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Captain
Join Date: Jun 2012
Posts: 1,998
Last night I performed a series of tests with another player. In each trial the target was a fleet excelsior cruiser. For the first test Gravity Well I (tooltip for 960 damage a second) was used on a stationary cruiser exactly 2km away and dealt an average of 770 damage after resistances, acceptable considering the crusier had about 20% kinetic resistance.

The same test was again repeated, Gravity well III (tooltip for 1600.1 damage a second) was used on a stationary cruiser exactly 2km away. Interestingly enough, the damage averaged at 668 damage a second after resistances, about a 59% damage reduction compared to the 20% reduction with gravity well I. Is this an intended feature to prevent high science damage against a target?
Captain
Join Date: Aug 2012
Posts: 844
# 2
09-05-2013, 01:08 PM
Quote:
Originally Posted by majortiraomega View Post
Last night I performed a series of tests with another player. In each trial the target was a fleet excelsior cruiser. For the first test Gravity Well I (tooltip for 960 damage a second) was used on a stationary cruiser exactly 2km away and dealt an average of 770 damage after resistances, acceptable considering the crusier had about 20% kinetic resistance.

The same test was again repeated, Gravity well III (tooltip for 1600.1 damage a second) was used on a stationary cruiser exactly 2km away. Interestingly enough, the damage averaged at 668 damage a second after resistances, about a 59% damage reduction compared to the 20% reduction with gravity well I. Is this an intended feature to prevent high science damage against a target?
Thanks for doing the tests and passing it on, as a frequent science pilot ill take not of this

On a more lighter note I'd you not know that only tacs are aloud to do damage in this game :/
----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====----
Captain
Join Date: Jul 2012
Posts: 2,176
# 3
09-05-2013, 01:59 PM
I can confirm GWIII damage is lower than it's tooltip shows, significantly lower. While GW1 actually performs as it is advertised.
STO has a diverse group of players with a wide range of expectations and playstyles. To that end the STO team should endeavor to create a variety of content with a diverse set of difficulty levels and challenges. Cake for everyone!
Career Officer
Join Date: Jun 2012
Posts: 869
# 4
09-05-2013, 02:05 PM
Quote:
Originally Posted by bareel View Post
I can confirm GWIII damage is lower than it's tooltip shows, significantly lower. While GW1 actually performs as it is advertised.
This is quite disturbing news. Gravity Well, especially GW III needs to be seriously buffed, most especially in terms of the amounts of hold it does. At 130 AUX, GW III should be holding like a tractor beam.

I would also like to see GW do extra damage against spam, like destructable torpedoes, mines, and pets. GW III should crush Romulan Drone ships and Yellowstone runabouts.

It is one of those abilities that was undermined after they switched from exotic damage to kinetic.
Cryptic Studios Team
Join Date: Nov 2012
Posts: 507
# 5
09-05-2013, 02:27 PM
Nice find, we'll fix this soon!
Jeff "Adjudicator Hawk" Hamilton
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
Captain
Join Date: Jun 2012
Posts: 1,998
# 6
09-05-2013, 02:36 PM
Quote:
Originally Posted by logicalspock View Post
This is quite disturbing news. Gravity Well, especially GW III needs to be seriously buffed, most especially in terms of the amounts of hold it does. At 130 AUX, GW III should be holding like a tractor beam.

I would also like to see GW do extra damage against spam, like destructable torpedoes, mines, and pets. GW III should crush Romulan Drone ships and Yellowstone runabouts.

It is one of those abilities that was undermined after they switched from exotic damage to kinetic.
Well interestingly enough, if Gravity Well III actually dealt the damage listed on the tooltip, it would be able to bring an escort to 25% hull when particle generators is max specced + conservation of energy trait, providing the science vessel could hold the escort in the well for the full 20 second duration. Naturally that is before healing, but it would make the skill viable again against players. All of those pet spam items would die quite quickly if Gravity Well III actually worked correctly. Yellowstone runabouts would die after about 10 seconds in the Gravity Well. Now if only Gravity Well III held like the Singularity Jump ability. For now though, we all still have Vent Theta Radiation and Tractor beam to keep the pesky escorts from getting away.

Quote:
Originally Posted by adjudicatorhawk View Post
Nice find, we'll fix this soon!
This is great news, thanks.

Last edited by majortiraomega; 09-05-2013 at 02:40 PM.
Captain
Join Date: Jun 2012
Posts: 749
# 7
09-05-2013, 02:44 PM
Quote:
Originally Posted by logicalspock View Post
This is quite disturbing news. Gravity Well, especially GW III needs to be seriously buffed, most especially in terms of the amounts of hold it does. At 130 AUX, GW III should be holding like a tractor beam.

I would also like to see GW do extra damage against spam, like destructable torpedoes, mines, and pets. GW III should crush Romulan Drone ships and Yellowstone runabouts.

It is one of those abilities that was undermined after they switched from exotic damage to kinetic.
It wont hold like a TB. Older devs broke the engine, making the -Repel un-buffable.
Cryptic Studios Team
Join Date: Jun 2012
Posts: 214
# 8
09-05-2013, 03:08 PM
I found an issue that was causing the kinetic damage on GravWell 2 & 3 to not account properly for the player's Aux power. The system guys are going to update it and test it to make sure that this doesn't suddenly cause its damage output to go too high, but we will definitely fix it so that if you use GW3 with a high Aux rating, it will scale up and be better than GW1.
Captain
Join Date: Jun 2012
Posts: 749
# 9
09-05-2013, 03:12 PM
Quote:
Originally Posted by jheinig View Post
I found an issue that was causing the kinetic damage on GravWell 2 & 3 to not account properly for the player's Aux power. The system guys are going to update it and test it to make sure that this doesn't suddenly cause its damage output to go too high, but we will definitely fix it so that if you use GW3 with a high Aux rating, it will scale up and be better than GW1.
And the -Repel? Any way to fix the older dev's fudge-up?
Captain
Join Date: Jun 2012
Posts: 1,998
# 10
09-05-2013, 03:30 PM
Quote:
Originally Posted by jheinig View Post
I found an issue that was causing the kinetic damage on GravWell 2 & 3 to not account properly for the player's Aux power. The system guys are going to update it and test it to make sure that this doesn't suddenly cause its damage output to go too high, but we will definitely fix it so that if you use GW3 with a high Aux rating, it will scale up and be better than GW1.
The maximum damage for gravity well III (5 Fleet Particle Generators Mk XII, Nukara Particle Converter, Conservation of Energy, Astrophysicist, 9 in Particle Generators skill, Adapted MACO Deflector, Emergency Power to Auxiliary II) will net you about 2,450 damage for 20 seconds. With no kinetic damage resistance that will be 49,000 damage over 20 seconds. Against other players, assuming that brace for impact is used, then the damage will be 26,950 over 20 seconds. Assuming standard resistances without any buffs, the damage will be 39,200 damage over 20 seconds to players. So even at max particle generator stacking with a huge investment the ability will deal great damage, but it won't be overpowering. And with numerous counters (Attack Pattern Omega, Evasive Maneuvers, Polarize Hull, Emergency Power to Engines, Engine battery, Auxiliary to Inertial Dampers) players won't have any problems moving out of the gravity well before the damage is dealt. We might actually see the skill used in PvP again.
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