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 ... .
Comments
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:
This was from another thread...
...#LLAP...
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.
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
Ah, what a sinister trick.. giving players something useful for their dilithium expenditure...
Mustrum "But is it balanced and working as intended?" Ridcully
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.
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.
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'm pretty sure crypticfrost and the rest of the QA team are tired of reading my bug reports.
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.
your sig is wrong ......he needs to be wearing a redshirt
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
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.
That would explain why I saw about a 25% increase from Mk 12 to Mk 14 of the same weapon.
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
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.
Take back your home,end the grind!
Volunteer moderators policing the forums is like a mall cop trying to solve a murder.
Here's my source on this.
From what I remember crunching numbers,
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 - Hive (S) - [02:31] DMG(DPS) - @jarvisandalfred: 30.62M(204.66K) - Fed Sci
Tacs are overrated.
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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?
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.
thanks mate.
Cryptic lives up to their name with explaining what some things do on top of loving their newb traps.
/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 - Hive (S) - [02:31] DMG(DPS) - @jarvisandalfred: 30.62M(204.66K) - Fed Sci
Tacs are overrated.
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Build questions? Look here!
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 - Hive (S) - [02:31] DMG(DPS) - @jarvisandalfred: 30.62M(204.66K) - Fed Sci
Tacs are overrated.
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Build questions? Look here!