No I'm not playing the same game as you obviously. lmao
YES science team is a staple of PvP... it would also NEVER EVER get wasted clearing someones shield drains... it will get saved for clearing sub nukes.
Hazards is the staple heal of EVERY ship in PvP... the escorts run a copy the science ships all run 2 copies... the cruisers all run a copy. No one doesn't run it... and you can throw it on friends.
Plasma is the 100% worst weapon type in PvP there is period. Used to be because everyone ran STF shields that had extra +plasma Resist... now its a combo of some people still using those shields... and the fact that the proc is terrible.
The only saving grace for Plasma is the possible use of embassy consoles to further boost there dmg... honestly thought it doesn't compensate.
Ask any of the top tier PvP folks if they run plasma weaponry. lol As one of them I will tell you hell no we do not.
The kind of grubs still using maco shields instead of fleet shields go down easily enough anyway.:P
Hazards was rarely seen in pvp until fairly recently. Its only significant use is clearing plasma burn. There are better hull heals. Fleet shields happened, equalizing the -20% penalty plasma used to have, and embassy boosted plasma dmg higher than any other. Nowadays, the best pvpers are running Romulan Plasma for a double hit of resist debuff + hull burn, nasty stuff. Each embassy consoles add a separate plasma fire proc to every weapon. You can stack a lot of burn procs very fast. The fact people are using hazards is testament to how powerful plasma has became.
Science team was a stable for all 4 years sto existed. Even without an OP weapon type that demands its use, it's highly useful. Now it'll be used to clear this joke of a shield burn.;)
The kind of grubs still using maco shields instead of fleet shields go down easily enough anyway.:P
Hazards was rarely seen in pvp until fairly recently. Its only significant use is clearing plasma burn. There are better hull heals. Fleet shields happened, equalizing the -20% penalty plasma used to have, and embassy boosted plasma dmg higher than any other. Nowadays, the best pvpers are running Romulan Plasma for a double hit of resist debuff + hull burn, nasty stuff. Each embassy consoles add a separate plasma fire proc to every weapon. You can stack a lot of burn procs very fast. The fact people are using hazards is testament to how powerful plasma has became.
Science team was a stable for all 4 years sto existed. Even without an OP weapon type that demands its use, it's highly useful. Now it'll be used to clear this joke of a shield burn.;)
Dude don't ever give anyone any PvP advice please. I'll leave it at that... well I'll be nice. If you really are trying to PvP... please head to the PvP subsection. Go to the boot camp section and register up.
-standart tetryon drain 335 - with 230 flow caps = 768 drain all facings.
-dest tetryon drain of 11.7 - with 230+ flow caps = ??? drain all facsings.
Anyone testing them during this short time?
Funny, at 335 base drain and 230 flow caps the drain should be about 722.7. Ah well, will have to test tetryons again. Did anyone get the new ship before the server crashed? I wanted to know the stats on the flow caps bonus from the secondary deflector.
I am sorry to admit that a small error went live with the Destabilized Tetryon proc, in that they are calculating their damage in the same manner as that of a Plasma Proc, instead of being comparable to a Tetryon Proc. This means that they are not currently increased by Flow Capacitors, and that they deal less damage than intended (plasma DOT deals less damage because it ignores shields).
In an upcoming patch, we will be altering the Destabilized Tetryon proc to behave as designed. Here are the patch notes associated with that upcoming change:
Destabilized Tetryon:
- Increased shield drain per tick on both Space and Ground procs
- The space effect is now increased using Flow Capacitors (instead of Weapons Training)
- The space effect can be cleansed using Science Team. Hazard Emitters no longer removes the effect
- The ground effect does not scale with any player skills (this is not a change)
- The ground effect can be cleansed with Quick Fix (this is not a change)
The actual damage increase is roughly 2-4x the current magnitude, per tick. And the bonus offered by Flow Capacitors will be fairly substantial.
Thanks!
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
@borticuscryptic, thx for the information, I guess there is still hope for these weapons to be better than expected
So:
-Is their "dot" on shields stackable like the plasma version stacks on hull or not?
-How much is expected to be their damage per sec with 200 flow capacitors?
Destabilized Tetryon:
- Increased shield drain per tick on both Space and Ground procs
- The space effect is now increased using Flow Capacitors (instead of Weapons Training)
- The space effect can be cleansed using Science Team. Hazard Emitters no longer removes the effect
- The ground effect does not scale with any player skills (this is not a change)
- The ground effect can be cleansed with Quick Fix (this is not a change)
The actual damage increase is roughly 2-4x the current magnitude, per tick. And the bonus offered by Flow Capacitors will be fairly substantial.
That is good to knonw. Tetryon did indeed need to be brutal against shields in order to be worth taking over other, more generalist weapons, so these numbers might bring it there.
Thanks!
You are very welcome.
You are also welcome for the new ship parts; feel free to throw in ALL SORTS of pieces, good and bad, for all sorts of other ships, especially the rommie ones! We'll worry about setting them up so it looks good. Very nice touch on them being bound to account instead of character by the way.
Edit; we talking "next few days" kind of patch, or "next few weeks?" Can understand that there's tons of things breaking left and right with 8.5 (serversplosions and all that) but wondering if the fix is a simple matter of putting in the right data in a table that'll just happen soon as something else gets patched, or a matter of "the coding then went horribly wrong" that's gonna need some time.
It seems like the issue has already been resolved with yesterdays patch. What I'm wondering about is if the Science vs. Hazard Emitters thing has also been adressed. It's not in the patch notes.
Honestly though the drain is larger on normal ones... the catch is it happens once... the idea of the dot is to rack up more then one... and best case have a friend racking up some more. Get them 4 or 5 deep and they start to counter regen very nicely.
Its not a game changing proc, just a more useful tetryon imo.
I'm not seeing it that way, I've not fully tested but generally speaking 'stacking these' means more procs - since the proc rate is equal basic tetryons would always out paced these in any equal circumstance.
Generally speaking, most DoTs in MMOs tend to do much more damage in their final total than a direct damage weapon because they have the drawback that they are not bursty and can be reacted to.
It would also appear that Bort has already chimed in that these are not WAI.
I am sorry to admit that a small error went live with the Destabilized Tetryon proc, in that they are calculating their damage in the same manner as that of a Plasma Proc, instead of being comparable to a Tetryon Proc. This means that they are not currently increased by Flow Capacitors, and that they deal less damage than intended (plasma DOT deals less damage because it ignores shields).
In an upcoming patch, we will be altering the Destabilized Tetryon proc to behave as designed. Here are the patch notes associated with that upcoming change:
Destabilized Tetryon:
- Increased shield drain per tick on both Space and Ground procs
- The space effect is now increased using Flow Capacitors (instead of Weapons Training)
- The space effect can be cleansed using Science Team. Hazard Emitters no longer removes the effect
- The ground effect does not scale with any player skills (this is not a change)
- The ground effect can be cleansed with Quick Fix (this is not a change)
The actual damage increase is roughly 2-4x the current magnitude, per tick. And the bonus offered by Flow Capacitors will be fairly substantial.
Thanks!
Thanks for the update Bort. I have a soft spot for Tetryon, and I was really curious why a DoT effect was doing approx. half as much damage over 15 full seconds vs. a Proc that does instant damage.
Especially when basic Tetryon are one of the weaker procs available.
If a whole sci drain team carries these and it stacks, then it's a pretty effective weapon.
Finally got my hands on a cheap MK XII one to get the equation. They did the exact same equation (similar) as they do with regular tetryons, so it was easy to figure out.
If a whole sci drain team carries these and it stacks, then it's a pretty effective weapon.
Finally got my hands on a cheap MK XII one to get the equation. They did the exact same equation (similar) as they do with regular tetryons, so it was easy to figure out.
still really bad considering we were told they would get a 2-4x increase, does not seem like that happened at all.
They got an increase over what they were getting since the equation was tied to the wrong skill. Now they're just equal to the regular tetryon weapons.
I would love to know 100% for sure the equation they use for regular tetryon weapons, because what I come up with never fits the numbers perfectly. Same goes for Tetryon Glider. It seems with the new stuff, they pick equations that are simple and make sense.
They got an increase over what they were getting since the equation was tied to the wrong skill. Now they're just equal to the regular tetryon weapons.
Actually they're doing less damage (without flow caps) per second than they were before. looked yesterday. it's only less by 1 but there was no increase in shield drain at all unless you have flow caps maxed.
Actually they're doing less damage (without flow caps) per second than they were before. looked yesterday. it's only less by 1 but there was no increase in shield drain at all unless you have flow caps maxed.
Devs don't like pushing the drain mechanics too far, but they sure love to add all sorts of ways to damage people and bypass shields. In the end, they loose no balance making the proc stronger, because in PvP, everyone just shrugs off this proc with heals, and the extra shield damage right now is negligible. I'll stick with protonic polaron weapons for the time being. The drain actually does something and the extra damage proc is nice.
One other update. when using Cannon Rapid Fire and Cannon Scattery Volley the art is really messed up. sometimes using what looks like solid white rectangles and other times using standard tetryon weapon effects.
This weapon still don't seem worth it. The Dot seems 100-110% as much as the DOT of basic tetryons, without the instant damage - stacking doesn't make a difference.
Wow. This is what I hate about these games and the players. You were all so against the new tetryon weapons when they were originally released, calling them useless and whining non-stop about it. It was truly pathetic. Now, suddenly they're being fixed to do what they were designed to do, and everyone quickly changes their minds. This is the sorriest excuse for a player base I've every seen. Everyone was going to just ignore them before the patch, now everyones gonna go grab them up. This whole thread was truly sickening to read, and it really shows how you all think in the game. It really would've been better if they had left the new weapons as they were and brought everything else down, toned down the dps race and focused on more tactical thinking. But no, its all about running around with the most op'd build with all your weapons auto-firing. And gods forbid faw and such don't crit. You're all worse than battlestar galactica online players.
Comments
The kind of grubs still using maco shields instead of fleet shields go down easily enough anyway.:P
Hazards was rarely seen in pvp until fairly recently. Its only significant use is clearing plasma burn. There are better hull heals. Fleet shields happened, equalizing the -20% penalty plasma used to have, and embassy boosted plasma dmg higher than any other. Nowadays, the best pvpers are running Romulan Plasma for a double hit of resist debuff + hull burn, nasty stuff. Each embassy consoles add a separate plasma fire proc to every weapon. You can stack a lot of burn procs very fast. The fact people are using hazards is testament to how powerful plasma has became.
Science team was a stable for all 4 years sto existed. Even without an OP weapon type that demands its use, it's highly useful. Now it'll be used to clear this joke of a shield burn.;)
Dude don't ever give anyone any PvP advice please. I'll leave it at that... well I'll be nice. If you really are trying to PvP... please head to the PvP subsection. Go to the boot camp section and register up.
Funny, at 335 base drain and 230 flow caps the drain should be about 722.7. Ah well, will have to test tetryons again. Did anyone get the new ship before the server crashed? I wanted to know the stats on the flow caps bonus from the secondary deflector.
I guess you missread the numbers. That thing should be ~100 or something if we follow the math but...was not proved. 700 per sec x 15...hello?
I am sorry to admit that a small error went live with the Destabilized Tetryon proc, in that they are calculating their damage in the same manner as that of a Plasma Proc, instead of being comparable to a Tetryon Proc. This means that they are not currently increased by Flow Capacitors, and that they deal less damage than intended (plasma DOT deals less damage because it ignores shields).
In an upcoming patch, we will be altering the Destabilized Tetryon proc to behave as designed. Here are the patch notes associated with that upcoming change:
Destabilized Tetryon:
- Increased shield drain per tick on both Space and Ground procs
- The space effect is now increased using Flow Capacitors (instead of Weapons Training)
- The space effect can be cleansed using Science Team. Hazard Emitters no longer removes the effect
- The ground effect does not scale with any player skills (this is not a change)
- The ground effect can be cleansed with Quick Fix (this is not a change)
The actual damage increase is roughly 2-4x the current magnitude, per tick. And the bonus offered by Flow Capacitors will be fairly substantial.
Thanks!
Cryptic - Lead Systems Designer
"Play smart!"
It is through repetition that we learn our weakness.
A master with a stone is better than a novice with a sword.
Has damage got out of control?
This is the last thing I will post.
Now I want to try them.... again..... DAMMIT
So:
-Is their "dot" on shields stackable like the plasma version stacks on hull or not?
-How much is expected to be their damage per sec with 200 flow capacitors?
It is designed to stack.
Cryptic - Lead Systems Designer
"Play smart!"
Don't get us started on the most overpowered duty officer in the game...
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
You are also welcome for the new ship parts; feel free to throw in ALL SORTS of pieces, good and bad, for all sorts of other ships, especially the rommie ones! We'll worry about setting them up so it looks good. Very nice touch on them being bound to account instead of character by the way.
Edit; we talking "next few days" kind of patch, or "next few weeks?" Can understand that there's tons of things breaking left and right with 8.5 (serversplosions and all that) but wondering if the fix is a simple matter of putting in the right data in a table that'll just happen soon as something else gets patched, or a matter of "the coding then went horribly wrong" that's gonna need some time.
After Patch: 23.5 Shield Drain 0 flow caps. 37.2 Shield Drain max flow caps
So where is this damage increase? it actually went down... Unless this is just a text issue and the actuall weapons themselves are doing more damage.
I'm not seeing it that way, I've not fully tested but generally speaking 'stacking these' means more procs - since the proc rate is equal basic tetryons would always out paced these in any equal circumstance.
Generally speaking, most DoTs in MMOs tend to do much more damage in their final total than a direct damage weapon because they have the drawback that they are not bursty and can be reacted to.
It would also appear that Bort has already chimed in that these are not WAI.
Thanks for the update Bort. I have a soft spot for Tetryon, and I was really curious why a DoT effect was doing approx. half as much damage over 15 full seconds vs. a Proc that does instant damage.
Especially when basic Tetryon are one of the weaker procs available.
Finally got my hands on a cheap MK XII one to get the equation. They did the exact same equation (similar) as they do with regular tetryons, so it was easy to figure out.
Note: Base Drain is the drain with 0 flow caps.
Proc drain = ((Base Drain/2)/100)*Flow Capacitors+Base Drain
The overall shield drain over 15 seconds seems to be equal to what you get from 1 regular tetryon proc.
At 323.3 flow caps, the drain per tick is 61.5.
Had to add this, overall, I still think Tetryon Glider (2 part Omega bonus) is more effective.
RnD and upgrade needs less RNG. Less lottery. Something has to change.
still really bad considering we were told they would get a 2-4x increase, does not seem like that happened at all.
They got an increase over what they were getting since the equation was tied to the wrong skill. Now they're just equal to the regular tetryon weapons.
I would love to know 100% for sure the equation they use for regular tetryon weapons, because what I come up with never fits the numbers perfectly. Same goes for Tetryon Glider. It seems with the new stuff, they pick equations that are simple and make sense.
Actually they're doing less damage (without flow caps) per second than they were before. looked yesterday. it's only less by 1 but there was no increase in shield drain at all unless you have flow caps maxed.
Devs don't like pushing the drain mechanics too far, but they sure love to add all sorts of ways to damage people and bypass shields. In the end, they loose no balance making the proc stronger, because in PvP, everyone just shrugs off this proc with heals, and the extra shield damage right now is negligible. I'll stick with protonic polaron weapons for the time being. The drain actually does something and the extra damage proc is nice.
Maybe increase the duration to 30 seconds?