hello everone,
Affected BO Abilities
- Tractor Beam > > > > > > Hold - works
- Tractor Beam Repulsor > > Repel / Pull ( Duty Officer ) - works, but
*weaker* as on Holodeck with 396 Graviton Generator
- Jam Sensor > > > > > > > Confuse - works, confusion breaks after 69.000 damage
- Scramble Sensors > > > > Confuse - Debuff gets applied, but
no confusion effect they don´t turn on each other [Effect Duration 54 sec]
- Photonic Shockwave > > > Repel + Disable > Repel works ; Debuff gets applied but the disable effect [10.6 sec] does not always work
- Gravity Well > > > > > > > "minus Repel" aka Pull, works, but much
*weaker* as on Holodeck 396 Graviton Generator
>> Range on Holodeck with 400 Graviton Generator = 10 km <<
>> Range on Tribble with 713 Control Expertise = 10 km << seems like the Range has been capped
When i compare
the pulling effect itself, i am talking about what i see on Holodeck they get Pulled much faster, then on tribble
on Holodeck Enemy are not able to escape the Gravity Well, at least not for long and they get pulled back
Resistance
with 610 nothing is going to push, knock or pull you in any direction
even in the undine combat Zone , or the Badlands nothing is pushing you around
BUT "Tractor Beams" still affecting you and slow down pretty hard
My Control - Expertise - Setup
Skill Tree- 100 [ContrX]
Deflector - 70 [ContrX] - [Assimilated Deflector Array Mk XIV [HullReg] [Sh/HullCap]]
Sec. Defl. - 45 [ContrX] - [Inhibiting Secondary Deflector Mk XIV [CtrlX]x3 [EPG/ShdHeal] [SA +Dmg]]
Engine----40 [ContrX] - [Delta Alliance Hyper-Efficient Engines Mk XIV [Full] [SecSpd-2]]
Consoles - ENG:
- 37.5 [ContrX] - [Console - Engineering - Conductive RCS Accelerator Mk XIV [CtrlX]]
Consoles - SCI:
- 37.5 [ContrX] - [Console - Science - Exotic Particle Field Exciter Mk XIV [CtrlX]]
- 150 [ContrX] - 4x - [Console - Science - Exotic Particle Focuser Mk XIV [CtrlX] [EPG]] - Fleet Research Lab
Consoles - Uni
- 28,6 [ContrX] - [Console - Universal - Assimilated Module Mk XIV]
- 28,1 [ContrX] - [Console - Tachyokinetic Converter Mk XIV]
- 28,1 [ContrX] - [Console - Bioneural Infusion Circuits Mk XIV]
- 28.1 [ContrX] - [Console - Threat Analysis Matrix Mk XIV]
Ability
- 20.0 [ContrX] - Emergency Power to Auxiliary
-100.0[ContrX] - Quantum Singularity Manipulation for 8 sec
Total Amount = = > 613 to 713 Control Expertise
Thank your for your Attention,
it would be nice if you could confirm some of my Data
i am happy to answer any questions
"see something, say something"
R&D - Manual - Scramble Sensors III - available on Holodeck - is no longer unlock"able" on Tribble
( according to Star Trek wiki - Scramble Sensors III - Ability is only obtainable from Training Manuals that a Captain can craft.)
i found old Stats
[Quantum Phase Combat Impulse Engines Mk XIV [SecSpd-2] [Spd]]
While Full Impulse is active and for 15 seconds after Full Impulse is deaktivated
+30 Starship Flow Capacitors
+30 Starship Particle Generators
+30 Starship Electro-Plasma System
Comments
Thank you very very much !!!
Adding additional 23.6 Control Expertise, cool Control Expertise - Total Amount = = > 637 to 737
I forgot to mention that,
on Tribble and Holodeck I am using "Sub System Overload III"
to gain 170 Auxillery Power right before i activate the Ability i like to test
Scramble Sensors does NOT work properly on Tribble
Extended Scramble Sensors Tooltip
System: Sensor Probes
Scramble Sensors fire a probe at the target that burts ino a particle field,
confusing the affectet Enemies into targeting each other.
After overcoming the confuse effect, your target will become immune to further confuse effects for several seconds.
The duration of the effect is increased based on current auxillery power level and skill.
+ Target Foe (10 max)
+ 10 kilometer Range
+ 1 minute recharge
+ 3 Kilometer Sphere
+ AoE Confuse for 75 seconds ( 637 Control Expertise and 170 Auxillery Power)
The Probe get launche, travels to target > > WORKS
The 3 Kilometer Sphere > > > > > > > > > WORKS
The Foes in that Sphere get affected > > > > WORKS
Scr.Sen. Debuff gets applied to all foes > > > WORKS
affectet Enemies targeting each other > > > > kinda works, when the Player get out of weapons Range
On Holodeck all enemy ships finish their firing cycle (on the Player) and then target each other until the debuff ends
On Tribble they don´t stop to fire on the Player, unless you leave the wepons range or get cloacked
I'm also seeing a big reduction to the damage over time cloud effect of the Particle Emission Plasma torpedo... 1085 (holodeck) vs 849.6 (tribble). I am using four embassy plasma consoles and a high partgens/exotic particle generator build. I don't know if the exotic plasma damage bonus on the embassy consoles is no longer applying properly to the PEP torpedo's exotic plasma damage cloud, or if this is an intentional change or what (though it seems weird since the PEP was not greatly popular or overperforming before.)
Overall it seems like science/control/exotic damage related stuff is still more broken than anything else at the moment, though it's a lot better than it was a week or two ago. I didn't post much in the way of useful numbers here because I still don't know what's intentional change and what's unexpected behavior that needs to be fixed, but I'd be happy to post what information I can if I'm told that these things should actually be behaving the same way they are on holodeck.
Specifically for gravity well the only active change I know is that they limited the maximum radius to 12km (it used to be higher). But to my understanding, this should not affect how enemies behave close to the center of the gravity well.
I think it's generally safest to just state what numbers you get and what you're seeing (and why you might think it's off).
but the effect IS not was it should be.
On Holodeck i am able to create a Gravity Well (with 400 Grav Gens) , the enemy ships gathered in one spot
then i get my Torp Spread III going, and i get (most of the time) get the Graviton Torpedo effect at least once,
sometimes 2 to 3 , ALL ships getting torn back and forth between all this Gravimetic sources it Looks spectactualar
and it does a lot of damage
On tribble, that does only exist, when the Grav Well - Duty Officer got a proc
--> 2 Grav Wells and 3 Gravimetric Torpedo effecs take place at the same time
everytime that happens on Holodeck, the ship inside starts moving and circle each other so close , like a carousel,
Holodeck - Tractor Beam Repulsor - get to an enemy to 0.5km activate it and the enemy ship gets accelerated like a cannonball, and gets pushed far far away.
Tribble - you push them slowly Forward you even can catch up and bounce them a couple of times
They Manage correct the mechanic for the Effect Range
but not the Push, Pull strenght , at least so far
Take a character on Holodeck and give them not a single Point in Grav Gens
observe the pull, and push effects - that is what you get on Tribble even with max. Control Expertise
no trick, no exaggeration, just Facts
i wish i could upload Videos ... or even record them ... not spreaking of editing ....
IIRC @borticuscryptic said three or four patches ago that it was bugged, and unaffected by Control Expertise, but I'm pretty sure a fix was supposed to have been checked in for that.
This is on holo too. Basically, the duration is DECREASED by resistances, but isn't increased by relevant bonuses. This makes the trait useless against both NPCs and players.
After skills revamp it will be even more useless, since high control resistance will be much easier to achieve
thank you, very very much for this informations
At least Bort still has 2 1/2 weeks to fix it.
I cannot confirm this. I am seeing both repel magnitude changes and radius changes when changing my control expertise skill, and damage changes when changing my exotic particle generator skill and auxiliary power. Could you walk me through what you are seeing that tells you there are outstanding issues with Gravity Well's scaling, so that we can get that fixed?
It seems to be working now. Before, looking at gravity well 3, the repel was always at -0.23. If I had 0 control Expertise, it was at -0.23. If I had 800 control expertise, it was at -0.23.
Not sure what was going on when I last posted, but I can confirm that the values do change now.
Just to be certain - both of you are just looking at tooltip values? I figure CrypticSpartan might also be able to look at internal data that can tell him whether the Gravity Wells he creates have he values they should have.
Tooltip errors could also occur when you're on the wrong type of map, as we know. (And until a while ago I didn't realize that Sector Space also belonged to the maps where you can't trust the space ability values.)
Cryptic - Lead Systems Designer
"Play smart!"
Are there any plans on fixing viral torps?