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Add a [Proc] modifier to ship weapons

mll623mll623 Member Posts: 135 Arc User
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]

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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.

Thoughts?
Post edited by mll623 on

Comments

  • rylanadionysisrylanadionysis Member Posts: 3,359 Arc User
    edited October 2013
    What would happen with antiproton, since it doesnt have a proc
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  • khayuungkhayuung Member Posts: 1,876 Arc User
    edited October 2013
    2.5% chance of slowing the target (acts like a Chroniton DBB)


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  • asmodeus451asmodeus451 Member Posts: 257 Arc User
    edited October 2013
    What would happen with antiproton, since it doesnt have a proc

    simple: disallow the modifier from appearing on AP weapons
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  • rylanadionysisrylanadionysis Member Posts: 3,359 Arc User
    edited October 2013
    khayuung wrote: »
    2.5% chance of slowing the target (acts like a Chroniton DBB)

    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.

    >_>
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  • timezargtimezarg Member Posts: 1,268
    edited October 2013
    simple: disallow the modifier from appearing on AP weapons

    Thus nerfing AP in relation to all other weapon types. Brilliant plan.
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  • mll623mll623 Member Posts: 135 Arc User
    edited October 2013
    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.
  • krrjakrrja Member Posts: 61 Arc User
    edited October 2013
    Question. Since Proc's don't stack, what exactly would be the advantage again? Other than making a 'skittle' boat very relevant and dangerous....
  • rylanadionysisrylanadionysis Member Posts: 3,359 Arc User
    edited October 2013
    krrja wrote: »
    Question. Since Proc's don't stack, what exactly would be the advantage again? Other than making a 'skittle' boat very relevant and dangerous....

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  • mll623mll623 Member Posts: 135 Arc User
    edited October 2013
    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.
  • krrjakrrja Member Posts: 61 Arc User
    edited October 2013
    Alright, that makes sense to me.

    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?
  • lianthelialianthelia Member Posts: 7,897 Arc User
    edited October 2013
    krrja wrote: »
    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.
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  • mll623mll623 Member Posts: 135 Arc User
    edited October 2013
    krrja wrote: »
    Alright, that makes sense to me.

    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.
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited October 2013
    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.
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  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited October 2013
    I'm confused why a better than 65% proc rate is needed on a 8 beam 5 shots per 15 seconds firing rate.
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  • mll623mll623 Member Posts: 135 Arc User
    edited October 2013
    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.
  • erraberrab Member Posts: 1,434 Arc User
    edited October 2013
    Instead of adding a proc to weapons I'd like to see an inherent weapon buff added to the ship class that the weapons are being used on.

    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.
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  • futurepastnowfuturepastnow Member Posts: 3,660 Arc User
    edited October 2013
    It's been done, on a very limited basis- there are those 10% chance Tetryon weapons from The New Link.
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited October 2013
    The only weapon that would work great is the tetryon beams with a 10% advertised price chance that is bugged and gets 0.1%.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited October 2013
    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?
  • krrjakrrja Member Posts: 61 Arc User
    edited October 2013
    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.
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