It is far too strong even on just standard beam shots because you are commited to 4 shots for each beam once you start firing (unless you can break a firing arc). With the BO system the way it is chaining it a whole bunch is another problem.
It is especially bad as it hurts one faction much more than the other.
However im fine with people like the OP getting mega screwed if they use beam overload on it.
They need to prevent chaining of abilites like this or RSP with long ability specific cooldowns
But I guess they would have to flesh out the BO skills system with more skills first so there would be something worth using instead of multiple copies of the few good abilities.
A) Can return incoming damage at greater than a 1:1 rate
B) Does damage directly to hull, bypassing shields, and appears to ignore damage resistance
Either of these would make the power very good. Both of them together seems a bit much.
The fact that Beam Arrays fire four shots per spacebar press (making it quite possible to inflict serious damage yourself even if you do cease fire immediately when you see it activate), and that there's no equivalent ability to reflect cannon damage, just aggrivates the problem.
Wow 33200 hit point feedback off of 7500 hit points delivered? that is amazingly high...excessivly higher than any any ability demonstrated in canon.
Actually that was off a hit of 8827(7508) which means the shields absorbed 7508 of the total damage and the total damage would have been 16335 had the shields been down at the time of the hit. Thus FBP reflected 203.25681% of the damage received.
Personally, I feel Feedback Pulse 3 should only be able to reflect a max of 100% of the damage received, FBP 2 a max of 75%, FBP1 a max of 50% and the damage should follow the same shield bleed-through rules as all other energy weapons. In this case of this screenshot that'd mean it'd take FBP 3 to reflect 16335 damage, 2 would reflect 12251.25 and 1 would reflect 8167.5. If the attacker had 7500 shields on the facing that FBP hit that would have looked like 8835(7500), 4751(7500) and 667(7500) respectively. At least this is how I think FBP should work. Plus, if it worked as I've describe, then it should work against all energy weapons, not just beams.
It seems to me that multipliers to FeedbackPulse damage are fine, if and only if the following changes are made:
-FeedbackPulse damage is changed to a 'real' damage type (not necessarily the same type as what fired, but something that can be affected by resistance)
-FeedbackPulse damage hits shields first
-FeedbackPulse damage reflects only what was absorbed by the shields (and not total damage received)
That last point is purely from a 'canon' standpoint. We've seen the Enterprise in TNG absorbing energy through its shields, and then 'reflecting' (actually attenuating and focusing) that energy through its deflector system. Think of it as taking a dispersed cloud and focusing it into a tight beam. So we can fudge the thermodynamics by saying that FeedbackPulse is a more tightly focused/compressed beam than what was initially fired.
(For you physicists out there, remember that energy != damage. The same amount of energy can be compressed in different ways to inflict varying amounts of damage. Also, modern concepts of shield technology rely on energy dispersal concepts. So the more tightly compressed the beam, the less effect dispersal will have.)
From a gameplay standpoint, removing multipliers also removes any viability for this ability. Without multipliers, it actively forces someone to spec solely into boosting FeedbackPulse damage to 100%, which completely gimps the rest of the skill trees that would otherwise give multipliers to other damage abilities.
So the above changes would make the damage dealt more appropriate without compromising the viability of the ability.