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-   -   Hazard Emitters capped for non-Sci ships? (http://sto-forum.perfectworld.com/showthread.php?t=186667)

Archived Post 10-31-2010 08:14 PM

Hazard Emitters capped for non-Sci ships?
 
I'm a bit confused as to why the Hazard Emitters on my Assault Cruiser aren't working as they're supposed to.

Here's the situation:
- Assault Cruiser
- Hazard Emitters II
- 2x Halon System Mk X consoles (+15)
- Positon Deflector (+28 Emitters, +10 HS)
- 73 Aux
- 9/9 in Hazard Systems

With that, the tooltip on my HE says it'll give me 15,290 over 15 seconds. Logically, then, it should tick for 1,019.33 (round down to 1,019) per second.

However, it ticks at 956/sec for a total of 14,340. Any ideas?

Archived Post 10-31-2010 10:21 PM

AUX Energy drain?

That's the best reply I can think of atm.

Archived Post 10-31-2010 10:47 PM

Quote:

Originally Posted by anazonda (Post 3127975)
AUX Energy drain?

That's the best reply I can think of atm.

Nope, I've tested it in various conditions and I've made sure that there was no Aux drain from Tyken's Rift, Energy Siphon, or Target Subsystems: Aux active.

I've tested it under PvE against Borg Probes in Ker'Rat, too, and the same result.

Archived Post 11-01-2010 12:26 AM

Are you taking the Diminishing Returns formula into account?

Archived Post 11-01-2010 07:57 AM

Quote:

Originally Posted by Peregrine_Falcon (Post 3128040)
Are you taking the Diminishing Returns formula into account?

Diminishing Returns should apply to the resistance bonus it provides, not the actual heal itself.

Archived Post 11-01-2010 09:04 AM

Quote:

Originally Posted by mvs5191 (Post 3128389)
Quote:

Originally Posted by Peregrine_Falcon (Post 3128040)
Are you taking the Diminishing Returns formula into account?

Diminishing Returns should apply to the resistance bonus it provides, not the actual heal itself.

msv is correct, Diminishing Returns only affects the resistance, not the heal itself.

I will look into this when I get home, I never gave it a thought (and just assumed it was the correct value).

Archived Post 11-01-2010 11:13 AM

all right, so I crunched the math on a bunch of them and heres the examples and reasoning. keep in mind the answers are rounded off

HE 2 - expected - actual
20,437 - 1362 --- 1277
23,550 - 1570 --- 1472

HE 1 - expected - actual
15,328 - 1021 --- 0958
17,663 - 1177 --- 1053

~~~

Heres the interesting part though, contrary to it's description, Hazard Emitters actually heals 16 times in 15 seconds (one immediately and 15 over the next 15 seconds). I had to manually go into the game and get shot up so I could count the procs. The math is correct, it's just that our initial variable for the healing numbers were slightly off.

Archived Post 11-01-2010 05:50 PM

Quote:

Originally Posted by faithborn
all right, so I crunched the math on a bunch of them and heres the examples and reasoning. keep in mind the answers are rounded off

HE 2 - expected - actual
20,437 - 1362 --- 1277
23,550 - 1570 --- 1472

HE 1 - expected - actual
15,328 - 1021 --- 0958
17,663 - 1177 --- 1053

~~~

Heres the interesting part though, contrary to it's description, Hazard Emitters actually heals 16 times in 15 seconds (one immediately and 15 over the next 15 seconds). I had to manually go into the game and get shot up so I could count the procs. The math is correct, it's just that our initial variable for the healing numbers were slightly off.

Well that makes a lot more sense :D


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