Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
04-27-2011, 05:00 PM
Quote:
Originally Posted by MustrumRidcully View Post
What is the overall damage buff?
Overal damage buff would stay the same as both new and old FAW, but of course you are no longer doing a second pulse.

Quote:
Originally Posted by MustrumRidcully View Post
Is it a good idea that you might lose DPS against the primary target? (I know this was always the case, and I think it was always a problem. Buffs normally don't work like that.)
It's not really a problem. An AOE attack that grants a damage buff against the primary target and starts at ensign level is out of whack. My proposed adjustments may moderately decrease single target DPS at the expense of AOE, or with proper positioning and/or situational usage it could still greatly increase single target DPS (possibly above the level of new FAW due to rolling back the increased drain). Skills should require thought behind them instead of simply using them when off cooldown, which is an issue I see with skills simply grant a damage increase.

Quote:
Originally Posted by MustrumRidcully View Post
I think it would be better to reduce the powers uptime and adjust the damage per pulse down.
Which gives numerous issues. First, changing cool-downs will disrupt the builds of most anyone who uses the skill. Couple this with decreased damage and you might make the skill not worth having. You also haven't addressed the very real issue of weapons drain: new FAW drains more than old FAW which directly penalizes tactical captains and rewards engineers. A tactical captain with dual EPtW and 4 EPS consoles will still put out more damage than an engineer, but aside from those esoteric builds EPS power transfer and Nadion inversion basically give engineer FAW boats the damage potential of tacticals which hugely improved survivability.

Old FAW was too situational, new FAW isn't at all situational and puts out too much damage and drains too much. I believe my proposed solution fixes all of the problems of new FAW while still being somewhat more attractive than old FAW. Think of it as meeting in the middle.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
04-28-2011, 12:38 AM
Quote:
Originally Posted by hurleybird View Post
Overal damage buff would stay the same as both new and old FAW, but of course you are no longer doing a second pulse.



It's not really a problem. An AOE attack that grants a damage buff against the primary target and starts at ensign level is out of whack. My proposed adjustments may moderately decrease single target DPS at the expense of AOE, or with proper positioning and/or situational usage it could still greatly increase single target DPS (possibly above the level of new FAW due to rolling back the increased drain). Skills should require thought behind them instead of simply using them when off cooldown, which is an issue I see with skills simply grant a damage increase.
Torpedo Spread does the same thing, actually, and it's not out of whack. In fact, it's terrible weak.

Also, if the secondary shots deal less damage then the primary shot, I see no issue. A 15-20-25 % damage buff against the primary target and 20-25-30 % of the base damage to a secondary target for example doesn't sound out of whack.

Quote:
Which gives numerous issues. First, changing cool-downs will disrupt the builds of most anyone who uses the skill.
Changing how the skill works will always do this. Heck, the change from old to new was a major disruption. Before, using BFAW with Tractor Beam Repulsors was a great idea, isolating a target to get all extra beams on that target. Now, it's stupid, since you want at least two targets in range, otherwise you don't get the full bonus. I'd say that is far more disruptive then waiting another 10 seconds on your power.

Quote:
Couple this with decreased damage and you might make the skill not worth having. You also haven't addressed the very real issue of weapons drain: new FAW drains more than old FAW which directly penalizes tactical captains and rewards engineers. A tactical captain with dual EPtW and 4 EPS consoles will still put out more damage than an engineer, but aside from those esoteric builds EPS power transfer and Nadion inversion basically give engineer FAW boats the damage potential of tacticals which hugely improved survivability.
Oh, the extra drain wasn't something I wanted to keep either.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
05-04-2011, 04:33 PM
I still think the devs made the FAW changes to be in certain point a bit "op" at low tac ranks to give to cruisers some AoE option,a good AoE option,otherwise only having torpedo spread isnt a great anti-spam option.i use it on my kdf BoP and its kinda sux,in fact im thinking about remove it and just add another THY.
I just dont wanna see a nerf just because some ppl are screaming more than others.
As argument to nerf the skill im saw many post from"casual pvplayers" complaining about that,fair enough,but i cant think about a skill that can really turn the table and crush every enemy by it own,ive been playing pvp since a long time in many different games and is always the same,if you wanna win for real go teamwork,if not theres no skill or i-win-button to save you.
Lets wait for further patchs and see how the balance will be,they aready announced that,but turn into crap a skill without a good reason (and a skill used by most of the players,cus certainly most of STO players are cruiser caps would be a big mistake).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
05-07-2011, 01:39 AM
Quote:
Originally Posted by Montenegro
ive been playing pvp since a long time in many different games and is always the same,if you wanna win for real go teamwork,if not theres no skill or i-win-button to save you.
.
Well, current FaW is as close as it gets. Cruiser with all his heals being able to put out damage of a decent escort. OP? yes.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
05-08-2011, 11:04 AM
Quote:
It's not less than 1%.

I've been using FAW more commonly since the update, as it was actually made useful. Even so, I still miss more times with it active than I do with it inactive.

Yesterday while doing a community authored mission, I noticed that I was missing quite a bit, even against small fighters. However, this was also the same deal when I did my B'trans a few days ago going up against Romulans.
i actually noticed faw hitting more than usual, and did some testing.

with +[acc] beams there was no difference between FAW and not-FAW (recorded 3 misses out of 450)

when using [crith] [critd] ect beam, big difference

not faw = 117 misses out of 450
faw = 3 misses out of 450

normally with 85% defense, there was a 30% chance to miss
faw or [acc] beams reduced that to <1%

since no one knew how to parse, this was based on eyeball-counting only. so there are some discrepancies, but there was overwhelming favor for faw


we had a faw cruiser with +[acc]x2 beams and an escort with normal beams firing at a tank-bop running at full speed (85 defence value) at 6-8km
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
05-08-2011, 05:58 PM
Quote:
Originally Posted by OVERLOURD
.. since no one knew how to parse, ..
You might want to try the following:

STOics

http://malicia.straygenius.com/

Star Trek Online Combat Log Parser

http://sourceforge.net/projects/stoc...1.zip/download
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