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Captain
Join Date: Jun 2012
Posts: 1,890
Last night I performed a series of tests with another player. In each trial the target was a fleet excelsior cruiser. For the first test Gravity Well I (tooltip for 960 damage a second) was used on a stationary cruiser exactly 2km away and dealt an average of 770 damage after resistances, acceptable considering the crusier had about 20% kinetic resistance.

The same test was again repeated, Gravity well III (tooltip for 1600.1 damage a second) was used on a stationary cruiser exactly 2km away. Interestingly enough, the damage averaged at 668 damage a second after resistances, about a 59% damage reduction compared to the 20% reduction with gravity well I. Is this an intended feature to prevent high science damage against a target?
Captain
Join Date: Aug 2012
Posts: 843
# 2
09-05-2013, 01:08 PM
Quote:
Originally Posted by majortiraomega View Post
Last night I performed a series of tests with another player. In each trial the target was a fleet excelsior cruiser. For the first test Gravity Well I (tooltip for 960 damage a second) was used on a stationary cruiser exactly 2km away and dealt an average of 770 damage after resistances, acceptable considering the crusier had about 20% kinetic resistance.

The same test was again repeated, Gravity well III (tooltip for 1600.1 damage a second) was used on a stationary cruiser exactly 2km away. Interestingly enough, the damage averaged at 668 damage a second after resistances, about a 59% damage reduction compared to the 20% reduction with gravity well I. Is this an intended feature to prevent high science damage against a target?
Thanks for doing the tests and passing it on, as a frequent science pilot ill take not of this

On a more lighter note I'd you not know that only tacs are aloud to do damage in this game :/
----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====----
Captain
Join Date: Jul 2012
Posts: 1,966
# 3
09-05-2013, 01:59 PM
I can confirm GWIII damage is lower than it's tooltip shows, significantly lower. While GW1 actually performs as it is advertised.
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Career Officer
Join Date: Jun 2012
Posts: 867
# 4
09-05-2013, 02:05 PM
Quote:
Originally Posted by bareel View Post
I can confirm GWIII damage is lower than it's tooltip shows, significantly lower. While GW1 actually performs as it is advertised.
This is quite disturbing news. Gravity Well, especially GW III needs to be seriously buffed, most especially in terms of the amounts of hold it does. At 130 AUX, GW III should be holding like a tractor beam.

I would also like to see GW do extra damage against spam, like destructable torpedoes, mines, and pets. GW III should crush Romulan Drone ships and Yellowstone runabouts.

It is one of those abilities that was undermined after they switched from exotic damage to kinetic.
Cryptic Studios Team
Join Date: Nov 2012
Posts: 466
# 5
09-05-2013, 02:27 PM
Nice find, we'll fix this soon!
Jeff "Adjudicator Hawk" Hamilton
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
Captain
Join Date: Jul 2012
Posts: 1,966
# 6
09-05-2013, 04:23 PM
Quote:
Originally Posted by adjudicatorhawk View Post
Nice find, we'll fix this soon!
http://sto-forum.perfectworld.com/sh...d.php?t=831681

While I'm happy it has now been noticed, well yeah just gotta leave this link here. Good job though on the fix.
Get yer Fleet Gear here!
Military 5 / Engineering 4 / Science 4
Starbase 5 / Embassy 3 / Mine 3 / Spire 3
Diplomacy 3 / Recruit 3 / Trade 3 / Development 3 / Research 3 / Operations 3
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Ensign
Join Date: Jul 2013
Posts: 12
# 7
09-08-2013, 01:34 PM
Quote:
Originally Posted by adjudicatorhawk View Post
Nice find, we'll fix this soon!
We should get a long chair and several hundreds of books then? I mean you're the developer and you cant even keep track of your own changes? What kind of QA employee do you have working there? The holographic QA kind?
Rihannsu
Join Date: Sep 2012
Posts: 562
# 8
09-12-2013, 03:51 AM
Quote:
Originally Posted by adjudicatorhawk View Post
Nice find, we'll fix this soon!
I reported this bug 3 months ago, and this thread passed the tests, I'm kinda sad..
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Starfleet Veteran
Join Date: Jul 2012
Posts: 283
# 9
09-17-2013, 04:21 PM
Quote:
Originally Posted by adjudicatorhawk View Post
Nice find, we'll fix this soon!
Yea right, I'll believe it when I see it. That has been broken for, what? Over a year or more???
Captain
Join Date: Jun 2012
Posts: 1,890
# 10
09-05-2013, 02:36 PM
Quote:
Originally Posted by logicalspock View Post
This is quite disturbing news. Gravity Well, especially GW III needs to be seriously buffed, most especially in terms of the amounts of hold it does. At 130 AUX, GW III should be holding like a tractor beam.

I would also like to see GW do extra damage against spam, like destructable torpedoes, mines, and pets. GW III should crush Romulan Drone ships and Yellowstone runabouts.

It is one of those abilities that was undermined after they switched from exotic damage to kinetic.
Well interestingly enough, if Gravity Well III actually dealt the damage listed on the tooltip, it would be able to bring an escort to 25% hull when particle generators is max specced + conservation of energy trait, providing the science vessel could hold the escort in the well for the full 20 second duration. Naturally that is before healing, but it would make the skill viable again against players. All of those pet spam items would die quite quickly if Gravity Well III actually worked correctly. Yellowstone runabouts would die after about 10 seconds in the Gravity Well. Now if only Gravity Well III held like the Singularity Jump ability. For now though, we all still have Vent Theta Radiation and Tractor beam to keep the pesky escorts from getting away.

Quote:
Originally Posted by adjudicatorhawk View Post
Nice find, we'll fix this soon!
This is great news, thanks.

Last edited by majortiraomega; 09-05-2013 at 02:40 PM.
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