test content
What is the Arc Client?
Install Arc

So about that 30% difference between Mk12 - Mk 14

aelfwin1aelfwin1 Member Posts: 2,896 Arc User
Has this happened yet ?
Do you expect it to happen ?
Is it happening right now ?




... or are they holding on to it in the hopes that just announcing it will get you to upgrade in a hurry ... ?
Who knows ... , maybe the new UI icons art got priority ... .
Post edited by Unknown User on
«1

Comments

  • snowpig74snowpig74 Member Posts: 267 Arc User
    edited January 2015
    It is already on holodeck.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited January 2015
    The +20% Strength at Mk XIII and the +40% Strength at Mk XIV for a total of +60% Strength going from Mk XII to Mk XIV...did not happen.

    Instead they gave us +40% Strength at Mk XIII and +70% Strength at Mk XIV for a total of +110% Strength going from Mk XII to Mk XIV.
  • plaztikman64plaztikman64 Member Posts: 725 Arc User
    edited January 2015
    The +20% Strength at Mk XIII and the +40% Strength at Mk XIV for a total of +60% Strength going from Mk XII to Mk XIV...did not happen.

    Instead they gave us +40% Strength at Mk XIII and +70% Strength at Mk XIV for a total of +110% Strength going from Mk XII to Mk XIV.

    This sucks, i quit & want my money back, and nobody gets my stuff :P On a serious note, are you sure about those stats? :eek:
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited January 2015
    This sucks, i quit & want my money back, and nobody gets my stuff :P On a serious note, are you sure about those stats? :eek:

    This was from another thread...
    I compared Common to Common...White vs. White. You're asking for even better than that.

    Mk I to Mk XII adds +10% Damage Strength per Mark, equivalent to [Dmg]x2 per Mark.
    Mk XII to Mk XIII adds +40% instead of +10%, the equivalent of adding [Dmg]x8.
    Mk XIII to Mk XIV adds +70% instead of +10%, adding the equivalent of another [Dmg]x14 bringing you to [Dmg]x22.

    Geko's post on it suggested he meant for Mk XII to Mk XIII to be +20% and Mk XIII to Mk XIV to be +40% (a doubling of it each time) for a total of +60%...but they did +40% and +70% for +110% total for some odd reason.

    Literally, a Common Mk XIII Weapon has the equivalent of 8 [Dmg] mods and a Common Mk XIV has the equivalent of 22 [Dmg] mods.

    They're so over the top for anything that's needed it's a trip.

    Here was Geko's post: http://sto-forum.perfectworld.com/showthread.php?t=1323821
    Here was my post taking a look at his math: http://sto-forum.perfectworld.com/showpost.php?p=21188171&postcount=11
    Here was the test showing it to be +40/70/110%: http://sto-forum.perfectworld.com/showpost.php?p=21225321&postcount=19

    And sure enough, I can look at the difference on my guy between one of his Mk XIII beams and Mk XIV beams...it's that 70% strength difference that the Tribble testing showed - which was not what Geko posted was going to happen.
  • jackal1701apwjackal1701apw Member Posts: 669 Arc User
    edited January 2015
    Quit complaining, spend ur dil and blow some **** up
    [SIGPIC][/SIGPIC]

    ...#LLAP...
  • mrspidey2mrspidey2 Member Posts: 959 Arc User
    edited January 2015
    The OP might want to rework that signature. The bloodspatter pattern and the position of the phaser do not suggest suicide.
    2bnb7apx.jpg
  • frtoasterfrtoaster Member Posts: 3,354 Arc User
    edited January 2015
    aelfwin1 wrote: »
    Has this happened yet ?
    Do you expect it to happen ?
    Is it happening right now ?

    Somehow I missed this thread. Maybe, it's because I've been spending less time on the forums lately.
    The +20% Strength at Mk XIII and the +40% Strength at Mk XIV for a total of +60% Strength going from Mk XII to Mk XIV...did not happen.

    Instead they gave us +40% Strength at Mk XIII and +70% Strength at Mk XIV for a total of +110% Strength going from Mk XII to Mk XIV.

    Part of me thinks this is a ploy to get people like me who haven't upgraded a thing to spend their dilithium. Another part of me suspects that it's a bug that will get fixed and cause a huge nerf rage thread.
    Waiting for a programmer ...
    qVpg1km.png
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited January 2015
    From the Available Skills - Drag to Tray infobox.

    VR Mk XIII: 1188.6 (A)

    VR Mk XIV: 1366.3 (B)

    Beam Array

    TRIBBLE/Mk 0 Base DPV: 100

    Weapon Power @ 125 Modifier: 1 + ((125 - 50) * 0.02) = 2.5

    100 * 2.5 = 250

    Strength Boosts

    Accolade: 0.02
    9 Starship Weapon Training: 0.495
    9 Starship Energy Weapons: 0.54
    2x UR Locators: 0.712
    4x AMP: 0.157
    Very Rare: 0.075
    Mk I-XII: 1.2
    Mk XIII: 0.4
    Mk XIV: 0.7

    Total Strength Boost(Modifier):
    (A) 3.599 (4.599)
    (B) 4.299 (5.299)

    (A) 250 * 4.599 = 1149.75
    (B) 250 * 5.299 = 1324.75

    Bonus Boosts

    Hierarchy Pirate: 0.015

    Total Bonus Boost(Modifier): 0.015 (1.015)

    (A) 1166.99625
    (B) 1344.62125

    Hrmm, it's probably the rounding with AMP. That one is still a PITA for me, even after reading addictart's post on it. Though it could always be I forget whether or not they're still doing the thing for level and if so what that might be at 60. Still, my calculations came in under what the infobox showed...

    So yeah, I'd say the Mk XIII was doing the +40% Strength and the Mk XIV was doing the +70% Strength.

    edit: Want to see why I can't get AMP? Here are addictart's posts (melted my wee brain):
    http://sto-forum.perfectworld.com/showpost.php?p=21436431&postcount=52
    http://sto-forum.perfectworld.com/showpost.php?p=21445601&postcount=69
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited January 2015
    frtoaster wrote: »
    Somehow I missed this thread. Maybe, it's because I've been spending less time on the forums lately.



    Part of me thinks this is a ploy to get people like me who haven't upgraded a thing to spend their dilithium. Another part of me suspects that it's a bug that will get fixed and cause a huge nerf rage thread.

    Ah, what a sinister trick.. giving players something useful for their dilithium expenditure...


    Mustrum "But is it balanced and working as intended?" Ridcully
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • tigerariestigeraries Member Posts: 3,492 Arc User
    edited January 2015
    so can we expect a nerf down the road with them saying the boost was a bug and gave more than intended?

    or did they confirm that these numbers are in deed intended and will not be adjusted down the road?
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited January 2015
    tigeraries wrote: »
    so can we expect a nerf down the road with them saying the boost was a bug and gave more than intended?

    or did they confirm that these numbers are in deed intended and will not be adjusted down the road?

    I haven't...uh...done a bug report on this. Haven't seen anybody else do it either. I've posted about it in a few threads here and there discussing things with other players. But I haven't seen any dev comment on the matter. I've got this quirky feeling that I might have ticked them off with some of the bug reports, some of my comments here and there, and that they might just not be reading me anymore...heh.
  • frtoasterfrtoaster Member Posts: 3,354 Arc User
    edited January 2015
    Ah, what a sinister trick.. giving players something useful for their dilithium expenditure...

    These new values might actually be in line with the exponential increases in upgrade costs, which was one of my complaints about the upgrade system before. Of course, the only items they changed were weapons.
    edit: Want to see why I can't get AMP? Here's addictart's post (melted my wee brain): http://sto-forum.perfectworld.com/showthread.php?p=21436431#post21436431

    Another post I missed. If I understand addictart correctly, then

    strength(AMP) = N * (0.03357 * (1+bonus)) * ((1.0366 * (1+bonus)) ^ N),

    where N = number of subsystems above 75.

    Why are they mixing bonus values into their strength calculation? Could this be another bug? If not, then it's another weird formula like the damage resistance formula.
    I haven't...uh...done a bug report on this. Haven't seen anybody else do it either. I've posted about it in a few threads here and there discussing things with other players. But I haven't seen any dev comment on the matter. I've got this quirky feeling that I might have ticked them off with some of the bug reports, some of my comments here and there, and that they might just not be reading me anymore...heh.

    I'm pretty sure crypticfrost and the rest of the QA team are tired of reading my bug reports.
    Waiting for a programmer ...
    qVpg1km.png
  • leviathan99#2867 leviathan99 Member Posts: 7,747 Arc User
    edited January 2015
    Maybe he didn't mean 30% stat increase was the goal.

    Maybe he meant their goal is a 30% DPS increase for the average player.

    Since stats account for less of a share of DPS, it would take more stats to balance out to a 30% DPS increase.
  • jorantomalakjorantomalak Member Posts: 7,133 Arc User
    edited January 2015
    aelfwin1 wrote: »
    Has this happened yet ?
    Do you expect it to happen ?
    Is it happening right now ?




    ... or are they holding on to it in the hopes that just announcing it will get you to upgrade in a hurry ... ?
    Who knows ... , maybe the new UI icons art got priority ... .

    your sig is wrong ......he needs to be wearing a redshirt :D

    which is how i feel when i log in and try to play.....like a token redshirt being offered up to the doomsday grind machine :(
  • dpsloss88dpsloss88 Member Posts: 765 Arc User
    edited January 2015
    DR turned this game into a shameless money grab. People were refusing to pay, so they increased the obsolesense of old gear to force people to buy upgrades.
  • tarastheslayertarastheslayer Member Posts: 1,541 Bug Hunter
    edited January 2015
    What gets me though is that we didn't need more DPS, we needed the other classes making valid. Everything in the upgrade system is overpriced except for the basic Mk upgrades on the whole, so why did they have to go messing with the balance even more?

    I dare say it, but I think anyone who's thinking along the lines of trying to get people to use the upgrade system so they don't have to reduce the costs, is probably right.
    Ten soldiers wisely led will beat a hundred without a head. - Euripides
    I no longer do any Bug Hunting work for Cryptic. I may resume if a serious attempt to fix the game is made.
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited January 2015
    Maybe he didn't mean 30% stat increase was the goal.

    Maybe he meant their goal is a 30% DPS increase for the average player.

    Since stats account for less of a share of DPS, it would take more stats to balance out to a 30% DPS increase.

    That would explain why I saw about a 25% increase from Mk 12 to Mk 14 of the same weapon.
    ZiOfChe.png?1
  • caldannachcaldannach Member Posts: 485 Arc User
    edited January 2015
    EDIT: nevermind
    " Experience is a hard mistress, she gives the tests first, and the lessons after... "
  • goodscotchgoodscotch Member Posts: 1,680 Arc User
    edited January 2015
    The additional damage boost makes sense if you consider wave after wave of Vaadwaur ships that have a gazillion shield and hull points. Maybe this will cut down on the time it takes to get through these scenarios.
    klingon-bridge.jpg




  • addictartaddictart Member Posts: 17 Arc User
    edited January 2015
    frtoaster wrote: »
    Another post I missed. If I understand addictart correctly, then

    strength(AMP) = N * (0.03357 * (1+bonus)) * ((1.0366 * (1+bonus)) ^ N),

    where N = number of subsystems above 75.

    Why are they mixing bonus values into their strength calculation? Could this be another bug? If not, then it's another weird formula like the damage resistance formula.

    Actually I made a post later on in the same thread noting that I made a small mistake when typing out the formula. So it is:

    strength(AMP) = N * (0.03357 * (1 + bonus)) * ((1 + (0.0366 * (1 + bonus))) ^ N)

    Don't ask my why or where these numbers come from, I just know that for my sample set this formula produces the same outcome :)
  • carcharodon1975carcharodon1975 Member Posts: 0 Arc User
    edited January 2015
    dpsloss88 wrote: »
    DR turned this game into a shameless money grab. People were refusing to pay, so they increased the obsolesense of old gear to force people to buy upgrades.
    What gets me though is that we didn't need more DPS, we needed the other classes making valid. Everything in the upgrade system is overpriced except for the basic Mk upgrades on the whole, so why did they have to go messing with the balance even more?

    I dare say it, but I think anyone who's thinking along the lines of trying to get people to use the upgrade system so they don't have to reduce the costs, is probably right.

    Factor in the fact that upgrading is the only way to get Mk XIII and Mk XIV gear,that's exactly what it is,a shameless money grab.
    The PWE/Cryptic sweatshop...not where the game is made,but where the game is played!

    Take back your home,end the grind!


    Volunteer moderators policing the forums is like a mall cop trying to solve a murder.
  • jarvisandalfredjarvisandalfred Member Posts: 1,549 Bug Hunter
    edited January 2015
    What they said was that they wanted it to be a 30% increase to DPS, not to weapon damage.

    Here's my source on this.
    In general, we wanted Mark 14 items to be about +30% better than Mark 12 items.
    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.

    From what I remember crunching numbers,
    So, if you're wondering what the 30%'s balanced to, if you have 3 MK X common tac consoles, and 6 points in the relevant skills, you get a 30% damage increase, nearly exactly. And I mean no rarity increases on your weapons, no tac team active, no amp core, no 2-sets (outside of counter-command, nukara, and obelisk), no cc deflector, no embassy [pla] consoles for plasma weaponry, and no rule 62 console.

    To look at that in more detail, currently a common MK XII beam is 220 damage, a common MK XIV beam is 330 damage. (or, more correctly, both are a base of 100, and the XII has a 120% boost and the XIV has a 230% damage boost already on it)

    If we assume the average player does have the above, there's the 84% damage boost from 6 points each in starship energy weapons and weapons training, and the 61.8% damage boost from the 3 MK X common tac consoles. That puts us at 365.8 damage on the XII beam, and 475.8 on the XIV beam.

    ---

    Now, I don't like to believe that's the average player, as right as it might be. My picture of the average player is the following (as far as cat 1 bonuses go)

    VR Beams (no damage mods)

    4x MK XII Fleet Vulnerability Locaters

    3x AMP Procs

    and 9 to the relevant skills.

    I know that some people don't have fleet gear, or VR beams, but I know some people have the AMACO or other cat 1 2-sets, or 5 XIV Epic locaters, or 4 AMP procs, so I'd like to believe that's normal.

    Now, since I'm not going to bother with calculating AMP, since this is a ballpark, let's approximate 3 AMP procs as being a 12% damage boost.

    The weapons being VR will add another 7.5% damage boost as well, the 4x vulnerability locaters are a 127.6% boost, the 9 to relevant skills are a 99% damage boost.

    This means that we're looking at 446.1 on the VR XII beam, and 576.1 on the XIV VR beam, for a 23.6% difference. To hit their target of 30%, based on that picture of the average player, XII to XIV would need to go from 220 to 360 damage on the beam (making it 446.1 vs 606.1 after average cat 1's, which would make it a 30.03% difference, which they said was the stated goal.

    Edit: TL;DR they think the average player has trash-tier gear, but MK XIV weapons. Also, this doesn't account for things that don't get mark upgrade bonuses, like tet cascade, or photonic fleet, or things like that. Or, I dunno, pets, which I'm pretty sure are doing way less now than they were beforehand.
    SCM - Crystal C. (S) - [00:12] DMG(DPS) - @jarvisandalfred: 8.63M(713.16K) - Fed Sci

    SCM - Hive (S) - [02:31] DMG(DPS) - @jarvisandalfred: 30.62M(204.66K) - Fed Sci

    Tacs are overrated.

    Game's best wiki

    Build questions? Look here!
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited January 2015
    Factor in the fact that upgrading is the only way to get Mk XIII and Mk XIV gear,that's exactly what it is,a shameless money grab.

    Exactly like reputation and fleet gear.


    Question is - is it a shameless money grab to increase the gear cap and ask people to spend in-game currency on items in a F2P game, or shameless impatience to not be willing to grind for it?
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • edited January 2015
    This content has been removed.
  • hyperionx09hyperionx09 Member Posts: 1,709 Arc User
    edited January 2015
    Personally, I feel the boost is very good; especially for the players fresh at level 50 who don't have many alts or funds/marks to grind out the more specialized sets.

    In fact, I believe that the major boost was to at least allow new level 50 players to literally brute-force their way through DR off sub-optimal builds, without entirely rage-quitting (the convenient reply to DR being too hard now would be "upgrade your gear to XIV").

    Still, I don't see why they don't allow for Common to Rare (White to Blue) MkXIII or XIV stuff to drop. People will still need to gamble on those mods when upgrading, and their value still won't suddenly make grinding them for vendor trash a means to make 100 Million in 30 minutes.
  • gavinrunebladegavinruneblade Member Posts: 3,894 Arc User
    edited January 2015
    If we assume the average player does have the above, there's the 84% damage boost from 6 points each in starship energy weapons and weapons training, and the 61.8% damage boost from the 3 MK X common tac consoles. That puts us at 365.8 damage on the XII beam, and 475.8 on the XIV beam.

    ---

    Now, I don't like to believe that's the average player, as right as it might be. My picture of the average player is the following (as far as cat 1 bonuses go)

    VR Beams (no damage mods)

    4x MK XII Fleet Vulnerability Locaters

    3x AMP Procs

    and 9 to the relevant skills.

    I know that some people don't have fleet gear, or VR beams, but I know some people have the AMACO or other cat 1 2-sets, or 5 XIV Epic locaters, or 4 AMP procs, so I'd like to believe that's normal.

    Now, since I'm not going to bother with calculating AMP, since this is a ballpark, let's approximate 3 AMP procs as being a 12% damage boost.

    The weapons being VR will add another 7.5% damage boost as well, the 4x vulnerability locaters are a 127.6% boost, the 9 to relevant skills are a 99% damage boost.

    This means that we're looking at 446.1 on the VR XII beam, and 576.1 on the XIV VR beam, for a 23.6% difference. To hit their target of 30%, based on that picture of the average player, XII to XIV would need to go from 220 to 360 damage on the beam (making it 446.1 vs 606.1 after average cat 1's, which would make it a 30.03% difference, which they said was the stated goal.

    Edit: TL;DR they think the average player has trash-tier gear, but MK XIV weapons. Also, this doesn't account for things that don't get mark upgrade bonuses, like tet cascade, or photonic fleet, or things like that. Or, I dunno, pets, which I'm pretty sure are doing way less now than they were beforehand.
    I think you give the average player far too much credit. My experience in pugs and helping people suggests that the average player has a mix of between mark 11 and 13 gear, with random mods heavily favoring dmg because "that's what I need more of" and zero fleet consoles of any kind.
  • plaztikman64plaztikman64 Member Posts: 725 Arc User
    edited January 2015
    This was from another thread...

    thanks mate.
  • thatcursedwolfthatcursedwolf Member Posts: 1,617 Arc User
    edited January 2015
    I think you give the average player far too much credit. My experience in pugs and helping people suggests that the average player has a mix of between mark 11 and 13 gear, with random mods heavily favoring dmg because "that's what I need more of" and zero fleet consoles of any kind.

    Cryptic lives up to their name with explaining what some things do on top of loving their newb traps.
    This is my Risian Corvette. There are many like it, but this one is mine.
  • jarvisandalfredjarvisandalfred Member Posts: 1,549 Bug Hunter
    edited January 2015
    I think you give the average player far too much credit. My experience in pugs and helping people suggests that the average player has a mix of between mark 11 and 13 gear, with random mods heavily favoring dmg because "that's what I need more of" and zero fleet consoles of any kind.

    /cry

    I so want to believe you're making that up, but some part of me knows you're right. It's a shame.
    SCM - Crystal C. (S) - [00:12] DMG(DPS) - @jarvisandalfred: 8.63M(713.16K) - Fed Sci

    SCM - Hive (S) - [02:31] DMG(DPS) - @jarvisandalfred: 30.62M(204.66K) - Fed Sci

    Tacs are overrated.

    Game's best wiki

    Build questions? Look here!
  • jarvisandalfredjarvisandalfred Member Posts: 1,549 Bug Hunter
    edited January 2015
    Now, of course, we all know the simple solution to this - the problem of either balance it for those who have good resources, or for those who don't even know they're bad (currently, it's more towards the latter).

    I have a proposal that would make weapon mark upgrades the same 30% across the board, while making tactical consoles more significant, and revamping the [Dmg] mod to be useful without making crth/crtd weapons bad.

    Currently, the way it's done is that Weapons have a base damage, and rarity, mark, [dmg], and a crapton of other stuff are all boosting that base. For beam arrays, that base is 100.

    So, since all of that stuff is in the same category, how much of an actual increase you get from mark increases is based on, well, how much of that other stuff you have. See here for how MK XII->XIV currently plays out.

    But, if we made the base damage itself change with Weapon Mark/Rarity/Dmg mods (or just made mark/rarity/dmg their own category, it's the same thing), not only do you make tactical consoles more significant (a 30% buff can get lost when weapon mark alone is a 230% multiplier), but you make it more of a 30% across the board.

    ---

    Unfortunately, there's no real way to do that without doing one of two things: Either increase the dps-gap again between those who can build a ship and those who can't, or completely rebalancing all the mods in the category 1 area. I'll try and get some more basic numbers on this later today, but it's dil o'clock and my sing core needs to go epic...

    Anyway, for right now, as I was looking at things, currently, base weapon damage (on an array) is 100, the first 12 mark upgrades (including from MK 0 to MK I) are 10.2 damage, XII->XIV is a total of 110, rarity is 2.5 (epic counts as 2 rarities), and DMG is 5 (+2.5 because of the rarity) (with all of these increases being percentages in the category 1 boost area).

    My current thought is to make them all their own category, used to calculate the actual base. (Taking rarity/mark/dmg mods out of category 1, making them innately more effective.)

    To try and get things in line, I was running it at 135 base, 2 for rarity, 5 for dmg, xii->XIV as 40 each (so 80 total), and normal mark increases as 5. I suppose it's a huge buff to lower mark weaponry, and it totally is a buff for DMG and people with tons of cat 1 buffs (hence my thoughts on re-balancing them), but it does preserve the 30% increase from XII to XIV, and keeps their 'average player' basically untouched.

    I'll obviously need more work on this, and when I'm done I suppose I'll make my own post on it, since we know that the OP's question has been answered.
    SCM - Crystal C. (S) - [00:12] DMG(DPS) - @jarvisandalfred: 8.63M(713.16K) - Fed Sci

    SCM - Hive (S) - [02:31] DMG(DPS) - @jarvisandalfred: 30.62M(204.66K) - Fed Sci

    Tacs are overrated.

    Game's best wiki

    Build questions? Look here!
Sign In or Register to comment.