Because when I can use either Prefire Chambers or Directed Energy Distribution Manifold to augment its damage, so it doesent make sense to me. If I am going to use 8 console slots to make my Feedback pulse do more damage, I would like to know if it is a beam, or a cannon.
If it was a cannon skill, it would totally make sense that a Prefire Chamber would augment it, but if it were a beam, I suppose that Directed Energy Distribution Manifolds would augment it. I am confused because it cant possibly be a beam AND a cannon... could it???
Or is it neither a beam or a cannon, but a exotic particle science skill, thus only augmented by a Particle Generator console, which would almost make sense since no other single damage dealing skill in the game would be augmented by a posssible EIGHT whole console slots on one ship at a time. Now that I mention it, it sounds a little.... Oh, Pee. HMMM. You can see why I am confused.
I certainly wouldnt want to fix this if it wasnt working as intended. PVP has been flooded with all kinds of new players who can suddenly get a kill or two or last a moment in a fight, on account of their 8 console feedback pulse.
tl;dr?
Prefire Chambers and Directed energy Distribution Manifold consoles are boosting Feedback Pulse on top of particle generators, making the consequences for attacking someone quite extreme if during your attack they choose to activate feedback pulse, among other buffs.
Just for clarification: You are saying that both Prefire Chamber consoles and Directed Energy Distribution Manifold consoles ARE boosting the power of Feedback Pulse, correct?
To answer your question, and the fact that we've seen a couple of FBP threads recently (which is interesting IMO), they aren't supposed to.
FBP is supposed to be affected by only the following:
Particle Gens skill
Particle Gens boosting equipment (consoles, deflectors, set bonuses, traits, etc)
The amount of damage resist on the opponent
Tac buffs (if a tac, also includes APO buff along with APB and APD debuffs)
EPTA (gives a bonus to particle gens nowadays)
It can also crit I believe.
EDIT: also, forgot that Aux power helps too.
I might be missing some other stuff. But if this is the case (nothing personal, but I think others should test it as well to be sure), then it is certainly a bug, and might explain this thread more: http://sto-forum.perfectworld.com/showthread.php?t=759161
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.
Well, we could avoid firing at someone with such a super FBP, and true, it can be nuked off.
Also, it's a fun punisher for people spamming AtB FaW.
However, the tac console interaction is a bit much. In fact, you can even get it to the point that you can reflect more damage than is being done to you. It should be looked into to see if it's working as intended.
However, the tac console interaction is a bit much. In fact, you can even get it to the point that you can reflect more damage than is being done to you. It should be looked into to see if it's working as intended.
Not hard to do what without any Tac consoles
My record is 2.1... meaning it's dealing 2x the damage I'm taking.
Just for clarification: You are saying that both Prefire Chamber consoles and Directed Energy Distribution Manifold consoles ARE boosting the power of Feedback Pulse, correct?
To answer your question, and the fact that we've seen a couple of FBP threads recently (which is interesting IMO), they aren't supposed to.
FBP is supposed to be affected by only the following:
Particle Gens skill
Particle Gens boosting equipment (consoles, deflectors, set bonuses, traits, etc)
The amount of damage resist on the opponent
Tac buffs (if a tac, also includes APO buff along with APB and APD debuffs)
EPTA (gives a bonus to particle gens nowadays)
It can also crit I believe.
EDIT: also, forgot that Aux power helps too.
I might be missing some other stuff. But if this is the case (nothing personal, but I think others should test it as well to be sure), then it is certainly a bug, and might explain this thread more: http://sto-forum.perfectworld.com/showthread.php?t=759161
You left out the Sci space trait that iirc can stack to 30% boost to exotic damage, not sure if sensor analysis boosts it though.
[Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
Random Quote from Kerrat
"Sumlobus@****: your mums eat Iced Targ Poo"
C&H Fed banter
My record is 2.1... meaning it's dealing 2x the damage I'm taking.
Well, OK then. But still, I bet that's with plenty of sacrifices. Just imagine what that'd be like with tac consoles....which would probably push things up to above 3x....which is frankly kind of nuts. Imagine a buff that could triple your damage....
You left out the Sci space trait that iirc can stack to 30% boost to exotic damage, not sure if sensor analysis boosts it though.
Yep.
It's an amazing trait too. 30% flat damage bonus at the top end is no joke.
Compare to APA (+50% dmg) as a Tac except it has no cooldown.*
*It also requires you to be shot, and only works on a very limited set of powers. Probably one of the better devised and implemented buffs I've seen in a while, being both useful, powerful in certain situations but also well balanced overall.
EPTW seems to give a much larger damage boost then EPTA. Not the extra power but the damage bonus from EPTW boosts damage more then particle gens from EPTA.
anyone remember the days when tac abilities boosted it insanely? like you could bait yourself with no shields pop everything then anything that shot you killed themselves?
people cried when that was taken away.
also, im not surprised that "tactical based things" still boost science damage more then science can.
I can theoretically get it to 240%. Atm im sitting at 1.2 because any more and people wont target me period. 1.2 is just enough to make them think they can tank my fbp.
EPTW seems to give a much larger damage boost then EPTA. Not the extra power but the damage bonus from EPTW boosts damage more then particle gens from EPTA.
anyone remember the days when tac abilities boosted it insanely? like you could bait yourself with no shields pop everything then anything that shot you killed themselves?
people cried when that was taken away.
also, im not surprised that "tactical based things" still boost science damage more then science can.
Not sure how true the last part is anymore w/the exotic damage boosting Sci trait + Sci captain debuff powers (Sensor Scan/SNB) and situationally Sensor Analysis for Sci ships (or APO/APD/APB tac boff powers for other ships). Idk, if a quick cloak/decloak would boost its (and other exotic) damage as well for BC ships.
The interesting thing to me is the timing of when to best use the abilities since the Sci trait and Sensor Analysis need to be in a fight a little while to max their potential damage compared to traditional decloaking alphas. So, a pilot turtles to buff their alphas, then quick cloak/decloak and pop their exotic damage alphas mid fight type of build can change the rhythm of a fight and team tactic.
[Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
Random Quote from Kerrat
"Sumlobus@****: your mums eat Iced Targ Poo"
C&H Fed banter
im so glad that this thread hasnt been derailed and we are all on the issue of Tactical Console Slots boosting Feedback Pulse.
Also, thanks for the tips, I know how to avoid FBP, that isnt the issue, not being able to avoid getting killed because I have a stream of energy on the way to them whilst they activate their 8 console fbp is the issue.
What it does is creates a scenario where: You cant shoot at me, or you will die. Im not sure this is right.
also, im not surprised that "tactical based things" still boost science damage more then science can.
Conservation of Energy is Sci Captain specific, provides up 60% of the damage value of APA to any skill that gains damage from particle gens and has effectively 0 cooldown.
Generally speaking Sensor Scan is better than FOMM by a pretty vast margin (Higher potential debuff, AoE, requires ST to clear)
APO, APD and APB while not necessarily available to any ship are available to a wide assortment of ships and are just as career agnostic as FBP is.
So I think this is about as even as things really need to be when it comes to dealing damage.
yeah this needs to be looked at alright, FBP should not be boosted by Tac consoles...its just silly
iv seen a lot of players going around with these OP FBP builds....kind of useless in a team PvP match..(just dont target the dude with the OP FBP and its a wasted ability)
its basically an escort troll build, great for kerrat or for 1v1 unaware escort captains
I attempted to test this build last night and it's not as OP as everyone is leading on.
I ran a vesta and did a respec to max out Aux and Particle gen skills, loaded 4 XII purple Particle Gens and 4 XII purple generic Tac consoles, the Nukera console and a leech in the Eng slots.
I used FBP 3 with Aux power at 130, Buffed with APA, APO, TT and Fire on my Mark and EPTW 1 and Sci team 1 and a large Aux Batt, it hurt the Alphing BOP's but did not one-shot them by any means.
Where it was most useful (in Kerrat) was upon respawn when everyone was all bunched up, I had 5 KDF shooting me at once. I knocked them all down from %100 to %60 hull and the other Feds attacking also made most of them cloak and run.
I was running the Aux cannon and 2 Fleet phaser DBB in the front and the rear 3 Fleet phaser Beam arrays. Elite fleet covarient Shields, Elite Fleet Deflector (the one that boost particle gen and deflector abilities) and a Ages Eng for %5 defence.
I then swapped out the generic Tac consoles for 4 XII purple Phaser consoles and put my Weapon power back to 100 and had Aux power at about 100 also. (boosted by warp core and skill spec) This gave me more offensive output, before with all power to Aux my damage was pitiful.
Then I was able to fight back when FBP was on cooldown and still get some respectable damage with the pulse when getting focused on. So it can be a useful skill but when you dump everything into buffing it, it's not the instant "I Win" button that blows up anyone that shoots you that the Forum posts are implying.
Now I could be doing something wrong or perhaps the Space set I am using it hendering it some how, but per these posts just having 8 consoles and 2 attack patterns and 130 power to Aux buffing it is suppost to make it some kind of OP beast. I tried it and it just wasent that way.
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.
arent there also doffs that might factor into this? one makes polarize hull feedback? and isnt there a doff that also boosts it or something?
The Polarized Hull reflector Doff basically gives a chance to proc a Feedback pulse 1 effect. And it would only do it for maybe one shot, not the entire cycle of a weapons effect. It really does not perform as well as you would think when reading the effect.
You think that your beta test was bad?
Think about this: American Football has been in open beta for 144 years. ~Kotaku
The Polarized Hull reflector Doff basically gives a chance to proc a Feedback pulse 1 effect. And it would only do it for maybe one shot, not the entire cycle of a weapons effect. It really does not perform as well as you would think when reading the effect.
Oh I know it by itself isn't that great, I was just wondering if the combo of it plus a normal fbp might be having a weird reaction when it procs while feedback pulse is actually up and stuff.
With this game I've learned that even the most remotely unrelated things can TRIBBLE each other up lol.
Oh I know it by itself isn't that great, I was just wondering if the combo of it plus a normal fbp might be having a weird reaction when it procs while feedback pulse is actually up and stuff.
With this game I've learned that even the most remotely unrelated things can TRIBBLE each other up lol.
Last I checked, it doesn't.
I did wonder at one point if maybe having lower resistance while FBP is running ment I'd take more damage and then reflect more damage, but I don't think it works that way either.
You think that your beta test was bad?
Think about this: American Football has been in open beta for 144 years. ~Kotaku
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
To answer your question, and the fact that we've seen a couple of FBP threads recently (which is interesting IMO), they aren't supposed to.
FBP is supposed to be affected by only the following:
Particle Gens skill
Particle Gens boosting equipment (consoles, deflectors, set bonuses, traits, etc)
The amount of damage resist on the opponent
Tac buffs (if a tac, also includes APO buff along with APB and APD debuffs)
EPTA (gives a bonus to particle gens nowadays)
It can also crit I believe.
EDIT: also, forgot that Aux power helps too.
I might be missing some other stuff. But if this is the case (nothing personal, but I think others should test it as well to be sure), then it is certainly a bug, and might explain this thread more: http://sto-forum.perfectworld.com/showthread.php?t=759161
Also, it's a fun punisher for people spamming AtB FaW.
However, the tac console interaction is a bit much. In fact, you can even get it to the point that you can reflect more damage than is being done to you. It should be looked into to see if it's working as intended.
Not hard to do what without any Tac consoles
My record is 2.1... meaning it's dealing 2x the damage I'm taking.
You left out the Sci space trait that iirc can stack to 30% boost to exotic damage, not sure if sensor analysis boosts it though.
Random Quote from Kerrat
"Sumlobus@****: your mums eat Iced Targ Poo"
C&H Fed banter
Well, OK then. But still, I bet that's with plenty of sacrifices. Just imagine what that'd be like with tac consoles....which would probably push things up to above 3x....which is frankly kind of nuts. Imagine a buff that could triple your damage....
Yep.
It's an amazing trait too. 30% flat damage bonus at the top end is no joke.
Compare to APA (+50% dmg) as a Tac except it has no cooldown.*
*It also requires you to be shot, and only works on a very limited set of powers. Probably one of the better devised and implemented buffs I've seen in a while, being both useful, powerful in certain situations but also well balanced overall.
people cried when that was taken away.
also, im not surprised that "tactical based things" still boost science damage more then science can.
Do you even Science Bro?
something the devs should look.
Not sure how true the last part is anymore w/the exotic damage boosting Sci trait + Sci captain debuff powers (Sensor Scan/SNB) and situationally Sensor Analysis for Sci ships (or APO/APD/APB tac boff powers for other ships). Idk, if a quick cloak/decloak would boost its (and other exotic) damage as well for BC ships.
The interesting thing to me is the timing of when to best use the abilities since the Sci trait and Sensor Analysis need to be in a fight a little while to max their potential damage compared to traditional decloaking alphas. So, a pilot turtles to buff their alphas, then quick cloak/decloak and pop their exotic damage alphas mid fight type of build can change the rhythm of a fight and team tactic.
Random Quote from Kerrat
"Sumlobus@****: your mums eat Iced Targ Poo"
C&H Fed banter
Also, thanks for the tips, I know how to avoid FBP, that isnt the issue, not being able to avoid getting killed because I have a stream of energy on the way to them whilst they activate their 8 console fbp is the issue.
What it does is creates a scenario where: You cant shoot at me, or you will die. Im not sure this is right.
Conservation of Energy is Sci Captain specific, provides up 60% of the damage value of APA to any skill that gains damage from particle gens and has effectively 0 cooldown.
Generally speaking Sensor Scan is better than FOMM by a pretty vast margin (Higher potential debuff, AoE, requires ST to clear)
APO, APD and APB while not necessarily available to any ship are available to a wide assortment of ships and are just as career agnostic as FBP is.
So I think this is about as even as things really need to be when it comes to dealing damage.
iv seen a lot of players going around with these OP FBP builds....kind of useless in a team PvP match..(just dont target the dude with the OP FBP and its a wasted ability)
its basically an escort troll build, great for kerrat or for 1v1 unaware escort captains
sort it out cryptic...cheers
Give your self FBP..
Add the Particle Generator Consoles to your sci slots and see how much it says it'll reflect while in space using the tool tip.
Then add the other consoles mentioned in the OP to see if the reflect tool tip increases.
If it does, then those other consoles are also effecting FBP. If not, then they aren't and there's nothing to worry about. :rolleyes:
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
I ran a vesta and did a respec to max out Aux and Particle gen skills, loaded 4 XII purple Particle Gens and 4 XII purple generic Tac consoles, the Nukera console and a leech in the Eng slots.
I used FBP 3 with Aux power at 130, Buffed with APA, APO, TT and Fire on my Mark and EPTW 1 and Sci team 1 and a large Aux Batt, it hurt the Alphing BOP's but did not one-shot them by any means.
Where it was most useful (in Kerrat) was upon respawn when everyone was all bunched up, I had 5 KDF shooting me at once. I knocked them all down from %100 to %60 hull and the other Feds attacking also made most of them cloak and run.
I was running the Aux cannon and 2 Fleet phaser DBB in the front and the rear 3 Fleet phaser Beam arrays. Elite fleet covarient Shields, Elite Fleet Deflector (the one that boost particle gen and deflector abilities) and a Ages Eng for %5 defence.
I then swapped out the generic Tac consoles for 4 XII purple Phaser consoles and put my Weapon power back to 100 and had Aux power at about 100 also. (boosted by warp core and skill spec) This gave me more offensive output, before with all power to Aux my damage was pitiful.
Then I was able to fight back when FBP was on cooldown and still get some respectable damage with the pulse when getting focused on. So it can be a useful skill but when you dump everything into buffing it, it's not the instant "I Win" button that blows up anyone that shoots you that the Forum posts are implying.
Now I could be doing something wrong or perhaps the Space set I am using it hendering it some how, but per these posts just having 8 consoles and 2 attack patterns and 130 power to Aux buffing it is suppost to make it some kind of OP beast. I tried it and it just wasent that way.
Hmm...I'm not doubting your tests, just trying to think of other factors that might be contributing.
One person who got insta-vaped was fighting sci toons in sci ships I believe. So it may not be tac-buffs are the main issue.
Other things I thought of that may not be 'clicking' right are:
Some piece of gear that hasn't been tried yet.
It could be that some combo of gear is also causing the problem.
Or, this 'mega-FBP' is instead coming from FBP 1 or 2.
Though I will say that cannon and beam consoles shouldn't be affecting this irregardless.
arent there also doffs that might factor into this? one makes polarize hull feedback? and isnt there a doff that also boosts it or something?
Do you even Science Bro?
The Polarized Hull reflector Doff basically gives a chance to proc a Feedback pulse 1 effect. And it would only do it for maybe one shot, not the entire cycle of a weapons effect. It really does not perform as well as you would think when reading the effect.
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
Oh I know it by itself isn't that great, I was just wondering if the combo of it plus a normal fbp might be having a weird reaction when it procs while feedback pulse is actually up and stuff.
With this game I've learned that even the most remotely unrelated things can TRIBBLE each other up lol.
Do you even Science Bro?
Last I checked, it doesn't.
I did wonder at one point if maybe having lower resistance while FBP is running ment I'd take more damage and then reflect more damage, but I don't think it works that way either.
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
Could those be affecting this in an odd way? I know the shields I believe have an FBP proc thing on them. Could that be tying into it somehow?