Rihannsu
Join Date: Jun 2012
Posts: 1,441
# 331
06-23-2012, 11:07 PM
Well so far from my testing of the Polarized Hull Doffs, they pretty much don't work well at all. The amount of Damage Reflected per Rarity is to low. The Chance that it reflects is too low. And the fact that when it reflects it'll only reflect one shot at the most every 4 seconds during the 15 seconds that Polarized hull is up. Do not waste a Doff slot on these officers at this time. As you will be disappointed in their performance. And this is from using 2x Rare versions. (Rare versions 4% chance to reflect up to 20% damage, Very rare is I think 5% chance to reflect up to 25% damage)
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Empire Veteran
Join Date: Jun 2012
Posts: 6,522
# 332
06-24-2012, 01:46 AM
Quote:
Originally Posted by webdeath View Post
Well so far from my testing of the Polarized Hull Doffs, they pretty much don't work well at all. The amount of Damage Reflected per Rarity is to low. The Chance that it reflects is too low. And the fact that when it reflects it'll only reflect one shot at the most every 4 seconds during the 15 seconds that Polarized hull is up. Do not waste a Doff slot on these officers at this time. As you will be disappointed in their performance. And this is from using 2x Rare versions. (Rare versions 4% chance to reflect up to 20% damage, Very rare is I think 5% chance to reflect up to 25% damage)
its funny how garbage these new doffs are, i really have to laugh out loud. i don't think theres been a case that its ever been more clear that the person who set these new doffs up doesn't play the game enough. even playing pve would be enough to know they are worthless. npc's shoot you like 1/1000 the number of times you get shot by a player or team of players, you could proboly do a pve mision and not have this doff proc go off once. the doff proc needs to be separated from polarize hull, and just made a pasive by the sounds of it. or have a chance to go off every time HE, PH, or A2S is used. that might actually be something.

the energy officer doffs are even worse. sure just copy paste the Target subsystem proc, thats sorta good for a skill that has a minute and a half cooldown, onto skills that have a 30 second cooldown, and a 15 second global. you have never played the game AT ALL if you don't know thats worthless. there really is no excuse for this one. the white has the same functionality as the purple, anything beyond common is overkill. these doffs need to be set up like the team skill cooldown reducing doffs, or the EPtX cooldown reducing doffs.
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Career Officer
Join Date: Jun 2012
Posts: 1,598
# 333
06-24-2012, 01:51 AM
Actually "neglibible effect" would be a nice value for all DOFF procs, IMO. I think they are too much of a danger to game balance as they are.
Starfleet Veteran
Join Date: Jun 2012
Posts: 597
# 334
06-24-2012, 01:59 AM
well here is my take....i posted this in another topic


what all escourts needs to take a look at is the nurse doff. 500k for a blue. i think blue is fine. i seen my crew insta revieve while getting shot at. acutally this might be good for every class ship. escourts the most to keep that tt dps good. a purple is at 11 mill but its not worth it. blue is 150% purple is 200%. i mean my escourt does have 50 crew so maybe thats why i seen it regen that fast. other ship howver might need a purple when they have 3k in crew...looking at you oddy players out there. so on my escourt i have 2 purple tt 2 purple sdo 1 blue nurse.


now i did skill to level 6 on my oddy and escourt subsystem rep. now mav i know that you really hate this skill. and you also say et will just clean the proc. but i would rather give et to another player on my team that could use it. besides clean the phaser proc get hit with another 5 secs later. also im using red matter and eps and warp core doff. i still get phaser proced but 1 thing i do notice is that it clears fast. infact that proc stays for about 3 secs max. reason due to sub skill scales with crew. the blue nurse is awesome on my escourt. that regen is just about insta recover. so my tt is staying very hot all match.


my oddy....wellll......i think its 2.5k crew? this nurse is just healing them all. now if i had a purple on my oddy i would be set. right now i have just a blue. nice thing is you only basically need a blue on any given ship. the regen at 150 is awesome in combat. purple gives 200%.so sure give me a purple ill first put it on my oddy. give me another 1 and it goes on my escourt. give me another purple ill tell you that i dont need it.
Empire Veteran
Join Date: Jun 2012
Posts: 6,522
# 335
06-24-2012, 02:21 AM
Quote:
Originally Posted by mustrumridcully0 View Post
Actually "neglibible effect" would be a nice value for all DOFF procs, IMO. I think they are too much of a danger to game balance as they are.
oh well of course, that would be best for sure. introducing doffs laughably below the current base line, and introducing those energy weapon doffs that are basically not compatible with the skills they 'benefit', is almost as bad as introducing another doff as op as the transfer shield doff.

Quote:
Originally Posted by broken1981 View Post
well here is my take....i posted this in another topic


what all escourts needs to take a look at is the nurse doff. 500k for a blue. i think blue is fine. i seen my crew insta revieve while getting shot at. acutally this might be good for every class ship. escourts the most to keep that tt dps good. a purple is at 11 mill but its not worth it. blue is 150% purple is 200%. i mean my escourt does have 50 crew so maybe thats why i seen it regen that fast. other ship howver might need a purple when they have 3k in crew...looking at you oddy players out there. so on my escourt i have 2 purple tt 2 purple sdo 1 blue nurse.


now i did skill to level 6 on my oddy and escourt subsystem rep. now mav i know that you really hate this skill. and you also say et will just clean the proc. but i would rather give et to another player on my team that could use it. besides clean the phaser proc get hit with another 5 secs later. also im using red matter and eps and warp core doff. i still get phaser proced but 1 thing i do notice is that it clears fast. infact that proc stays for about 3 secs max. reason due to sub skill scales with crew. the blue nurse is awesome on my escourt. that regen is just about insta recover. so my tt is staying very hot all match.


my oddy....wellll......i think its 2.5k crew? this nurse is just healing them all. now if i had a purple on my oddy i would be set. right now i have just a blue. nice thing is you only basically need a blue on any given ship. the regen at 150 is awesome in combat. purple gives 200%.so sure give me a purple ill first put it on my oddy. give me another 1 and it goes on my escourt. give me another purple ill tell you that i dont need it.
umm, aside from RP based concern, crew continues to be nearly irreverent, save for it being a modifier to subsystem repair. if you wanted to skill that, and i would like to sorta, it sounds like the nurse would be required. i suppose crew does buff the passive heal %, but i have never really noticed that mattering one bit. 99% of my hull healing is from abilities.
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Join Date: Jun 2012
Posts: 597
# 336
06-24-2012, 03:33 AM
Quote:
Originally Posted by dontdrunkimshoot View Post



umm, aside from RP based concern, crew continues to be nearly irreverent, save for it being a modifier to subsystem repair. if you wanted to skill that, and i would like to sorta, it sounds like the nurse would be required. i suppose crew does buff the passive heal %, but i have never really noticed that mattering one bit. 99% of my hull healing is from abilities.
i havent noticed it affecting healing either. but as for being irreverent i highly doubt this. have you noticed how badly tt get affected by low crew? tt2 with about 5 crew is +7.1 while full crew tt2 gives +24. thats a huge dip in dps. not to mention being more prone to phaser procs or subsystem targeted. if your doff lay out is 2 purple tt doffs and 3 purple sdo and go 2 sdo you dont lose anything but actually gaining. we all played pvp with out doffs. we all know how to keep our sheilds up. even if we lose them we have team work. in a 1v1 yes 3 sdo needed. but this is team play with over a mill of pets all using phaser which is massvie ammount of procs a ship can take. the nurse just helps guard from procs abit better.

just having a blue nurse i notice my tt is more healthy during a match. phaser procs dont even have an effect like they used too. i notice a huge difference. less then 5 min into a match and most of my crew is dead. now i can go a full match and actually have crew. i also think most players just dont value crew during pvp only because we are all used to how phaser proc used to work. i always liked crew because it helps my tt keep up the good dps. if tt did not take off tact debuffs or even boost my dps and all it did was blance my sheilds i would not even have it. thats what my space bar does. but since tt does boost dps i do care alot about my crew, even more so since phaser procs happen so much its the main reason for my ship to go boom.


just an edit, take a torp hit at full sheilds and see how much crew in a defiant gets wiped out. put in a blue nurse take the same torp hit and watch as a second later the crew just insta regen. it helps get crew back while in combat. i do think an oddy should use the purple. but for low crew blue is only needed. but only if you you dont want to be phaser proced and have that tt work for you.

Last edited by broken1981; 06-24-2012 at 03:38 AM.
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Posts: 6,522
# 337
06-24-2012, 03:56 AM
as far as i know, the only damage buff from TT is from a small bump in weapons proficiency skill points for 10 seconds, so an extreamly small damage buff.

with crew, i think its % alive that maters more then number alive. i don't think the actual number maters, though i haven't checked the passive repair rate of an odyssey and defiant back to back to make sure.
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Starfleet Veteran
Join Date: Jun 2012
Posts: 597
# 338
06-24-2012, 04:44 AM
Quote:
Originally Posted by dontdrunkimshoot View Post
as far as i know, the only damage buff from TT is from a small bump in weapons proficiency skill points for 10 seconds, so an extreamly small damage buff.

with crew, i think its % alive that maters more then number alive. i don't think the actual number maters, though i haven't checked the passive repair rate of an odyssey and defiant back to back to make sure.
i could hardly call tt2 +24 all energy damage for 10 secs a small bump. with a cloaked alpha and all buffed out thats major.

again im not talking about passive repair rate here. sorry if im having a hard time understanding excally what you mean when you say this. the nurse regens crew during a match, ie, take a torp hit, say it killed 27% of your crew, it will bring back your crew to 75%. so during the match the nurse will regen your crew back to 75%. and 75% of your crew gives full dps of what ever tt skill that you have. even if im wrong and tt is a small bump, its still extra juice for pew pew. i got hit by 3 torps and was taking pahser fire. while i was taking phaser fire i watched my crew regen. since when does that happen? i only noticed crew regen out of combat.

so lets just say you get hit with theta, well no crew left tt2 is worthless, could just use tt1 and chain it. wait!!!!! now i have an awesome nurse( hope she is hot and alone in sick bay) im getting my crew regened back to 75% (while under fire) thus less proned to pahser proc and my tt will get that dps boost. i dont know man im not a pro, just a semi decent player and this makes sence to me. i did my doff lay out according to the powers i use most. purple tt doffs x2 purple sdo doffs x2 blue nurse 150% crew recover in combat. so i have my offensive powers buffed and the tt doff even boost tt more then just the cd, (+10 per tt purple doff) defensive doff for when my shields go gown and nurse to keep my tt hot while also helping to guard from phaser procs.

i feel that i have balanced out my doff lay out to be offensive as well as defensive. tryed to find that perfect balance of in between. i hope players like you will test this nurse. i hope that i am not wrong in my thinking. i am seeing it work under heavy pahser fire. even in my oddy i have has less disable time due to the nurse for getting all of my crew back to 75%. in fact ive noticed a disable time of under 5 secs. with no crew its way longer compounded by more then 1 system down at any given time. now im just at the point when i say go do it and torp me, not going to disable my systems for awesome longness, i got crew!!!!. lol yeah this thought about crew does come off odd. but now with all the pet spam from sci and now even escourt carriers its time to really think about guarding agsint crew death



ok edit and stats +24 all energy +10 star ship attack patterens


tt1 1882-1255 tt1 with crf3 2445-1881

tt2 1895-1264 tt2 with crf3 2462-1894 so yes you are correct, its a small bump with just thoes stats. but with a cloaked alpha with omega its still very good.

Last edited by broken1981; 06-24-2012 at 05:42 AM.
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Join Date: Jun 2012
Posts: 6,522
# 339
06-24-2012, 12:39 PM
TT gives a small 10 second buff to Starship Energy Weapons Training, and Starship Projectile Weapons Training. TT1-18, TT2-24 and TT3-30. with TT2 and TT3, thats like having another tactical console equipped for 10 seconds. that can be kinda handy, but its nothing compared to the direct damage bonus of other tactical powers. i have never noticed the potency of the TT damage bonus being linked to alive crew, i'll look into that next time i play though. oh and the buff to attack patterns is from the conn doffs.

the only things crew has been confirmed to effect is the passive hull regeneration and the passive subsystem repair rate. it effects these things in very minor ways, but it also makes putting points into subsystem repair a waist, after the crew became a multiplier for it every time my crew was dead the skill point based boost did next to nothing to repair the subsystem faster. even if the nurse doff could make it viable to put skill points back into subsystem repair, i have a hard time justifying also giving up an active roster spot for it.
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Starfleet Veteran
Join Date: Jun 2012
Posts: 597
# 340
06-24-2012, 05:35 PM
Quote:
Originally Posted by dontdrunkimshoot View Post
TT gives a small 10 second buff to Starship Energy Weapons Training, and Starship Projectile Weapons Training. TT1-18, TT2-24 and TT3-30. with TT2 and TT3, thats like having another tactical console equipped for 10 seconds. that can be kinda handy, but its nothing compared to the direct damage bonus of other tactical powers. i have never noticed the potency of the TT damage bonus being linked to alive crew, i'll look into that next time i play though. oh and the buff to attack patterns is from the conn doffs.

the only things crew has been confirmed to effect is the passive hull regeneration and the passive subsystem repair rate. it effects these things in very minor ways, but it also makes putting points into subsystem repair a waist, after the crew became a multiplier for it every time my crew was dead the skill point based boost did next to nothing to repair the subsystem faster. even if the nurse doff could make it viable to put skill points back into subsystem repair, i have a hard time justifying also giving up an active roster spot for it.
i really wish i knew how to break up your post. so ill just have to address my points like this.
tt is linked to crew. its been like this for a very very long time. phaser proc will disable your systems longer due to less crew. subsystem rep skill scales with alive crew. nurse doff will regen crew back to 75% in combat. so flying around with 75% crew guards against phaser procs, and target sub system disable.


would you want me to send you a blue nurse doff to test on? i really dont mind it. you are a very good player and i respect you, mav, horizion, and many others. you guys always do the test on new things and see what works what dont. to me investing 1mill into a blue doff is worth it for a pro player to test.
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