Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
02-03-2012, 01:54 PM
Quote:
Originally Posted by Cursix
Take note that 10% reduction in my example was for the Maco shield. It would be a 900 shield hit with a normal reseliant array (before counting any buffs/powers).
oh sure, i know. was talking about a time before maco existed. this was something i was thinking of doing after the covarent nerf/regenerative buff
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
02-03-2012, 02:03 PM
MACO:
Resilient
Cap x3
10% all dmg resist
+Energy Proc

OMEGA:
Regen
Cap x3
Regen x1
+Speed/Turn Proc

KHG:
Covariant
Cap x4
Regen x1
+Placate Trigger

------------

Looking this over, if I removed anything from the KHG shield, it would be the Regen mod.

If the trigger effects themselves are out of balance with one another, I'd like to continue balancing those separate from the shield stats as much as possible. I welcome your feedback on those effects.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
02-03-2012, 02:22 PM
This is a bit of a segue, but I'd like to eventually see a system whereby we can personalize and modify our equipment. Whether its adding a proc to an Engine, weapon, or the like, or enhancing Caps or Regen, I think it would be great if we could Enhance our equipment in a personal way.

Another thing I'd like to see done, is having tactical consoles be looked over again. As it stands there really isn't a lot of reason to diversify choices in the Tactical column. Additionally, the choices are a bit bland. Why not add a Console that adds Crit Rate, Crit Magnitude, Accuracy, Elusiveness: You know, other Tactical type things. Additionally, why not give diminishing returns to Tactical consoles as well. By combining these two elements, the Escort still has an advantage, while at the same time having a reason to slot more than maybe 3 Antiproton mags and a Quantum mag console (or something along those lines). I know a lot of people who swear by just putting 4 <energy type> magnitude consoles on their ship, and with good reason.

I realize this is a bit of a segue but it does relate ot the issue of sets in general.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
02-03-2012, 02:26 PM
Quote:
Originally Posted by DodgeHopper View Post
This is a bit of a segue, but I'd like to eventually see a system whereby we can personalize and modify our equipment. Whether its adding a proc to an Engine, weapon, or the like, or enhancing Caps or Regen, I think it would be great if we could Enhance our equipment in a personal way.

Another thing I'd like to see done, is having tactical consoles be looked over again. As it stands there really isn't a lot of reason to diversify choices in the Tactical column. Additionally, the choices are a bit bland. Why not add a Console that adds Crit Rate, Crit Magnitude, Accuracy, Elusiveness: You know, other Tactical type things. Additionally, why not give diminishing returns to Tactical consoles as well. By combining these two elements, the Escort still has an advantage, while at the same time having a reason to slot more than maybe 3 Antiproton mags and a Quantum mag console (or something along those lines). I know a lot of people who swear by just putting 4 <energy type> magnitude consoles on their ship, and with good reason.

I realize this is a bit of a segue but it does relate ot the issue of sets in general.
Tact consoles do have diminishing returns. There just isn't anything else worth slotting beyond the +damage consoles. I'd gladly drop my 4th antiproton console to give my ship a crit boost.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
02-03-2012, 02:33 PM
i thought the omega shield was a standard array, or at least i think it said it was. that sky high regeneration it has makes it look like a regenerative though.

i don't think any of the shields should have more then 3 mods plus a special bonus or 2. ether that or go back and change all the other shields so even white quality shields have a mod, and purple shields have 4.

4 and 5 mods + 1 or 2 other bonuses are off the scale more powerful then everything, even at mk10



also, the reality is regeneration scores don't mean much when you have so many ability's that do the healing for you. even if you don't have a lot of heals you still want a high capacity so you can stay in the fight as long as possible before bugging out, or relying on your team mates to refill your shields with their abilities. it might be worth making regeneration matter more somehow, so cap isn't the only right choice

Quote:
Originally Posted by Sthrax
Tact consoles do have diminishing returns. There just isn't anything else worth slotting beyond the +damage consoles. I'd gladly drop my 4th antiproton console to give my ship a crit boost.
eh, citation needed. even though it now shows a % i don't think its effect has changed. it would have been more noticeable like the field generator switch was.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
02-03-2012, 02:35 PM
Quote:
Originally Posted by BorticusCryptic
MACO:
Resilient
Cap x3
10% all dmg resist
+Energy Proc

OMEGA:
Regen
Cap x3
Regen x1
+Speed/Turn Proc

KHG:
Covariant
Cap x4
Regen x1
+Placate Trigger

------------

Looking this over, if I removed anything from the KHG shield, it would be the Regen mod.

If the trigger effects themselves are out of balance with one another, I'd like to continue balancing those separate from the shield stats as much as possible. I welcome your feedback on those effects.
I don't think the trigger effects really balance out. Omega improved speed and turn-rate. Maco Improved subsystem power. And then Honor-guard Accuracy De-buff and a very short sensor jamming.

The last part the short sensor jamming I find to be an issue it not only results in power misfires but it stops things like tractor beams cold. The Accuracy de-buff aspect seems to be fine but the jam which basically works to deflect powers and break ability's like tractor beam is not IMO its just to much.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
02-03-2012, 03:06 PM
Quote:
Originally Posted by dontdrunkimshoot View Post

eh, citation needed. even though it now shows a % i don't think its effect has changed. it would have been more noticeable like the field generator switch was.
I can't reference a dev statement, but I know that when I added a 4th antiproton mag (+26% damage), my actual dps increase was only +/- 2%- much less effective than when I added the first three. My guess is if you only have two tact consoles, you wouldn't notice it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
02-03-2012, 03:22 PM
Quote:
Originally Posted by BorticusCryptic
MACO:
Looking this over, if I removed anything from the KHG shield, it would be the Regen mod.
When I look over it, I see the omega as having one extra mod, and the KHG shields having two extra mods. If you count the 10% resistance on the maco as a mod, that falls down to just one extra mod on the KHG shields. In any case, in high ranked PvP capacity is still king, if only because shield stripping is so powerful. I think most PvPers would agree that a covariant [cap]x4 is simply an unreasonable amount of capacity.

Now, in terms of the 10% resistance, it would be great to know the math behind it, because it makes a huge difference. Biggest question is: does this ignore the shield resistance formula? Eg. is the 10% resistance multiplicative with every other shield resist? Or does it ignore that formula entirely and just remove a flat 10% of damage. When the Maco was bugged it's resistance seemed to be capped at 75% implying that it does follow the multiplicative formula. If that's true, then this 10% resist value is actually much weaker than a [cap] or [reg] mod.

If that's not the case though, the next question is: When does the 10% reduction apply? Does it apply before damage is partitioned between hull and shields, or afterwards? Before would make the maco ever slightly more powerful, but this question isn't too important.

Quote:
Originally Posted by BorticusCryptic
If the trigger effects themselves are out of balance with one another, I'd like to continue balancing those separate from the shield stats as much as possible. I welcome your feedback on those effects.
I think the Maco and Omega triggers are more or less balanced. The maco bonus is best for cruisers, which benefit the most from power levels. The Omega bonus is best for escorts, where speed and turn rate are absolutely important. Science ships benefit the least from either bonus, and don't particularly favor one over the other.

The KHG proc is simply superior to either one. I actually think of it as two procs. The placate gives an absolute immunity to tractor holds, gives a slight reduction in AOE damage (from the likes of FAW), and an enormous benefit vs. burst damage from escorts due to the constant interruption of targeting.

The accuracy debuff simply reduces damage across the board. The value of this proc is hard to quantify, because it depends entirely on your original defense value and the attacker's accuracy rating. At worst, say when you're standing still (which you shouldn't be thanks to the placate proc) you're taking off 15% overflow and criticals won't hit as hard. At best you already have a high defense rating and decreasing your attacker's accuracy by 15% makes you nearly impossible to hit. The accuracy debuff by itself is probably more valuable than the 10% resistance maco gives you. (and is definitely much more valuable if that 10% resist does indeed use the multiplicative formula)

The 25% proc rate is too high for either though. With the amount of hits you can take in a single second this may as well be 100%. There are a few things that could be done to help balance things out. The most obvious solution would be lowering the proc rate -- perhaps decoupling it so, for example, the placate has a lower rate than the accuracy debuff. Otherwise you could add a cooldown to either proc to regulate how often they can be applied, much like was done with the borg set. Or you could do some combination of the two. You could also modify the procs themselves. For example, the placate could be given a low 1-2% chance to proc, but stay in effect much longer when it does, say for 10 seconds.

Hope that helps you brainstorm a bit.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
02-03-2012, 03:26 PM
Quote:
Originally Posted by BorticusCryptic
MACO:
Resilient
Cap x3
10% all dmg resist
+Energy Proc

OMEGA:
Regen
Cap x3
Regen x1
+Speed/Turn Proc

KHG:
Covariant
Cap x4
Regen x1
+Placate Trigger

------------

Looking this over, if I removed anything from the KHG shield, it would be the Regen mod.

If the trigger effects themselves are out of balance with one another, I'd like to continue balancing those separate from the shield stats as much as possible. I welcome your feedback on those effects.
The placate effect is more annoying than anything else, as it seems to proc quite a bit. And having to reacquire your target is... well, annoying.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
02-03-2012, 03:29 PM
Quote:
Originally Posted by Sthrax
I can't reference a dev statement, but I know that when I added a 4th antiproton mag (+26% damage), my actual dps increase was only +/- 2%- much less effective than when I added the first three. My guess is if you only have two tact consoles, you wouldn't notice it.
I recently did a test where I checked my DPS with 0/1/2/3/4 phaser consoles installed and found that each one increased my DPS by an equal amount. There are NO diminishing returns with tactical damage consoles.
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