I've upgraded almost all my beams to ultra rare and not got one extra mod, after talking to a fellow fleet mate you gain an extra mod once you reach epic, these mods are random to, so you can't always get the mod you want.
I've upgraded almost all my beams to ultra rare and not got one extra mod, after talking to a fellow fleet mate you gain an extra mod once you reach epic, these mods are random to, so you can't always get the mod you want.
Item quality also determines number of mods present, even if the suffix is not explicitly mentioned in the item title (like dual proc romulan plasma weapons, phased polaron, elite fleet phasers, etc).
Common = no mods
Uncommon = 1 mod
Rare = 2 mods
Very Rare = 3 mods
Ultra Rare = 4 mods
Epic = 5 mods
When my very rare Antiproton turret [Acc] [CrtD] [Crth] upgraded to ultra-rare just last night, it became [Acc]x2 [CrtD] [CrtH]
Therefore, rarity upgrades should result in +1 new mod per successful conversion.
The Chroniton Beam Array MK XII starts off with two [CrtD]x2 by default hence the +40 critical severity stat. However, when my rare Mk XII CBA upgraded into a very rare Mk XIII, no additional suffix appeared -- it is still stuck at only two [CrtD] mods.
I've upgraded many weapons from rare all the way up to epic. Each time, they gained +1 new mod per upgrade step. This is not guess-work like the two quoted posts above -- this is from first hand repeated testing.
I've noticed this too, but I think it's part of the way the weapon is programmed in the backend. At Ultra-Rare and Epic, you get [Dmg] and [Ac/Dm], respectively for the Chroniton DBB.
The reason you don't get one at VR is (as far as I can guess) because the weapon has 3 hidden mods already. We see that it is an AP DBB and has +40% CrtD, and the special chroniton proc. So at the very least, it is equivalent to:
Antiproton Dual Beam Array Mk XII "[Chroniton]" [CrtD]
...which gives us two mods. Now what I'm guessing (haven't checked damage) is that it probably has a hidden [Dmg] mod in addition to the "Chroniton" mod and the hidden CrtD mod. So, when you upgrade to VR, the game checks the number of mods and won't add another one because it thinks it already has 3. If you continue to upgrade it, you will get the fixed mod (because it's a set item) of [Dmg] at UR, and the standard mod of [Ac/Dm] at epic.
I've noticed this too, but I think it's part of the way the weapon is programmed in the backend. At Ultra-Rare and Epic, you get [Dmg] and [Ac/Dm], respectively for the Chroniton DBB.
The reason you don't get one at VR is (as far as I can guess) because the weapon has 3 hidden mods already. We see that it is an AP DBB and has +40% CrtD, and the special chroniton proc. So at the very least, it is equivalent to:
Antiproton Dual Beam Array Mk XII "[Chroniton]" [CrtD]
...which gives us two mods. Now what I'm guessing (haven't checked damage) is that it probably has a hidden [Dmg] mod in addition to the "Chroniton" mod and the hidden CrtD mod. So, when you upgrade to VR, the game checks the number of mods and won't add another one because it thinks it already has 3. If you continue to upgrade it, you will get the fixed mod (because it's a set item) of [Dmg] at UR, and the standard mod of [Ac/Dm] at epic.
Current STO weapon standards do not support your conclusions. Energy weapon single-procs do not take up a mod-slot. One basic example is a common Phaser Beam Array Mk II -- it still has a 2.5% subsystem disable proc despite having zero listed modifiers. Dual proc weapons like Romulan Plasma weapons do take this into account and factor the secondary proc as a mod.
I did check the Chroniton Beam Array's damage vs. another Mk XII rare, and its DPS numbers line up with other Mk XII rare beam arrays, being slightly adjusted by the [CrtD]x2 modifier.
Chroniton Beams do not inherently have Antiproton's +20 crit-severity modifier, as with Voth AP and Fluidic AP weapons.
If you have upgraded a Chroniton DBB to Epic levels, then please post it here along with what mods were added at the Ultra-Rare stage.
EDIT: Can someone from Cryptic please chime in to confirm or deny that the missing rarity increase modifier is a bug or working as intended? This would at least put my mind at ease regardless of the answer because will know whether or not I can continue productively upgrading the Chroniton Beam Array. Thank you...
first: i have the weapon on MK14 when i upgrade it from rare to very rare the damage stays the same.
second: i dont care about hiden modifier if you upgrade a weapon from rare to vr it gets +1 mod no matter how many mods it had before otherwise it wouldend be an upgrade and since it is a set item it should get a set mod and not a random
first: i have the weapon on MK14 when i upgrade it from rare to very rare the damage stays the same.
second: i dont care about hiden modifier if you upgrade a weapon from rare to vr it gets +1 mod no matter how many mods it had before otherwise it wouldend be an upgrade and since it is a set item it should get a set mod and not a random
Sounds like another +1 confirmation to me.
Cryptic, any updates available? This problem seems like one of the easier ones to fix, but we have yet to see any official reply...
Just checking if any update on this issue regarding no new mods gained upon successfully upgrading the rarity of a Chroniton Beam Array from the lobi store. I resubmitted a new ticket #3,029,593 just to make sure this does not drop off your radar.
I've upgraded almost all my beams to ultra rare and not got one extra mod, after talking to a fellow fleet mate you gain an extra mod once you reach epic, these mods are random to, so you can't always get the mod you want.
This is not correct
I went to ur mk-14 and got a damage increase and a 10% acc mod on my elite fleet disruptor
Another went from mk-12 vr to epic mk-13 I got a acc mod and no damage increase
Jellico....Engineer ground.....Da'val Romulan space Sci
Saphire.. Science ground......Ko'el Romulan space Tac
Leva........Tactical ground.....Koj Romulan space Eng
JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
Just checking if anyone from Cryptic has viewed this thread. If there are no plans to correct the reported issue, then that is fine, but please let us know either way.
Dec 24-Jan 1 was a company holiday, so we've been out of the office for most of the past two weeks. Everyone's back in now and this is on my list for investigation. I've got a bunch of other issues to investigate as well, so it'll take some time.
Dec 24-Jan 1 was a company holiday, so we've been out of the office for most of the past two weeks. Everyone's back in now and this is on my list for investigation. I've got a bunch of other issues to investigate as well, so it'll take some time.
TYVM CrypticFrost -- your reply is most appreciated
Dec 24-Jan 1 was a company holiday, so we've been out of the office for most of the past two weeks. Everyone's back in now and this is on my list for investigation. I've got a bunch of other issues to investigate as well, so it'll take some time.
Will we get a VR mod for it and hopefully something else than a Dmg mod at UR? Or am I not getting that ****?
I'm pretty mad that Cryptic uses its most useless mod [dmg] in their most expensive weapons [lobi, etc] and not having a chance to get others. You guys have the following choices:
-keep [dmg] as it is and loose lobi store, weapon purchases.
-Boost the [Dmg] mod to give at least 50 or more base dps.
-Include more mods and make it random in the upgrade thus forcing people to purchase more stuff.
Will we get a VR mod for it and hopefully something else than a Dmg mod at UR? Or am I not getting that ****?
I'm pretty mad that Cryptic uses its most useless mod [dmg] in their most expensive weapons [lobi, etc] and not having a chance to get others. You guys have the following choices:
-keep [dmg] as it is and loose lobi store, weapon purchases.
-Boost the [Dmg] mod to give at least 50 or more base dps.
-Include more mods and make it random in the upgrade thus forcing people to purchase more stuff.
I would "guess" that current Chroniton Beam Arrays upgraded to very rare or higher will have their mods rerolled based on their current rarity level following standard mod-count rules. Therefore, VR will gain +1 additional mod, Ultra-Rare +2, and Epic [Ac/Dm] +2. All should keep the original +40 crit severity stat.
Dec 24-Jan 1 was a company holiday, so we've been out of the office for most of the past two weeks. Everyone's back in now and this is on my list for investigation. I've got a bunch of other issues to investigate as well, so it'll take some time.
Comments
I've upgraded almost all my beams to ultra rare and not got one extra mod, after talking to a fellow fleet mate you gain an extra mod once you reach epic, these mods are random to, so you can't always get the mod you want.
Item quality also determines number of mods present, even if the suffix is not explicitly mentioned in the item title (like dual proc romulan plasma weapons, phased polaron, elite fleet phasers, etc).
Common = no mods
Uncommon = 1 mod
Rare = 2 mods
Very Rare = 3 mods
Ultra Rare = 4 mods
Epic = 5 mods
When my very rare Antiproton turret [Acc] [CrtD] [Crth] upgraded to ultra-rare just last night, it became [Acc]x2 [CrtD] [CrtH]
Therefore, rarity upgrades should result in +1 new mod per successful conversion.
The Chroniton Beam Array MK XII starts off with two [CrtD]x2 by default hence the +40 critical severity stat. However, when my rare Mk XII CBA upgraded into a very rare Mk XIII, no additional suffix appeared -- it is still stuck at only two [CrtD] mods.
EDIT: Just to be clear, compare an non-upgraded Chroniton Beam Array to the very rare upgraded Mk XIII:
http://img.photobucket.com/albums/v421/lord_shar/ChronitonBeamArray-VR_002_zpscebd8e2e.jpg
Notice no additional mods?
I've upgraded many weapons from rare all the way up to epic. Each time, they gained +1 new mod per upgrade step. This is not guess-work like the two quoted posts above -- this is from first hand repeated testing.
The reason you don't get one at VR is (as far as I can guess) because the weapon has 3 hidden mods already. We see that it is an AP DBB and has +40% CrtD, and the special chroniton proc. So at the very least, it is equivalent to:
Antiproton Dual Beam Array Mk XII "[Chroniton]" [CrtD]
...which gives us two mods. Now what I'm guessing (haven't checked damage) is that it probably has a hidden [Dmg] mod in addition to the "Chroniton" mod and the hidden CrtD mod. So, when you upgrade to VR, the game checks the number of mods and won't add another one because it thinks it already has 3. If you continue to upgrade it, you will get the fixed mod (because it's a set item) of [Dmg] at UR, and the standard mod of [Ac/Dm] at epic.
Current STO weapon standards do not support your conclusions. Energy weapon single-procs do not take up a mod-slot. One basic example is a common Phaser Beam Array Mk II -- it still has a 2.5% subsystem disable proc despite having zero listed modifiers. Dual proc weapons like Romulan Plasma weapons do take this into account and factor the secondary proc as a mod.
I did check the Chroniton Beam Array's damage vs. another Mk XII rare, and its DPS numbers line up with other Mk XII rare beam arrays, being slightly adjusted by the [CrtD]x2 modifier.
Chroniton Beams do not inherently have Antiproton's +20 crit-severity modifier, as with Voth AP and Fluidic AP weapons.
If you have upgraded a Chroniton DBB to Epic levels, then please post it here along with what mods were added at the Ultra-Rare stage.
EDIT: Can someone from Cryptic please chime in to confirm or deny that the missing rarity increase modifier is a bug or working as intended? This would at least put my mind at ease regardless of the answer because will know whether or not I can continue productively upgrading the Chroniton Beam Array. Thank you...
second: i dont care about hiden modifier if you upgrade a weapon from rare to vr it gets +1 mod no matter how many mods it had before otherwise it wouldend be an upgrade and since it is a set item it should get a set mod and not a random
Sounds like another +1 confirmation to me.
Cryptic, any updates available? This problem seems like one of the easier ones to fix, but we have yet to see any official reply...
Just checking if any update on this issue regarding no new mods gained upon successfully upgrading the rarity of a Chroniton Beam Array from the lobi store. I resubmitted a new ticket #3,029,593 just to make sure this does not drop off your radar.
Thank you.
This is not correct
I went to ur mk-14 and got a damage increase and a 10% acc mod on my elite fleet disruptor
Another went from mk-12 vr to epic mk-13 I got a acc mod and no damage increase
Saphire.. Science ground......Ko'el Romulan space Tac
Leva........Tactical ground.....Koj Romulan space Eng
JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
Have a happy new year!
TYVM CrypticFrost -- your reply is most appreciated
Will we get a VR mod for it and hopefully something else than a Dmg mod at UR? Or am I not getting that ****?
I'm pretty mad that Cryptic uses its most useless mod [dmg] in their most expensive weapons [lobi, etc] and not having a chance to get others. You guys have the following choices:
-keep [dmg] as it is and loose lobi store, weapon purchases.
-Boost the [Dmg] mod to give at least 50 or more base dps.
-Include more mods and make it random in the upgrade thus forcing people to purchase more stuff.
I would "guess" that current Chroniton Beam Arrays upgraded to very rare or higher will have their mods rerolled based on their current rarity level following standard mod-count rules. Therefore, VR will gain +1 additional mod, Ultra-Rare +2, and Epic [Ac/Dm] +2. All should keep the original +40 crit severity stat.
Thx and pls let us know what your conclusion is
Crafting/Upgrading needs another quality/bug pass.
This would be nice to know as I've halted the upgrade of my CDBB in case mods and dps stats are not retrospectively applied (currently mk XIV rare).
As the item is a Lobi purchase I'd hope this fix is expedited given the higher cost that players have paid.
Thank you