Weapons with a newly introduced modifier (PvPRes, Pen, Arc, Thrust, etc) do not actually get extra damage from their rarity like they should (weapons, in theory, gain 2.5% bonus damage per rarity level)
Reproduction steps:
1. Check Beam Array with one of the new mods
2. Check Beam Array with normal mods (excluding damage, as that also affects the displayed damage)
3. Compare the tooltips
4. The base damage displayed will be 2.5 less
5. This persists regardless of location (assuming you can calculate the base damage of both weapons in space, that is)
[10:47] [System] [TicketCreated] Successfully submitted ticket ID #3,074,124.
SCM - Crystal C. (S) - [00:12] DMG(DPS) - @jarvisandalfred: 8.63M(713.16K) - Fed Sci
Weapons with a newly introduced modifier (PvPRes, Pen, Arc, Thrust, etc) do not actually get extra damage from their rarity like they should (weapons, in theory, gain 2.5% bonus damage per rarity level)
Reproduction steps:
1. Check Beam Array with one of the new mods
2. Check Beam Array with normal mods (excluding damage, as that also affects the displayed damage)
3. Compare the tooltips
4. The base damage displayed will be 2.5 less
5. This persists regardless of location (assuming you can calculate the base damage of both weapons in space, that is)
[10:47] [System] [TicketCreated] Successfully submitted ticket ID #3,074,124.
This has been bugging me for weeks, and I can confirm repro. (atem@iusasset) First noticed the difference between a Mk XIV UR [CrtD]x4 and a Mk XIV UR [CrtD]x3 [Pen], saw it applied to all weapons regardless of other (non-[Dmg]) mods at same mark/rarity with a [Pen] mod (since that's all character had on hand).
Weapons with a newly introduced modifier (PvPRes, Pen, Arc, Thrust, etc) do not actually get extra damage from their rarity like they should (weapons, in theory, gain 2.5% bonus damage per rarity level)
Reproduction steps:
1. Check Beam Array with one of the new mods
2. Check Beam Array with normal mods (excluding damage, as that also affects the displayed damage)
3. Compare the tooltips
4. The base damage displayed will be 2.5 less
5. This persists regardless of location (assuming you can calculate the base damage of both weapons in space, that is)
[10:47] [System] [TicketCreated] Successfully submitted ticket ID #3,074,124.
Can confirm, the [Pen] mod at least does not contribute to the item's rarity when the damage bonus it should get for rarity is calculated. I don't know about the other R&D mods.
That's interesting. It's not just the new R&D mods, though.
Compare any Array of the same Rarity/Mark where one is dual proc and one is single proc.
Like if you were to compare...
VR Mk XII Nanite Disruptor [???]x3 vs. VR Mk XII Bio-Molecular Disruptor [??]x2
VR Mk XII Phaser [???]x3 vs. VR Mk XII Romulan Plasma [??]x2
VR Mk XII Thoron Infused Polaron [???]x3 vs. VR Mk XII Polarized Disruptor [??]x2
...etc, etc, etc.
The [???]x3 single proc weapons have +2.5 damage compared to the [??]x2 dual proc weapons.
So it's likely that the R&D mods are being treated as a second proc and thus are showing the -2.5 damage compared to weapons with a single proc.
I could have sworn this got fixed once...the single vs. dual thing. I hadn't looked at it in forever.
This could explain my Weapon Group "A" and Weapon Group "B" stuff from the the Plasma DoT thread...hrmmm.
That's interesting. It's not just the new R&D mods, though.
Compare any Array of the same Rarity/Mark where one is dual proc and one is single proc.
Like if you were to compare...
VR Mk XII Nanite Disruptor [???]x3 vs. VR Mk XII Bio-Molecular Disruptor [??]x2
VR Mk XII Phaser [???]x3 vs. VR Mk XII Romulan Plasma [??]x2
VR Mk XII Thoron Infused Polaron [???]x3 vs. VR Mk XII Polarized Disruptor [??]x2
...etc, etc, etc.
The [???]x3 single proc weapons have +2.5 damage compared to the [??]x2 dual proc weapons.
So it's likely that the R&D mods are being treated as a second proc and thus are showing the -2.5 damage compared to weapons with a single proc.
I could have sworn this got fixed once...the single vs. dual thing. I hadn't looked at it in forever.
This could explain my Weapon Group "A" and Weapon Group "B" stuff from the the Plasma DoT thread...hrmmm.
And I think this applied way back in the day, when [Borg] mods were a thing. I don't recall that they ever got fixed...
I would guess that the rarity damage increase for weapons is coded to the mods themselves, and not to rarity (the way that bonuses for other consoles appear directly tied to rarity), which might explain why crafted mods and bonus procs are showing this discrepancy?
I just submitted a patch that should add the missing damage modifiers for quality on weapons with the [Pen], [Thrust], [Snare], [Over], [Rapid], [Sprd], [PvP Dmg] and [PvP Res] mods. This will need to go through QA testing.
This update should also cause the [Snare] and [Thrust] mods to have a more noticeable effect. We'll keep an eye on them to make sure they didn't suddenly get too good.
I just submitted a patch that should add the missing damage modifiers for quality on weapons with the [Pen], [Thrust], [Snare], [Over], [Rapid], [Sprd], [PvP Dmg] and [PvP Res] mods. This will need to go through QA testing.
This update should also cause the [Snare] and [Thrust] mods to have a more noticeable effect. We'll keep an eye on them to make sure they didn't suddenly get too good.
I just submitted a patch that should add the missing damage modifiers for quality on weapons with the [Pen], [Thrust], [Snare], [Over], [Rapid], [Sprd], [PvP Dmg] and [PvP Res] mods. This will need to go through QA testing.
This update should also cause the [Snare] and [Thrust] mods to have a more noticeable effect. We'll keep an eye on them to make sure they didn't suddenly get too good.
Can you double check [PvP Res] and [PvP Dmg] are both working as intended. There have been numerous complaints about both in the past.
[PvP Res] and [PvP Dmg] are built a little differently than other mods in our engine. I've found something that could cause them to break and I'm doing a little testing to see if I can make them more reliable.
[PvP Res] and [PvP Dmg] are built a little differently than other mods in our engine. I've found something that could cause them to break and I'm doing a little testing to see if I can make them more reliable.
Here's a quick fix: just delete them?
I mean, it's not like you folks haven't simply deleted a buggy feature and said "fixed!" :P
I suspect a cry of one, perhaps 2 tears to the loss of PvP mods.
[PvP Res] and [PvP Dmg] are built a little differently than other mods in our engine. I've found something that could cause them to break and I'm doing a little testing to see if I can make them more reliable.
That's curious, with a little back and forth in previous discussions, wasn't it along the lines of the following:
[PvP Dmg] stacking +All Bonus Damage increase (each weapon adding to the whole)
[PvP Res] stacking +All Bonus Damage Resistance increase (each weapon adding to the whole)
Thus the player could stack their preferred mix to tailor their build.
It just, well, it just never appeared that they worked. Which, imho, has led to them being highly undervalued for what they could provide.
I just submitted a patch that should add the missing damage modifiers for quality on weapons with the [Pen], [Thrust], [Snare], [Over], [Rapid], [Sprd], [PvP Dmg] and [PvP Res] mods. This will need to go through QA testing.
This update should also cause the [Snare] and [Thrust] mods to have a more noticeable effect. We'll keep an eye on them to make sure they didn't suddenly get too good.
Something connected or perhaps as an aside to that...
Dual Proc weapons and weapons with one of the R&D mods appear to have -2.5% damage strength compared to Single Proc weapons (including AP with it's [CrtD]). Is that intended balancing or a bug?
Something connected or perhaps as an aside to that...
Dual Proc weapons and weapons with one of the R&D mods appear to have -2.5% damage strength compared to Single Proc weapons (including AP with it's [CrtD]). Is that intended balancing or a bug?
Similar bug. The patch I just submitted fixes the crafting mods. Dual-proc weapons are going to require a little more tinkering.
The PvP mods have some other issues that are going to make it not possible to give them the correct in-line damage modifiers at this moment, but this shouldn't stop the crafted mods from getting the correct updates.
The PvP mods will require a more thorough rebuild in order to function in top form. In the meantime I'll talk to Gorngonzilla about what we want to do with them (i.e. do we want them to remain available? Turn them into something else? Try to shuffle time in the schedule to fix them sooner?)
The PvP mods have some other issues that are going to make it not possible to give them the correct in-line damage modifiers at this moment, but this shouldn't stop the crafted mods from getting the correct updates.
The PvP mods will require a more thorough rebuild in order to function in top form. In the meantime I'll talk to Gorngonzilla about what we want to do with them (i.e. do we want them to remain available? Turn them into something else? Try to shuffle time in the schedule to fix them sooner?)
I know it's more a rhetorical question than a hard solicitation for feedback, but uh - just what's the general health of the PvP community out there? It's been an ongoing battle of sorts to slow the demise, basically folks trying to slap bandaids on a severed artery...imho. With things only getting that much worse with Delta Rising and since (I mean, the announcement of the Command Specialization was a trip - folks just up and disappeared, it was a wtf moment).
Then add in the cost of upgrading multiple sets of multiple sets to try work in those mods on different weapons while also having sets for PvE...well...
Cause of the combination of what percentage of the players might want the mods and what percentage of those might would actually want them?
...could the "concept" of allowing for such customization perhaps come about "better" from DOFFs/Traits than from weapons?
Cause the timing just seemed wrong for their introduction, imho, as weapons.
edit: This post is not speaking on behalf of anybody else, just in case anybody thought it was.
The PvP mods have some other issues that are going to make it not possible to give them the correct in-line damage modifiers at this moment, but this shouldn't stop the crafted mods from getting the correct updates.
The PvP mods will require a more thorough rebuild in order to function in top form. In the meantime I'll talk to Gorngonzilla about what we want to do with them (i.e. do we want them to remain available? Turn them into something else? Try to shuffle time in the schedule to fix them sooner?)
Thanks for looking into fixing them. One more thing, can you please put the new mods into the ground weapons R&D crafting? It's the only school still bugged since implementation in that the new mods aren't produced upon crafting.
This update should also cause the [Snare] and [Thrust] mods to have a more noticeable effect. We'll keep an eye on them to make sure they didn't suddenly get too good.
Unexpected -- I'll have to pull mine out and try them again. I hope improvement to [Dmg] is still planned too.
The PvP mods have some other issues that are going to make it not possible to give them the correct in-line damage modifiers at this moment, but this shouldn't stop the crafted mods from getting the correct updates.
The PvP mods will require a more thorough rebuild in order to function in top form. In the meantime I'll talk to Gorngonzilla about what we want to do with them (i.e. do we want them to remain available? Turn them into something else? Try to shuffle time in the schedule to fix them sooner?)
While you're at it, you might address that pvp mods are showing up on shields/engines/deflectors.
While you're at it, you might address that pvp mods are showing up on shields/engines/deflectors.
Actually, that's not a bug. Those mods are supposed to stack with one another, so potentially you could have [PvP Dmg]x11 if you have 8 weapons and 3 set pieces with the mod.
Comments
This has been bugging me for weeks, and I can confirm repro. (atem@iusasset) First noticed the difference between a Mk XIV UR [CrtD]x4 and a Mk XIV UR [CrtD]x3 [Pen], saw it applied to all weapons regardless of other (non-[Dmg]) mods at same mark/rarity with a [Pen] mod (since that's all character had on hand).
i confirm this, seen it with me own eyes
I can see this with two otherwise-identical weapons side by side.
[CrtD]x4 vs [CrtD]x3 [Pen] side by side.
Compare any Array of the same Rarity/Mark where one is dual proc and one is single proc.
Like if you were to compare...
VR Mk XII Nanite Disruptor [???]x3 vs. VR Mk XII Bio-Molecular Disruptor [??]x2
VR Mk XII Phaser [???]x3 vs. VR Mk XII Romulan Plasma [??]x2
VR Mk XII Thoron Infused Polaron [???]x3 vs. VR Mk XII Polarized Disruptor [??]x2
...etc, etc, etc.
The [???]x3 single proc weapons have +2.5 damage compared to the [??]x2 dual proc weapons.
So it's likely that the R&D mods are being treated as a second proc and thus are showing the -2.5 damage compared to weapons with a single proc.
I could have sworn this got fixed once...the single vs. dual thing. I hadn't looked at it in forever.
This could explain my Weapon Group "A" and Weapon Group "B" stuff from the the Plasma DoT thread...hrmmm.
And I think this applied way back in the day, when [Borg] mods were a thing. I don't recall that they ever got fixed...
I would guess that the rarity damage increase for weapons is coded to the mods themselves, and not to rarity (the way that bonuses for other consoles appear directly tied to rarity), which might explain why crafted mods and bonus procs are showing this discrepancy?
CrtD CrtH PvP DMG
CrtDx2 ACC
Does anyone remember the [Borg] mod? :rolleyes:
STO-League.com | Weapon Damage Calculator | DPS Web Tools | STO-Center Forums
This update should also cause the [Snare] and [Thrust] mods to have a more noticeable effect. We'll keep an eye on them to make sure they didn't suddenly get too good.
Wow, thanks jheinig! That's very exciting news!
Can you double check [PvP Res] and [PvP Dmg] are both working as intended. There have been numerous complaints about both in the past.
Here's a quick fix: just delete them?
I mean, it's not like you folks haven't simply deleted a buggy feature and said "fixed!" :P
I suspect a cry of one, perhaps 2 tears to the loss of PvP mods.
Please delete them. they are of no use to anyone and just make you feel like **** when you craft one.
This is a game. You shouldnt be made to feel like **** when playing.
...#LLAP...
That's curious, with a little back and forth in previous discussions, wasn't it along the lines of the following:
[PvP Dmg] stacking +All Bonus Damage increase (each weapon adding to the whole)
[PvP Res] stacking +All Bonus Damage Resistance increase (each weapon adding to the whole)
Thus the player could stack their preferred mix to tailor their build.
It just, well, it just never appeared that they worked. Which, imho, has led to them being highly undervalued for what they could provide.
Something connected or perhaps as an aside to that...
Dual Proc weapons and weapons with one of the R&D mods appear to have -2.5% damage strength compared to Single Proc weapons (including AP with it's [CrtD]). Is that intended balancing or a bug?
Similar bug. The patch I just submitted fixes the crafting mods. Dual-proc weapons are going to require a little more tinkering.
...#LLAP...
Thanks, Jesse, for clarifying that.
The PvP mods will require a more thorough rebuild in order to function in top form. In the meantime I'll talk to Gorngonzilla about what we want to do with them (i.e. do we want them to remain available? Turn them into something else? Try to shuffle time in the schedule to fix them sooner?)
I know it's more a rhetorical question than a hard solicitation for feedback, but uh - just what's the general health of the PvP community out there? It's been an ongoing battle of sorts to slow the demise, basically folks trying to slap bandaids on a severed artery...imho. With things only getting that much worse with Delta Rising and since (I mean, the announcement of the Command Specialization was a trip - folks just up and disappeared, it was a wtf moment).
Then add in the cost of upgrading multiple sets of multiple sets to try work in those mods on different weapons while also having sets for PvE...well...
Cause of the combination of what percentage of the players might want the mods and what percentage of those might would actually want them?
...could the "concept" of allowing for such customization perhaps come about "better" from DOFFs/Traits than from weapons?
Cause the timing just seemed wrong for their introduction, imho, as weapons.
edit: This post is not speaking on behalf of anybody else, just in case anybody thought it was.
Thanks for looking into fixing them. One more thing, can you please put the new mods into the ground weapons R&D crafting? It's the only school still bugged since implementation in that the new mods aren't produced upon crafting.
Unexpected -- I'll have to pull mine out and try them again. I hope improvement to [Dmg] is still planned too.
While you're at it, you might address that pvp mods are showing up on shields/engines/deflectors.
Actually, that's not a bug. Those mods are supposed to stack with one another, so potentially you could have [PvP Dmg]x11 if you have 8 weapons and 3 set pieces with the mod.