Lt. Commander
Join Date: Dec 2007
Posts: 120
# 31
10-07-2011, 06:35 PM
Quote:
Originally Posted by admneal View Post
Hull Resists caps at what? 50% while damage caps at... oh there is no cap. My problem lies in the fact that healing and damage are both at an extreme. There is zero point in tossing heals to a person and still have them die. All the bonus sets and powers just exaggerates the problems of a flawed system.

I never stated that other ships are useless... the title of the tread is Too Unbalanced. Sorry, if I think that some sci powers are overpowered, or that escorts can tank too well. You only support the status quo because it benefits you. Once again everyone is an expert...
I don't think anyone said they supported the Statues Quo... your simply mistaken as too the issue is all. Trying to save some one with Engi Team isn't going to work... as everyone has kind of said in one form or another. Resists rule the day... hull resists are good... shield resists are better.

Dmg scales up sure... but Heal resists scale even further. I mean all the sets your talking about DO NOT boost dmg they boost defense and healing right?

Anyway believe what you will... every ones an expert.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 32
10-07-2011, 08:38 PM
edit; wrong thread
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 33
10-07-2011, 08:50 PM
[quote=admneal;3792038]

Escorts tanking, beams doing nothing against shields, sci spam, the more features that are rolled out the more crazy this become.

1. Could be anything, engineer in escort, good escort player, sci in escort can also tank pretty good.
2. if u dont like it go play escort yourself.
3. welcome to pvp.
4. thank craptic.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 34
10-08-2011, 01:53 AM
Quote:
Originally Posted by admneal View Post
Hull Resists caps at what? 50% while damage caps at... oh there is no cap. My problem lies in the fact that healing and damage are both at an extreme. There is zero point in tossing heals to a person and still have them die. All the bonus sets and powers just exaggerates the problems of a flawed system.

I never stated that other ships are useless... the title of the tread is Too Unbalanced. Sorry, if I think that some sci powers are overpowered, or that escorts can tank too well. You only support the status quo because it benefits you. Once again everyone is an expert...
Hull Resists cap at 75 %, and shield resists as well. Hull Resistance caps are more difficult to reach then Shield Resist Caps. Be aware that an actual resistance of 50 % means that you need to twice as much damage for the same effect. A resistance of 75 % means that you need to do _four_ times as much damage.

The way damage buffs stacks is probably not well understood, overall. Basically, all damage strength modifiers add up to a multiplier of the base damage. The base damage is the damage a weapon inflicts in its "Mk 0" / "Standard Issue" version. As we grow in levels, we already have damage strength buffs based on Mark (and since recently, Rarity), additional scaling factor based on your own tier. So while there is a really large amount of damage buffs - the powers may not make as much difference as you expect (but they are still very significant, no doubt about that - it's still a contest of extremes.)

See this post by Geko:

Quote:
Originally Posted by CaptainGeko
Here is how it works. There are a lot of diminishing returns at that level. You will see more on an impact with weapons that do more damage. You will also see a higher impact at lower levels because at higher levels, all your bonuses start to diminish.

This is how it works. All values are approximate, and I apologize if I get any of the basic math wrong. Its 10am and I am hopped up on cold medicine fighting off bronchitis.

Here is part of the basic formula: BaseDamage X (1+ sum of all DamBonus)
Let's say you have a weapon that does, say 25 damage (I'm making this value up, but its probably similar to the turret in question).
Itís a mark 11, so it has a natural DamBonus 1.05
You are probably in a tier 5 ship that grants a DamBonus of 1
You probably have skills that grant a DamBonus of around 1
Each Damage enhancement has a DamBonus 0.1
Each non-damage enhancement now grants a .025 DamBonus (note, Damage enhancements did not get this extra damage bonus)

SoÖ

In the old system, his green weapon, with one Acc enhancement would yield:
25 X (1+3.05) =
25 X (4.05) =
101.25

In the new system, that same green weapon, with one enhancement would gain an additional .025 DamBonus and would yield:
25 X (1+3.075) =
25 X (4.075) =
101.875

In the old system, his purple weapon with two Dam enhancement and one Acc enhancement would do:
25 X (1+3.25) =
25 X (4.25) =
106.25

In the new system, that same purple weapon, with two Dam enhancement and one Acc enhancement would gain one additional .025 DamBonus and would yield:
25 X (1+3.275) =
25 X (4.275) =
106.875



At low level, let's say Lt Grade 2, you would notice more of an impact. Let's compare a Mark 1 weapons.

Same turret would have the same base damage: 25
Itís a mark 1, so it has a natural DamBonus 0
You are probably in a tier 1 ship that grants a DamBonus of 0
You probably have no skills that grant a DamBonus , so this value is also 0
Again, each Damage enhancement has a DamBonus 0.1
Again, each non-damage enhancement now grants a .025 DamBonus (note, Damage enhancements did not get this extra damage bonus)

Now a White Mark 1 with no enhancements would yield:
25 X (1+0) =
25 X (1) =
25

Now a Green Mark 1 with 1 Acc enhancements would yield:
25 X (1+0.025) =
25 X (1.025) =
25.625

Now a Green Mark 1 with 1 Dam enhancements would yield:
25 X (1+0.1) =
25 X (1.1) =
27.5

And a Purple Mark 1 with 3 ACC enhancements would yield:
25 X (1+.075) =
25 X (1.075) =
26.875

A Purple Mark 1 with 2 Damage enhancements and one Acc enhancement would yield:
25 X (1+.225) =
25 X (1.225) =
30.625

A Purple Mark 1 with 3 Damage enhancements would yield:
25 X (1+.3) =
25 X (1.3) =
32.5


Thatís a lot of math. I hope I got it all right. In any event, it should give you a general idea of what's going on.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 35
10-08-2011, 01:34 PM
my question is, if someone gets over stacked with resist buffs and hit the cap lets say power A caste gives 15% buff but and when it wears off a anotherr power lets Say X is caste 5 seconds before A wears off, do they chain. In other word since Power is active with other buffs to get to max cap and power X was caste while a ship was at max cap, as the powers wear off and other power duration are up do you still get the % boost X gives. I hope I am explaining adequate.

My point being if you are buffed to cap you should not benefit from stacking of other buffs that will extend that period of resistance.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 36
10-08-2011, 02:45 PM
Quote:
Originally Posted by Captain Data
my question is, if someone gets over stacked with resist buffs and hit the cap lets say power A caste gives 15% buff but and when it wears off a anotherr power lets Say X is caste 5 seconds before A wears off, do they chain. In other word since Power is active with other buffs to get to max cap and power X was caste while a ship was at max cap, as the powers wear off and other power duration are up do you still get the % boost X gives. I hope I am explaining adequate.

My point being if you are buffed to cap you should not benefit from stacking of other buffs that will extend that period of resistance.
I think I understand you... and the answer is no they don't.
If you activate too skills at the same time and...
for 10 seconds you have 20% resist from X
and for 15 Seconds you have 10% resist from Y
Then for 10 seconds you will have 24-26% something like that how ever the stack math works... for the next 5 seconds you will have 10%.

It can get confusing though when there are 8 Hazards poping up from all the sci ships. lol
Really after the first couple hull resists it gets more and more pointless... but never does it give you nothing more... as the math makes capping hull resists pretty much impossible. Shield resists on the other hand seem to stack much better... too the point where a wise team will hold enough to basicly give them stupid high shield resists for the ENTIRE match... hail cryptic math.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 37
10-09-2011, 03:03 AM
blaming the c-store situation on "role-players" is a bit false I think. Anyone doing RP in this game still has to use A LOT of their own imagination, so I don't see why they'd need to spend. In the end, some people have the money to spend and it's not a big deal to them to drop $10 to fly around in some ship they think will be cool to have. It's an empty promise though, and they will end up disappointed and unwilling to buy in the future. c-store is a fundamentally wrong way to pay for this game, relying on people buying optional add-ons. It's the opposite way to go from OTHER long-successful science fiction based MMOs, and if this turns into Star Trek Flyfe or that kinda f2p garbage, they're going to see a mass-exodus.

Personally, I will feel bad playing this game if and when I know it's being funded by people squandering their money for empty promises. It's kinda like people with a gambling problem.

The "Game" is what keeps people interested, but the game isn't AT ALL about the shape of the avatar on-screen. That's a lie, and deceptive. The game is YOU, learning to work the rules and accomplish more than would have seemed possible before, which is what makes PvP the top of the game.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 38
10-09-2011, 12:51 PM
[quote=Marctraider;3797642]
Quote:
Originally Posted by admneal View Post

Escorts tanking, beams doing nothing against shields, sci spam, the more features that are rolled out the more crazy this become.

1. Could be anything, engineer in escort, good escort player, sci in escort can also tank pretty good.
2. if u dont like it go play escort yourself.
3. welcome to pvp.
4. thank craptic.
Well, doesn't suggestion one and two suppose there is an imbalance? If the solution is just play as an escort.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 39
10-09-2011, 09:56 PM
[quote=admneal;3800430]
Quote:
Originally Posted by Marctraider View Post

Well, doesn't suggestion one and two suppose there is an imbalance? If the solution is just play as an escort.
And science will still be deadlier
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 40
10-10-2011, 01:39 AM
admneal, what is it you would like to see? If your flying a engy/cruiser and your only heal rotation is a ET3, then your just doing it wrong. I recently respec'd my engy into a cruiser (im not a fan of the "healer" role, mainly cause I suck at it), and I'm AMAZED at how long I can keep my guys alive with the heals being what the currently are. +82 hull resistance and ~60% shield resistance/ghetto rsp not even counting my hull and shield HP heal all in one heal rotation? Seriously? Thats not enough? Oh, and thats not counting if I pop a engy fleet first...
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