Pre-Patch was 10 days ago (didnt have a newer parse due to time issues), Post Patch was today.
And while fluctuations clearly can happen it wont happen to this degree, even less so considering both runs were made in controlled DPS Channel Runs.
If i remember correctly then the Kemocite Fix was about the Unintentional Multi-Proc Behaviour with multiple Copys of KLW.
However i dont remember a fix where KLW does not Crit, Proc less (with 1 copy) and does not benefit from Flanking.
I kinda hope this is intentional (And before someone says it...I have kemocite, kemo I even, the most expensive one) and I'm kinda sick of this ability being insanely powerful.
Can't have a honest conversation because of a white knight with power
I just want to see it take a huge dip in price, I wouldn't mind getting Kemo for a few torpedo boats...the price isn't worth saving up for just torp boats.
Can't have a honest conversation because of a white knight with power
If your info is accurate (witch it sure looks to be), Kemocite isn't worth more than 4-5mil Ecs at most. Based on other abilitys being more valuable, for LT and LT Comm. ability spots. I still believe Kemocite has a place on ship builds. Ships that have 2 or maybe even 3 ensign tactical spots, considering there just isn't that many good ensign abilitys. This actually effects my build. Ty for the info.
Looking at your parse, the numbers are looking very similar to what others of us are seeing. I don't know when your klw cycle is relative to your faw cycle, but I am assuming they are pretty much the same cycle. It looks like kemo was proccing twice as much as it was supposed to. Now the numbers line up with what the tooltip says, 10% chance to proc. This should cut kemo damage in half, but matches the tooltip. The other thing that seems to be happening is the chance to critical hit has been changed. It seems like nothing is increasing the critical hit at this time, which it was before. Kemocite is more than just more dps, it adds a damage resistance debuff, which indirectly increases your dps. This is lining beams up to what torpedos were suffering from right after the klw fix.
I just want to see it take a huge dip in price, I wouldn't mind getting Kemo for a few torpedo boats...the price isn't worth saving up for just torp boats.
Torp boats have seen this since the changes to TS, Neutronic, and Quantum Phase on the last major patch before/at the Winter Event. Been reported to Bug Bashers, but you know... torps.
FYI, Weapon Systems Synergy still doesn't work for heavy torps.
I believe the value of kemo still holds as second dmg res. debuff as it doesn't share CD with APB. Or was it changed lately? Haven't really played the game for the past 2 months or so.
Looking at your parse, the numbers are looking very similar to what others of us are seeing. I don't know when your klw cycle is relative to your faw cycle, but I am assuming they are pretty much the same cycle. It looks like kemo was proccing twice as much as it was supposed to. Now the numbers line up with what the tooltip says, 10% chance to proc. This should cut kemo damage in half, but matches the tooltip. The other thing that seems to be happening is the chance to critical hit has been changed. It seems like nothing is increasing the critical hit at this time, which it was before. Kemocite is more than just more dps, it adds a damage resistance debuff, which indirectly increases your dps. This is lining beams up to what torpedos were suffering from right after the klw fix.
The Cycle is indeed pretty much the same, however when i take a look at the Proc-Rate Post Patch i cant say i see the mentioned 10% proc rate at all there.
I might be wrong, afterall im not the total genius in terms of STO maths and gameplay systems, but if my Embassy Console with 2,5% chance procs 40-50 times (pretty consistent number over different runs too) over one run, while KLW barely scratches 90 Hits per run now with a chance of 10%, it doesn´t seem quite correct to me.
(Then again, Embassy is always on, while KLW has a downtime, albeit short, so as i said i might be wrong)
I just want to see it take a huge dip in price, I wouldn't mind getting Kemo for a few torpedo boats...the price isn't worth saving up for just torp boats.
Torp boats have seen this since the changes to TS, Neutronic, and Quantum Phase on the last major patch before/at the Winter Event. Been reported to Bug Bashers, but you know... torps.
FYI, Weapon Systems Synergy still doesn't work for heavy torps.
I could complain about torps...but they sorta gave me something what I wanted torp wise recently, really wanted to see a special Chroniton torp, since we're dealing a lot with time and stuff, and the Krenim...and we got one.
Can't have a honest conversation because of a white knight with power
Looking at your parse, the numbers are looking very similar to what others of us are seeing. I don't know when your klw cycle is relative to your faw cycle, but I am assuming they are pretty much the same cycle. It looks like kemo was proccing twice as much as it was supposed to. Now the numbers line up with what the tooltip says, 10% chance to proc. This should cut kemo damage in half, but matches the tooltip. The other thing that seems to be happening is the chance to critical hit has been changed. It seems like nothing is increasing the critical hit at this time, which it was before. Kemocite is more than just more dps, it adds a damage resistance debuff, which indirectly increases your dps. This is lining beams up to what torpedos were suffering from right after the klw fix.
The Cycle is indeed pretty much the same, however when i take a look at the Proc-Rate Post Patch i cant say i see the mentioned 10% proc rate at all there.
I might be wrong, afterall im not the total genius in terms of STO maths and gameplay systems, but if my Embassy Console with 2,5% chance procs 40-50 times (pretty consistent number over different runs too) over one run, while KLW barely scratches 90 Hits per run now with a chance of 10%, it doesn´t seem quite correct to me.
(Then again, Embassy is always on, while KLW has a downtime, albeit short, so as i said i might be wrong)
The reason why I asked about the timing of your klw and faw cycles being matched up is to get a rough idea of how many attacks are outgoing while klw is active. I just looked at how many attacks you had under faw and the number of procs from klw. This number is very close to 10%. This part is very easy to check, people were getting around 20% proc rate prior to the patch. The hard part is figuring out what is going on with the critical hits as it will take much more testing due to the very low probability. The current thought is the same as feedback pulse, where it doesn't determine whether you have a critical hit after the proc, but before it is even determined if you proc klw. This should lead to a higher variance in klw damage, ie. you will see lesser damage more often, but high spikes on rare occasion.
The reason why I asked about the timing of your klw and faw cycles being matched up is to get a rough idea of how many attacks are outgoing while klw is active. I just looked at how many attacks you had under faw and the number of procs from klw. This number is very close to 10%. This part is very easy to check, people were getting around 20% proc rate prior to the patch. The hard part is figuring out what is going on with the critical hits as it will take much more testing due to the very low probability. The current thought is the same as feedback pulse, where it doesn't determine whether you have a critical hit after the proc, but before it is even determined if you proc klw. This should lead to a higher variance in klw damage, ie. you will see lesser damage more often, but high spikes on rare occasion.
So i am wondering if you think this still holds true.
I actually should have showed the whole screenshot of the damage readout instead of just the bottom table, that was my bad.
Anyways i have now done quite a few runs and parsed them and always get an overall number of attacks that come from KLW that are more close to 4 - 5% instead of 10% proc rate.
Like this for example:
So i might be wrong anyways, like i said before, no genius here, but isnt 141 KLW attacks of 3186 Attacks overall about 4,42%?
Obviously this is just an example parse, any parse i did so far comes out at about 5% though.
At 4.42% that seems suspicious but that 10% proc rate is only in a perfect world (no.pun intended) to truly find out parse 10 runs add them all up and average them out that will yield a more accurate %
This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
We had the same thing with Torp Spread before Christmas so I know how people using this will feel, it's a real downer when you've put time and money into getting a build right and it gets hit with the nerf bat.
But we all knew this was coming, KLW has been doing ridiculous things to the DPS possible in the game for some time now. Hopefully this will reign in at least some of the rampant powercreep taking over the game.
Point is:
KLW does not crit anymore.
It also is not affected by flanking anymore.
And the proc chance seems lower then what the tooltip says it should be.
The only thing those patch notes mention is a fix to proc chance.
I agree the proc chance part is up for debate, doesnt rule out the other 2 points tho.
And aslong as there isnt a official post or note that says its intentional, its bugged.
Kemocite is not going to be active for every single shot in your parse. I have klw activated while I am using faw. I only count the number of attacks using faw to approximate my klw proc rate. Your parse has 1161 Plasma Beam Array attacks and 190 Romulan Plasma Beam Array attacks while faw is active. That is 1351 attacks for 141 procs. For a small sample the approximation is close to 10%.
The reason why I asked about the timing of your klw and faw cycles being matched up is to get a rough idea of how many attacks are outgoing while klw is active. I just looked at how many attacks you had under faw and the number of procs from klw. This number is very close to 10%. This part is very easy to check, people were getting around 20% proc rate prior to the patch. The hard part is figuring out what is going on with the critical hits as it will take much more testing due to the very low probability. The current thought is the same as feedback pulse, where it doesn't determine whether you have a critical hit after the proc, but before it is even determined if you proc klw. This should lead to a higher variance in klw damage, ie. you will see lesser damage more often, but high spikes on rare occasion.
So i am wondering if you think this still holds true.
I actually should have showed the whole screenshot of the damage readout instead of just the bottom table, that was my bad.
Anyways i have now done quite a few runs and parsed them and always get an overall number of attacks that come from KLW that are more close to 4 - 5% instead of 10% proc rate.
Like this for example:
So i might be wrong anyways, like i said before, no genius here, but isnt 141 KLW attacks of 3186 Attacks overall about 4,42%?
Obviously this is just an example parse, any parse i did so far comes out at about 5% though
But do all 3186 attacks coincide with a period of kemo or have a chance to apply it? Adding up the number of faw and non-faw beam hits as well as kcb yields more like 6.6%, which is lower than 10 but more likely to be within the variation of rng.
That 10% is still only a chance for it to proc though. You could in theory go through an entire run and it never proc once, or you could have it go off on every shot if you were really lucky.
It doesn't mean every 1 in 10 shot will be a guaranteed proc, it's just a chance.
You'd have to do 100's of runs and measure the proc rate in each one with the same conditions before you could be certain there's any sort of bug or change to the mechanics.
Comments
Also, instances differ so one parse doesn't say much.
And while fluctuations clearly can happen it wont happen to this degree, even less so considering both runs were made in controlled DPS Channel Runs.
If i remember correctly then the Kemocite Fix was about the Unintentional Multi-Proc Behaviour with multiple Copys of KLW.
However i dont remember a fix where KLW does not Crit, Proc less (with 1 copy) and does not benefit from Flanking.
It is strange.
Would never buy them for more then that, then again even if so i wouldnt laugh about anybody even if they did.
Thats besides the point tho, my intention was to inform people and see if we could get some clarification.
Not to start a flame thread.
Or god forbid, offend people cause of an ingame item.
Torp boats have seen this since the changes to TS, Neutronic, and Quantum Phase on the last major patch before/at the Winter Event. Been reported to Bug Bashers, but you know... torps.
FYI, Weapon Systems Synergy still doesn't work for heavy torps.
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.
The Cycle is indeed pretty much the same, however when i take a look at the Proc-Rate Post Patch i cant say i see the mentioned 10% proc rate at all there.
I might be wrong, afterall im not the total genius in terms of STO maths and gameplay systems, but if my Embassy Console with 2,5% chance procs 40-50 times (pretty consistent number over different runs too) over one run, while KLW barely scratches 90 Hits per run now with a chance of 10%, it doesn´t seem quite correct to me.
(Then again, Embassy is always on, while KLW has a downtime, albeit short, so as i said i might be wrong)
I could complain about torps...but they sorta gave me something what I wanted torp wise recently, really wanted to see a special Chroniton torp, since we're dealing a lot with time and stuff, and the Krenim...and we got one.
The reason why I asked about the timing of your klw and faw cycles being matched up is to get a rough idea of how many attacks are outgoing while klw is active. I just looked at how many attacks you had under faw and the number of procs from klw. This number is very close to 10%. This part is very easy to check, people were getting around 20% proc rate prior to the patch. The hard part is figuring out what is going on with the critical hits as it will take much more testing due to the very low probability. The current thought is the same as feedback pulse, where it doesn't determine whether you have a critical hit after the proc, but before it is even determined if you proc klw. This should lead to a higher variance in klw damage, ie. you will see lesser damage more often, but high spikes on rare occasion.
I actually should have showed the whole screenshot of the damage readout instead of just the bottom table, that was my bad.
Anyways i have now done quite a few runs and parsed them and always get an overall number of attacks that come from KLW that are more close to 4 - 5% instead of 10% proc rate.
Like this for example:
So i might be wrong anyways, like i said before, no genius here, but isnt 141 KLW attacks of 3186 Attacks overall about 4,42%?
Obviously this is just an example parse, any parse i did so far comes out at about 5% though.
https://www.arcgames.com/en/games/star-trek-online/news/detail/9681823-star-trek-online:-release-notes:-december-3rd,-2015
With other words, the changes are intentional.
But we all knew this was coming, KLW has been doing ridiculous things to the DPS possible in the game for some time now. Hopefully this will reign in at least some of the rampant powercreep taking over the game.
That sadly doesnt cover what i said earlier.
Point is:
KLW does not crit anymore.
It also is not affected by flanking anymore.
And the proc chance seems lower then what the tooltip says it should be.
The only thing those patch notes mention is a fix to proc chance.
I agree the proc chance part is up for debate, doesnt rule out the other 2 points tho.
And aslong as there isnt a official post or note that says its intentional, its bugged.
But do all 3186 attacks coincide with a period of kemo or have a chance to apply it? Adding up the number of faw and non-faw beam hits as well as kcb yields more like 6.6%, which is lower than 10 but more likely to be within the variation of rng.
It doesn't mean every 1 in 10 shot will be a guaranteed proc, it's just a chance.
You'd have to do 100's of runs and measure the proc rate in each one with the same conditions before you could be certain there's any sort of bug or change to the mechanics.