A few questions regarding this skill:
- Does the radiation damage get buffed by particle generators?
- Does the skill work with other torpedo skills (HY and TS)?
- If it works with TS, does it apply the proc (radiation damage + debuff) to each torpedo?
- If it works with TS and if it works with each torpedo, do the radiation damage and debuff stack (ex. if I shoot TS at one target)?
I'm thinking of slotting this in for my torpedo boat to replace APB1. I'm just hesitant to spend the EC until I get a little more feedback on this skill.
Thanks!
Comments
It does stack with torpedo attacks, and each hit will proc on its own - I wasn't paying close enough attention to whether the resistance debuff stacks. It also stacks with attack patterns and pretty much everything else.
It's ABSOLUTELY worth replacing APB on a proper torpedo boat. I actually gave up a second copy of BFAW for mine. (I was originally going to replace a tac team, but the ship draws waay to much aggro to not have two copies. WTB T6 Armitage with an additional tac seat slot!)
If you have room in your DOff active roster, a pair of Purple Conn Officers can reduce Tac Team down to global.
I went ahead and got it. It's a fun little skill and it does a pretty decent amount of damage. You guys are right, for a torpedo boat, it is worth giving up APB for this.
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Generator
I'm sure your DPS is great, but as Kahless said, "a petaQ with high system mastery is still a petaQ." (Well, he should have said it...!)
But it most definitely IS affected by radiation buffing consoles.... and science ships definitely get the best mileage out of it.
Except for the iconian T4 buff... basically the same thing but says it's buffed by exotic damage buffs...
1) No (based on tool tip) Also not buffed by Tac Team
2) Yes. I haven't worked out yet if the radiation and debuff is applied before or after the applying torpedo damage is calculated.
3) Not sure on the radiation being applied for each torpedo in the spread (or salvo for HY). If it works like Neutronic, then yes.
4) Testing for both TS and HY spread's/salvo's
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Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
"A good weapon and a great strategy will win you many battles." - Marshall
I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
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I can already see Bort nerf KCLW within a few weeks. Which is sad, cuz I paid over 40 mil for all my copies. But, more importantly, because this is *precisely* the kind of love torps needed! But yeah, trust on my end is pretty much gone, really.
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When you see the price of the tier 1 of that ability in the Exchange way higher than tier 2/3, you know it's because players know it's out of whack and abusing the hell out of it.
17 mil EC for a lt ability when the other two are way way cheaper? Come on. You know it's because it's over performing.
By that rationale buying *anything* which is expensive is OP and 'exploitative behavior.'
The prices for it are so high, primarily because it's new. I won't be at that level for ever.
I was actually thinking that higher prices with the lowest tier could have been because non-tacs can have limited tactical slots in their ships, i.e. demand driven (newness is certainly a factor).
If I wanted to slot something in my Patherfinder or Recon Sci Vessel I could only use the lowest power rank.
It can also get pricier as time goes on. These lockboxes will be replaced by other lockboxes. The supply of this ability will only go lower.
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This.
One of the major reasons rank 1 is so sought after for Tacs is because there is now a useful, non-redundant ability that is not tied to other BOff abilities. For me, the opportunity cost to slot rank 1 of this ability is ZERO. I lose nothing of any significance in having this ability at Ensign. At higher ranks, you have to weigh your options carefully.
Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
"A good weapon and a great strategy will win you many battles." - Marshall
I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
Indeed. But these things tend to peak first: very high in the first weekend or so; then it will taper off, as time goes by, and then gradually go up again when it becomes too rare.
Yes, it nicely solves the surplus Tact Ensign slot issue.
And it's not OP, as it's primarrily meant for use with torps, and the world and their friend keep telling me 'real' players don't use torps. It's a good buff for torps: one which was much needed. Even with KCLW, torps are by no means on par with energy weps and BFAW yet; but it's a good start.
The price does not indicate that it is op. It is just that desirable.
It's a pretty powerful ability. Whether it's overpowered I'm not quite sure, but it certainly made my torpedo builds stronger.
^^ But that doesn't make it OP. Rather, torps have been severely under-powered. and KCLW finally gave players a reason to slot torps again. Heretofore, everyone and their friend was using BFAW, and even got angry when you told them you're using torps (true story).
People really need to stop the OP mantra, merely because many ppl use an ability. By that token, BFAW is OP too (or APB, even); and if you take away BFAW, SS3 again; and remove the latter, and CSV/CRF become 'OP' again. Etc. Whatever gets nerfed, ppl will always find an optimal build. People need to learn the difference between optimum and OP.
Your logic is OP. Please nerf.
Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
"A good weapon and a great strategy will win you many battles." - Marshall
I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
Current: Beam Barrage...20s duration...inability to stack with FAW.
Tribble: Beam Barrage...30s duration...ability to stack with FAW.
They wouldn't have buffed FAW like that if FAW was OP! Right?
Is that on all torps or on torps with an extra sort of effect? Kind of like there's the issue they're fixing with Concentrate, where not only the torp triggers it but things like PDoTs, Neut Rad, etc also end up triggering it. So the torp triggers the Kemocite and the "extra" the torp has also triggers it sort of thing...is that what you're seeing?
Hrm. IIRC, when you use APB and fire a torp, it applies the debuff graphic immediately; since KLW has a debuff component, I wonder if it's applying that first, and then the damage upon impact while using the same graphic for both...
Or maybe it is double-proccing and that's why; game might not know how to apply one effect immediately and one on hit and just does both. Both times.
I bet the code applies the debuff first, and the damage second.
I'll organize a test later, but I grow weary of the same mistakes being made over and over and over.....
Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
"A good weapon and a great strategy will win you many battles." - Marshall
I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.