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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 141
01-23-2011, 06:32 AM
Quote:
Originally Posted by richander View Post
In fact I'm impressed enough with what you've done recently that I'm adding this thread to my signature.
I appreciate your adding a link to my thread to your signature, but you might want to take note that my handle is NagorAk with an a, not an i.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 142
01-23-2011, 06:34 AM
Just a short note to anyone still following this thread. I have finally gotten around to uploading the 35 and 50 weapon power scaling charts. If you want to see them, you can use the links in my signature.

I've also uploaded the most recent log files for anyone who is interested in them.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 143
01-23-2011, 09:00 AM
Quote:
Originally Posted by Nagorak View Post
Just a short note to anyone still following this thread. I have finally gotten around to uploading the 35 and 50 weapon power scaling charts. If you want to see them, you can use the links in my signature.

I've also uploaded the most recent log files for anyone who is interested in them.
Sweet, thanks for uploading the low power settings! I'm sure lot of other Science ship captains thank you too!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 144
02-14-2011, 07:01 AM
I can't remember at the moment - did we discuss how Cannon Scatter Volley works? I know it increases the damage but also causes addditional energy drain against multiple targets - how does that work? How is the drain applied? If you fire at 2 targets, do you suddenly suffer twice the drain?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 145
02-14-2011, 09:21 AM
I've never really looked into the CSV energy drain issue. I actually tend to think it's a bug. I've also noticed similar odd behavior with Beam Fire At Will. It seems like power is sometimes (always?) drained by all weapons activated by the skill, whether they are firing or not. I'd say just put in a bug report, and maybe someone at Cryptic will eventually take a look at it. Whatever the case, CSV seems to be pretty effective, at least from what I've seen in PvE.

Skill testing like that is a lot harder than normal weapon testing because the skills can't be maintained at all times. Also, all of my time at the moment is going to working on my DPS Calculator which should have a large update soon.

To be honest, once I finish my DPS Calculator, which I nearly have, I'm probably going to take a step back from STO testing. I plan to write another guide about Starship Weapon mechanics and I'll probably help update some of the info on the STO wiki, but I won't be doing any serious testing like i have done in the past. Once the branching update for the Foundry goes in, I actually hope to have some time to devote to making some missions there (the lack of any sort of branching previously was just too limited for what I have in mind).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 146
02-14-2011, 05:41 PM
Figured Nagorak's thread was the most relevant place for me to ask this: I noticed a page back (post 137 specifically) you mentioned the 135 over-cap to weapon power pretty recently. I've been planning my ship around that since November when I saw some pretty good tests on it.

Anyway, I happened to notice today and played around a bit more to test, that doesn't seem to be the case anymore. I usually run 125/95, which puts me 13 over the cap, so I'd be 135 with a bit of waste. I noticed that at that setting with 3 turrets firing and nothing else, I drop to 109 power, not 119.

Am I misunderstanding the whole 135 hard cap, or was there a recent change?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 147
02-14-2011, 09:01 PM
Quote:
Originally Posted by hevach View Post
Figured Nagorak's thread was the most relevant place for me to ask this: I noticed a page back (post 137 specifically) you mentioned the 135 over-cap to weapon power pretty recently. I've been planning my ship around that since November when I saw some pretty good tests on it.

Anyway, I happened to notice today and played around a bit more to test, that doesn't seem to be the case anymore. I usually run 125/95, which puts me 13 over the cap, so I'd be 135 with a bit of waste. I noticed that at that setting with 3 turrets firing and nothing else, I drop to 109 power, not 119.

Am I misunderstanding the whole 135 hard cap, or was there a recent change?
The whole "over capping" thing was never addressed in any patch notes. It used to be you could overcap well beyond 125, up even to 160 or higher. But that was changed at some point to the 135 cap, which was probably a bug, since it made no sense really.

I wouldn't be surprised if that was changed again, and there wouldn't be any mention in the patch notes I suppose because that sort of weapon mechanics info is too esoteric and it probably was never supposed to be that way to begin with.

I removed the reference to overcapping a while ago because I don't think it's in the game any longer.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 148
03-14-2011, 04:56 PM
In a post earlier this thread I mentioned, that I had tested this:

125 is the definite cap.

This also doesn't get raised up by EPtWs or Batteries.

I tested this with my escort and an overcap of about 20 and the energy dropped like it does with 125 energy.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 149
04-03-2011, 10:52 AM
There still seems to be a bug in this mechanic:

I've heard from some people (part of them is member in a pure Space-PvP fleet, so they did a lot of detailed testing to check this out) that EPS console still boost damage. As of the modified working principle for the energy drain was described this should never happen and must be a bug.

Can someone give us proof of this?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 150
04-05-2011, 06:49 PM
I can try to find the time to run a couple of tests and see if I can find any evidence of this. A few people have asked me to test some other things, but I just haven't had the time lately.

To be completely honest, there are a lot of bugs in the combat system, so it wouldn't surprise me if this is another. I've stumbled across a lot of them between he weapons testing for this thread, and while creating my Starship weapons calculator. I think one problem is the combat system design has too many moving parts, so it's hard to tell if something is working right without running tests and parsing combat logs.

It also seems like fixing bugs is an extremely low priority, as I never see any fixes for the ones I report. I have to say I am pretty unhappy with Cryptic's apparent attitude toward the combat system and particularly fixing bugs and completely worthless skills/weapons. After discovering so many bugs that could use attention, seeing that time is instead being spent changing skills that don't really need it, like BFAW, is a bit infuriating.
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