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maelwy5 Arc User

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  • Even if it did, that might not be a bad thing for dedicated Torpedo boats. If old stacks of OKS were wiped out by PH, then fresh stacks could apply from other torp hits. More information: As @Odenknight has highlighted in the past, OKS stacks last for 6 seconds and it stacks up to three times from each source. But Player…
  • What silversera is highlighting here **is** that the procs are independent. Basically: there are 6 sides to a dice, but if you roll a dice 6 times in a row you won't always roll a six. Chances that # of procs will go off, for 8 rolls at 2.5% per roll: 0 Procs: 81.665180366226% 1 Procs: 16.751831869995% 2 Procs:…
  • Thanks for the clarification, and again for the thorough checking. Is greatly appreciated! :)
  • Disruptor Procs have always been per-cycle, and are in fact intended to be so (see here) Whilst I ran several tests on Disruptor Procs under different Weapon Modes myself shortly before i11.5, it's possible that one of the more recent patches has caused an old issue with FAW allowing Procs to double-dip to rear its head…
  • Procs are usually per-cycle not per-hit, so FAW won't make any difference - you'll still get one proc chance every 5 seconds (since beam cycle is fire for 4 secs and rest for 1 sec). Being limited to one energy weapon with a 2.5% chance per cycle means that over 60 seconds (the uptime of the buff) you'll normally have…
  • Not the answer I was looking forward to exactly, but thanks for the clarification! Nice. That means that stuff like 'Gravity Well' and 'Eject Warp Plasma' should be affected. Slight further clarification then if you'd be so kind: Borticus commented on reddit here that there were specific differences between Activated and…
  • I do have one query for any Devs that might be reading: The Predictive Decay Algorithms (2 piece) – Passive states that it grants the following effect: "Increase strength of Damage over Time effects" Question: Is the 'Omega Kinetic Shearing' trait included in this? (Omega Kinetic Shearing: Torpedoes and Mines deal an…
  • Warp Core Efficiency works off your base (subsystem sliders) power setting, not your final power setting. They grant the same ability "Enhanced Chroniton Stabilization", so it'll stack (up to 5 times as indicated in the tooltip) The Torpedo is actually going to be fairly powerful because the Proc gives Remaining Cooldown…
  • Destructable Heavy Torpedos can be countered in a few ways. Beam: Fire At Will is an AoE ability that the current meta revolves around, and usually takes care of them by itself. But Gravity Wells or Eject Warp Plasma can do it too. The most sure-fire method has always been to drop an Aceton Assimilator Console, but few…
  • All Crew got fired in s11.5 (Hull Repair is constant now...) ;) Seriously though, the MAC userbase in STO is tiny compared to the PC userbase. It was an economic decision (although obviously not a popular or welcome one!) to axe the buggy official MAC client - they simply don't have the spare money or manpower to dedicate…
  • Essentially the official client was buggy as hell and they eventually decided that they didn't have the time or staff to support it properly. And there are a KLUDGELOAD of ways to get STO to run on a mac without using the official client (which was really just a wrapper placed around the PC version anyway!!) - take a look…
  • Was announced in February - see here and here. Basically, the official client is not being supported any more, but STO will still work on Macs via WINE. WINE actually stands for "Wine Is Not an Emulator"... ;)
  • The first point to note is that you don't have to make too many sacrifices under the new skill layout in order to be decent at weathering hits to both your Hull and your Shield. Purely from a "Defense" point of view: + The LT picks (Hull Restoration, Hull Capacity, Shield Restoration and Shield Capacity) affect your Raw…
  • If you're not going for a mixmash of set armor pieces, stick Energy Harness on Ranged BOFFs and Physical Augmentation on Melee BOFFs. Bat'leths or Pulsewaves or Split Beam Rifles and call them golden. Any shield will do, but if you have some Personal Mobility Shields or Phase-Shifted Personal Shields lying around, throw…
  • The tooltip looks to me like a bug. Regarding the rest though, I suspect it's working as intended. The Batteries Expertise Unlock is brand new. It does affect batteries, but it doesn't technically grant skillpoints (e.g. XX points in YY skill) so it isn't a "skill" - it's an always-on buff (like accolades). It also isn't…
  • That's the same on Live and Tribble isn't it? I think it's a leftover from the Gear Upgrade system. The Armor used to grant a flat +20% Melee Damage, and now it scales with item level/rarity. From the behaviour you describe, I strongly suspect that the +Melee Damage on the armor is coded as a self-refreshing buff with a…
  • Pretty sure that it was locked at 15 seconds duration as part of the Skill Revamp, because post-revamp the Starship Batteries Skill won't exist any more. http://www.arcgames.com/en/forums/startrekonline#/discussion/1213114/tribble-maintenance-and-release-notes-march-15-2016 15 seconds is just enough to make it "permanent"…
  • Yep, but remember that it's +30% BASE capacity. Other things will be in play too, such as the "auxiliary power configuration: defensive" trait mentioned which also grants extra Hull and Shield Capacity. (And then there are things such as the starship's shield modifier value...) The figure on the stats screen is the final…
  • No probs. According to Amicus's skillpoints table, going 9/9 in those skills on Live grants +30% base capacity for both Hull and Shield. On Tribble going 3/3 in the new skills also grants +30% capacity, so they should even out if you take the equivalent skills. The only skills I know of on Tribble that have been "reduced"…
  • Check the screenshots casidien posted of his Tribble skill choices alongside the ones of those stats. On Live he has 9/9 points in Structural Integrity and Starship Shield Systems On Tribble he has 0/3 points in Hull Capacity and Shield Capacity (the "shield" icons under the Lieutenant section)
  • from the wiki: Weekly Project: Combat Performance Boost (Tier 3) Provide all members of your Fleet with a passive boost for the next 5 days. Boost Type: Improves all of the following Combat Statistics +20% All Damage (Ground and Space) +40 All Damage Resistance Rating (Ground and Space) +10% Speed and Turn Rate (Space)…
  • Had the chance to do a quick test with Kit buffs - they're considerably different than Live. On LIVE a Fluidic Engineering Kit MXII [Mods] [Turret] [PsiDmg] grants +26.2 Turrets and Drones and +26.2 Modification Specialist On TRIBBLE that kit now becomes a Fluidic Engineering Kit MKXII [KPerf]x2 [PsiDmg] which grants +52.5…
  • I copied my character over again from Holodeck to Tribble again just in case, and it's doing exactly the same thing on the new copy of my character: Picking the first two tiers of "Defensive Maneuvering" grants me Bonus Defence (bringing me up to 57.8% at Full Throttle without any active abilities running) but picking the…
  • I was already moving at full impulse when I selected it, but dropped to Full Stop and then back to Full Throttle = no change. Switching Maps (From Deep Space 9 system Space to Sol System Space) = no change. My Bonus Defence readout remains at 57.8%. Using Chevron Seperation (I'm in a T6 Sci Odyssey) to force my impulse…
  • From my experience running Breach, the Dread is perfectly tankable in a decently-geared cruiser (MkXIV shields and EPTS, Aux2SIF and HE1) even at ridiculously low levels of Aux (I tend to run Aux2Bat setups). About the only thing you really need to watch are its tractors/control abilities which can be countered in a…
  • EPS doesn't by itself increase DPS. EPS reduces the time power takes to flow back into a subsystem. At base 100 EPS (0 EPS investment) you can transfer 5 power per second into a subsystem. With en extra +100 EPS, you can transfer 5 power per 0.5 seconds into a subsystem. Effectively doubling the rate of transfer. This…
  • EPS just reduces the time between subsystem power "pulses". (e.g. after turning off full impulse, with the base 100 EPS your ship will transfer 5 energy every second back into each subsystem until you hit whatever your normal settings are. With 200 EPS you'd get 5 energy every 0.5 seconds). So I'm fairly sure that lowering…
  • So... tie it into "Threatening Stance" then...? Globloads of +Taunt if Stance is on (and maybe a little Temporary HP), or a little -Taunt and +Damage if stance is off. Simples! :wink:
  • The old T5 Ody Console set is pretty bad as a 3-set, but it's OK as a 2-set. I've been using Work Bees and Chevron Seperation on the T6 Odys recently and they're still pretty handy. The 2-set bonus grants +1 Turn rate and some +Hull/+Armor/+EPS as well as a recharge buff to the Ody set powers. The 3-set bonus just gives…