain skills locked you into weapon types. This skill tree is far from perfect but in a lot of ways it's a bit more flexible than the old one.

    It is through repetition that we learn our weakness.
    A master with a stone is better than a novice with a sword.

    Has damage got out of control?
    This is the last thing I will post.
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