Balancing Plasma Fires vs Hazard Emitters
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Join Date: Jun 2012
02-12-2013, 03:10 PM
Along the cooldown lines mentioned before look @ other energy weapon's procs and their counter's cooldown:
Phasers: ET as low as 15 seconds, w/immunity of 5 second from ET as well as stacking immunities. Also has crew interaction to bring systems online quicker.
Tetron: There is none, but it's resistable like plasma fire is, iirc. ~2500-3k damage total iirc w/high flow cap investment.
Disrupter: TT clears iirc which has 5 second window in chain cycle.
Polaron: Idk if it can be cleared tbh, but it's resistable.
AP: CritD is it's extra proc.
Plasma: HE 30 sec global, hull resists to reduce damage, chains crits.
For projectile procs:
Tric stun resistable via Aux2damp, trics like plasmas can be shut down and has high payload of kinetic damage. Aux2damp has a shorter cooldown than HE.
Cronts can't be cleared, but can be made immune from effects and resist effects.
Transphasics have bleedthrew damage and the 1 crits all issue.
Quants and Protons don't have 2ndary effects to speak of.
In the end it seems inline to me.