Currently, the modifiers on regular weapons are critD, critH, Acc and Dmg. There is nothing to modify the proc chance of the weapon type. Therefore, I suggest that a modifier should be added to have this effect.
Phaser Beam Array mk XII [Proc]
TRIBBLE
TRIBBLE
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3.0% chance to disable one subsystem.
This modifier would fill one of the slots. Additionally, on a weapon type with two procs, it would count as two modifier slots, reflecting the increased effect.
Essentially, you could trade a little of crit, acc or damage for increased proc rates. The proc increase would be in line with what CritD or critH does magnitude wise.
Antiproton weapons could get a 2.5% -5 shield resist proc, similar to the disruptor hull resist proc. It shouldn't be a full strength Proc but still noticeable.
The idea is to have your proc active more often. Even at 8 weapons, 2.5% each with 5 hits per 15 seconds, you still only have a proc active about 65% of the time. Increasing this to 3% grants 70.5% uptime. It is a measurable increase in proc rates.
An additional extension could be [ProcD] and [ProcH], for +20% proc severity (phasers have a 20% chance to knock 2 systems offline with a proc, -12 damage resistance for disruptors, etc.) or the increased proc chance.
Basically, I feel that there should be builds (or viable options for builds) based around low actual damage/crits, but a lot of special effects based off the weapons used.
That being said, how exactly would it be balanced? I have a vision of a 5 fore weapon escort with purple single cannons of each energy type now able to keep an enemy at half speed, a subsystem drained, all shield facings drained, hull on fire, and their damage resistance lowered on each pass.
Not that being able to throw five proc's at once on an enemy wouldn't fun. Perhaps a limitation for rate of fire?
Question. Since Proc's don't stack, what exactly would be the advantage again? Other than making a 'skittle' boat very relevant and dangerous....
Umm...higher proc chance means it will happen more often? Even if most procs don't stack more procs can mean more up time. Plus I'm pretty sure the plasma dot proc from plasma weapons stacks.
Can't have a honest conversation because of a white knight with power
That being said, how exactly would it be balanced? I have a vision of a 5 fore weapon escort with purple single cannons of each energy type now able to keep an enemy at half speed, a subsystem drained, all shield facings drained, hull on fire, and their damage resistance lowered on each pass.
Not that being able to throw five proc's at once on an enemy wouldn't fun. Perhaps a limitation for rate of fire?
Increasing the proc rate from 2.5% to 3% wouldn't do that - each weapon would only be procing maybe 10% of the time, so most of the time you would only have one proc active at best.
If the [proc] increased the rate to 5% then it might be an issue, but not at 3%. Also, single cannons lose out on damage anyways.
We have honestly considered incorporating proc chance improvements into the game at many times in the past: As weapon/console mods, as Traits, as set bonuses, etc.
Each time we investigate, we find that the amount of time involved in supporting such a feature makes it a prohibitive undertaking. To put it simply: Far too much data has to be changed/updated to support the modifier in a meaningful manner.
It's not off the table. We like the idea. It's just a matter of time.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
I guess that's the issue - you can go a lot farther in theory with ideas then can actually be implemented. I don't know how STO's code works, but I can understand a [proc] modifier needing a lot of work to implement.
Here is another idea:
Allow crafting to modify weapons to have a second proc.
Ex:
1 Polaron Beam Array Mk XII Purple
+ 10 Uncommon Unreplicatables
+25 Common Unreplicatables
+ 1 Beam Array Schematic
+ Data Samples, Particle Traces, etc
= 1 Polarized Plasma Beam Array. Basically, you lose the third modifier (whatever it is) and add the plasma proc to the polaron weapon.
edit: Meh, I'm going to mull this over - it came across far more hostile than intended.
How about this though in the interim, eh? Would it be possible to get clarification on the actual process? There's been some debate here and there on it, with some general agreement, etc, etc, etc.
The OP mentioned 5 shots in 15s, so I'm going with the OP talking about cannons (2/3 or 4/3 firing cycles, giving 5 cycles in 15s).
There's been some general agreement on one proc per cycle, however - there's still some debate over whether it's one roll per cycle or one roll per shot in the cycle.
Using a Turret for example: 2.5% per cycle or 9.6% per cycle probability to have a proc by the end of the cycle?
Agreed. I've been responding according to the idea that a Proc chance is generated per shot and not per cycle, more accurate information would be helpful.
In addition, heroic kudos to Cryptic for taking the time to chime in as well. It warms the heart and destroys the myth propagated by all the complaint threads, thanks.
Comments
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simple: disallow the modifier from appearing on AP weapons
I could go with that, so long as it doesnt reduce the damage like the DBB in the lobi store does.
Id use it otherwise, but id have to get rest of the set. I actually just noticed the two piece bonus is utter TRIBBLE without the third piece.
>_>
Fleet Admiral Rylana - Fed Tac - U.S.S Wild Card - Tactical Miracle Worker Cruiser
Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
Chief of Starfleet Intelligence Service == Praise Cheesus
Thus nerfing AP in relation to all other weapon types. Brilliant plan.
Taste the rainbow
Fleet Admiral Rylana - Fed Tac - U.S.S Wild Card - Tactical Miracle Worker Cruiser
Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
Chief of Starfleet Intelligence Service == Praise Cheesus
An additional extension could be [ProcD] and [ProcH], for +20% proc severity (phasers have a 20% chance to knock 2 systems offline with a proc, -12 damage resistance for disruptors, etc.) or the increased proc chance.
Basically, I feel that there should be builds (or viable options for builds) based around low actual damage/crits, but a lot of special effects based off the weapons used.
That being said, how exactly would it be balanced? I have a vision of a 5 fore weapon escort with purple single cannons of each energy type now able to keep an enemy at half speed, a subsystem drained, all shield facings drained, hull on fire, and their damage resistance lowered on each pass.
Not that being able to throw five proc's at once on an enemy wouldn't fun. Perhaps a limitation for rate of fire?
Umm...higher proc chance means it will happen more often? Even if most procs don't stack more procs can mean more up time. Plus I'm pretty sure the plasma dot proc from plasma weapons stacks.
Increasing the proc rate from 2.5% to 3% wouldn't do that - each weapon would only be procing maybe 10% of the time, so most of the time you would only have one proc active at best.
If the [proc] increased the rate to 5% then it might be an issue, but not at 3%. Also, single cannons lose out on damage anyways.
Each time we investigate, we find that the amount of time involved in supporting such a feature makes it a prohibitive undertaking. To put it simply: Far too much data has to be changed/updated to support the modifier in a meaningful manner.
It's not off the table. We like the idea. It's just a matter of time.
Cryptic - Lead Systems Designer
"Play smart!"
R.I.P
Here is another idea:
Allow crafting to modify weapons to have a second proc.
Ex:
1 Polaron Beam Array Mk XII Purple
+ 10 Uncommon Unreplicatables
+25 Common Unreplicatables
+ 1 Beam Array Schematic
+ Data Samples, Particle Traces, etc
= 1 Polarized Plasma Beam Array. Basically, you lose the third modifier (whatever it is) and add the plasma proc to the polaron weapon.
Example:
All Science Vessels have an inherent 1.5% increased shield penetration when firing equipped Energy weapons.
All Cruisers have an inherent 1.5% increased Critical Severity when firing equipped Energy weapons.
All Escorts have an inherent 1.5% increased Critical Chance when firing equipped Energy weapons.
Keep in mind that the above are just examples to support the idea that I'm trying to convey.
So whatever weapon that would be equipped on any of the vessel classes it would gain that vessels inherent weapon bonus.
How about this though in the interim, eh? Would it be possible to get clarification on the actual process? There's been some debate here and there on it, with some general agreement, etc, etc, etc.
The OP mentioned 5 shots in 15s, so I'm going with the OP talking about cannons (2/3 or 4/3 firing cycles, giving 5 cycles in 15s).
There's been some general agreement on one proc per cycle, however - there's still some debate over whether it's one roll per cycle or one roll per shot in the cycle.
Using a Turret for example: 2.5% per cycle or 9.6% per cycle probability to have a proc by the end of the cycle?
In addition, heroic kudos to Cryptic for taking the time to chime in as well. It warms the heart and destroys the myth propagated by all the complaint threads, thanks.