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***Resolved Issues***
"Login failed for unknown reason" error
Missing additional character slot for current/ lapsed Gold Members
Slow patching in the launcher
A bug that involved Romulan Liberated Borg captains and their skills once they chose an ally
- What about the various sets that give an additional percentage boost based on weapon type (Jem'Hadar set - +7.6% to Polaron weapons, Temporal Warfare set - +27.4% to Chroniton projectiles, etc.)
- FYI, I once read in a now ancient archived post (pre-Season 5, I believe) about how rarity and the damage mod affects the dpv of a weapon. IIRC if a weapon had the [DMG] mod it was +5% dpv, but if it was a different mod ([Acc], etc.) it was only something like +.25% dpv. The [DMG] mod didn't stack with the extra +.25%. So for example if you had a very rare weapon with three non-[DMG] mods, you'd only get a +.75% increase to dpv, and if you had a very rare weapon with one [DMG] mod you'd get a +5.5% increase to dpv. Food for thought - I'm not sure if this info is still relevant any longer (and I intend on testing as soon as I can), but thought I'd throw it out there in case it was useful. EDIT: did a quick test on a DHC in game and the values are VERY close - only a 2.3 dpv difference - I'm thinking this info above no longer applies. Again, well done!
Last edited by deletedgear; 11-12-2012 at 05:54 AM.
Well one thing i've found that i'm going to detail in my bigger post i've got written out is that Mk 0 to Mk I is a 10.2% increase for energy weapons. It's straight 10.2% for all weapons per Mk from base. I think the 8.2% scalar for torps must be a bug of some kind.
Well one thing i've found that i'm going to detail in my bigger post i've got written out is that Mk 0 to Mk I is a 10.2% increase for energy weapons. It's straight 10.2% for all weapons per Mk from base. I think the 8.2% scalar for torps must be a bug of some kind.
I tried to test this but I am still getting the same 8.2% from base to Mk I then the 10.2% for every other Mk level.
Maybe if I had your stats I could find the problem.
But with no skill point used on a level 18 engineering character with weapons power at 100 a 7.5% tactical console adds 26.1 damage. At 100 power the bonus is 200% so the console gave 13.05 or 7.5% of 174(base damage for dual heavy cannon). Using that base damage the value for every mark is dead on. If checking the tool tip from items on the exchange.
Maybe a DEV can help point out where the error is? Just a little hint? Please?
For the people that have looked at the spreadsheet was there any large errors?
also i am thinking of expanding what the spreadsheet can do. i will add mines and other set bonuses but are there any other request?
I haven't had much time testing this as I'd like, but so far, so good!
Wish list:
- There are accolades that provides +2% to a particular damage type (list can be found here). I don't know how this bonus is applied, but it may be worth looking into.
- Many ships don't have 5 tac consoles, so the ability to "nullify" a tac console slot or three could be helpful.
- Multiple weapon slots?
- This would add an extra layer in a way, but being able to compare critical chance and critical severity versus sustained damage. For example, a fun comparison could be Polaron Weapons + the Jem'Hadar Set Polaron damage bonus versus the average additional crit damage from Antiproton weapons - what has more total damage output?
@Queue38: i did it by getting a basic phaser array from a miranda and then going to the equipment store at ESD and just mousing over the numbers. I can't get in game right now obviouslly but on my character i saw +8.2DPS/10.2DPV per Mk, and base was 80DPS/100DPV.
When the server comes back up i'll run and grab a bunch of screenies for you.
I want to know the power drain effects on weapons. From the little testing I did do tonight it seems the aging calculator released 5 years ago is not longer as, um, accurate as it used to be.