test content
What is the Arc Client?
Install Arc

Should the Devs devote some time to the Damage Modifier?

mattjohnsonvamattjohnsonva Member Posts: 4,974 Arc User
It used to be ACCx3, now it's CrtDx4 or CrtDx3 Pen, but you know what it's like trying to craft awesome weapons to continually receive the absolutely useless DMG modifier time and time again. To make matters worse special items like the Defiant Quad Cannons have a DMGx4 modifier, awesome looking and sounding weapons that nobody wants to use. We were told some time ago that this modifier is going to be modified (sic) to bring it more into line with the other modifiers in the game, nothing happened. I understand this requires some programming time but I don't know how much. Do you think it's worth the Devs working on this?

Should the Devs devote some time to the Damage Modifier? 109 votes

No it's fine as it is.
6%
tk79spyralpegacyonmeimeitoopeterconnorfirstukcaptain420dgdolphsennahcherib 7 votes
Yes, please make the DMG modifier desirable!
93%
nightkenikonn#1068captaintroikaoceansongs2racingvirusdancershpoksoriginalboodahdivvydavealexraptorrcoupaholicdareaucaptainoblivousmattjohnsonvanyxadrillgaevsmanorion0029lordhavelocksarossmustrumridcully0 102 votes
«13

Comments

  • tehbubbalootehbubbaloo Member Posts: 2,003 Arc User
    the problem is that cryptic always seem to go to the extreme. I worry that they aren't capable of merely giving [dmg] a bit of a buff... instead they would completely gut [crtD] in the process of making [dmg] uber op. or, on the other hand, they would give [dmg] an additional .002% of result, nerf [crtD] to dust, and [crtH] would take the crown as most desirable.

    ive just learnt to be careful what I wish for in regards to cryptic.
  • thenoname711thenoname711 Member Posts: 204 Arc User
    Yes, please make the DMG modifier desirable!
    I would say yes, but only to the point it doesn't become the next "must have" like "plasma explosion" proc consoles for dps, it should be desirable only on some kinds of builds, like dedicated to tanking, healing etc. with low crth/crtd. It is just shame those kind of builds no longer have a place in STO.
    Gameserver not found.
  • nyxadrillnyxadrill Member Posts: 1,242 Arc User
    Yes, please make the DMG modifier desirable!
    I agree with the OP and all the comments above. I love the sound and look of the Quad cannons, phaser, disruptor and plasma. I would dearly love to be able to equip them as useful weapons.
    server_hamster6.png
  • sunfranckssunfrancks Member Posts: 3,925 Arc User
    Yes, please make the DMG modifier desirable!
    I just want to be able to choose my modifiers.

    I should be able to craft what I want rather than be subject to RNG. This is why I don't craft in STO, and probably never will with it being this way...
    Fed: Eng Lib Borg (Five) Tac Andorian (Shen) Sci Alien/Klingon (Maelrock) KDF:Tac Romulan KDF (Sasha) Tac Klingon (K'dopis)
    Founder, member and former leader to Pride Of The Federation Fleet.
    What I feel after I hear about every decision made since Andre "Mobile Games Generalisimo" Emerson arrived...
    3oz8xC9gn8Fh4DK9Q4.gif





  • This content has been removed.
  • paxdawnpaxdawn Member Posts: 767 Arc User
    edited July 2015
    I guess the question would be Does one need around 10-15% increase damaged? by equalizing crtdx3pen and dmx4.

    Players using dmgx4, For a 10ker that would be an increase of 1k. For the average mean of players in STO around 9k+dps that would mean roughly around 900-1k DPS increase. For top players, why even bother since they already got crtdx3pen. But assuming they do, assuming that a top tier dps player reached 100k with dmgx4, that would mean an increase of 10-15k dps.

    Of course that is if a big if. If that player is using DMGx4 mod weapons in all 7-8 slots and all their damage came from weapons rather than other sources like pets or romulan consoles.
  • sarosssaross Member Posts: 248 Media Corps
    Yes, please make the DMG modifier desirable!
    The biggest problem will be finding a means to put it on par with other things. I think even IF they bumped it up the Crtd mod would still be king because a lot of people are bumping their crit chance and sev to make for some lethal damage.

    I know a few people who have even started to use crtd mods in PVP instead and get Surgical Strikes to make up for the acc.
    Need help with a mission to beat it? Visit http://pilotreviewshow.com to learn how we can help!

    Top DPS 102k
  • kittyflofykittyflofy Member Posts: 1,004 Arc User
    I could say to you a millions of things that are worthy the devs to work on, but thats not the point. And since it is too dangerous to say something bad about em, i will pass :) the dmg modifier is useless everybody knows that, but in my opinion it is only because the increase in damage is so stupidly low, that in the end, the rest of modifiers are better. If the DMG mod was more unique, with a higher increase in damage, this will be different.
  • coupaholiccoupaholic Member Posts: 2,188 Arc User
    Yes, please make the DMG modifier desirable!
    saross wrote: »
    I think even IF they bumped it up the Crtd mod would still be king because a lot of people are bumping their crit chance and sev to make for some lethal damage.

    Which also poses the question, should the Dmg mod be made more desireable how could you boost it to compete with other mods? Beyond the weapons themselves I know of no console, trait, piece of gear or set bonuses that boost the Dmg mod. At least not outside R&D.
  • peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    edited July 2015
    No it's fine as it is.
    Think we have a bunch of players in game who played hard to get their stuff under the current rules. More and more release of Crit H related gear, rep powers, Boffs ec. over the seasons made the D mod what it is today.

    Now simply change the rules peeps have played by for years so that nobody has do stick his head into game mechanics anymore aside from slotting DMG mods because they say they do more damage? Or have everyone exchange existing gear to tinker out the next optimum under investments of millions of EC and Dil again?

    No thanks.
    animated.gif
    Looking for a fun PvE fleet? Join us at Omega Combat Division today.
    felisean wrote: »
    teamwork to reach a goal is awesome and highly appreciated
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    Yes, please make the DMG modifier desirable!
    coupaholic wrote: »
    saross wrote: »
    I think even IF they bumped it up the Crtd mod would still be king because a lot of people are bumping their crit chance and sev to make for some lethal damage.

    Which also poses the question, should the Dmg mod be made more desireable how could you boost it to compete with other mods? Beyond the weapons themselves I know of no console, trait, piece of gear or set bonuses that boost the Dmg mod. At least not outside R&D.

    I think the problem with the various mods is that they ultimately all are about improving your damage. It seems natural that if you have 4 different ways to balance your damage, some make out worse than others. [DMG] has the problem that it's unconditional, while the other buffs are conditional, and it works out that the conditions are generally "easy" enough to satisfy that the DMG mod loses out in the end.

    A simple compensation would be to buff the strict [DMG] modifier by letting add even more damage than now.

    Maybe there can be something else... Maybe [DMG] should also create a damage resistance debuff for the damage type of the weapon - that would mean [DMG] could win out if enough people use the same weapons. Or maybe for any damage type but the weapons damage, which would mean rainbow builds and rainbow teams could get a boost...

    Maybe we should just get rid of [DMG] and replace it with any of the other mods.

    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • sarosssaross Member Posts: 248 Media Corps
    Yes, please make the DMG modifier desirable!
    coupaholic wrote: »
    saross wrote: »
    I think even IF they bumped it up the Crtd mod would still be king because a lot of people are bumping their crit chance and sev to make for some lethal damage.

    Which also poses the question, should the Dmg mod be made more desireable how could you boost it to compete with other mods? Beyond the weapons themselves I know of no console, trait, piece of gear or set bonuses that boost the Dmg mod. At least not outside R&D.

    I think the problem with the various mods is that they ultimately all are about improving your damage. It seems natural that if you have 4 different ways to balance your damage, some make out worse than others. [DMG] has the problem that it's unconditional, while the other buffs are conditional, and it works out that the conditions are generally "easy" enough to satisfy that the DMG mod loses out in the end.

    A simple compensation would be to buff the strict [DMG] modifier by letting add even more damage than now.

    Maybe there can be something else... Maybe [DMG] should also create a damage resistance debuff for the damage type of the weapon - that would mean [DMG] could win out if enough people use the same weapons. Or maybe for any damage type but the weapons damage, which would mean rainbow builds and rainbow teams could get a boost...

    Maybe we should just get rid of [DMG] and replace it with any of the other mods.

    Remember also that the crtd mods are conditional. dmg mods are the only REAL promise of damage boost. But I think if it became a percentage of final damage boost it might make it a force worth getting and could make a dmgx2 and crtdx2 mod desirable. You'd see reason for balancing the two.

    This is something that ACC can't offer. In most builds you can get your ACC right up to 100%+ without challenge so taking it higher only offers minor changes. CrtH is something we see used when people need to sub a mod for a bit more crth, like on Fed captains.

    And it wouldn't have to be a lot of percentage, like 1-3% would make it better at present for what the mod currently gives. 10-15% would be what I would like to see personally done on end damage... At 15% it becomes 270 damage boost if your beams are sitting at 1800 sitting still no buffs. Now that damage of course increases, but it could increase the desirability. I'd easily consider dropping and maybe even getting a dmg crtdx2 pen epic beam, which would be equal of a dmgx2 crtdx2 pen beam. And at an epic dmgx4 mod, that would be an increase of 1350. The base damage of anyone using dmgx4 setups would almost double alone.

    Then add in the fact of sci embassy consoles doing their damage off of the damage output of the weapons. I know for myself if they got setup to not crit at all but only do damage based on the current damage output of the weapons I'd look at making dmgx4 epics to push the limits for my own DPS chasing goals. But I fear some of my wishes would be to far out there to actually implement, but then again you never know.
    Need help with a mission to beat it? Visit http://pilotreviewshow.com to learn how we can help!

    Top DPS 102k
  • This content has been removed.
  • dgdolphdgdolph Member Posts: 592 Arc User
    edited July 2015
    No it's fine as it is.
    If cryptic is going to rebalance [dmg] mods, it'll be like this:

    [dmg] is going to be absolutely OP and a must have, resulting in forcing you to switch from your beloved [crtd]x4 epic pewpews to new epic [dmg]x4 pewpews, making you burn billions of ressources again. No thank you.


    Guys srsly, pls stop making suggestions that are making this game even more expensive.
  • damix4damix4 Member Posts: 609 Arc User
    Yes, please make the DMG modifier desirable!
    Maybe they could remake [Dmg] mod so that it also increase Exotic damage, in addition to its effect on Energy weapon, making it interesting for Sci builds. But yeah, bringing it closer in quality to some of the more desireable mods would give us more options when making our builds.
  • sennahcheribsennahcherib Member Posts: 2,823 Arc User
    No it's fine as it is.
    no, leave it like it is. I have spent too many time, resources for creating my current gears, despite the ridiculous r&d and upgrade systems; i don't want to see all these efforts wasted again. My patience has limits
  • dnaangel9dnaangel9 Member Posts: 111 Arc User
    I've always agreed with fixing the [DMG] modifier, but I would also like to see others maybe [Shield] that improves absorption or capacity. Or even maybe [HEAL] That gives a chance to boost self and/or ally healing...idk
  • orion0029orion0029 Member Posts: 1,122 Bug Hunter
    edited July 2015
    Yes, please make the DMG modifier desirable!
    Yes. The general line of thinking is a constant damage increase > slightly better criticals. Unfortunately the way [CrtD]/[CrtH] work compared to the bonus gained from [Dmg] makes [Dmg] a comparitively useless [Mod], a modest increase to the magnitude could help.
    Post edited by orion0029 on
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    Yes, please make the DMG modifier desirable!
    Yes. The general line of thinking is a constant damage increase > slightly better criticals.

    It just doesn't work out that way, because we fire 7-8 weapons with a decent rate of fire, possibly buffed by skills like BFAW. Critical are not a rare occurrence, they are common.

    Even if you go outside of criticals, you'll notice that those 2.5 % procs actually happen a lot.

    If we'd still be playing Mirandas with its 3 weapon slots and nothing to boost crit chance, it would probably not have such a pronounced effect. But we are not...
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • coupaholiccoupaholic Member Posts: 2,188 Arc User
    Yes, please make the DMG modifier desirable!
    OK. Here's an idea. How about a 'jack of all trades' approach?

    Like for example a single Dmg mod grants a small bonus in Acc, CrtH and CrtD - like half the values of the singular mods, in this case 5% Acc, 1% CrtH and 10% CrtD. Like this they'd still be useful, but not as good as focusing specifically on CrtD or Acc.

    I'd allow weapons to stack on themselves, so for example having 2 Dmg weapons will give you 10%, 2% and 20%. Going nuts and having an 8 beam boat with Dmg x4 weapons would give you a total of 160% Acc, 32% CrtH and 320% CrtD. Seeing as nothing exists to boost the Dmg mod further this would be the theoretical limit.

    I have no idea how such a weapon setup would compare with current top endgame builds, but I reckon it would never be as good as a focused CrtD or Acc build - that have the consoles and the traits and everything else to boost their mods further.
  • kittyflofykittyflofy Member Posts: 1,004 Arc User
    edited July 2015
    Critical are not a rare occurrence, they are common.


    No, they are not common lol. Thats the reason we have critical chance. Or maybe i missed these past 5 years? omg..
  • kyrrokkyrrok Member Posts: 1,352 Arc User
    Yes, please make the DMG modifier desirable!
    I wouldn't hold my breath for [dmg] mods getting the boost they long deserve. The stats between [dmg]x3 and vanilla weapons is preposterously similar. Also instead of removing the pvp mods as most, nearly all of us like to see, they apparently are driving [crtd]x3 into the ground. Crafters who once made weapons with those mods managed nearly 3 a day are now hard pressed to come up with one. Call me paranoid but that is one very very sneaky nerf.
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    No it's fine as it is.
    Nah, just let [Dmg] die. :) But it would be nice if other weps got buffed, so AP isn't so OP. I often have a hard time color-coordinating AP red with the color of my ships.
    3lsZz0w.jpg
  • thatcursedwolfthatcursedwolf Member Posts: 1,617 Arc User
    Yes, please make the DMG modifier desirable!
    kittyflofy wrote: »
    Critical are not a rare occurrence, they are common.


    No, they are not common lol. Thats the reason we have critical chance. Or maybe i missed these past 5 years? omg..

    SRO and fleet consoles would like to say hello.

    Double digit crit chances make them common things.
    This is my Risian Corvette. There are many like it, but this one is mine.
  • spyralpegacyonspyralpegacyon Member Posts: 408 Arc User
    edited July 2015
    No it's fine as it is.
    [Dmg] has its purpose for low-level players and those not (yet?) chasing epic crits. Its not completely useless as the meta suggests. Also, changing the meta only mixes things up long enough for the wizards to figure out the new meta and everyone following the leaders to fall in line behind them. [Dmg] could wind up better than [CritD] and there will be threads here next week complaining about making [CritD] better than [Dmg]. You're not getting perfect balance, that's a Sisyphean task.

    And choosing your own mods would destroy the game economy faster than you could name a certain sci-fi game going F2P next month. Not happening,sorry.

    It is what it is. The devs accepted as much when we got the new queues full of bigger bags of HP.
    tumblr_n1hmq4Xl7S1rzu2xzo2_400.gif
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    Yes, please make the DMG modifier desirable!
    kittyflofy wrote: »
    Critical are not a rare occurrence, they are common.


    No, they are not common lol. Thats the reason we have critical chance. Or maybe i missed these past 5 years? omg..

    They are common.

    In a typical D&D 4-hour session, you may never roll a single crit. In pretty much every 5 minute engagement in STO you you'll score multiple ones. If an occurence of a crit happens so often, it becomes part of the expected damage for a ship. You can pretty much safely average out the critical hit damage. If a crit was really rare, then building a ship around it would often end up being disappointing. Imagine building your ship around crits and no scoring a single crit during an Infected run! Would make you wonder if it was really worth it relying on the rare wonder run where you score 1 or more crits.

    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • yltylt Member Posts: 16 Arc User
    Yes, please make the DMG modifier desirable!
    They should modify Dmg x1/x2/x3/x4 into 4/8/12/16% chance to ignore 100% of target's shields and deal an additional 40/80/120/160% damage.
  • rattler2rattler2 Member, Star Trek Online Moderator Posts: 58,597 Community Moderator
    Yes, please make the DMG modifier desirable!
    Call me a mutant, but I honestly don't mind getting a damage mod. In fact for me a CrtD/CrtH/Dmg combo is pretty desirable because of my more balanced playstyle. I get the harder hitting crits, higher chance to crit, and an overall higher base damage on a weapon.
    db80k0m-89201ed8-eadb-45d3-830f-bb2f0d4c0fe7.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2ExOGQ4ZWM2LTUyZjQtNDdiMS05YTI1LTVlYmZkYmJkOGM3N1wvZGI4MGswbS04OTIwMWVkOC1lYWRiLTQ1ZDMtODMwZi1iYjJmMGQ0YzBmZTcucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.8G-Pg35Qi8qxiKLjAofaKRH6fmNH3qAAEI628gW0eXc
    I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
    The nut who actually ground out many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
  • dgdolphdgdolph Member Posts: 592 Arc User
    No it's fine as it is.
    ylt wrote: »
    They should modify Dmg x1/x2/x3/x4 into 4/8/12/16% chance to ignore 100% of target's shields and deal an additional 40/80/120/160% damage.

    Have you even thought about this for longer than 1 second? I guess you did not.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    Yes, please make the DMG modifier desirable!
    I voted "Yes"...as an overall, that various mods/procs need to be balanced overall - a major mod/proc pass...but in the end, it's something that should be announced on a Friday so there's the weekend fun on the forums followed by the announcement on Monday that they've gotten around to selectable mods. C'mon, it's Cryptic...it's how they troll. :wink:
Sign In or Register to comment.