This is not intentional. I have fixed this, and this fix should go to Tribble in a patch soon. Thank you for pointing this out. It means that instead of waiting ~1.5 seconds before that cooldown reduction applies, the delay will be much lower. There are several heals available to Engineers, including hyposprays and a Kit…
That is incorrect. Procs have always been 'per cycle'. There was for a while a bug with Fire at Will that made it proc the per-cycle procs every shot, and a few procs that were changed to per-shot due to them massively overperforming with Fire at Will due to that bug. This bug was fixed. Outside of the topic of those…
To clarify a few things: The Miradorn Theta Class Heavy Raider [T6] comes with the "Heavy Escort Dual Warhead Launchers". This intentionally uses the word "Warhead" and not the word "Torpedo" because it is not a Torpedo, and nothing that specifically interacts with Torpedoes (Bridge Officer Abilities, Secondary Torpedo…
The Armor Penetration that results from the Hull Penetration skill is (at least in most cases) the same as Armor Penetration from traits or other sources that give Armor Penetration directly (it is possible for a trait to give Armor Penetration to only Torpedoes, or other limitations; if it is restricted in such a way, it…
The wording is "Armor Penetration", which is what it gives your weapons. If it was adding to the skill, it would say "Starship Hull Penetration"; because that is the name of the skill.
"Does not stack" in this context means that the boost from this trait cannot stack with itself; and does not refer to its interaction with other sources of Armor Penetration. It does stack with other sources of armor penetration.
If you go to the Space or Ground skills page, does it display the "Retrain Skills" and "Purchase" buttons, or does it tell you that your skills are invalid and offer you a free retrain?
The deflector is not bugged. It correctly increases your Starship Weapon Specialization skill. The Starship Weapon Specialization skill is also not bugged. The Critical Hit Chance it gives is specific to weapons, as it tells you, and is not correctly indicated in the attack section because that section shows you the…
The functionality of the trait has not changed - it is giving your weapons up to 15 Armor Penetration; it is not giving you "15 Starship Hull Penetration" - the trait has the effectiveness of up to 150 Starship Hull Penetration, based on your current speed. This is the patch that has the change to it: PC Patch Notes for…
Leemwatson is correct here. For future reference - with increases to critical hit chance and severity, it always increases by the amount listed, not an amount based on what you currently have.
Any accuracy that can be applied to that weapon, such as global sources from the Counter-Command Deflector, somewhat limited sources, such as the Nukara Particle Converter, or modifiers on that weapon, will help offset that penalty. You are correct that BFAW does not have a pre-determined hit chance, accuracy rating, or…
This is an incorrect understanding of this change. On the live servers, the damage buff is directly proportional to missing health; Go Down Fighting 3 activated at 50% health gives a buff of 66.4% Bonus All Damage, or 107.9% if activated at 0% health. Prior to this patch, Go Down Fighting's damage buff was proportional to…
The respec is only required for Science Captains on Tribble who had already done a respec. For any other captain on Tribble, and for all captains when this goes live, it will be optional. The damage change you are referring to happened in the March 15th Tribble patch; the one that started this set of changes:
Romulan and Klingon Fleet Support battlecruisers were buffed in the initial Tribble push. The Federation Fleet Support battlecruiser received no changes specific to it.
Thank you for pointing this out. This is an unintentional change that appears to have been introduced when it was rebuilt to no longer lock you in combat for the duration and start cooldown immediately once clicked, and will be fixed soon.
It was changed to work that way with the Agents of Yesterday release. That change had the side effect of being a massive buff to the trait in most cases, because it changed Omega Kinetic Shearing to no longer be directly or indirectly affected by the target's shields in any way shape or form.
This is not "10% Bonus Damage" like some traits. Omega Kinetic Shearing, even on the current state of Tribble, is always 10% of the damage that would happen before any factor of the target applied in. Omega Kinetic Shearing does not care in any way, shape, or form about the targets shields, directly or indirectly. It is…
This was largely a server performance driven change; its impact on your drain builds should be minimal. The functional change was to move it from decreasing the target's resistances to your effects to increasing your effectiveness vs that target. This causes it to now do precisely what the tooltip says, instead of…
It seems unlikely that I indicated that in an interview as nobody has interviewed me, but it is possible that one of our designers who has been interviewed indicated that. Yes.
To explain the Gravity Well/Subspace Vortex question as a whole: Before the skill revamp, most abilities had a multiplier of "Aux Power*/150+1/3", and were changed in the skill revamp to "Aux Power*/200+.5"; these two graphs are relatively similar, especially at the high end. When I changed Gravity Well and Subspace…