I was doing some bridge officer power tooltip cleanup recently, and added the range of Gravity Well to its tooltip - when that goes live, you will be able to find out for yourself.
Finally no more guesswork.
@crypticspartan#0627 - Follow up. I saw in a patch note something about adding some shield drains to the log. Not sure, are all shield drains in the log or are there still some old missing ones?
I was doing some bridge officer power tooltip cleanup recently, and added the range of Gravity Well to its tooltip - when that goes live, you will be able to find out for yourself.
Finally no more guesswork.
@crypticspartan#0627 - Follow up. I saw in a patch note something about adding some shield drains to the log. Not sure, are all shield drains in the log or are there still some old missing ones?
The game should tell you how it works and what it does.
That should be all of them. If any are missing, please tell me which ones.
I was doing some bridge officer power tooltip cleanup recently, and added the range of Gravity Well to its tooltip - when that goes live, you will be able to find out for yourself.
Nooooooooooo my hours of carful measurement taking and control stat changing will be wasted, my secret knowledge of gravity well range scaling will be available to all!
... Actually this is fantastic, now I don't have to worry about re-testing it if there are future skill changes. Thanks Crypticsparta!
Seems like the Romulan Black Hole launcher console would achieve a decent push into the singularity w/o needing a ton of doffs and lobi items. It drags ships 8km. That should be far enough.
Sometimes I think I play STO just to have something to complain about on the forums.
I was doing some bridge officer power tooltip cleanup recently, and added the range of Gravity Well to its tooltip - when that goes live, you will be able to find out for yourself.
Nooooooooooo my hours of carful measurement taking and control stat changing will be wasted, my secret knowledge of gravity well range scaling will be available to all!
... Actually this is fantastic, now I don't have to worry about re-testing it if there are future skill changes. Thanks Crypticsparta!
The game should tell you how it works and what it does.
That should be all of them. If any are missing, please tell me which ones.
** Waits patiently 3 hours for server to come up again so he can test Tetryon Glider, Tetryon Proc, Quantum Phase torp, and Tachyon Beam (With Solanae 2nd deflector and Tachyon Dispersal). Should be interesting.
I found this read a nice one ive just started down the sci path and find much more funner and fullfilling then the DPS crapola, my build centers around "HULKGRAVWELL3 SMASH!!" , i do moderate control but mostly exotic damage, its a blast watching ship with full shields splode violently
Just tested the parsing of Tachyon beam with Tachyon Dispersal, Drain Infection, and the Solanae shield drain all stacked in there. Everything was captured beautifully. The Solanae drain kicks in before Tachyon Beam starts, and then drain infection and Tachyon Dispersal come out later, but it all got 100% captured. Very nice. The Quantum Phase Torp also shows beautifully.
For maximum fun with control x, I tried what I called the 'boomstick' build...grav well to cluster mobs, photonic shockwave, tbr and overwhelming strike traited high yields to launch every mob into deep space... as members of the TSC have seen its a pretty amazing build for gravity kills, punting the mobs into the event horizon fairly easily (not to mention the tzenki front, blasting all the mobs out of range to plant a bomb)
Admittedly not great for isa dps runs, or anything where others are trying to use aoe; but its so glorious on cca...
The "Dishwasher effect" from Gravimetric Torpedo Spread 3 was to the best of my knowledge caused by the torpedo triggering Gravimetric Rifts excessively, and was sadly a casualty of the fixes made to torpedo spread that had to be done for client/server performance reasons.
It was a sad day indeed. It has been noted that the proc rate for the rift under TSx is lower than on a single shot of the Gravimetric. Could the proc rate be given a %chance on a per target, but only one eligible proc per target?
On a related note, can the Neutronic and Quantum Phase be reverted back to their secondary effects affecting all eligible targets, instead of just the primary target? Since the majority of the performance issues was excessive checks of abilities against everything combined with overlapping (and stupidly excessive stacking of) KLW procs, a restoration of the effects on the secondary targets, even in part, would make them worthwhile again for drain builds.
A Tribble Testing Party can be arranged for the above
The "Dishwasher effect" from Gravimetric Torpedo Spread 3 was to the best of my knowledge caused by the torpedo triggering Gravimetric Rifts excessively, and was sadly a casualty of the fixes made to torpedo spread that had to be done for client/server performance reasons.
It was a sad day indeed. It has been noted that the proc rate for the rift under TSx is lower than on a single shot of the Gravimetric. Could the proc rate be given a %chance on a per target, but only one eligible proc per target?
On a related note, can the Neutronic and Quantum Phase be reverted back to their secondary effects affecting all eligible targets, instead of just the primary target? Since the majority of the performance issues was excessive checks of abilities against everything combined with overlapping (and stupidly excessive stacking of) KLW procs, a restoration of the effects on the secondary targets, even in part, would make them worthwhile again for drain builds.
A Tribble Testing Party can be arranged for the above
Thanks for your responses and your time!
Careful what you're asking for there. They might nerf those 2 to the ground in the name of fixing things.
AFAIK - Quantum Phase affects all targets around the central target of a TS, but the Neutronic sucks since it didn't get the same "boost if you use TS" treatment or has a 2 piece set drain boost like the Quantum Phase torp.
The "Dishwasher effect" from Gravimetric Torpedo Spread 3 was to the best of my knowledge caused by the torpedo triggering Gravimetric Rifts excessively, and was sadly a casualty of the fixes made to torpedo spread that had to be done for client/server performance reasons.
It was a sad day indeed. It has been noted that the proc rate for the rift under TSx is lower than on a single shot of the Gravimetric. Could the proc rate be given a %chance on a per target, but only one eligible proc per target?
On a related note, can the Neutronic and Quantum Phase be reverted back to their secondary effects affecting all eligible targets, instead of just the primary target? Since the majority of the performance issues was excessive checks of abilities against everything combined with overlapping (and stupidly excessive stacking of) KLW procs, a restoration of the effects on the secondary targets, even in part, would make them worthwhile again for drain builds.
A Tribble Testing Party can be arranged for the above
Thanks for your responses and your time!
Careful what you're asking for there. They might nerf those 2 to the ground in the name of fixing things.
AFAIK - Quantum Phase affects all targets around the central target of a TS, but the Neutronic sucks since it didn't get the same "boost if you use TS" treatment or has a 2 piece set drain boost like the Quantum Phase torp.
Neutronic received its damage fix for TS, but HY is still underperforming slightly. The drain effect isn't properly sticking as it should under HY.
Neutronic then had a target cap for it's AoE secondary effect to 10 (to reduce calculations).
Quantum Phase HY secondary proc (shield drain) does NOT drain the primary target's shields.
Neutronic and Quantum Phase then had a change to where ONLY the primary target in a TS will receive the secondary proc in a spread. If the primary target dies, no proc. This change here has resulted in the largest decrease in performance for these two weapons.
the Neutronic 2pc helps the torp to fire faster AND increase the radiation damage. This is important because the radiation damage hits the shields first prior to the kinetic damage. Severely weakening shields, along with the power drain being applied upon impact, ensures that more kinetic damage makes it to the hull. Neutronic's 2pc is strong, but it only works for any target affected by the secondary proc.
IF they were nerfed to the ground, it wouldn't be that far of a nerf compared to where they are now. The largest nerf already happened, and it was done in the name of fixing performance issues.
It was written that a revisit to this change would happen once the performance issues were addressed. They have been. The numbers have been made available to show the results.
@darkknightucf PM me in game. Now let's get back on the control skill topic.
I actually have one for you concerning TriC's and Control; I checked your OP, and you've provided a list of items to obtain that would have control on them (thanks!). What do you think about the use of Control to influence a 'knock'/'disable' abilities from weapons/procs?
@darkknightucf PM me in game. Now let's get back on the control skill topic.
I actually have one for you concerning TriC's and Control; I checked your OP, and you've provided a list of items to obtain that would have control on them (thanks!). What do you think about the use of Control to influence a 'knock'/'disable' abilities from weapons/procs?
Well on my boomstick build, my disables are nearly four and a bit seconds and it does make quite the difference in terms of firepower hitting my ship...in fact its almost a tanking strategy in my opinion when you toss in an scramble or jam (or torpedo placate doff proc)
Only problem is the excessive repel - but I've been experimenting and a well placed high pull grav well and pull doff modified tbr is quite effective for repel mitigation. In a team aspect, I'd be intrested to see if multiple grav wells cast on one target increase the pull power..
I'd be intrested to see if multiple grav wells cast on one target increase the pull power..
They do. Each well periodically hits ships within their radius with a pull effect. Its fairly rapid so it appears to be a constant, or elastic effect, but its actually a succession of tugs. Two wells means twice as many tugs, thus twice the pull.
Provided they are in roughly the same location its far more effective to use multiple wells to increase the pull then CtrlX. The increase in pull strength provided by CtrlX is tiny compared to the base pull strength of the well, which is why continuing passet 400 CtrlX for a gravity well isn't generally done, better to use the psychological warfare trait, or get a mate to add another well.
Incidentally, if you ever want to PVP with gravity wells, bringing a friend is pretty much a requirement, even with psychological warfare and 400 CtrlX, player made gravity wells tend to have 0 inhibiting effect upon other players unless you can get multiple wells down, then and only then do they become a problem, assuming the player doesn't have an immunity ability.
Incidentally, if you ever want to PVP with gravity wells, bringing a friend is pretty much a requirement, even with psychological warfare and 400 CtrlX, player made gravity wells tend to have 0 inhibiting effect upon other players unless you can get multiple wells down, then and only then do they become a problem, assuming the player doesn't have an immunity ability.
In PvP you'd have to have a drain friend using Tgt Engines 3, Energy Siphon, Tyken's Rift with aftershocks, drain torps, and maybe aceton assimilators to try to keep players from escaping. Even then, too many 1 click consoles that allow escaping.
...and if not does anyone have the link to that"mega gravity well" post a while back?
Lol, why bother? Use the OP in this thread, get your control skill to 400 and you have your max size gravity well. Use psych warfare trait for more pull, and then try maxing EPG with the leftover space. Add the temporal specialization for moving GW. Plop in the aftershock doff for even more fun.
...and if not does anyone have the link to that"mega gravity well" post a while back?
Lol, why bother? Use the OP in this thread, get your control skill to 400 and you have your max size gravity well. Use psych warfare trait for more pull, and then try maxing EPG with the leftover space. Add the temporal specialization for moving GW. Plop in the aftershock doff for even more fun.
CrypticSpartan told us there is a patch coming which will add radius to the info on the tooltip for GW. At that time, we can know more about just how CtrlX affects radius of a Gravity Well. Until then, I respectfully suggest that 400 CtrlX is overkill, 250 being a more nearly optimal number, and that getting EPG to ~450 is more efficient, with leftover potential once those two targets are achieved being devoted to DrainX.
But this is just my opinion, as Lucho is giving you his.
Agreed. Lucho and I are 90% in agreement, it's just fine details we are, ahh, discussing.
By way of justifying my assertions, new Personal Best for Hilde last night, 109K http://imgur.com/a/Pa7AU
This is still using last year's anniversary ship, the Krenim Science Ship, christened USS Aces and Eights. I just finished the Anniversary Event around midnight last night, so today I'll start the process of getting her converted to the new Magic Dorito, which will be the USS Dead Man's Hand. I would expect a serious fall-off in damage at first, and probably at least 30 days to get it fully up to something like optimal. After using the same ship for a year, changing is always traumatic for me.
Oh, and if you don't get the names, both are references to the death of Wild Bill Hickok, and the final poker hand he supposedly, allegedly left on the table.
**edit**
BTW, I have changed my CLR options, and the above parse now is using the DPS League settings
so just to be sure, this is referring to the core and shields, right? since the deflector and engines are already covered by assimilated and delta respectively
A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch." "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
Passion and Serenity are one.
I gain power by understanding both.
In the chaos of their battle, I bring order.
I am a shadow, darkness born from light.
The Force is united within me.
Ok, so you might be ABLE to get to 500-600 CrtlX... you could... I have no doubts, but after about 400 CrtlX... you don't get much of anything out of the conversion... you're much better off getting to greater than 400 but not under and close as possible to it... which if you're running Grabbity Well, will get you a 12 KM radius on your Well. After you get to that... you should go straight into EPG so that whatever you grab with said Well will take some damage in it rather than just sitting there controlled, anything that CAN be pulled into a 12KM GW... they're not going to get out with your CtrlX at 400, having more more more isn't really going to accomplish much other than taking up space that could be spent on the damage aspect of your GW/DRB/SV etc.
Ok, so you might be ABLE to get to 500-600 CrtlX... you could... I have no doubts, but after about 400 CrtlX... you don't get much of anything out of the conversion... you're much better off getting to greater than 400 but not under and close as possible to it... which if you're running Grabbity Well, will get you a 12 KM radius on your Well. After you get to that... you should go straight into EPG so that whatever you grab with said Well will take some damage in it rather than just sitting there controlled, anything that CAN be pulled into a 12KM GW... they're not going to get out with your CtrlX at 400, having more more more isn't really going to accomplish much other than taking up space that could be spent on the damage aspect of your GW/DRB/SV etc.
I said this at the top of page 2 of this same thread. We're waiting for the tooltip info update to go live, so we can see GW radius on the tooltip.
Comments
Finally no more guesswork.
@crypticspartan#0627 - Follow up. I saw in a patch note something about adding some shield drains to the log. Not sure, are all shield drains in the log or are there still some old missing ones?
The game should tell you how it works and what it does.
That should be all of them. If any are missing, please tell me which ones.
Nooooooooooo my hours of carful measurement taking and control stat changing will be wasted, my secret knowledge of gravity well range scaling will be available to all!
... Actually this is fantastic, now I don't have to worry about re-testing it if there are future skill changes. Thanks Crypticsparta!
.. So can we expect an announcement that Cryptic is going to be rebranded Clarity?
Clarity indeed
It took me a moment to get the joke, but that was actually quite clever.
** Waits patiently 3 hours for server to come up again so he can test Tetryon Glider, Tetryon Proc, Quantum Phase torp, and Tachyon Beam (With Solanae 2nd deflector and Tachyon Dispersal). Should be interesting.
anyways a nice read
Admittedly not great for isa dps runs, or anything where others are trying to use aoe; but its so glorious on cca...
Get the Forums Enhancement Extension!
It was a sad day indeed. It has been noted that the proc rate for the rift under TSx is lower than on a single shot of the Gravimetric. Could the proc rate be given a %chance on a per target, but only one eligible proc per target?
On a related note, can the Neutronic and Quantum Phase be reverted back to their secondary effects affecting all eligible targets, instead of just the primary target? Since the majority of the performance issues was excessive checks of abilities against everything combined with overlapping (and stupidly excessive stacking of) KLW procs, a restoration of the effects on the secondary targets, even in part, would make them worthwhile again for drain builds.
A Tribble Testing Party can be arranged for the above
Thanks for your responses and your time!
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.
Careful what you're asking for there. They might nerf those 2 to the ground in the name of fixing things.
AFAIK - Quantum Phase affects all targets around the central target of a TS, but the Neutronic sucks since it didn't get the same "boost if you use TS" treatment or has a 2 piece set drain boost like the Quantum Phase torp.
Neutronic received its damage fix for TS, but HY is still underperforming slightly. The drain effect isn't properly sticking as it should under HY.
Neutronic then had a target cap for it's AoE secondary effect to 10 (to reduce calculations).
Quantum Phase HY secondary proc (shield drain) does NOT drain the primary target's shields.
Neutronic and Quantum Phase then had a change to where ONLY the primary target in a TS will receive the secondary proc in a spread. If the primary target dies, no proc. This change here has resulted in the largest decrease in performance for these two weapons.
the Neutronic 2pc helps the torp to fire faster AND increase the radiation damage. This is important because the radiation damage hits the shields first prior to the kinetic damage. Severely weakening shields, along with the power drain being applied upon impact, ensures that more kinetic damage makes it to the hull. Neutronic's 2pc is strong, but it only works for any target affected by the secondary proc.
IF they were nerfed to the ground, it wouldn't be that far of a nerf compared to where they are now. The largest nerf already happened, and it was done in the name of fixing performance issues.
It was written that a revisit to this change would happen once the performance issues were addressed. They have been. The numbers have been made available to show the results.
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 actually have one for you concerning TriC's and Control; I checked your OP, and you've provided a list of items to obtain that would have control on them (thanks!). What do you think about the use of Control to influence a 'knock'/'disable' abilities from weapons/procs?
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.
Well on my boomstick build, my disables are nearly four and a bit seconds and it does make quite the difference in terms of firepower hitting my ship...in fact its almost a tanking strategy in my opinion when you toss in an scramble or jam (or torpedo placate doff proc)
Only problem is the excessive repel - but I've been experimenting and a well placed high pull grav well and pull doff modified tbr is quite effective for repel mitigation. In a team aspect, I'd be intrested to see if multiple grav wells cast on one target increase the pull power..
Get the Forums Enhancement Extension!
They do. Each well periodically hits ships within their radius with a pull effect. Its fairly rapid so it appears to be a constant, or elastic effect, but its actually a succession of tugs. Two wells means twice as many tugs, thus twice the pull.
Provided they are in roughly the same location its far more effective to use multiple wells to increase the pull then CtrlX. The increase in pull strength provided by CtrlX is tiny compared to the base pull strength of the well, which is why continuing passet 400 CtrlX for a gravity well isn't generally done, better to use the psychological warfare trait, or get a mate to add another well.
Incidentally, if you ever want to PVP with gravity wells, bringing a friend is pretty much a requirement, even with psychological warfare and 400 CtrlX, player made gravity wells tend to have 0 inhibiting effect upon other players unless you can get multiple wells down, then and only then do they become a problem, assuming the player doesn't have an immunity ability.
Maybe we can get Crypticspartan to open another forum account named Clarityspartan... and which allows you to actually leave messages on the wall .
In PvP you'd have to have a drain friend using Tgt Engines 3, Energy Siphon, Tyken's Rift with aftershocks, drain torps, and maybe aceton assimilators to try to keep players from escaping. Even then, too many 1 click consoles that allow escaping.
Lol, why bother? Use the OP in this thread, get your control skill to 400 and you have your max size gravity well. Use psych warfare trait for more pull, and then try maxing EPG with the leftover space. Add the temporal specialization for moving GW. Plop in the aftershock doff for even more fun.
CrypticSpartan told us there is a patch coming which will add radius to the info on the tooltip for GW. At that time, we can know more about just how CtrlX affects radius of a Gravity Well. Until then, I respectfully suggest that 400 CtrlX is overkill, 250 being a more nearly optimal number, and that getting EPG to ~450 is more efficient, with leftover potential once those two targets are achieved being devoted to DrainX.
But this is just my opinion, as Lucho is giving you his.
Agreed. Lucho and I are 90% in agreement, it's just fine details we are, ahh, discussing.
By way of justifying my assertions, new Personal Best for Hilde last night, 109K
http://imgur.com/a/Pa7AU
This is still using last year's anniversary ship, the Krenim Science Ship, christened USS Aces and Eights. I just finished the Anniversary Event around midnight last night, so today I'll start the process of getting her converted to the new Magic Dorito, which will be the USS Dead Man's Hand. I would expect a serious fall-off in damage at first, and probably at least 30 days to get it fully up to something like optimal. After using the same ship for a year, changing is always traumatic for me.
Oh, and if you don't get the names, both are references to the death of Wild Bill Hickok, and the final poker hand he supposedly, allegedly left on the table.
**edit**
BTW, I have changed my CLR options, and the above parse now is using the DPS League settings
so just to be sure, this is referring to the core and shields, right? since the deflector and engines are already covered by assimilated and delta respectively
#LegalizeAwoo
A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
"We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
I said this at the top of page 2 of this same thread. We're waiting for the tooltip info update to go live, so we can see GW radius on the tooltip.