x=67,8% damage dealt by MK XII compared to MK XIV. Still above thirty percent unbuffed, to quote DDIS, like shooting blankets.
Yes, my intial math was a wrong, what do you pretend, it was midnight :P
Their target was 30%, they went a liiiiittle beyond that.
Oh joy...now I "get" to upgrade all my weapons while my tank/sci toons gets vaped with linearly scaling Tac abilities compared to my diminished resists. Fun fun...
Gotta love the devs sometimes....just wish they made it less apparent where the game is heading so I could just ignorantly grind on.
could you provide video or screenshots please? full screenshots with tooltip, non cropped please and upload to imgur
I can't now, offline for the night. Still, those values come from the tooltips of MK XII and XIV Phaser DHC of same rarity. Difference is brutal, now it's a must to upgrade. They were taken while on Earth Spacedock; ofc except the damage everything else remains the same.
It feels like this weapon damage upgrade has made the biggest difference in weapons with few tac console bonuses. I run a torp boat. My mostly unbonused energy weapons, a mix of proton, disruptor and polaron, seem to do way more damage. My torps seem to have benefited a bit less.
Which (is still BS) more in line with what they said they where doing.
... or is it 190.5 / 398.2 for 47.8 % more dmg....
I don't know who cares. lmao
its both. difference between those 2 percentages is meaningless, increase is very high.
It is funny to what lengths they are prepared to go to justify stupid R&D system.
If they spent 1% time in actually improving the gameplay, STO would be great again.
Some people theorize that they know what they're doing and are doing this sht on purpose.
Fact that they have changed XP gain/requirements 4 times since DR release clearly shows that they have no clue what they are doing or what players actually want to keep playing the game.
6 in weapons, 3 in projectiles, no consoles, only about a 6.5% boost. Almost wanted to play again to see how broken that would be w/o spread. Oh well geko math. Nice buff to the radiation damage though.
6 in weapons, 3 in projectiles, no consoles, only about a 6.5% boost. Almost wanted to play again to see how broken that would be w/o spread. Oh well geko math. Nice buff to the radiation damage though.
wow.
i wish my mk12 could 1 shot people like the mk14 gold can. my basic one actually feels pretty balanced by comparison.
Like i said in the past lot of times, tribble infos will always be different on holodeck after the patch. Idk why/how, they always ruin something when the patch goes live, so... i dont care anymore lol
Btw, the difference between a stock s9 vr mk xii build and a ur/epic mk xiv full upgraded one now is HUGE, no i mean really HUGE :eek:
Doesn't match up with what one might have expected based on Geko's post.
He took a Common Mk XII Array (100 base + 120 from Mk XII + 2) from 222 to 282 by going to Common Mk XIV; which would be a +60% Strength boost. Based on things he had said in that post and elsewhere, it suggested that the Mk I - Mk XII was continuing to do its +10%, that Mk XIII would be +20%, and Mk XIV would be +40% - thus, tada and all that, you'd get from the 222 to the 282. That 0.6 * 100 thing.
So we take a look at the numbers in this thread, right?
398.2 as our VR Mk XII number. (174 base + 208.8 from Mk XII + 13.05 from VR + 2.35) roughly giving us a number near.
So based on what Geko did the Array, we'd expect that our increased damage would be increased by 0.6 * 174; by 104.4 damage. So our expected damage would be 502.6 damage.
But uh, the OP saw 582.7 instead.
Do folks have examples with other weapons and so forth?
Do folks have examples with other weapons and so forth?
Not sure it matters... chances are they will all be different. lmao
Lets be honest something that should be simple and have 1-2 database enteries and be a change to one number in one module. Is likely 1000 data base enteries for every type of weapon every special weapon. All those numbers are likely modified by 20 other factors that all also have multiple hooks to other modules for skill points and tac consoles and special rep bonuses and item rarities ect ect ect.
Likely a handful of the stuff that hooks in uses the wrong math... and also likely no one at Cryptic is really 100% sure how it is intended to work... and no one there tests any changes any of them make to any of it to see if the end result is inline with the intended result either.
Would be funny to see how different all the numbers end up looking though for a bunch of weapon types if people have a patched version of sto to check.
Not sure it matters... chances are they will all be different. lmao
Lets be honest something that should be simple and have 1-2 database enteries and be a change to one number in one module. Is likely 1000 data base enteries for every type of weapon every special weapon. All those numbers are likely modified by 20 other factors that all also have multiple hooks to other modules for skill points and tac consoles and special rep bonuses and item rarities ect ect ect.
Likely a handful of the stuff that hooks in uses the wrong math... and also likely no one at Cryptic is really 100% sure how it is intended to work... and no one there tests any changes any of them make to any of it to see if the end result is inline with the intended result either.
Would be funny to see how different all the numbers end up looking though for a bunch of weapon types if people have a patched version of sto to check.
Heh, cause there was the one Tribble post somebody had done earlier that showed actual different % increases for Beams and Cannons...and well, sure enough - based on what Geko did with the Beam and Riccardo dd with the Cannon - heh, anyway...lalalalala.
Heh, cause there was the one Tribble post somebody had done earlier that showed actual different % increases for Beams and Cannons...and well, sure enough - based on what Geko did with the Beam and Riccardo dd with the Cannon - heh, anyway...lalalalala.
:eek:
:eek:
you... remembered to put the double "c" in my name! *sniff* *sniff*
124 Weapon Power: 148%
(note, it's unlikely exactly 124 - thus it's not going to be exactly 148%)
(can see this with the Space numbers being off a similar amount)
There are no Bonus boosts in play, just the Strength boosts and the Weapon Power boost.
Mk XIII appears to add ~40% Strength.
Mk XIV appears to add ~70% Strength.
Mk XII to Mk XIV appears to add ~110% Strength.
So going from Mk XII to Mk XIII is like adding [Dmg]x8 to the weapon.
Going from Mk XIII to Mk XIV is like adding [Dmg]x14 to the weapon.
Going from Mk XII to Mk XIV is like adding [Dmg]x22 to the weapon.
Wee bit more than the ~60% combined which was suggested by Geko's post which would have been like adding [Dmg]x12 to the weapon going from Mk XII to Mk XIV.
so, a mk14 is actually the equivalent of a mk 23, if these items had linearly increased in effectiveness instead. essentially twice as powerful as mk12. who the hell thought this was a good idea, that this would enrich the game and retain and draw players.
so, a mk14 is actually the equivalent of a mk 23, if these items had linearly increased in effectiveness instead. essentially twice as powerful as mk12. who the hell thought this was a good idea, that this would enrich the game and retain and draw players.
I'm not sure what's there was the idea, heh - cause with that example that Geko gave...
So, technically, this was implemented correctly. If you just consider the weapon alone, a Mark 12 weapon that does 222 damage will do about 282 damage as Mark 14, which is around +27% slightly under target, but within the range of what we were shooting for. However, this is only true if you have no weapon skills, and no items (like consoles) that increase you weapon damage. If you have both Starship Weapon Training and Starship Energy Weapons skill, a Mark 12 weapon will do about 321 damage, while a Mark 14 will do about 381 damage, which is only around +19%. And if you add 4 weapon consoles, a Mark 12 weapon will do about 441 damage, while a Mark 14 will do about 501 damage, which is only around +14%. Basically, the diminishing returns system will reduce the bonus you get out of Mark 14 weapons, even though the weapons themselves are actually on target.
That Mk XII Common Array would be the 100 base +120 for the Mk XII and +2 perhaps for the Accolade. Taking that to 282 with Mk XIV, would mean adding +60 damage...which would be +60% strength (combined for Mk XIII and Mk XIV) for a 100 base weapon.
Same as he proceeds through to add Weapon/Energy Weapon to it, cause that +99% would add 99 damage, taking it to ~321. Then he's adding in the +60%/+60 again. Again, he adds in the +120%/120 from 4x VR Mk XII Tac consoles...and...then the +60%/60 for Mk XIV.
He's got it doing +60% in his example, while Tribble is showing +110%....
i know a lot of pve heroes celebrating the buff. just sayin...
See how they feel in a year when Geko decides its time for MK 16... and charges them at least as much to upgrade again... and makes the NPCs 6x stronger again so they must upgrade to remain exactly the same.
Comments
Gotta love the devs sometimes....just wish they made it less apparent where the game is heading so I could just ignorantly grind on.
could you provide video or screenshots please? full screenshots with tooltip, non cropped please and upload to imgur
I can't now, offline for the night. Still, those values come from the tooltips of MK XII and XIV Phaser DHC of same rarity. Difference is brutal, now it's a must to upgrade. They were taken while on Earth Spacedock; ofc except the damage everything else remains the same.
Me likey.
its like someone the buff got changed from a strength increase to a multiplier bonus
Well your math is a bit off... and it revolves around the English used.
582.7 - 392.2 - 190.5 More dmg
190.5 / 582.7 = 0.03346
Or
33.3% Increased dmg
Which (is still BS) more in line with what they said they where doing.
... or is it 190.5 / 398.2 for 47.8 % more dmg....
I don't know who cares. lmao
its both. difference between those 2 percentages is meaningless, increase is very high.
It is funny to what lengths they are prepared to go to justify stupid R&D system.
If they spent 1% time in actually improving the gameplay, STO would be great again.
Some people theorize that they know what they're doing and are doing this sht on purpose.
Fact that they have changed XP gain/requirements 4 times since DR release clearly shows that they have no clue what they are doing or what players actually want to keep playing the game.
Super SpecialStar Trek Online Review
SpecialTemporal PUG 100K DPS Build
We are Travelers
6 in weapons, 3 in projectiles, no consoles, only about a 6.5% boost. Almost wanted to play again to see how broken that would be w/o spread. Oh well geko math. Nice buff to the radiation damage though.
wow.
i wish my mk12 could 1 shot people like the mk14 gold can. my basic one actually feels pretty balanced by comparison.
Btw, the difference between a stock s9 vr mk xii build and a ur/epic mk xiv full upgraded one now is HUGE, no i mean really HUGE :eek:
*buying superior cannons tech upgrade*
whoops, edited first post, thanks for pointing out. Still insane damage difference.
He took a Common Mk XII Array (100 base + 120 from Mk XII + 2) from 222 to 282 by going to Common Mk XIV; which would be a +60% Strength boost. Based on things he had said in that post and elsewhere, it suggested that the Mk I - Mk XII was continuing to do its +10%, that Mk XIII would be +20%, and Mk XIV would be +40% - thus, tada and all that, you'd get from the 222 to the 282. That 0.6 * 100 thing.
So we take a look at the numbers in this thread, right?
398.2 as our VR Mk XII number. (174 base + 208.8 from Mk XII + 13.05 from VR + 2.35) roughly giving us a number near.
So based on what Geko did the Array, we'd expect that our increased damage would be increased by 0.6 * 174; by 104.4 damage. So our expected damage would be 502.6 damage.
But uh, the OP saw 582.7 instead.
Do folks have examples with other weapons and so forth?
Not sure it matters... chances are they will all be different. lmao
Lets be honest something that should be simple and have 1-2 database enteries and be a change to one number in one module. Is likely 1000 data base enteries for every type of weapon every special weapon. All those numbers are likely modified by 20 other factors that all also have multiple hooks to other modules for skill points and tac consoles and special rep bonuses and item rarities ect ect ect.
Likely a handful of the stuff that hooks in uses the wrong math... and also likely no one at Cryptic is really 100% sure how it is intended to work... and no one there tests any changes any of them make to any of it to see if the end result is inline with the intended result either.
Would be funny to see how different all the numbers end up looking though for a bunch of weapon types if people have a patched version of sto to check.
Heh, cause there was the one Tribble post somebody had done earlier that showed actual different % increases for Beams and Cannons...and well, sure enough - based on what Geko did with the Beam and Riccardo dd with the Cannon - heh, anyway...lalalalala.
:eek:
:eek:
you... remembered to put the double "c" in my name! *sniff* *sniff*
Uncommon (U): 2.5%
Rare (R): 5.0%
Very Rare (VR): 7.5%
Mark 12: 120.34%
[Dmg]: 5.0%
9 Starship Weapons: 49.5%
9 Starship Energy Weapons: 49.5%
(combined: 99.0%)
Accolade: 2%
124 Weapon Power: 148%
(note, it's unlikely exactly 124 - thus it's not going to be exactly 148%)
(can see this with the Space numbers being off a similar amount)
There are no Bonus boosts in play, just the Strength boosts and the Weapon Power boost.
Dual Heavy Cannons
R12 [Acc][CrtD] - G: 392.2 - S: 1410.8
G) 174 + 8.7 + 209.3916 = 392.1
S) 2.48 * (174 + 8.7 + 209.3916 + 172.26 + 3.48) = 1408.2
R13 [Acc][CrtD] - G: 461.1 - S: 1581.9
G) 461.1 - 392.1 = 69 / 174 = ~39.7%
S) 1581.9 - 1410.8 = 171.1 / 2.48 = 69 / 174 = ~39.7%
R14 [Acc][CrtD] - G: 582.9 - S: 1884.5
G) 582.9 - 461.1 = 121.8 / 174 = ~70%
S) 1884.5 - 1581.9 = 302.6 / 2.48 = 122 / 174 = ~70.1%
Dual Cannons
U12 [Acc] - G: 193.9 - S: 700.0
G) 87 + 2.175 + 104.6958 = 193.9
S) 2.48 * (87 + 2.175 + 104.6958 + 86.13 + 1.74) = 698.7
U13 [Acc] - G: 228.4 - S: 785.6
G) 228.4 - 193.9 = 34.5 / 87 = ~39.7%
S) 785.6 - 700.0 = 85.6 / 2.48 = 34.5 / 87 = ~39.7%
U14 [Acc] - G: 289.3 - S: 936.8
G) 289.3 - 228.4 = 60.9 / 87 = ~70%
S) 936.8 - 785.6 = 151.2 / 2.48 = 61 / 87 = ~70.1%
Cannon
VR12 [Acc][CrtD][Dmg] - G: 167.7 - S: 597.2
G) 72 + 5.4 + 86.6448 + 3.6 = 167.7
S) 2.48 * (72 + 5.4 + 86.6448 + 3.6 + 71.28 + 1.44) = 596.1
VR13 [Acc][CrtD][Dmg] - G: 196.2 - S: 668.0
G) 196.2 - 167.7 = 28.5 / 72 = ~39.6%
S) 668.0 - 597.2 = 70.8 / 2.48 = 28.5 / 72 = ~39.6%
VR14 [Acc][CrtD][Dmg] - G: 246.6 - S: 793.2
G) 246.6 - 196.2 = 50.4 / 72 = ~70%
S) 793.2 - 668.0 = 125.2 / 2.48 = 50.5 / 72 = ~70.1%
Turret
U12 [CrtD] - G: 100.3 - S: 362.1
G) 45 + 1.125 + 54.153 = 100.3
S) 2.48 * (45 + 1.125 + 54.153 + 44.55 + 0.9) = 361.4
U13 [CrtD] - G: 118.1 - S: 406.3
G) 118.1 - 100.3 = 17.8 / 45 = ~39.6%
S) 406.3 - 362.1 = 44.2 / 2.48 = 17.8 / 45 = ~39.6%
U14 [CrtD] - G: 149.6 - S: 484.6
G) 149.6 - 118.1 = 31.5 / 45 = ~70%
S) 484.6 - 406.3 = 78.3 / 2.48 = 31.57 / 45 = ~70.1%
Beam Array
R12 [CrtH]x2 - G: 225.4 - S: 810.8
G) 100 + 5 + 120.34 = 225.3
S) 2.48 * (100 + 5 + 120.34 + 99 + 2) = 809.3
R13 [CrtH]x2 - G: 265.0 - S: 909.1
G) 265.0 - 225.4 = 39.6 / 100 = ~39.6%
S) 909.1 - 810.8 = 98.3 / 2.48 = 39.6 / 100 = ~39.6%
VR14 [Acc][CrtH]x2 - G: 337.5 - S: 1089.2
G) 337.5 - 2.5 - 265 = 70 / 100 = ~70%
S) 1089.2 - 909.1 = 180.1 / 2.48 = 72.6 - 2.5 = 70.1 / 100 = ~70.1%
(2.5 was from going from Rare to Very Rare)
Dual Beam Bank
VR12 [Acc]x2[CrtH] - G: 296.3 - S: 1062.1
G) 130 + 9.75 + 156.442 = 296.2
S) 2.48 * (130 + 9.75 + 156.442 + 128.7 + 2.6) = 1060.2
VR13 [Acc]x2[CrtH] - G: 347.8 - S: 1190
G) 347.8 - 296.3 = 51.5 / 130 = ~39.6%
S) 1190 - 1062.1 = 127.9 / 2.48 = 51.6 / 130 = ~39.7%
VR14 [Acc]x2[CrtH] - G: 438.8 - S: 1416
G) 438.8 - 347.8 = 91 / 130 = ~70%
S) 1416 - 1190 = 226 / 2.48 = 91.13 / 130 = ~70.1%
TLDR Version/Summary
Mk XIII appears to add ~40% Strength.
Mk XIV appears to add ~70% Strength.
Mk XII to Mk XIV appears to add ~110% Strength.
So going from Mk XII to Mk XIII is like adding [Dmg]x8 to the weapon.
Going from Mk XIII to Mk XIV is like adding [Dmg]x14 to the weapon.
Going from Mk XII to Mk XIV is like adding [Dmg]x22 to the weapon.
Wee bit more than the ~60% combined which was suggested by Geko's post which would have been like adding [Dmg]x12 to the weapon going from Mk XII to Mk XIV.
@rudiefix Feds: Rudiefix / Thron / Opa
@rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
@rudiefix Roms (KDF alligned): Chicita
I'm not sure what's there was the idea, heh - cause with that example that Geko gave...
That Mk XII Common Array would be the 100 base +120 for the Mk XII and +2 perhaps for the Accolade. Taking that to 282 with Mk XIV, would mean adding +60 damage...which would be +60% strength (combined for Mk XIII and Mk XIV) for a 100 base weapon.
Same as he proceeds through to add Weapon/Energy Weapon to it, cause that +99% would add 99 damage, taking it to ~321. Then he's adding in the +60%/+60 again. Again, he adds in the +120%/120 from 4x VR Mk XII Tac consoles...and...then the +60%/60 for Mk XIV.
He's got it doing +60% in his example, while Tribble is showing +110%....
See how they feel in a year when Geko decides its time for MK 16... and charges them at least as much to upgrade again... and makes the NPCs 6x stronger again so they must upgrade to remain exactly the same.
Some people are a bit slow.