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Improving Tetryon Weapons

eraserfisheraserfish Member Posts: 0 Arc User
Change proc effect from shield damage to shield drain, which would keep it from being affected by damage resistance and would require Power Insulators to counter.
Post edited by eraserfish on

Comments

  • squishkinsquishkin Member Posts: 0 Arc User
    edited March 2013
    It will be interesting to see what they do with Refractive Tetryon weapons.
  • edited March 2013
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  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited March 2013
    Should do a percentage of damage too, this ~350 per facing as a flat damage is silly.

    2.5% chance to reduce shield capacity by 5% of the damage to shields, or something like that
  • edited March 2013
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  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited March 2013
    Polarons disable shields more reliably than Tetryons
  • causalityeffectcausalityeffect Member Posts: 178 Arc User
    edited April 2013
    See, if you were to go about this smart, the solution would be obvious.

    Make Tetryon Weapons have a built in DEM proc which allows some damage to go straight through the shields.

    Alternatively: Anti-Proton weapons currently forgo a proc in exchange for a higher Crit severity.
    Copy that except make Tetryon weapons forgo a proc in exchange for a higher crit chance.

    Even more crazy: Remove damage falloff due to range thus allowing them to become snipers that can engage more effectively at 5 - 10km.
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  • edited April 2013
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  • squishkinsquishkin Member Posts: 0 Arc User
    edited April 2013
    I think a built-in DEM proc would reduce the value of the DEM skill.

    I do like the idea of the Tetryon weapons proc having some shield effect, though. Reducing the effectiveness of the target's shields would probably be more meaningful than anything else. Basically a disruptor-like effect against the target's shields. Or something that increases the bleed-through; say a stacking proc that increases the bleed through by 1%, stacking up to 5%.

    Or, looking back at previous ST episodes, something that reduces the target's energy weapons damage wouldn't go amiss (sort of like a much weaker version of Aceton Beam). Say, 2.5% chance to reduce target's energy weapons damage by 10% for 5s?
  • eraserfisheraserfish Member Posts: 0 Arc User
    edited April 2013
    squishkin wrote: »
    I think a built-in DEM proc would reduce the value of the DEM skill.

    I do like the idea of the Tetryon weapons proc having some shield effect, though. Reducing the effectiveness of the target's shields would probably be more meaningful than anything else. Basically a disruptor-like effect against the target's shields. Or something that increases the bleed-through; say a stacking proc that increases the bleed through by 1%, stacking up to 5%.

    Or, looking back at previous ST episodes, something that reduces the target's energy weapons damage wouldn't go amiss (sort of like a much weaker version of Aceton Beam). Say, 2.5% chance to reduce target's energy weapons damage by 10% for 5s?

    DEM value already reduced by Borg reputation perk.

    Proc unlikely to stack unless under attack by multiple players.

    Reducing energy weapon essentially falls under the same category as Polaron weapons.

    My suggestion would help improve synergy between Tetryon weapons and Science shield-stripping capabilities, or otherwise make Tetryon a bit better as a low-mid power weapon option. Regardless, the point remains that shield damage is a terrible proc.
  • radkipradkip Member Posts: 0 Arc User
    edited April 2013
    5% chance or whatever to reduce shield damage resistance by 10%. That would do it, even though it's starting to encroach on elite fleet disruptor territory.
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  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited April 2013
    The thing is, it should attack the shield generator (or the shield power), so that you can keep the shields off-line. Its no good to take them down when they pop right back up. You give up hull drain for shield drain, it should have more duration than every other kind of weapon that does incidental shield damage.

    2.5% chance to delay shield recharge for 10 seconds
  • squishkinsquishkin Member Posts: 0 Arc User
    edited April 2013
    2.5% chance to delay shield recharge for 10 seconds

    How about 2.5% chance to reduce shield recharge rate by 50% for 15 seconds? Something like that?
  • kyeto13kyeto13 Member Posts: 3 Arc User
    edited April 2013
    I think a passive proc to reduce shield effectiveness would be awesome to tetryon. Maybe a reduced effectiveness of shield recharge, or a block of shield balancing for five seconds.

    Something to add a new flavor to this stale weapon.
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  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited April 2013
    squishkin wrote: »
    How about 2.5% chance to reduce shield recharge rate by 50% for 15 seconds? Something like that?
    you'd need to run simulator and play-testing to find the magic point, i think we're on the same track though
  • kimmymkimmym Member Posts: 1,317 Arc User
    edited April 2013
    I have no opinions on tetryon.

    But, I must mention, a DEM proc would not diminish the value of DEM... They would stack... Thus, they would synergize. Instead of running counter to one another (1 hurts shield, but the other ignores shields anyway) They would compliment (DEM skill does damage thru shield, DEM proc does damage thru shield, add plasma or xphasic and mob dies with shields up)

    I always wondered why they gave Delta pets tachyon beams and xphasics... one strips the other bypasses....
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  • the1tiggletthe1tigglet Member Posts: 1,421 Arc User
    edited August 2013
    eraserfish wrote: »
    Change proc effect from shield damage to shield drain, which would keep it from being affected by damage resistance and would require Power Insulators to counter.

    I am totally for this! I wanted skill stats to improve damage for energy weapon types in the first place.

    Flow Cap to affect:

    Polaron Tetryon Elachi

    Particle Gen to affect:

    Plasma Nanite

    (and when I first heard of nanite I imagined it had a shield bypassing damage to hull effect but was disappointed to find out it was nothing like that which makes me wonder who's doing the design over there when it comes to weapons because that's twice now they've messed up a science enhanced weapon type and made it non canon on it's most basic level making it useless)

    etc etc

    Made this post months ago as usual it was ignored by the Devs sigh.
  • iskandusiskandus Member Posts: 1,062 Arc User
    edited August 2013
    Flow capacitor skill does affect the amount of shield drain by Tetryon weapons.

    See here : Shieldless Sphere due to Tetryon weapons
  • trenthowelltrenthowell Member Posts: 52 Arc User
    edited August 2013
    brrrraaaaaaiiiiinnnnnnssssss



    In all seriousness tho, Tetryon, i only find useful when coupled with Tetryon Glider and points in Flow Capacitor. Even tho in theory its supposed to chew up shields, and it does, but not as effective as one might think, especially when stacking up against disruptors.
  • nakedcrooknakedcrook Member Posts: 0 Arc User
    edited August 2013
    Tetryon is very simple to improve: change the damage type so that it is "2.5% chance to offline shield power for 5-10 seconds". This way, you have a damage type that is exclusively designed for attacking, stripping, and taking shield power offline. This will put Tetryon in an very nice and cozy support role during combat.

    And for those who use them, this will enable Phased Tetryon or Refracting Tetryon to be slightly more dangerous than normal Tetryon.

    Easy peasy.
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  • szerontzurszerontzur Member Posts: 2,724 Arc User
    edited August 2013
    Tetyrons are fine(I personally quite enjoy them).

    Too many people make the mistaken assumption that because they have an anti-shield proc, they somehow do less raw damage against a naked hull than any other damage type(they have the same base damage as every other damage type). Also, they're the only other damage type(plasma recently being the other) that you can double dip with both tactical and science consoles.

    The mission reward weapons from The New Link can actually rip through shields faster than fleet weapons when you double-dip with flow capacitors, despite only being mkXI blues. Obviously, Tetyron synergizes very well with torpedos - not because they're inferior, but because they're better at stripping shield facings that would otherwise drastically mitigate a kinetic weapon.

    My ships that use Tetryon not only have excellent burst damage, but they're also a boon to other players by ensuring their damage potential isn't being wasted on the shields of enemy ships.



    (Also, this is an old thread. Bad, necromancy! Bad!)
  • lianthelialianthelia Member Posts: 7,880 Arc User
    edited August 2013
    skollulfr wrote: »
    lol seriously?
    whats the point in having flow caps consoles boost the proc if its defended against by damage rather than insulators?:confused:

    Whats the point of changing it when your target usually will have such high resists to drains?
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  • seitei1seitei1 Member Posts: 131 Arc User
    edited August 2013
    The danger here is the Polarised Tetryon quest reward, which has a 10% chance to activate vs the usual 2.5.

    Also the shield strip is all four facings.

    So all that really needs doing is for the shield damage to come up a bit-it's 500 or so with max Flow Capacitors. Then again, the damage is in addition to your own energy damage, so it may not be fair.

    Also there's the new Piercing Tetryons quest reward which have a 50% chance to ignore shields.

    Tetryon also has a set to boost it and the Refracting Tetryons too.

    Tetryon isn't in a bad place, to be honest.
  • iskandusiskandus Member Posts: 1,062 Arc User
    edited August 2013
    lianthelia wrote: »
    Whats the point of changing it when your target usually will have such high resists to drains?

    um...have you considered using it with other tools?
  • iskandusiskandus Member Posts: 1,062 Arc User
    edited August 2013
    seitei1 wrote: »

    So all that really needs doing is for the shield damage to come up a bit-it's 500 or so with max Flow Capacitors. Then again, the damage is in addition to your own energy damage, so it may not be fair.

    Well, I can tell you it's already far more than 500 : Tetryon Proc = 633 each facing

    Note, this build does not have a single Flow Capacitor Console although it has decent amount of skills into Flow Capacitors. If anyone is interested, I can do a test and see what it looks like when the Flow Capacitors skill is equal or above 200. My hunch is the drain will be closer to 800 each facing.


    The fancy Tetryon weapons you earn in game are nice except they don't have 2 X ACC traits, which render them of little use in PvP.
  • steeltiger5624steeltiger5624 Member Posts: 2 Arc User
    edited July 2014
    Devs should have watched Star Trek voyager for how tetryon weapons should work. It is radiation. The Voyager crew had to abandon the ship after striking a tetryon mine. The radiation started to kill the crew. The doctor had to vent the radiation. Tetryon weapons should kill the crew of the ship after destroying the shields of said ship. That would render the ship dead in space.
  • annemarie30annemarie30 Member Posts: 2,692 Arc User
    edited July 2014
    Should do a percentage of damage too, this ~350 per facing as a flat damage is silly.

    2.5% chance to reduce shield capacity by 5% of the damage to shields, or something like that

    um... 300 IS 5% of a 6K shield. they are going to calculate by the base not by the buffed value.

    the problem is in the proc itself. you have a very small chance to proc the -300, and by the time you get another proc the shield has recovered and regenerated, usually with a shield heal. now if you gave it synergy with the tetryon glider, as well as shild drains like tractors and tachyon beams, say if the proc occurs when the shield is under the effects to either the tractor or tetryon beam (say 2-5 seconds effect) then the damage is either inflicted for the duration of battle or has a chance to take the shields offline (overloaded) for 2-5 seconds. it would have the additional effect of making the T-beam worth slotting. maybe double the effect if it's on a science ship
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  • lowy1lowy1 Member Posts: 964 Arc User
    edited July 2014
    Reduce shields (either Power and Regen or regen rate) and attack and reduce crew recovery rate. On another no part of the problem is people say they do no damge when the mob they are attacking has no shields in the first place.
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  • kestrelliuskestrellius Member Posts: 462 Arc User
    edited July 2014
    So...is this now considered a revived thread, rather than a necro, because of the renewed interest?

    Anyway, my two latinum slips: have the proc be twofold: the current shield drain, as well as completely depleting the facing shield. OP? Yeah, probably. But we've seen worse.
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