We will be bringing down the Tribble server for maintenance to apply a new update: ST.55.20151120a.4.
General:
Resolved an issue which was occasionally causing crashes when transferring to another map.
Resolved an issue with the Fire Tornado FX in the Badlands Battlezone.
Updated the Fire Suppressor FX and the Firepatch FX.
Resolved an issue that could cause 23rd century Starfleet engineers to have a 25th century uniform.
Resolved an issue where Breen ships would become partially invisible at a distance.
Resolved a number of text issues throughout the Kobali Adventure Zone.
Added missing spots of VO for Stormbound.
Resolved an issue where costume presets would sometimes flicker in the tailor.
The Dyson reputation info contact will no longer state that the Breach is a valid queue in which to earn Dyson Sphere marks or Voth Cybernetic Implants.
Added Cecily Adams to the memorial list.
Systems:
Admiralty: Resolved a text bug on the Odyssey Engineering, Science, and Tactical variants that stated that they gain +20 to appropriate stat when alone.
This should be +35.
Updated all descriptions for Admiralty Ship Abilities that ignore Event modifiers to indicate that they also ignore those that reduce stat requirements.
Updated reputation info pages to better reflect where their marks are rewarded.
Powers:
The following powers and abilities required a significant overhaul to improve server/client performance:
Removed the small radius (0.3km) secondary explosion from individual hits of Torpedo Spread, on all Non-Targetable Torpedos (except Neutronic – see separate notes).
This secondary explosion was incorrectly causing it to universally deal minimal damage, and was leading to an unexpected and unintended number of excess combat calls, and proc chances.
Resolved an issue that was causing Torpedo Spread to check its chance to activate special effects twice per activation pulse (up to 4 extra times @ Rank III).
This change will normalize the proc chance of Torpedo Spread, bringing it more in-line with expected behavior, and more balanced overall with High Yield, Transport Warhead, and other special torpedo firing modes.
Plasma Explosions (from Embassy Consoles) now check their chance to activate on every shot of a firing cycle, instead of only the first shot.
Due to the increase in opportunity to trigger, their base damage has been reduced by 18%.
This change will allow all firing modes to benefit equally from these effects
Neutronic Torpedo Spread (all ranks):
Primary Target will initiate a 5.0km Radiation AOE once per Torpedo in the Spread volley (1x @ Rank I, 2x @ Rank II, 3x @ Rank III)
Secondary Targets will not cause Radiation AOEs at all (instead of also causing a 3.0km radius AOE)
In order to offset this reduction in number of AOE explosions, the Base Damage of the Radiation AOE has been increased by 400%
This damage change only affects the Torpedo Spread version of this torpedo – all Radiation AOEs from other firing modes remain unchanged.
This change will cause a reduction in the triggering of special abilities that were attaching to the Radiation AOE of this special Torpedo (e.g. Kemocite Laced Weaponry)
Resolved an issue where Photonic Overcharge was overly benefiting from damage enhancements.
Ranged weapons that deal Physical Damage are no longer enhanced by the +% Physical Damage mod on the Counter-Command Exo-Armor, Solanae Sentinel Environmental Suit, and many other armors.
This mod only affects Melee weapons/attacks.
Corrected an issue that caused some science powers to build more than 1 stack of Time to Kill.
Kemocite-laced Weaponry now only triggers off the main target of Torpedo: Spread volleys, with one Kemocite Explosion per torpedo which hits the main target.
The Kemocite Explosion damage when triggered by a Torpedo: Spread volley has been increased.
Quantum Phase Torpedo's shield drain now only triggers once off the main target of Torpedo: Spread volleys.
The shield drain radius and damage when triggered by a Torpedo: Spread volley has been increased.
Supremacy will now only trigger when Beam: Fire at Will or Cannon: Scatter Volley is active.
Bio-Molecular Incubation weapons now include the following line in their descriptions:
"Note: Damage dealt by incubation cannot be increased using consoles or other abilities."
This is a text change only, to clarify their existing functionality.
Foundry:
Removed the volume in the Ancient Iconia template map that was causing issues with backdrops.
Updated the description of the Locker Wall detail objects to include the information that one of them is random.
Set the Herald groups to level 57.
UI:
Added a "Delete Multiple" feature to the Mail UI.
Project sliders for Reputation, Guild, and Alliance contributions will now start at the maximum slider value instead of the minimum, excluding Dilithium.
Added a unique banner in the journal for the category Future Proof.
There is now a proper error message when trying to reclaim a ship from the C-Store when there already is a version of it Dry Docked.
Kemocite-laced Weaponry now only triggers off the main target of Torpedo: Spread volleys, with one Kemocite Explosion per torpedo which hits the main target.
The Kemocite Explosion damage when triggered by a Torpedo: Spread volley has been increased.
Is this the last update for Kemo...I guess its being fixed now
Project sliders for Reputation, Guild, and Alliance contributions will now start at the maximum slider value instead of the minimum, excluding Dilithium.
So another reduction in damage output for the plasma consoles? And critical hits with them are coming back at a later date.... ok that's cool
Right above this:
Plasma Explosions (from Embassy Consoles) now check their chance to activate on every shot of a firing cycle, instead of only the first shot.
Context is important.
Sure, but it's still a "nerf" in the form that if you already use BFaW, it's going to be a damage reduction, since BFaW already procced correctly with the embassy consoles. BFaW cruisers and the like will have a DPS drop. That said, please bring back the crits sooner than later.
Good to hear it's being fixed for cannons and other abilities though. Also *yay* kemo/torp fixes! \o/
... since BFaW already procced correctly with the embassy consoles.
Just wanna butt in real quick, before this line of reasoning takes root too strongly...
BFaW was not interacting "correctly" with the Embassy Consoles. They were designed to activate once per firing cycle (as many such effects are similarly designed), but FAW violates this check, as its mechanics treat every shot as a new firing cycle. We chose to change the Embassy Console proc from "per cycle" to "per shot" for parity, and not because it was more "correct."
If we could change BFaW to behave more in-line with other firing modes, we would do that instead. But that's easier said than done.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
Basically this entire patch is "Hey you know that thing you liked and spent a lot of money on. Nerfed..." Cool guy cryptic. No point to buying the astika anymore, there's 900 lobi saved, awesome. Curious as to how much of a Nerf photonic overcharge is going to get.
Basically this entire patch is "Hey you know that thing you liked and spent a lot of money on. Nerfed..." Cool guy cryptic. No point to buying the astika anymore, there's 900 lobi saved, awesome. Curious as to how much of a Nerf photonic overcharge is going to get.
Actually, regarding the Astika and Supremacy, there were reports as far back as August that Supremacy was gaining stacks on all hits, not just BFAW and CSV. So this fix is bringing Supremacy in line with tooltip, thus WAI.
Removed the small radius (0.3km) secondary explosion from individual hits of Torpedo Spread, on all Non-Targetable Torpedos (except Neutronic – see separate notes).
This secondary explosion was incorrectly causing it to universally deal minimal damage, and was leading to an unexpected and unintended number of excess combat calls, and proc chances.
I wonder how this affects torps with AOE effects like PEP. Are we losing the radiation cloud per torp proc on torpedo spread?
Any update or ETA on when the missing DOFF missions will return? The Science and Exploration missions that reward crafting materials have been missing since Season 11 dropped. I remember Borticus saying it was a bug, but it hasn't been listed in the Known Issues in any of the patches since then.
Neutronic base radDMG - Will any +radDMG boosts (2pc Delta Ordinance, CCMCER) still be boosting at the base (Mk0) level, or at the "final" (current Mk) level of the torpedo?
- Will the base damage increase also affect the single shot and HY radDMG as well?
Enhanced Bio-Molecular Photon Torpedo Incubation damage (and other incubation sources) - based off of these notes, are you saying that Incubation NEVER received a +radDMG boost, and the tooltip changing the figures was just misleading?
Are there any thoughts about reviewing the overall performance of TS and HY w/ respect to each other, as well as with respect to other weapons platforms?
I wonder if the FaW community realizes how much their plasma explosions provide them.... it's not like they're getting the same change like Torpedo Spread:
Neutronic Torpedo Spread (all ranks):
Primary Target will initiate a 5.0km Radiation AOE once per Torpedo in the Spread volley (1x @ Rank I, 2x @ Rank II, 3x @ Rank III)
Secondary Targets will not cause Radiation AOEs at all (instead of also causing a 3.0km radius AOE)
At least Cannoneers *should* benefit from them now.
@borticuscryptic - This is one of the most beautiful works of patching I've seen in a long time. Will hop on Tribble on my other laptop to test out the shield drain torpedo changes. Hopefully, it's still fun on my drain boat.
Any ETA on fixing the Coalition Disruptor weapons proc?
Epic patch notes, ty borticus. I also hope these changes will fix the lag we are experiencing these days. Edit: @lucho80 what kind of bug on coalition?
The tooltip on the left is Tribble and on the right is Holodeck. So the Tribble TS3 should proc that 35K shield drain x4 on the main target? If it only procs once the 35K then it's less than Holodeck since 5,840 drain x 5 targets x 4 torps is 116,800 drain.
Also, will the neutronic torp drain be fixed so if you hit a target with TS3 it stacks 4x and all 4 drains stick?
(I have to look out for us few sci drain captains)
@coldsnapped: Is this "crash" fix intended to address the whitescreen freeze-and-crash that I and numerous other players have been experiencing here? forum.arcgames.com/startrekonline/discussion/1205674/map-transition-whitescreen-freeze-crash (Please also note the last few posts in that thread. Your PWNAGE appears to be pointed in the wrong direction. )
Also, thanks for the Delete Multiple option on mail...that's a nice QOL fix.
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So Quantum Phase Torpedo's, Kemocite-laced Weaponry & Neutronic Torpedo are all going do more damage to a single target and to a group with Torp spread over High yield? Doesn’t this make High Yield obsolete? Have I understood that right.
So Quantum Phase Torpedo's, Kemocite-laced Weaponry & Neutronic Torpedo are all going do more damage to a single target and to a group with Torp spread over High yield? Doesn’t this make High Yield obsolete? Have I understood that right.
Yeah I was thinking the same thing. Slot a QPT for TS3 with Kemo, fire it on a single target, proc command exploit and shield drain, activate secondary torps and just rain normal shots until the next torp spread is ready.
The tooltip on the left is Tribble and on the right is Holodeck. So the Tribble TS3 should proc that 35K shield drain x4 on the main target? If it only procs once the 35K then it's less than Holodeck since 5,840 drain x 5 targets x 4 torps is 116,800 drain.
Also, will the neutronic torp drain be fixed so if you hit a target with TS3 it stacks 4x and all 4 drains stick?
(I have to look out for us few sci drain captains)
If there actually are 5 targets, it seems to end up being less. if there are only 1 or 2, it's more.
Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
Comments
Not as of this patch. We have the technology to get that working again, but it allows other behavior that we're still examining internally.
Cryptic - Lead Systems Designer
"Play smart!"
Thank you Borticus and Team for all the hard work on this patch, a lot of these changes are going to be popular.
I hope crits do come back after a later date.
if they do I want to see the research lab consoles passive stats to see a 25% increase, the damage from the proc to be 10% and last 2x longer ;3;
Right above this:
Plasma Explosions (from Embassy Consoles) now check their chance to activate on every shot of a firing cycle, instead of only the first shot.
Context is important.
The Kemocite Explosion damage when triggered by a Torpedo: Spread volley has been increased.
Is this the last update for Kemo...I guess its being fixed now
AWESOME!!!!
Thanks for the speedy reply, Bort! Hopefully the prices on the exchange should drop from the insane highs they're at currently*!
EDIT: *For Kemo Weaponry, of course
Sure, but it's still a "nerf" in the form that if you already use BFaW, it's going to be a damage reduction, since BFaW already procced correctly with the embassy consoles. BFaW cruisers and the like will have a DPS drop. That said, please bring back the crits sooner than later.
Good to hear it's being fixed for cannons and other abilities though. Also *yay* kemo/torp fixes! \o/
Just wanna butt in real quick, before this line of reasoning takes root too strongly...
BFaW was not interacting "correctly" with the Embassy Consoles. They were designed to activate once per firing cycle (as many such effects are similarly designed), but FAW violates this check, as its mechanics treat every shot as a new firing cycle. We chose to change the Embassy Console proc from "per cycle" to "per shot" for parity, and not because it was more "correct."
If we could change BFaW to behave more in-line with other firing modes, we would do that instead. But that's easier said than done.
Cryptic - Lead Systems Designer
"Play smart!"
Will be the same for my Neutronic torp with TS3.
So Cryptic are in effect, changing Torpedo Spread into a single target ability??
Actually, regarding the Astika and Supremacy, there were reports as far back as August that Supremacy was gaining stacks on all hits, not just BFAW and CSV. So this fix is bringing Supremacy in line with tooltip, thus WAI.
I wonder how this affects torps with AOE effects like PEP. Are we losing the radiation cloud per torp proc on torpedo spread?
Thanks!
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Neutronic base radDMG - Will any +radDMG boosts (2pc Delta Ordinance, CCMCER) still be boosting at the base (Mk0) level, or at the "final" (current Mk) level of the torpedo?
- Will the base damage increase also affect the single shot and HY radDMG as well?
Enhanced Bio-Molecular Photon Torpedo Incubation damage (and other incubation sources) - based off of these notes, are you saying that Incubation NEVER received a +radDMG boost, and the tooltip changing the figures was just misleading?
Are there any thoughts about reviewing the overall performance of TS and HY w/ respect to each other, as well as with respect to other weapons platforms?
Thanks.
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.
Neutronic Torpedo Spread (all ranks):
Primary Target will initiate a 5.0km Radiation AOE once per Torpedo in the Spread volley (1x @ Rank I, 2x @ Rank II, 3x @ Rank III)
Secondary Targets will not cause Radiation AOEs at all (instead of also causing a 3.0km radius AOE)
At least Cannoneers *should* benefit from them now.
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.
I am, I parse and hug them every night.
SCM - Hive (S) - [02:31] DMG(DPS) - @jarvisandalfred: 30.62M(204.66K) - Fed Sci
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Any ETA on fixing the Coalition Disruptor weapons proc?
Edit: @lucho80 what kind of bug on coalition?
Edit: @lucho80 what kind of bug on coalition?[/quote]
http://forum.arcgames.com/startrekonline/discussion/1203308/coalition-disruptor-weapons-dont-proc
The tooltip on the left is Tribble and on the right is Holodeck. So the Tribble TS3 should proc that 35K shield drain x4 on the main target? If it only procs once the 35K then it's less than Holodeck since 5,840 drain x 5 targets x 4 torps is 116,800 drain.
Also, will the neutronic torp drain be fixed so if you hit a target with TS3 it stacks 4x and all 4 drains stick?
(I have to look out for us few sci drain captains)
Also, thanks for the Delete Multiple option on mail...that's a nice QOL fix.
Christian Gaming Community Fleets--Faith, Fun, and Fellowship! See the website and PM for more. :-)
Proudly F2P. Signature image by gulberat. Avatar image by balsavor.deviantart.com.
Yeah I was thinking the same thing. Slot a QPT for TS3 with Kemo, fire it on a single target, proc command exploit and shield drain, activate secondary torps and just rain normal shots until the next torp spread is ready.
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