Lt. Commander
Join Date: Jun 2012
Posts: 224
# 11
06-29-2012, 08:20 AM
Ok then is it worth speccing into graviton generators? Is rank 3 really better than rank 1?
Thanks for the information.

Last edited by this1isavailable; 06-29-2012 at 08:23 AM.
Career Officer
Join Date: Jun 2012
Posts: 85
# 12
06-29-2012, 04:03 PM
Quote:
Originally Posted by gypsyblade View Post
Skill: Graviton Generator improves Radius (the "pull" gets stronger closer to the center, ignore the tooltip)
Skill: Particle Generator improves Damage slightly

GW was changed a few months ago..

I personally like the changes and even was the one who PM'd Borticus asking for the changes.

Science Skills are meant to be Buff/Debuff/Control.... not damage.. I strongly believe in this mechanic...

It wasn't nerfed.. the damage was brought to scale due to the radius increased
the thing is, and this is just checking it on my carrier, the graviton generators do so little to affect it in comparison to particle generators. as i stated earlier, taking off 3 very rare mk xii graviton generators only decreased my well's pull by .01. on the other hand, putting on three mkxi rare particle generators (and on 97 aux) increased my well's damage from 1044 to around 1400. i agree that science should be about crowd control and not damage. i just find it saddening that skilling into damage for it has a more visible effect than skilling into its hold.
Cryptic Studios Team
Join Date: Jun 2012
Posts: 1,137
# 13
06-29-2012, 04:51 PM
The primary effect of Graviton Generators is to increase the radius of Gravity Well, not the pull.

GW Rank 1 radius is 2.7km base, or 3.4km with 99 Graviton
GW Rank 2 radius is 2.85km base, or 3.56km with 99 Graviton
GW Rank 3 radius is 3.0km base, or 3.75km with 99 Graviton
-=-=-=-=-=-
Jeremy Randall
Cryptic - Systems Design
"Play smart!"
Quote:
Originally Posted by Me
Kurland here...
Lt. Commander
Join Date: Jun 2012
Posts: 224
# 14
06-30-2012, 02:16 AM
Ok thank you !
I tested it against pve targets and it's really effective against them (even damages are nice).

I thought my torpedo build would limit me in pvp only but in fact it's the opposite
Career Officer
Join Date: Jun 2012
Posts: 661
# 15
06-30-2012, 03:25 AM
Also keep in mind that players have resistances to these powers and other activated powers that get them out.

Engine Battery, Evasive, APO, EPtE, Deuterium <---- this plus Dampeners... make GW3 nearly useless in PvP
I'll stop kicking that horse when the bugs fixed. Until then as a paying consumer, I will voice my opinion.
Career Officer
Join Date: Jun 2012
Posts: 450
# 16
07-01-2012, 06:34 AM
Prior to season five and the new skill tree my Gravity Well(GW) 3 was dealing 18-1900 in DPS. It was also harder to get out of but not impossible. When the new skill tree came over in season five the DPS dropped to 12-1400. Depending on console and skills. Both were at 125 Aux. The down fall with GW is it takes to many skill point to spec into to maximize the ability. This kills science builds. Sceince builds have to spec into hull, weapons, and other skills like everyone else, then they have ablilites that require 2-3 captain skills to maximize the ability. Take photonic shock wave to maximize this ability a player has to spend 63000 points into three different skill on their capatain. While this is a good skill it cost to much to use.

Think about this minimum ground points are set a 66000 skill point. If you wanted to run a skill like photonic shock wave you will have 129000 skill point in ground and one ability. The same thing happens with GW just not as bad. A player has to spend 36000 skill point to max it out. I do not like this design at all. It is unfair to science captains to spend so much in point and thier abilities are easily counter with attack pattern omega, emergency poer to engines, detirium, and poloarize hull. Cryptic need to make it where these skills only keep the target on the outer edges of the pull reducing damage, not letting them out of the pull.



Quote:
Originally Posted by borticuscryptic View Post
The primary effect of Graviton Generators is to increase the radius of Gravity Well, not the pull.

GW Rank 1 radius is 2.7km base, or 3.4km with 99 Graviton
GW Rank 2 radius is 2.85km base, or 3.56km with 99 Graviton
GW Rank 3 radius is 3.0km base, or 3.75km with 99 Graviton
It is nice to see someone from Cryptic still reeds and responds.

Last edited by simeion1; 07-01-2012 at 06:40 AM.
Career Officer
Join Date: Jun 2012
Posts: 450
# 17
07-01-2012, 06:35 AM
Sorry duplicate post error. Please remove
Lt. Commander
Join Date: Jun 2012
Posts: 231
# 18
07-01-2012, 11:18 AM
Graviton generators, with the recent changes to grav well, should increase the hold at the center of the well. Increasing the radius a bit does nothing to stop people from activating a myriad of abilities to escape, and that's assuming they weren't an escort at full engine power when you fired it off anyway. Right now, gravity well is a pathetic waste of points to try and max out, just like most science skills since they require multiple skills to effectively use. It takes less skill points to max energy weapons than it does to max photonic shockwave...
Lt. Commander
Join Date: Jun 2012
Posts: 108
# 19
07-01-2012, 01:28 PM
Well from a PvE standpoint it's probably fine, although I would like to see the radius buffed more from graviton generators. Especially GW3 as it can only be run on dedicated sci ships (luna, pancake, intrepid, meow carrier), and not the MVAE or sadly the oddy.

An alternative tweak maybe to the gravimetric doffs, maybe upping the chance of having multiples.
Captain
Join Date: Jun 2012
Posts: 633
# 20
07-01-2012, 06:31 PM
Yeah from a PVE standpoint it's in a pretty good place, get enough extra wells coming up and oplace it on somthing like a transformer or gate or cube being DPS'd and the damage output is downright scary. Likewise when you really need mass crowd control this thing delivers in spades. It';s the bread and butter and golden darling of PVE sci builds IMHO.
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