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Brace for Impact!! New DOFFs are coming.

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  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited June 2013
    Everyone worried about doffs and no one has paid much attention to the Suliban ship which seems to be the ultimate doffing ship.
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited June 2013
    ssb64 wrote: »
    EDIT : i like that new federation pattern build (FBP) skill you mentioned

    lol that's a good one.
    [SIGPIC][/SIGPIC]
    Dignity and an empty sack is worth the sack.
  • redrickyredricky Member Posts: 1,004 Arc User
    edited June 2013
    lucho80 wrote: »
    Everyone worried about doffs and no one has paid much attention to the Suliban ship which seems to be the ultimate doffing ship.
    Yeah we need an irrefutable Suliban PvP thread. the superior.
    _______________
    CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
    Norvo Tigan@dontdrunkimshoot: hell ya, maybe
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited June 2013
    lucho80 wrote: »
    Everyone worried about doffs and no one has paid much attention to the Suliban ship which seems to be the ultimate doffing ship.

    Well, it has no direct impact on actual PvP gameplay - unlike the DOFFs.

    Which is why you won't see very much discussion about it in this particular sub-forum.


    At thread:

    It's kind of funny, but over the weekend I kept wondering when we would actually get DOFFs for some of the few powers that don't have any DOFF linked to them and specifically I was wondering what they might put out for AID or FBP.

    I'm pretty intrigued by the AID DOFF. I've always had a hard time justifying that power, even though it's actually really good, but only because the alternate options often seem so much stronger.

    Since it's M/AM DOFF, IIRC you can only slot one, but it might just make it interesting enough for a side build.
  • skurfskurf Member Posts: 1,071 Arc User
    edited June 2013
    Well, it has no direct impact on actual PvP gameplay - unlike the DOFFs.

    Which is why you won't see very much discussion about it in this particular sub-forum.


    At thread:

    It's kind of funny, but over the weekend I kept wondering when we would actually get DOFFs for some of the few powers that don't have any DOFF linked to them and specifically I was wondering what they might put out for AID or FBP.

    I'm pretty intrigued by the AID DOFF. I've always had a hard time justifying that power, even though it's actually really good, but only because the alternate options often seem so much stronger.

    Since it's M/AM DOFF, IIRC you can only slot one, but it might just make it interesting enough for a side build.

    What makes AID good to begin with?
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited June 2013
    skurf wrote: »
    What makes AID good to begin with?

    the turn and movement buff, the kinetic resist, and the uptime. now it will have energy resist too. running AtD at all times simply makes your ship better.

    im real tempted to colect 2 or 3 of these doffs and jump back in my steamrunner and put a 2 AtD build back on it. would not need EPtE as much, or turn consoles, could just stack mad armor and be a super tank.
  • chemist6lpchemist6lp Member Posts: 0 Arc User
    edited June 2013
    FBP... well, it could be somehow dangerous, depending whether the opposing team has any sense or not.

    But the BO doff? Me not exactly likey. I'm hoping for the first possibility the OP suggested. 20% > 30% > 40% > 50%? Ouch. As if these Romulan decloak aphas weren't bad enough.
    Science for the win. / Czechoslovak Fleet 1st Division
  • edited June 2013
    This content has been removed.
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited June 2013
    skurf wrote: »
    What makes AID good to begin with?

    Well, Lt slot with


    30 Aux
    =
    +30 vs. Kinetic
    +54% Flight speed
    +108% Turn
    Immunity Disable & Repel*

    or 100 Aux
    =
    +56 vs. Kineitc
    +100% Flight Speed
    +200% Turn (= 5 x MK XII VR RCS Consoles)
    Immunity Disable & Repel*


    *Immunity to disable includes things like stuns from PSW.


    That's a pretty solid power choice as far as Lt level powers go, but as I said early many of the competing options are generally a lot stronger.

    On it's own though, it's a pretty good power.
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited June 2013
    W
    or 100 Aux
    =
    +56 vs. Kineitc
    +100% Flight Speed
    +200% Turn (= 5 x MK XII VR RCS Consoles)
    Immunity Disable & Repel*

    Actually, I believe Auxiliary to Dampeners (AtD) still uses the old formula for bonus to turn rate; that is, the percentage is multiplied by BTR - 3, where BTR denotes the base turn rate. So +200% turn rate from AtD would be less than the bonus from 5 purple Mk XII RCS accelerators. It's been a while since I tested this though.
    Waiting for a programmer ...
    qVpg1km.png
  • ivantomdisplayivantomdisplay Member Posts: 0 Arc User
    edited June 2013
    Oh joy, FBP doff.
    [10:49] [Combat (Self)] Your Proton Barrage deals 96581 (43411) Proton(Critical) to Seto.
    Poor soul didnt have time to log out.
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited June 2013
    frtoaster wrote: »
    Actually, I believe Auxiliary to Dampeners (AtD) still uses the old formula for bonus to turn rate; that is, the percentage is multiplied by BTR - 3, where BTR denotes the base turn rate. So +200% turn rate from AtD would be less than the bonus from 5 purple Mk XII RCS accelerators. It's been a while since I tested this though.


    This was a good call on your part, and it prompted me to hop in game to check.

    Gaining 129% turn from AID

    w/ 14 Base turn rate Mogai

    Went from (adjusted) turn rate of 26.7 to a turn rate of 41 with AID.

    Which is a difference of approx 14.3.

    14 - 3 = 11

    And 129% of 11 is about 14.2.

    Close enough for me.


    So yes that does look like it's using the old calculation.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited June 2013
    This was a good call on your part, and it prompted me to hop in game to check.

    Gaining 129% turn from AID

    w/ 14 Base turn rate Mogai

    Went from (adjusted) turn rate of 26.7 to a turn rate of 41 with AID.

    Which is a difference of approx 14.3.

    14 - 3 = 11

    And 129% of 11 is about 14.2.

    Close enough for me.


    So yes that does look like it's using the old calculation.

    hmm, now we need to get adjudicatorhawk's attention so that can be updated too!
  • mimey2mimey2 Member Posts: 0 Arc User
    edited June 2013
    Y'know, it's kinda funny. Poor Aux to ID is generally so neglected by most people that we didn't really ever think about asking them to adjust the turn-rate bonus of that.

    Does APO and APA act the same way, while we're on that subject?
    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.
  • verusisraelverusisrael Member Posts: 93 Arc User
    edited June 2013
    "Development Lab Scientist (Space): Each reflected hit of Feedback Pulse has a chance to lower the attacker?s resistance ratings to all damage."

    -Hehe...this is totally going on my "stop hitting yourself" build.

    "Conn Officer (Space): Chance to increase Perception and Accuracy when activating Tactical Team.

    Energy Weapons Officer (Space): Chance for Beam Overload to cause your attacks to ignore a portion of shields for several seconds."

    -because my bug wasn't scary enough....
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited June 2013
    mimey2 wrote: »

    Does APO and APA act the same way, while we're on that subject?


    Looks like they do work like AID.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited June 2013
    Looks like they do work like AID.

    hmm, id hate to say APA and APO need a buff out loud... so i'll just say they need a bug fix!
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited June 2013
    The following information is from my memory, so it may contain errors.

    Turn percentage applies to BTR (base turn rate):
    1. RCS accelerators
    2. Tachyokinetic converter (I don't own this console, but I assume it works the same way as RCS accelerators.)
    3. Starship Impulse Thrusters
    4. [+Turn] modifier on dilithium mine consoles
    5. Evasive Maneuvers
    6. Deuterium Surplus

    The turn rate change to Evasive Maneuvers and Deuterium surplus was never mentioned in the patch notes, though they did mention a change to the defense bonus. These two abilities were also changed to depend on Driver Coil instead of engine power.

    Turn percentage applies to BTR - 3:
    1. Engine power
    2. [Turn] modifier on engines
    3. Auxiliary to Inertial Dampeners
    4. Attack Pattern Alpha
    5. Attack Pattern Omega (If I remember correctly, the turn percentage depends on engine power.)

    Flat turn bonus:
    Emergency Power to Engines (also increases turn rate by adding to engine power)

    I just want the turn rate math to be consistent instead of this confusing system we have now.
    Waiting for a programmer ...
    qVpg1km.png
  • mimey2mimey2 Member Posts: 0 Arc User
    edited June 2013
    Looks like they do work like AID.
    hmm, id hate to say APA and APO need a buff out loud... so i'll just say they need a bug fix!

    Kinda ironic, ain't it? Two of the abilities that they didn't touch at all, are two tactical abilities.



    Anywho, here's a stumper: will that Energy weapon officer affect torpedoes and mines? Or EWP, or KCB, or other attacks?
    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.
  • jjgrands420jjgrands420 Member Posts: 135 Arc User
    edited June 2013
    mimey2 wrote: »
    Kinda ironic, ain't it? Two of the abilities that they didn't touch at all, are two tactical abilities.



    Anywho, here's a stumper: will that Energy weapon officer affect torpedoes and mines? Or EWP, or KCB, or other attacks?

    yes. its an on target debuff, affecting all incoming damage. and it stavks. tt clears so of marginal use. but now my 75k bo will do flat 25k thru hull 30% of time (except vs tac team)
  • snoge00fsnoge00f Member Posts: 1,812 Arc User
    edited June 2013
    So the RSP doffs are ****ing stupid. lulz.

    I guess Engies get ignored even more now, eh?
    [SIGPIC][/SIGPIC]
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