Yeah, I had similar thoughts when I first saw the blog entry and the text on Beam Overload.. that it seemed awfully similar to Surgical Strike. I'll have to put it on my list of things to check out. Fortunately, I've been experimenting with Surgical Strikes recently, so I can just copy that character over to Tribble and…
I think they honestly intended this to be a buff to the ability, but only in use cases that might not be common at the moment. I think a fair number of science ships might just have one omni-beam to apply SST. In that use case, it's definitely a nerf. However, from what I read in the patch notes, the ability now applies to…
What he said. I don't want my quest for understanding and correctness to be mistaken for lack of appreciation. :) You folks are clearly working hard on this and I fully appreciate the effort.
re: Gravity Well radius: The skill needed to reach maximum radius is listed at +400. As I understand things, shouldn't that be either +300 or +600? ( I seem to recall that ControlX is scaled at +100%/200 skill, in which case you'd need 600 skill to add +300% to the radius.. if I misremembered and it's +100%/100 skill, then…
Right. I totally understand. I just figured it was worth mentioning, because in the final tally, a player's observed in-combat regeneration on Tribble in relation to their reported out of combat regeneration will be much higher than on Holodeck because of a) no crew damage reducing it, and b) if I read correctly, in combat…
That extra mystery regen is almost certainly the 1.25%/3 seconds you get for cruiser ship mastery. That should net you +50%/minute out of combat. So 72% (base) * 1.99 (skill) + 50% (mastery) = 193.28. Not sure what's up with the extra 6%, though. edit: oh.. do you happen to be Human? That might be it. Can't unselect that.…
@grayfoxjames mentioned something that had completely slipped my mind. ( yay for very complete reports ). Even with the reduced regen we're seeing in ship status, we still, in practice, might see equal or better regen rates due to the removal of the crew mechanic and it's debuff to ship regen. That will be very difficult…
I haven't really looked into ground regen. I honestly never noticed it much in Holodeck version and the skill tree for ground regen on Tribble specifically says it goes to 0 in combat, iirc. I guess it could be useful in reducing time between fights.. but I typically either have more than enough downtime to recover health…
For extra info, I've tested a few other things: the Assimilated Set looks to act as advertised.. I think because it doesn't work with the skill system. a flat 1% per 2 seconds, which translates to 30%/min, which is exactly what I see. the Techie trait appears to map only to +Heal, as zoning to ground, selecting it, and…
My apologies. I don't currently have the gear to get the high regen numbers the others are seeing. I was documenting differences I saw at the base levels, first, then going up from there. Perhaps I'm missing something, but it seems we could extrapolate what is being reported from there. For example: ( In both cases, I'm in…
Okay, I've done some rudimentary checking, and yeah, from what I can tell, I'm betting most of these issues come from two sources: 1) Base hull repair on holodeck is different for different ship types ( 72% for cruisers, 60% for science, and 50% for escorts according to stowiki. I was testing on a BC which had a 72% base…
I've been trying to test the various hull and shield regen stuff as much as I can. First, the Shield Regeneration Rate line under Stats for your ship screen seems very inaccurate. It does not appear to be affected by Shield Power at all. Putting 3 points into Advanced Shield Regeneration did affect it, however (doubled it,…
I'd noticed the Joined Trill thing as well and assumed it was a display bug similar to various gear, etc, the still show the wrong skills. Until they re-add the skill summary status page, it would be hard to tell exactly what bonuses, if any, they are getting. I suppose you could check the differences between two otherwise…
So, now with my main character on Tribble, I'll try to start leaving some feedback. He's a KDF liberated borg engineer. Disclaimer: I'd built him as a bit of a generalist, so this character design probably benefits from the new skill system the most. I was able to easily replicate the character, in terms of skills, with…
Here are a few initial observations: 1) iirc, it was your intent to replace "Particle Generators" with "Exotic Particle Generator". However, I've noticed a few places that still reference the old terminology. So far, specifically, they are the Astrophysicist Trait, the Dyson Deflector Array and the Counter Command…
I have experienced something like this, as well. I've submitted a bug report ( after getting a response from CS that I should do so ). I upgraded my T5 Tholian Recluse to T5-U and foolishly did not unequip all its gear before doing so. I'm normally more paranoid about such operations, but i guess I was excited. :) Anyway,…
IIRC, the TBR also triggers the multi-spectrum DoT. Is that correct? I've been thinking about toying around with that as well, since that new doff came out. I could definitely see the value. Currently, my boff setup is: Lt Tac: FAW1, Overload2 Lt Eng: EPtS1, EPtA2 Cmdr Sci: TracBm1, TSS2, GW1, CPB3 Lt. Cmdr Sc: TracBm1,…
Interesting. I run a fairly similar theme with my adapted cruiser. ( Although I have much lower end gear.. still relatively new ) I love it! One possible suggestion I can think up involves maximizing your multi-spectrum console. A fair amount of science abilities appear to trigger that, so I've tried to diversify my…