Star Trek Online Subsystem Repair VS Viral Matrix Math with Pax
 Search Today's Posts Mark Forums Read

 Thread Tools Display Modes
Starfleet Veteran
Join Date: Jun 2012
Posts: 597
# 31
11-28-2012, 02:35 PM
really wish bort would come in here
Captain
Join Date: Aug 2012
Posts: 9,272
# 32
12-02-2012, 06:26 AM
Has anybody else that runs any combination of EFF, BFM, Nurse, Medic, etc - notice that it's not working as well as it once did?

It could simply be my misguided observations, but the "issue" I had with it not working as well on KDF as Fed have been resolved. As in, my Fed now works as poorly as my KDF did. I wonder if it was broken on the Fed side.
Willard the Rat, Reman, F.T'varo - Rave, J.Trill, Kar'Fi - Mysk, Gorn, Varanus
Maal, Klingon, Mogh - Vegar, Orion, Marauder
Nivuh, Ferasan, B'rel - Venit, Lethaen, M.Qin - Kopor, Nausicaan, Guramba
Career Officer
Join Date: Jun 2012
Posts: 514
# 33
12-02-2012, 08:54 AM
Quote:
 Originally Posted by paxottoman Alright, so we ran some tests in accordance with what Borticus said about Subsystem repair. A) We found that human passive +20 to subsystem trait does not work. B) Viral Matrix indeed does in fact countered by points in Sub system repair. C) Completed a test with the following results: Six points aka 84 points into subsystem repair gave a 15 second clearance from a Viral Matrix with 84 points and no additional modifiers to the Viral matrix. Without points into Subsystem repair, the Viral lasted for a total of 22 seconds. We calculated the diminishing returns on subsystem repair in the event it was at 99 points. Find "S" subsystem repair with 99 points in it. Z={84x2)-69 Z=(168)-69 Z=99 Y=99/168 Y=0.59 Y=59% X=17.75seconds/30seconds X=0.59 X=59% 15seconds off is 84 points S=15+(15-17.25) S=15-2.25 S=12.25 off Viral with 84 points in it. S=12.25 seconds to clear Viral with 6 points. A total of 9.75 or just say 10 seconds off the effects of Viral Matrix in terms of comparing to someone that does not have points in subsystem repair. We also found out that the viral doff that procs, adds an additional 2 seconds to the viral matrix effect. We did not have time to test the effects of subsystem repair, but I would guess it scales the same way minus the decompiler effect. All tests were conducted with 100% crew. We concluded that in order to add more of a dynamic feel to it, and without making viral over powered as it appears on these findings we suggest the repairing the human passive "+20 to Subsystem Repair." It is also not recommended to spec into sub system repair if you're running an escort in a team setting as your crew is dead majority of the time and you will not benefit from the points. Relying on your team mates for engineering team is ideal, but may not be enough with the new spread to other ships doffs. We ran a test on that as well, but it was more of an organic flow. As in we did not stop and check things as we did with the subsystem repair. However, during the match which was frapsed, vs 3 science ships using the new doffs green quality, I was viraled for 40% of the match duration. Our team ran 2 copies of Engineering team, with their respective doffs to reduce cool downs. I'm interested in everyone's conclusion in TRH's findings. Thanks
Did my own maths on it a while ago, its nice in theory with the 100% crew, but 1 theta and that crew is gone :p

Same for phaser proc duration, not worthwhile imo.
Commander
Join Date: Jul 2012
Posts: 363
# 34
12-02-2012, 08:58 AM
Quote:
 Originally Posted by marctraiderz Did my own maths on it a while ago, its nice in theory with the 100% crew, but 1 theta and that crew is gone :p Same for phaser proc duration, not worthwhile imo.
Yeah, we drew the same conclusion. I was asking for human passive to be reimplemented as a result. It is nonetheless a good counter at that point, but at this rate having Eng team on every ship won't even counterman this.

I understand KDF don't have it, but perhaps allowing KDF to have Humans as well won't be such a bad idea either. After all, there are federation klingons.
Captain
Join Date: Jun 2012
Posts: 1,000
# 35
12-02-2012, 09:47 AM
Quote:
 Originally Posted by marctraiderz Did my own maths on it a while ago, its nice in theory with the 100% crew, but 1 theta and that crew is gone :p Same for phaser proc duration, not worthwhile imo.
go play with your mechs you haxxor!

(jk jk, come back MT!!!!!!!!!!!!!!!!!)
Lieutenant
Join Date: Jun 2012
Posts: 75
# 36 Nice
12-02-2012, 04:00 PM
Nice, good work.
Commander
Join Date: Jul 2012
Posts: 363
# 37
12-04-2012, 10:23 AM
Alright I'm bumping this thread because we've side tracked ourselves with the inherent no response to these threads by the Devs. At least their involvement would subside in the frustrations that have amounted in the past couple of days. So far we have nothing from the Devs, but we can all brainstorm a little as to how to solve this problem together.

 Thread Tools Display Modes Linear Mode

 Posting Rules You may not post new threads You may not post replies You may not post attachments You may not edit your posts BB code is On Smilies are On [IMG] code is Off HTML code is Off

All times are GMT -7. The time now is 07:38 AM.