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Lt. Commander
Join Date: Dec 2007
Posts: 120
After logging in I noticed my torpedoes did a lot less damage than normal. It seems only the first console is boosting damage and all the rest do nothing. I only tested with torpedo boosting consoles, are energy based ones the same?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
03-02-2012, 11:53 AM
Edit:

917 without consoles, 1221 with consoles, that's four +26% damage consoles. It did change incrementaly with two and three etc, but surely that should be 1834 dps with four consoles?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
03-02-2012, 12:08 PM
Done a little more testing.

x1 Zero Point Quantum Chamber works
x2 Zero Point Quantum Chamber gives no further damage boost over x1.
x1 warhead Yield Chamber with x1 Zero point works
x2 warhead Yield Chamber works.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
03-02-2012, 01:49 PM
This is going to make my Tac Klingon very sad when I try to do my Path of the Warrior dailies today.

(Hopes for a Friday hotfix)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
03-02-2012, 03:40 PM
Ugh, not good, was hoping to make a "torpedo boat".
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
03-02-2012, 03:46 PM
none 709,
one 768,
two 828,
three 888

768-709=59
828-768=60
888-828=60

looks nice and linear to me still. these were beam arrays at 113 weapons power. is this limited to kinetic damage? i cant check that right now, non of my characters use kinetic boosting consoles. the patch notes said that they fixed it so specific kinetic consoles weren't boosting all torpedo types anymore, maybe this broke them stacking effectively too.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
03-02-2012, 04:35 PM
Seems to only affect projectiles

Projectile specific tactical consoles no longer stack, but you can equip one and use the generic warhead yield increaee ones, which still stack.

It was mentioned in the patch notes that they were being altered, but not nerfed, so I'm guessing/hoping it's a bug
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
03-03-2012, 01:02 AM
Confirmed that it doesn't seem to repro for Disruptor Induction Coils.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
03-03-2012, 07:42 AM
I've noticed a drop as well and so have done some testing. Using a single Phaser Dual Heavy Cannon Mk XII as an example with no other weapons or consoles mounted on my Dreadnought and sitting in system space, readings taken from the ship status window:

396 (base)
441 (1 - Phaser Relay Mk XI @ 26% Phaser Damage)
487 (2 - Phaser Relay Mk XI @ 26% Phaser Damage)
533 (3 - Phaser Relay Mk XI @ 26% Phaser Damage)

These readings are taken from the weapon toolbar at the same time:

1236 (base)
1336 (1 - Phaser Relay Mk XI @ 26% Phaser Damage)
1435 (2 - Phaser Relay Mk XI @ 26% Phaser Damage)
1605 (3 - Phaser Relay Mk XI @ 26% Phaser Damage)

As I understand it, tactical consoles stack with no reduction, and if I understand correctly I *should* have the following numbers reading from the ship status window in system space:

396 (base) * 0.26 (26%) = 102.96 to give me:

498 (1 - Phaser Relay Mk XI @ 26% Phaser Damage)
600 (2 - Phaser Relay Mk XI @ 26% Phaser Damage)
702 (1 - Phaser Relay Mk XI @ 26% Phaser Damage)

And from the weapon toolbar at the same time:

1236 (base) * 0.26 (26%) = 321.36 to give me:

1557 (1 - Phaser Relay Mk XI @ 26% Phaser Damage)
1878 (2 - Phaser Relay Mk XI @ 26% Phaser Damage)
2199 (1 - Phaser Relay Mk XI @ 26% Phaser Damage)

So definitely some serious discrepancy between what I *think* I should be getting and what I actually am getting; definitely would like to get to the bottom of it if possible whether it's an issue with my math or understanding how these consoles work, or whether the base damage of the weapon in question isn't correct due to other factors.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
03-03-2012, 08:29 AM
I thought this was a display bug? If this is not the case no wonder my escorts aren't packing as much punch with their MK12 weapons, as they did before!
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