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kjeron

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Posts posted by kjeron

  1. [quote name='RojoMuerte' timestamp='1320248787' post='47939']
    Actually in live the activation timer was what was displayed over the skill in the hotbar. The 2min residual timer wasn't displayed. Reason being is you have an activation timer and a residual (immunity)timer. Seeing that you can activate the skill an mobs that have been hit/can be hit still it makes more sense to have had the activation timers over the skills (this was something that was in live that we are lacking here).

    Menace didn't have a 2min residual but I believe (and this isnt gospel) they did have some sort of rule that you couldn't chain menace (could be thinking of WoW days) but I think there was an immunity grace period after a mob/player (pvp arena) were menaced they had alike 5-10secs to attempt recover/heal/esacpe etc. Same went as if mob menaced players they couldnt chain menace either but usually if you got hit with a hard menace and werent up to snuff, you'd die taking it up the rear anyways.

    As for the rest all good observations and suggestions imo.
    [/quote]

    I was refering to the current on screen message that says "Cannot use that skill for another XX seconds". That is where I remember seeing the 2-minutes displayed in Live, but I could be wrong. If not, I would still prefer to have it display there based on current target and be prevented from using on such a mob, with the cooldown timer displayed over the skill in the hotbar, and the green ring form around the skill as it activtates.

    I know menace wasnt a full 2-minutes, in live it was only 45 seconds and only players got the immunity, the mobs were screwed. I just hated getting menaced, never understand it when games want to tell me I'm afraid.
  2. [quote name='Kyp' timestamp='1320182854' post='47917']
    You don't like it, then as Tienbau said make rational suggestions and work with devs.
    [/quote]

    My suggestions for the skill:
    [list][*]Remove the damage cap that is based on a mobs maximum Shield capacity. The skill should be able to kill a sufficiently lower level mob outright or drain a lower level hulled-ships shields completely. At least for the single target skills, the Sapping Sphere's maybe shouldn't be able to wipe out groups of mobs in one use though, depends on how close those mobs level would be to the PW's CL. This change would have no affect on mobs with larger shields than the PW.[/list]
    [list][*]Increase the damage cap based on the user's Shield Capacity back up to 1/2 (50%). Currently: 4/9 (44.4%). Was originally 50%, same as Shield Leech.[/list]
    [list][*]Reduce the cooldown on the 1st Tier skill "Shield Sap". It does not provide any heal, and is entirely inferior to "Shield Transfer". It would give this Tier a use at all levels, with a lower cooldown it could be spammed across more mobs, in exchange for not getting any heal out of them. Suggested: (16 seconds - activation time). Currently: (24 seconds - activation time), same as T2 "Shield Transfer".[/list]
    [list][*]Remove the healing cap. With the 2-minute timer, it shouldn't be necessary. The 4th and 5th Tier skills should be able to fully heal the user/group if enough mobs are drained. Would currently require 2.25 mobs per group member for a full heal. Would require 2 mobs per group member if the cap was increased back up to 50%. You can already get the same and better effect by using Shield Transfer/Group Sap first on one or more mob, then the Sapping Sphere on the rest.[/list]
    [list][*]Keep the 2-minute immunity timer. Give the following skills their own 2-minute immunity timer as well: Menace, Shield Leech, and Energy Leech.[/list]
    [list][*]Display the remaining 2-minute immunity timer, preferably in place of the current cooldown notice, as it was in Live. Move the cooldown timer to the skill icon, similar to an activated equipment's reload timer, hopefully somehow possible to show up properly, including when multiples of the skill are on the skill bar. You should not be able to waste energy and use it on a currently immune mob.[/list]
  3. [quote name='rolo' timestamp='1319006427' post='47466']
    EM Radiation should drain reactor energy.


    Rolo
    [/quote]

    Yes I know, I remember seeing it affect me when it was first add to Xipe Totec, but recently, after starting these tests, I haven't been able to observe anything from it.
    It's not causing a slow continuous drain regardless of your recharge rate, like the normal radiation field does to shields.
    Nor is it reducing your recharge rate by a percentage or a set amount.

    Edit: Went back with a L2 reactor, the effect is VERY small, only 2 energy every second, but does not interfere or alter your normal recharge rate. You just lose 2 energy every second. It was almost unnoticeable even with a L2 reactor.
  4. These skills as they currently are on the Play Server. Mostly a listing of anything not in the skills description, anything that contradicts the skill description, and anything in the description that I've tested to be accurate. This isn't a bug report. This is for players to see some of the unlisted and working affects of each skill, and for Devs to check for any unintended effects or incorrect values. I hope to keep this updated, and maybe more organized after all the necessary skills are listed.

    Skills So Far:
    [b]Jenquai[/b] - Shield Leech, Environment Shield, Cloak, Psionic Shield, Summon
    [b]Progen[/b] - Repulsor Field, Powerdown, Gravity Link, Combat Trance, Shield Sap, Shield Inversion, Self Destruct
    [b]Terran - [/b]Hull Patch, Afterburn, Nullfactor Field, Shield Charging, Rally, Hack
    [b]Warrior - [/b]Repair Equipment
    [b]Trader - [/b]Recharge Shields, Negotiate
    [b]Explorer[/b]


    [b]Shield Leech - 2/5/2012[/b][list]
    [*]Drains up to 50% of your Maximum Shield Capacity from a mob's shield, or up to the variable percentage at each skill tier, whichever is less.
    [*]Drain is treated as Energy Damage.
    [*]Resists, both positive and negative, do not affect the amount of reactor energy returned.
    [/list]
    1st Tier - "Shield Drain"[list]
    [*]Returns 75% of amount drained as reactor energy.
    [*]Range 1.0k. [b]Does not increase with level.[/b]
    [*]SL1: Drains up to 15% mobs Maximum Shield Capacity.
    [*]SL2-7: Drains up to 18% mobs Maximum Shield Capacity.
    [*]Skill Cooldown: 12 seconds.
    [*]Mob Cooldown: 24 seconds.
    [/list]
    2nd Tier - "Shield Leech"[list]
    [*]Returns 85% of amount drained as reactor energy.
    [*]Range 1.5k. [b]Does not increase with level.[/b]
    [*]SL3: Drains up to 21% mobs Maximum Shield Capacity
    [*]SL4-7: Drains up to 24% mobs Maximum Shield Capacity
    [*]Cooldown: 12 seconds.
    [*]Mob Cooldown: 34 seconds.
    [/list]
    3rd Tier - "Group Leech"[list]
    [*]If grouped, amount drained is split evenly among group members.
    [*]Range 2.0k. [b]Does not increase with level.[/b]
    [*]Returns 100% of amount drained as reactor energy
    [*]Drains up to 27% mobs Maximum Shield Capacity
    [*]Cooldown: 12 seconds.
    [*]Mob Cooldown: 44 seconds.
    [/list]
    4th Tier - "Shield Leeching Sphere"[list]
    [*]Affects target and all "non-turret" mobs within 1.5k of the target.
    [*]Range 2.25k. [b]Does not increase with level.[/b]
    [*]Will not affect a "turret" mob even if it is the target.
    [*]Returns 110% of amount drained as reactor energy.
    [*]Drains up to 30% mobs Maximum Shield Capacity
    [*]Cooldown: 12 seconds.
    [*]Mob Cooldown: 44 seconds.
    [/list]
    5th Tier - "Group Leeching Sphere"[list]
    [*]Affects target and all "non-turret" mobs within 3.0k of the target.
    [*]Range 2.5k.
    [*]Will not affect a "turret" mob even if it is the target.
    [*]If grouped, amount drained is split evenly among group members.
    [*]Returns 125% of amount drained as reactor energy.
    [*]Drains up to 40% mobs Maximum Shield Capacity
    [*]Cooldown: 18 seconds.
    [*]Mob Cooldown: 44 seconds.
    [/list]
    [b]Environment Shield - 10/18/2011[/b][list]
    [*]Defaults to self target.
    [*]Can target any player ship.
    [*]Targeted Range: 2.5k at Skill Level 1, +250 per additional Skill Level. 4k at SL7. 4.75k at SL10.
    [*]Entirely protects against (Shield) Radiation.
    [*]Entirely protects against EM Radiation (Reactor).
    [*]Does not protect against Gravity Shears (Hull Damage).
    [*]Does not protect against Gravity Wells (Anti-Warp).
    [*]Feedback damage is Energy.
    [/list]
    1st Tier - "Environment Barrier"[list]
    [*]Grants +5 to Impact, Explosive, Plasma, Energy, EMP, and Chemical resists, stacks with all other resist buffs.
    [/list]
    2nd Tier - "Lesser Environment Shield"[list]
    [*]Grants +10 to Impact, Explosive, Plasma, Energy, EMP, and Chemical resists, stacks with all other resist buffs.
    [/list]
    3rd Tier - "Environment Shield"[list]
    [*]Grants +10 to Impact, Explosive, Plasma, Energy, EMP, and Chemical resists, stacks with all other resist buffs.
    [*]Returns 10% of post-resist damage back to the source, up to 10 damage, and does not trigger on Energy damage.
    [/list]
    4th Tier - "Greater Environment Shield"[list]
    [*]Grants +10 to Impact, Explosive, Plasma, Energy, EMP, and Chemical resists, stacks with all other resist buffs.
    [*]Returns 10% of post-resist damage back to the source, up to 25 damage, and does not trigger on Energy damage.
    [*]Returns 5% of post-resist damage as reactor energy, up to 10 energy, and [b]does[/b] trigger on Energy damage.
    [*][b]Energy return effect is permanent, doesn't end when skill duration runs out.[/b]
    [/list]
    5th Tier - "Ultra Environment Shield"[list]
    [*]Grants +10 to Impact, Explosive, Plasma, Energy, EMP, and Chemical resists, stacks with all other resist buffs.
    [*]Returns 10% of post-resist damage back to the source, up to 50 damage, and does not trigger on Energy damage.
    [*]Returns 5% of post-resist damage as reactor energy to each group member, up to 10 energy, and [b]does[/b] trigger on Energy damage.
    [*][b]Energy return effect is permanent, doesn't end when skill duration runs out.[/b]
    [/list]
    [b]Cloak - 11/10/2011[/b][list]
    [*]Mobs cannot target cloaked ships.
    [*]All damage is reduced by 50% while cloaked.
    [*]All attacks have an (unknown) chance to miss you(it will visibly deal 0 damage) once cloaked.
    [*]Continuously active, must be manually ended.
    [*]Item and Weapon use ends skill.
    [/list]
    Tier 1 - "Cloak"[list]
    [*]Energy cost: 10 at activation, and drains 0.5 energy per second once activated.
    [*]Engine must be off to activate. Can be activated while coming to a stop, once speed is low enough.
    [*]Engine thrust while activating causes auto-interruption.
    [*]Activating Warp ends skill.
    [*]Speed, Acceleration, and Turn rate reduced to 50%.
    [/list]
    Tier 2 - "Advanced Cloak"[list]
    [*]Energy cost: 30 at activation, and drains 1.5 energy per second once activated.
    [*]Engine must be off to activate. Can be activated while coming to a stop, once speed is low enough.
    [*]Engine thrust while activating causes auto-interruption.
    [*]Activating Warp ends skill.
    [/list]
    Tier 3 - "Combat Cloak"[list]
    [*]Energy cost: 100 at activation, and drains 3.0 energy per second once activated.
    [*]Upon ending grants 5 seconds of double damage, all weapon types.
    [*]Activating Warp ends skill.
    [/list]
    Tier 4 - "Group Stealth"[list]
    [*]Energy cost: 200 at activation, and drains 6.0 energy per second once activated.
    [*]Reduces signature of all other group members by 70% of base+engine. Stacks with all other reduced signature buffs.
    [*]Fixed on dev - Rolo 9-nov-11 Fixed on Play - Will 11/10/11
    [/list]
    Tier 5 - "Group Cloak"[list]
    [*]Energy cost: 300 at activation, and drains 10.0 energy per second once activated.
    [*]Reduces signature of all other group members by 100% of base+engine. Stacks with all other reduced signature buffs.
    [*]Cloaks all other group members. Skill, item, or weapon use will render them visible and target-able to mobs, but the signature buff and (now useless) cloak icon remain until the JE ends the skill.
    [*][b]Cloak does not otherwise end on group members, even if they change sectors or drop from the group.[/b]
    [/list]
    [b]Psionic Shield[/b][list]
    [*]Defaults to self target.
    [*]Can target any player ship.
    [*]Prevents Damage Feedback and Energy Return affects of Repulsor Field, Environment Shield, and Nullfactor Field.
    [*]Prevents Natural Shield Recharge disruption.
    [*]Grants +30 Psionic Resist.
    [*]Damage resists are applied before Psionic Shield absorbs damage.
    [*]Does not last until damage is absorbed, has a duration that will expire.
    [/list]
    Tier 1 "Psionic Barrier"[list]
    [*]Absorbs 30 damage per skill level. (30-210) + Equipment buff
    [/list]
    Tier 2 "Lesser Psionic Shield"[list]
    [*]Absorbs 90 damage per skill level. (270-630) + Equipment buff
    [/list]
    Tier 3 "Psionic Shield"[list]
    [*]Absorbs 360 damage per skill level. (1800-2520) + Equipment buff
    [/list]
    Tier 4 "Greater Psionic Shield"[list]
    [*]Absorbs 720 damage per skill level. (4320-5040) + Equipment buff
    [/list]
    Tier 5 "Psionic Invulnerablity"[list]
    [*]Absorbs 1440 damage per skill level. (10080) + Equipment buff
    [/list]
    [b]Summon - 11/10/2011[/b]
    [list]
    [*]Targets are summoned to about 1.0k away, and facing you.
    [*]Enemy Summon Range: 5000 at Skill Level 1, +250 per additional skill level, 6.5k at SL7, 7.25k at SL10.
    [/list]
    Tier 1 "Summon Enemy"[list]
    [*]Summons target mob.
    [/list]
    Tier 2 "Summon Friend"[list]
    [*]Summons targeted group member.
    [*]Range: 250000.
    [/list]
    Tier 3 "Summon Group"[list]
    [*]Requires self or group member target.
    [*]Summons entire group, within range, to your location.
    [*]Range: 250000.
    [/list]
    Tier 4 "Summon Enemy Group"[list]
    [*]Summons target mob and up to 5 mobs within range of that mob.
    [*]Fixed on Dev - Rolo 9 Nov 11 - Fixed on Play - Will 11/10/11
    [/list]
    Tier 5 "Return Friend"[list]
    [*]Send target group member to registered starbase.
    [*]Requires self or group member target.
    [*][b]Activating without any target will result in skill remaining active until manually deactivated. Cannot use other skills until deactivated. Will not default to self target.[/b]
    [/list]
    [b]Repulsor Field - 10/18/2011[/b]
    [list]
    [*]Defaults to Self Target
    [*]Can target any player ship.
    [*]Feedback damage is Energy.
    [*]Targeted Range: 2.5k at Skill Level 1, +250 per additional Skill Level. 4k at SL7. 4.75k at SL10.
    [/list]
    Tier 1 - "Minor Repulsor Field"[list]
    [*]Returns 20% of post-resist damage back to the source.
    [*]Maximum amount returned: 15 per skill level.
    [/list]
    Tier 2 - "Lesser Repulsor Field"[list]
    [*]Returns 40% of post-resist damage back to the source.
    [*]Maximum amount returned: 30 per skill level.
    [/list]
    Tier 3 - "Repulsor Field"[list]
    [*]Returns 60% of post-resist damage back to the source.
    [*]Maximum amount returned: 60 per skill level.
    [/list]
    Tier 4 - "Greater Repulsor Field"[list]
    [*]Returns 60% of post-resist damage back to the source.
    [*]Maximum amount returned: 120 per skill level.
    [/list]
    Tier 5 - "Major Repulsor Field"[list]
    [*]Returns 60% of post-resist damage back to the source.
    [*]Maximum amount returned: 240 per skill level.
    [/list]
    [b]Power Down - 10/18/2011[/b][list]
    [*]Instant activation, 3 second cooldown.
    [*]Mobs cannot target powered down ships.
    [*]Engine must be off to activate. Can be activated while coming to a stop, once speed is low enough.
    [*]Continuously active, must be manually ended.
    [*]Engine thrust while active ends skill, but ship may turn in place.
    [*]Activating Warp ends skill.
    [*]Item and Weapon use ends skill.
    [*]Shield&Reactor recharge adjustments are additive with other percentage based recharge buffs, they do not prevent recharge.
    [*]Listed Range irrelevant.
    [/list]
    Tier 1 "Power Down"[list]
    [*]Reduces Shield Recharge by 100%.
    [*]Reduces Reactor Recharge by 100%.
    [/list]
    Tier 2 "Advanced Power Down"[list]
    [*]Reduces Shield Recharge by 50%.
    [*]Reduces Reactor Recharge by 100%.
    [/list]
    Tier 3 "Advanced Power Down 2"[list]
    [*]Reduces Shield Recharge by 50%.
    [*]Reduces Reactor Recharge by 50%.
    [/list]
    Tier 4 "Advanced Power Down 3"[list]
    [*]Shield Recharge normal.
    [*]Reduces Reactor Recharge by 50%.
    [/list]
    Tier 5 "Advanced Power Down 4"[list]
    [*]Shield&Reactor Recharge normal.
    [/list]
    [b]Gravity Link - 2/5/2012[/b][list]
    [*]Targeted Range: 5000 at Skill Level 1, +500 per addtional skill level, 8.0k at SL7, 9.5k at SL10
    [/list]
    Tier 1 "Mass Field"[list]
    [*]Reduces mob speed to: { [ (Mob Level - User CL + 35) ]/50 - SL/20 } x base speed.
    [/list]
    Tier 2 "Gravity Field"[list]
    [*]Reduces mob speed to: { [ (Mob Level - User CL + 35) ]/50 - (SL+2)/20 } x base speed,
    [*]No mobs warp yet.
    [/list]
    Tier 3 "Immobilization Field"[list]
    [*]Reduces mob speed to: { [ (Mob Level - User CL + 35) ]/50 - (SL+4)/20 } x base speed,
    [*]No mobs warp yet.
    [*]Maneuverability is noticeably reduced.
    [*]Mob Impact Resist: -30. [b](Stacks with Area Immobilization Field)[/b]
    [*]Mob Explosive Resist: -30. [b](Stacks with Area Immobilization Field)[/b]
    [/list]
    Tier 4 "Area Mass Field"[list]
    [*]Reduces mob speed to: { [ (Mob Level - User CL + 35) ]/50 - SL/20 } x base speed.
    [*]Area Affect, Range: 1.5k.
    [/list]
    Tier 5 "Area Immobilization Field"[list]
    [*]Reduces mob speed to: { [ (Mob Level - User CL + 35) ]/50 - (SL+4)/20 } x base speed.
    [*]Area Affect, Range: 3.0k.
    [*]No mobs can warp yet.
    [*]Maneuverability is noticeably reduced.
    [*]Mob Impact Resist: -30. [b](Stacks with Immobilization Field or an activated item debuff)[/b]
    [*]Mob Explosive Resist: -30. [b](Stacks with Immobilization Field or an activated item debuff)[/b]
    [*]At CL50, SL7: L42 and below mobs reduced to 0 speed. L50 mobs: 15%speed. L60: 35% speed. L66: 47% speed.
    [*]At CL50, SL10: L50 and below mobs reduced to 0 speed. L60 mobs: 20% speed. L66: 32% speed.
    [/list]

    [b]Combat Trance - 10/18/2011[/b][list]
    [*]Engine must be off for it to activate. Will activate after exiting warp, or after coming to a complete stop.
    [*]Immediately ends upon entering warp.
    [*]Duration begins upon turning on Engines.
    [*]Starting at L3, Grants Impact, Explosive, Plasma, Energy, EMP, and Chemical resists, stacks with all other resist buffs.
    [*]Resists: +13 at Skill Level 3, +3 per additional Skill Level. +25 at SL 7. +34 at SL 10.
    [*]Reactor Recharge: +25% at Skill Level 6, +25% per additional Skill Level. +50% at SL7. +125% at SL10.
    [*]Shield Recharge: +441 at Skill Level 7, +576 at SL 8. +729 at SL 9. +900 at SL10. (not a percentage increase)
    [/list]

    [b]Shield Sap - 2/5/2012[/b][list]
    [*]Drains up to 4/9's(44.4%) of your Maximum Shield Capacity from a mob's shield.
    [*]Drains up to 16% of a mobs Maximum Shield Capacity at Skill Level 1, +4% per additional Skill Level. 40% at SL7.
    [*]Shield Energy Returned: 75% of amount drained at Skill Level 3, +12.5% per additional Skill Level. 125% at SL7.
    [*]Shield Energy Returned per group member will not exceed 4/9's (44.4%) of the user's Maximum Shield Capacity.
    [*]Drain is treated as Energy Damage.
    [*]Range: 1.0k at Skill Level 1, +250 per additional Skill Level. 2.5k at SL7.
    [*]Resists, both positive and negative, do not affect the amount of shield energy returned.
    [/list]

    1st Tier - "Shield Sap"[list]
    [*]Drains target mobs shields.
    [*]Does not return Shield Energy at any Level.
    [*]Cooldown: 24 seconds - activation time.
    [*]Mob Immunity: 24 seconds.
    [/list]

    2nd Tier - "Shield Transfer"[list]
    [*]Drains target mobs shields.
    [*]Returns Shield Energy to the user.
    [*]Cooldown: 24 seconds - activation time.
    [*]Mob Immunity: 34 seconds.
    [/list]

    3rd Tier - "Group Sap"[list]
    [*]Drains target mobs shields.
    [*]If grouped, Returned Shield Energy is split evenly among group members in range.
    [*]Cooldown: 20 seconds - activation time.
    [*]Mob Immunity: 44 seconds.
    [/list]

    4th Tier - "Sapping Sphere"[list]
    [*]Drains target and all "non-turret" mobs within 1.5k of the target.
    [*]Will not affect a "turret" mob even if it is the target.
    [*]Returns Shield Energy to the user only.
    [*]Cooldown: 24 seconds - activation time.
    [*]Mob Immunity: 44 seconds.
    [/list]

    5th Tier - "Group Sapping Sphere"[list]
    [*]Drains target and all "non-turret" mobs within 3.0k of the target.
    [*]Will not affect a "turret" mob even if it is the target.
    [*]If grouped, Returned Shield Energy is split evenly among group members in range.
    [*]Cooldown: 20 seconds - activation time.
    [*]Mob Immunity: 44 seconds.
    [/list]


    [b]Shield Inversion - 10/18/2011[/b]
    [list]
    [*]Self drain and damage are equal at every Tier and Skill Level, the conversion rate is always 100%.
    [*]Deals Energy Damage.
    [*]Energy cost: 0.
    [*]Cannot be activated without at least 1 second worth of Shield Energy.
    [*]Continuously active, must be manually ended.
    [*]Ends if target dies or leaves skill range.
    [*]Ends if there is insufficient shielding to drain.
    [*]Range: 1.0k at Skill Level 1, +250 per additional Skill Level. 2.5k at SL7. 3.25k at SL10.
    [/list]
    Tier 1 "Shield Ram"[list]
    [*]Drains/deals 9 units per Skill Level.
    [*]Requires mob target.
    [/list]
    Tier 2 "Shield Spike"[list]
    [*]Drains/deals 14 units per Skill Level.
    [*]Requires mob target.
    [/list]
    Tier 3 "Shield Burn"[list]
    [*]Drains/deals 27.5 units per Skill Level.
    [*]Requires mob target.
    [/list]
    Tier 4 "Shield Flare"[list]
    [*]Drains/deals 60 units per Skill Level.
    [*]Requires mob target.
    [/list]
    Tier 5 "Shield Nova"[list]
    [*]Drains/deals 196 units per Skill Level.
    [*]Requires non-player target.
    [*]Does not affect "turret" mobs.
    [*]Will remain active as long as a valid mob is within range, provided user has sufficient shielding to drain.
    [/list]
    [b]Self Destruct - 10/22/2011[/b][list]
    [*]Deals Explosive Damage
    [*]Range: 1000 at Skill Level 1, +250 per additional skill level, 2500 at SL 7.
    [*]Incapacitates user. Cannot be Jumpstarted.
    [*]Drains user's reactor and shield to 0. Does not affect hull.
    [/list]
    Tier 1 "Self Destruct 1"[list]
    [*]Damage: 90 per skill level.
    [/list]
    Tier 2 "Self Destruct 2"[list]
    [*]Damage: 180 per skill level.
    [/list]
    Tier 3 "Self Destruct 3"[list]
    [*]Damage: 540 per skill level.
    [/list]
    Tier 4 "Self Destruct 4"[list]
    [*]Damage: 1440 per skill level.
    [/list]
    Tier 5 "Self Destruct 5"[list]
    [*]Damage: 3780 per skill level.
    [/list]
    [b]Hull Patch - 10/18/2011[/b][list]
    [*]Default to Self Target.
    [*]Can target any player ship.
    [*]All stats mirror Recharge Shields Skill.
    [*]Area Range based off target, not user.
    [*]Area effect affects all player ships in range.
    [*]Targeted Range: 2.5k at Skill Level 1, +250 per additional Skill Level. 4k at SL7. 4.75k at SL10.
    [*]Area Range: 1.5k at Skill Level 6, +1500 per additional Skill Level. 3.0k at SL7. [b]7.5k at SL10.[/b]
    [/list]
    Tier 1 "Patch Hull"[list]
    [*]Self target only.
    [*]Energy Cost: 50.
    [*]Hull Patched: 90 points per Skill Level.
    [/list]
    Tier 2 "Repair Hull"[list]
    [*]Energy Cost: 125.
    [*]Hull Patched: 360 points per Skill Level.
    [/list]
    Tier 3 "Combat Hull Repair"[list]
    [*]Energy Cost: 250.
    [*]Hull Patched: 1440 points per Skill Level.
    [/list]
    Tier 4 "Area Hull Repair"[list]
    [*]Energy Cost: 500.
    [*]Hull Patched: 2880 points per Skill Level to target.
    [*]Area Patch: 540 points per Skill Level to all other ships within range.
    [/list]
    Tier 5 "Improved Area Hull Repair"[list]
    [*]Energy Cost: 1000.
    [*]Hull Patched: 5760 points per Skill Level to target.
    [*]Area Patch: 1800 points per Skill Level to all other ships within range.
    [/list]
    [b]Afterburn - 12/19/2011 (incomplete)[/b][list]
    [*]Evasion slightly increased, mob's can miss you while in use, similar to being cloaked.
    [*]Instant Activation. 30 second cooldown after manually ended.
    [*]Warp Speed: +2%, 2.5%, 3%, 4%, 5%
    [*]Thrust Speed: +4%, 4.5%. 5%, 7%, 8.5% (Estimates, adjustment too small for exact %)
    [*]Turn Rate: +2%, 2.5%, 3%, 4%, 5% (Estimates, adjustment too small for exact %)
    [*]Energy cost: 3%, 3%, 3%, 5%, 5%, 8%
    [*][b]Continuously active, must be manually ended.[/b]
    [*]Forcibly and rapidly accelerates the ship to maximum thrust speed when activated.
    [*]Forcibly and rapidly brings ship to a stop upon deactivating skill, but only if engines are turned off, does not stop ship if engines are still on.
    [/list]
    Tier 1 "Superglide"[list]
    [*]Duration not tested.
    [/list]
    Tier 2 "Ramjet"[list]
    [*]Duration not tested.
    [/list]
    Tier 3 "Ludicrous Speed"[list]
    [*]Buffs everyone in formation with the user.
    [*]Ends on anyone who breaks formation.
    [*]Forced acceleration on activation applies to group leader, and therefor whole group.
    [*]Duration not tested.
    [/list]

    [b]Nullfactor Field - 12/19/2011[/b]
    [list]
    [*]Energy Cost: 2%, 4%, 6%, 8%, 10%, of Maximum Reactor Capacity. Randomly costs twice what it should to activate
    [/list][list]
    [*]Affects user and all group members in formation with user.
    [*]Ends on anyone who breaks formation.
    [*]Nullfactor Field does not otherwise end on group members, even if they change sectors or are dropped from the group.
    [*]Instant Activation
    [*][b]Reactivating during the animation of a previous activation will begin a 25 second cooldown, after which you will recieve Error Message "You already have a Nullfactor Field!" upon further activation attempts, and will no longer be able to activate it.[/b]
    [/list][list]
    [*][b]Returns reactor energy for entire group whenever someone affected takes damage. (Does not actually increase Reactor Recharge)[/b]
    [*]Reactor energy returned [b]does[/b] stack with Environment shields returned reactor energy.
    [/list][list]
    [*]Those under the affect of Nullfactor Field cannot have Environment Shields placed on them, Error Message "Target already protected by NullFactorField".
    [*][b]Those already under the affect of Environment Shield can still recieve a Nullfactor Field.[/b]
    [/list]
    Tier 1 "Reactor Reconfiguration"[list]
    [*]Entirely protects against Radiation (Shield).
    [*]Reactor energy returned: 10.
    [/list]
    Tier 2 "EM Modulation"[list]
    [*]Entirely protects against Radiation (Shield).
    [*]Entirely protects against EM Radiation (Reactor).
    [*]Reactor energy returned: 20.
    [/list]
    Tier 3 "Singularity Generator"[list]
    [*]Entirely protects against Radiation (Shield).
    [*]Entirely protects against EM Radiation (Reactor).
    [*]Entirely protects against Grav Wells (Anti-Warp).
    [*]Entirely protects against Grav Shears (Hull Damage).
    [*]Reactor energy returned: 30.
    [*][b]When activated while grouped, stops all reactor recharge and drains energy from the user while active, amount drained increases per group member, total drain approximately 4.3 to 9.6 for 2-6 group members.[/b]
    [/list]
    [b]Shield Charging - 11/18/2011[/b]
    [list]
    [*]Can only target group members.
    [*]Defaults to Self Target.
    [*][b]Lower Tier skills will overide and end higher Tier skills.[/b]
    [/list]
    1st Tier - "Supercharge Shields"[list]
    [*]Self target only.
    [*]Increases Shield Capacity by 5% at Skill Level 1, and by 10% at SL2+.
    [/list]
    2nd Tier - "Ultracharge Shields"[list]
    [*]Self target only.
    [*]Increases Shield Capacity by 10% at Skill Level 3, and by 15% at SL4+.
    [*]Increases Shield Recharge by 10%.
    [/list]
    3rd Tier - "Supercharge Target"[list]
    [*]Increases Shield Capacity by 20%.
    [/list]
    4th Tier - "Ultracharge Target"[list]
    [*]Increases Shield Capacity by 20%.
    [*]Increases Shield Recharge by 10%.
    [/list]
    5th Tier - "Megacharge Shields"[list]
    [*]Increases Shield Capacity by 25%.
    [*]Increases Shield Recharge by 20%.
    [*]Grants +10 to Impact, Explosive, Plasma, Energy, EMP, and Chemical resists, stacks with all other resist buffs.
    [/list]


    [b]Rally - 10/23/2011[/b]
    [list]
    [*]Affects all group members within range.
    [*][b]Range: 1250 at Skill Level 1, +250 per additional Skill Level. 2.75k at SL7. 3.5k at SL10.[/b]
    [/list]
    Tier 1 "Damage Tactics"[list]
    [*]Improved Critical Targeting (unknown amount)
    [*]Visual Display: Radar screen in front of Ship.
    [/list]
    Tier 2 "Defense Tactics"[list]
    [*]Improved Critical Targeting (unknown amount)
    [*]Resists granted: 15 at Skill Level 3, +5 per additional skill level. 35 at SL 7. 50 at SL10.
    [*]Visual Display: Ship covered in grayish metal armor.
    [/list]
    Tier 3 "Firing Tactics"[list]
    [*]Improved Critical Targeting (unknown amount)
    [*]Increases Beam and Projectile Weapon Accuracy - (unknown)
    [*]Resists granted: 25 at Skill Level 5, +5 per additional skill level. 35 at SL 7. 50 at SL10.
    [*]Visual Display: Radar screen in front of Ship.
    [*]Visual Display: Rotating Disk below Ship.
    [/list]
    Tier 4 "Stealth Tactics"[list]
    [*]Improved Critical Targeting (unknown amount)
    [*]Increases Beam and Projectile Weapon Accuracy - (unknown)
    [*]Resists granted: 35 at Skill Level 7, +5 per additional skill level. 50 at SL10.
    [*]Reduces signature: 50(.05k) per skill level. 350(.35k) at SL 7. 500(.5k) at SL10. Not dependant on base signature or engine signature. Stacks with all other Reduced signature affects.
    [*]Visual Display: Radar screen in front of Ship.
    [*]Visual Display: Ship covered in grayish metal armor.
    [*]Visual Display: Rotating Disk below Ship.
    [/list]
    [b]Hack - 10/23/2011[/b]
    [list]
    [*]Hacked reactors and devices unknown affects, if any currently.
    [*]Hack Communications unknown if currently has any affect.
    [*]Hack Shields reduces a mobs Shields to 50% of its Maximum Shield Capacity, dealt as Energy Damage, only if their current shields are above 50%. Otherwise nothing.
    [*]Hack Engines sets a mobs speed to 0 and prevents it from turning for the duration.
    [*]Hack Weapons disables all of a mobs weapons for the duration.
    [*]Range 1000 at Skill Level 1, +250 per additional Skill Level. 2.5k at SL7.
    [/list]
    Tier 1 "Hack Systems"[list]
    [*]Attempts to hack targets Shield, Reactor, Engine, and Devices.
    [/list]
    Tier 2 "Hack Weapons"[list]
    [*]Attempts to hack targets Weapons.
    [*][b]Attempts to hack targets Shield, Reactor, Engine, and Devices.[/b]
    [/list]
    Tier 3 "Multi-Hack"[list]
    [*]Attempts to hack targets Weapons.
    [*]Attempts to hack targets Shield, Reactor, Engine, and Devices.
    [*]Attempts to hack targets Communications.
    [/list]
    Tier 4 "Area Systems Hack"[list]
    [*]Attempts to hack Shield, Reactor, Engine, and Devices of target and all mobs within 1.5k of target.
    [/list]
    Tier 5 "Area Multi-Hack"[list]
    [*]Attempts to hack Weapons of target and all mobs within 3.0k of target.
    [*]Attempts to hack Shield, Reactor, Engine, and Devices of target and all mobs within 3.0k of target.
    [*]Attempts to hack Communications of target and all mobs within 3.0k of target.
    [/list]
    [b]Repair Equipment - 10/19/2011[/b]
    [list]
    [*]Defaults to self target.
    [*]Can target any player ship.
    [*]Area repair range based from user, not target.
    [*]Area effect only repairs those grouped with user.
    [*]Targeted Range: 2.5k at Skill Level 1, +250 per additional Skill Level. 4k at SL7.
    [*]Repairs all and only equipped item's structure, amount divided among damaged equipment. Lower structure item gets priority.
    [/list]
    Tier 1 "Regenerate Equipment"[list]
    [*]Self Target only.
    [*]Repairs: 1%.
    [*]Energy cost: 50.
    [/list]
    Tier 2 "Repair Equipment"[list]
    [*]Repairs: 5%.
    [*]Energy cost: 150.
    [/list]
    Tier 3 "Combat Equipment Repair"[list]
    [*]Repairs: 15%.
    [*]Energy cost: 250.
    [/list]
    Tier 4 "Area Equipment Repair"[list]
    [*]Repairs target: 30%.
    [*]Area Repair: 6%.
    [*]Area Range: 1.5k.
    [*]Energy cost: 300.
    [/list]
    Tier 5 "Improved Area Repair"[list]
    [*]Repairs target: 60%.
    [*]Area Repair: 20%.
    [*]Area Range: 3.0k.
    [*]Energy cost: 350.
    [/list]

    [b]Recharge Shields - 10/18/2011[/b]
    [list]
    [*]Defaults to self target.
    [*]Can target any player ship.
    [*]All stats mirror Hull Patch Skill.
    [*]Area Range based off target, not user.
    [*]Area effect affects all player ships in range.
    [*]Targeted Range: 2.5k at Skill Level 1, +250 per additional Skill Level. 4k at SL7. 4.75k at SL10.
    [*]Area Range: 1.5k at Skill Level 6, +1500 per additional Skill Level. 3.0k at SL7. [b]7.5k at SL10.[/b]
    [/list]
    Tier 1 "Regenerate Shields"[list]
    [*]Self target only.
    [*]Energy Cost: 50.
    [*]Shield Recharged: 90 points per Skill Level.
    [/list]
    Tier 2 "Recharge Shields"[list]
    [*]Energy Cost: 125.
    [*]Shield Recharged: 360 points per Skill Level.
    [/list]
    Tier 3 "Combat Shield Recharge"[list]
    [*]Energy Cost: 250.
    [*]Shield Recharged: 1440 points per Skill Level.
    [/list]
    Tier 4 "Area Shield Recharge"[list]
    [*]Energy Cost: 500.
    [*]Shield Recharged: 2880 points per Skill Level to target.
    [*]Area Recharge: 540 points per Skill Level to all other ships within range.
    [/list]
    Tier 5 "Improved Area Shield Recharge"[list]
    [*]Energy Cost: 1000.
    [*]Shield Recharged: 5760 points per Skill Level to target.
    [*]Area Recharge: 1800 points per Skill Level to all other ships within range.
    [/list]

    [b]Negotiate - 11/18/2011[/b]
    [list]
    [*]All bonuses: +/- 7% at Skill level 1, +2% per additional skill level. +/-19% at SL7.
    [*]Starting at SL1: Increased price when selling. Increases profit on trade goods - increases experience earned.
    [*]Starting at SL1: Further increases Experience earned when selling Trade goods, looted or bought, when sold to correct vendor. In addition to the increased experience you already receive for the higher profit. Some, maybe all, looted trade goods only receive half of this bonus.
    [*]Starting at SL3: Reduced price when buying. Increases profit on trade goods - increases experience earned.
    [*]Starting at SL5: Reduced Terminal costs.
    [*]Starting at SL7: [b]Does not increase Experience earned for Jobs.[/b]
    [/list]
    More to come.
    • Upvote 1
  5. [quote name='Kyp' timestamp='1317488345' post='46928']
    Well, from what Will said, it was causing the heal for the toons that should be going to the group to go directly to the PW rather than be shared, if i read him correctly.

    [/quote]


    Did a few tests to confirm that Kyp.

    Only Group Sap and Group Sapping Sphere are giving the PW the extra heal, the only 2 skills which should be splitting it among the group. Shield Sapping Sphere, which hits multiple mobs but isnt supposed to split the heal, does not grant the PW the extra heal.
    Sap is currently(and for some time now), capped at 4/9's the PW shield capacity. One additional group member results in 8/9 capacity healed, which is practically a full heal already, though another group member does increase to a true full heal. But the group members must be in range, the range at which it would otherwise transfer shield to that group member. Probably something close to the Range on Shield Recharges area affect, testing it - just 5k was too far away. Out-of-range group members do not trigger the extra heal.

    [quote name='Kyp' timestamp='1317488345' post='46928'][font="Arial"]I watched people again and again make use of sap in groups of 2 or 3 and take down Blackbeard. That's all I need to see to know there's a problem with SAP, especially given that one of the people in teh group was a scout, one was a jd, and the other was the pw, and the others appeared to more or less be sitting idle. Upon further reflection, they might be outside of group range, leading to what Will was trying to say about their group effect being visited upon the PW resulting in 3x the heal. If that is the case, then its something we haven't accounted for (a group member traveling out of range) and the code is essentially splashing the effect onto the next value there, which is going round the full circle back to the PW. [/font]
    [font="Arial"]
    [/font][/quote]
    I highly doubt a single TS+PW could provide the healing for Blackbeard, unless they had gotten him out alone, without any of the minions. More likely you were witnessing an easily reproducible display bug - anyone who is in formation, before you enter the sector, will never appear to move to you, from your perspective they will remain wherever they were when you gated/logged in. As soon as they break formation, their location will update for you. Only the leader of the formation will ever appear to move. They could have been back at the gate from your view, outside your scan range, but really right beside the PW healing them.

    As for whether Sap's heal is relevant to GoBB, I swapped the PW out for a TE and gave it a try, even with only L5 HDC, it was still doable with only a TS+TT for healing, because the tanking TE was the only one to get shot at. I know this is being worked on, I've seen positive results of it at the Controller and in the Fishbowl, GoBB however still refuses to spread the hate unless you're actively shooting him and the minions.
    • Upvote 1
  6. [quote name='Tienbau' timestamp='1317077029' post='46688']
    Oh ok, thanks for those pointers - I'll see if I can find that effect.

    The only +ve buff at the moment is reactor charge, you'll see this as a positive effect when it happens. If nothing happens it's just a BOOM rock.

    I'll do a restart with the new mob code and add some more +ve buffs (resists), especially now I know we can have buffs AND spawn a mob. It'll be easy anyway because I can just have the same debuffs also in buffs.
    [/quote]

    I've seen this reactor charge, it has the same icon as Reactor Optimization, saying that it increase cap and recharge, but it only increases reactor recharge, not capacity. And does so to rediculous amounts, reactor was instantly refilling, no chance to drain it, not sure if that amount was intended, but the duration was short enough that maybe it was.

    I've also seen a increase scan range buff, which overides/is overridden by the device buff, poprock amount was slightly less, so partially a debuff since they overide each other.

    Various deflect debuffs, up to -86, with duration inverse to amount as appropriate.

    An Increased signature debuff icon, which actaully decreases your signature by a lot, my JE went from .5k to -4.6k, and from .1k to -5.0k. Either the icon or the effect is incorrect.

    A Warp Interdict debuff, fully functional. "Warp drive OFFLINE"

    The glowing/flowing animation on your ship when one of the buffs occurs never ends, not sure which ones though.

    The Stone Leech(L50+) family of mobs is dropping Bullywere body parts, level appropriate at least. Also drops a L7 equipment, but it was loot-only , with no other drop location.

    The Rock Spore(L50+) family of mobs is dropping L2 body parts, and L1 equipment, definently not level appropriate.

    L8 poprocks consistently doing about 6-8k damage, when its just damage, no debuffs/mobs.
  7. Aside from the various end-game raid gear, and a few other unique-tagged weapons, there is no "Best-in-Slot" item that you keep refering to.

    There is more to an item than just its dps, capacity, or recharge. If that's all you base your decisions on then your missing out.

    Missile Speed - cannot see any reason for this to change, a long travel time is only a disadvantage if you treat it as such.
    - Logically,(which is of absolutely no importance), missiles should be very noticeably slower than projectiles or beams.

    Shield regeneration - doesnt matter what the timer is, if your in combat against mobs with finished AI, everyone contributing should be constantly taking some damage, they wont recharge until all mobs are dead. Plasma and Chemical weapons fired by mobs still deal the entire damage in a single packet, rather than overtime as they should, which will prevent shield recharging even more when its fixed.

    Cloak currently does allow the shield to recharge naturally, would be nice if it stays like this, but not game-breaking if its fixed either, right now at least.
  8. [quote name='Kyp' timestamp='1316813167' post='46534']

    Also, there WAS a problem with Shield Sap, whether anyone wants to own up to it or not, but I sat and watched someone on more than one occasion take down GoBB after we made it harder three successive times in different ways. They were somehow using it to nearly replenish their entire shield, repeatedly.

    [/quote]

    It's been around for forever, and reported multiple times, the heal that should be divided among the group members gets dumped on the PW only, so when grouped with at least one other member in range, the PW gets 50%+50% heal, while solo they still only get the single 50% heal. The group members still never see any heal from the skill as they should. It's actually weaker than it should be right now, healing for at most 100% of the PW's shield cap, rather than 50% per group member, up to 300% of the PW's shield cap healed(split 6 ways).

    However, in group play right now - Sap is for AoE DPS and nothing more, the heal is irrelevant endgame, and cannot even compare to Recharge Shield or Hull Patch's effectiveness. It will be more useful once it gets spread among the group though.

    The real problem has always been the limited AI, that the healers can sit in perfect safety while the PW tanks everything. Getting the mobs to spread their damage out is not an easy thing to balance, especially right now when various defensive skill/equipment/buffs do not yet work. There has been some progress though. Eventually, I think a certain skill will need to not attract aggro through the damage it does, or even better, maybe have it "repulse" the aggro when it deals damage to a mob. Right now it just reinforces the aggro, keeping it (mostly) on the tank, which even the new aggro mechanics haven't been able to overcome that well.
  9. [quote name='Knix' timestamp='1316672729' post='46481']
    That's not the way it worked in live at sunset. It did in the beginning, but they changed it when people were closing in on 100% from adding the values to multiplying them (the reload times, 1-turbo), so instead of 0.20+0.12+0.05+0.07+0.15=0.59 turbo, it should actually be 0.8*0.88*0.95*0.93*0.85=0,529 reload time (or 1-0,529 = 47,1% turbo)
    [/quote]

    The stacking rules were not changed, they still stacked additively, it was how it affected reload that changed.
    It went from:
    Reload * (1 - Turbo)
    to
    Reload / (1 + Turbo)
  10. [quote name='Overtkill' timestamp='1316577588' post='46424']
    The shield nova on those wayward progen does not deactivate when you cloak. And the dampening field over this place sort of makes it a real bugger to get away before being fried.
    [/quote]

    Also doesn't end if you become incapacitated, it will continue to remain active as long as they have enough shield energy.
  11. [quote name='Talar' timestamp='1316431826' post='46301' ]
    This is not the case. Damage types are usually 1 type on each weapon (IE this laser is EMP, that one is plasma). And though the concept of the races have 2 or 3 damage types, in practically they really only have 1, or two (for some races). It really depends, but it'd be nice to see Launchers be customized to use multiple types of ammo, rather then 1 launcher uses explosive ammo, 1 uses Impact, 1 uses emp, etc. This way say if i had a launcher that shoots three missiles, but i can only use explosion damage with it, if i had wanted to, i could change that to EMP. this is important as it allows players to change damage types to suit their situation "on the fly"[/quote]
    Most Missile Launchers and Projectile weapons come with 2-4 different damage types. A few don't that are content/storyline related. Others with fewer(or less desire-able) damage types often have higher dps or better buffs than the others, offsetting the limited options.

    Beams are all 1 damage type, and would appear to be a true sufferer of this, as EMP is worthless as a damage type, and Energy is always inferior to plasma for dps. However, the energy/emp beams are great for support classes(anyone without Crit Targeting), becuase of the various buffs they offer. They're more of a device than weapon, enabling them to trade a useless weapon slot for another device slot.
    While their may be 40 different lines of beams to choose from, only about 4-5 are meant to be run for serious dps, and have an inverted dps to reload time relation, to give you a choice for your class/playstyle, shooting less often is safer but has lower output, shooting more often is riskier with higher output.

    [quote name='Talar' timestamp='1316431826' post='46301' ]
    Shields regen in combat. However, Even if this was not the case. It should be. As we have seen people argue that projen's need high shield regen, but why does that matter if the shields dont regen in combat as you say?
    [/quote]
    Shields do not regenerate for 10 seconds after taking any form of damage, for both players and mobs, changing this would require a complete overhaul of just about every mobs shield recharge value.
    In Live, they also did not regenerate while cloaked.
    Having a high shield recharge value is only important when soloing, without any form of healer available, as it reduces the amount of time spent out of combat waiting to recharge. It was important at one time to avoid taking radiation damage, as each field gave a set amount of reduced recharge, which if it went negative would instantly drain your shield.
  12. [quote name='Lot' timestamp='1315540050' post='45924']
    Dakynos we weren't asking to raise loot prices -- we were asking for them to be restored to what they were.

    Either last content update or one before that it became apparent that someone on the staff was tampering around with what vendors paid for loot. Will (Kjero) posted about loot being worth more if dismantled into components and the components sold to the vendor. That was an illustration of the work that has already begun by staff attempting to starve the economy of credits.

    [/quote]

    Some clarificatioin is necessary here.
    Only, and all, weapons work like this. The vendor will buy weapons at 1/4 the value compared to if it were a device/reactor/engine/shield, which makes ripping weapons and selling the components more profitable, if enough successfully rip. However, they have been selling at this rate for all of ST4, and IIRC, ST3 as well. It is not something new.
  13. [quote name='rabidcajun' timestamp='1315153973' post='45663']
    everyone keeps mentioning the privateers higher damage output than the other traders, seems no one wants a healer to actually heal lol. when we raid healers heal if we need someone for DPS we bring a war cause the DPS is much higher
    [/quote]


    Bring a PP when you only need half a healer, not a full healer. You'll always need some kind of healing, but you don't always need hull patch or shield charging, or maybe you have a TS already, might as well bring a PP then. They can sustain Recharge Shields better than a TT and still deliver decent DPS, spam it enough and they can attract aggro quite well where they don't have to target others to heal, keeping their guns firing the whole time.
  14. [quote name='Dragoncove' timestamp='1314720196' post='45374']
    It does seem inconsistent that ammo itself cannot be dismantled, but the components to make it can.
    [/quote]

    Ammo cannot be dismantled simply because it is manufactured in 'stacks', 1 of each comp will create up to 2000 units of ammo. If the terminal could recognize a full stack of ammo for dismantling, maybe it could be implemented, but it's probably a client limitation.
  15. Not sure how the non-manufacturable items or refined items are priced, however, all manufacurable items are priced directly based on the value of their components and ores.
    A component costs 4/3's the total value of its ores.
    Equipment costs 4/3's the total value of its components.
    Manufacturing costs are all directly based on the items value, devices 1/4, core tech 1/3, weapons 1/3, ammo is similar but more affected by stack size.
    I think this was done to insure nothing could be ripped for parts and sold at a profit back to the vendors.

    What I dont understand is why a weapons sell price is 1/4 the price you can sell non-weapons for. It's better to rip weapons and sell them by parts because of it, even if you lose a comp.
  16. [quote name='Mattsacre' timestamp='1314228447' post='45179']
    WHAT?!?! quick let me copy that to my computer before its deleted...PERTINENT instructions! They will have to kill this post to have that "air of mystery" (even though progen are straight forward and its the jenquia thats suppost to be all sneaky and secretive).

    Oh wait..never mind...won't do me any good..the NPC stole all my tokens so I don't have them to activate those things. I'd have to restart from scratch and level ANOTHER progen to /enjoy/ *note extreme sarcasm* optional content. No..don't think i want to start a 7th progen..will just get more of the hair pulling stupidity after grinding to 50 once again. There is no way I'm doing that unless they can straiten out the current mess with tokens/missions, they can just delete the negotiate one I assume and reimberse the 2 tokens.....thats if they wanted to. I like air and my complexion..not holding my breath.

    Thanks for your attempt to help me though Will, hope it don't get you in trouble for letting out the HUGE secret of agrippa content.
    [/quote]

    If you haven't done your L135 HU already, look me up ingame(Kjero), I have a few tradeable advanced tokens you can turn in for regular ones.
  17. [quote name='Mattsacre' timestamp='1314224235' post='45169']
    P.S. can we PLEASE get a mission list from point A to Z to reward? Either CDev or players list what they need to do at 50,75,100,135 to get to say reward fletchette, or ammo for them, or shields etc.? You don't have to tell what they have to do to do each mission if you want to be so mystic about it, just have a general map, so if you know you want to get to fletchettes and you need x tokens to get there you know not to spend the token on something that isn't going to get you there. (like the Vinda one I did, somehow I think after doing it, I get the feeling it wasn't going to go there, was just a zp/faction gain..it was good xp true..and if that was what I was after and not recipe I would have chose that!)
    [/quote]

    I managed to get all stage III options, as well as components, using the following bonus missions on the PP:
    L50 components
    L50 build weapons
    L100 build weapons
    L100 build reactors
    L100 build shields

    no other token mission were done

    If at any point they ignore you:
    - come back with a Security Optimal Overide Alpha in your hold, usually opens them up to talk. They also like to take them from you whenever this happens, so you'll need alot just to advance.
    - stage II is begun with Inquiro, not the build instructor, even if you did stage I. Build instructor will ignore you after finishing stage I until you go to Inquiro to start stage II exam.
    - If the Security Overide doesnt work, try other things they've given you prints for but didnt ask you to build yet.
  18. [quote name='Vitaes' timestamp='1313844818' post='44945']
    Really? I solo my JE a lot, and find that my scale shield allows me to tank certain mobs 6-8 levels above my CL. While doing so, I've seen my shield whittle away to almost nothing while my reactor never falls under 75% full. Instead of sweating out that last mob with no shield left, an instant shot from my reactor directly to the shield would be a life saver. I can fire all three beams and my buffs and still never worry about power. It would be nice to see all that excess reactor power be put to use for us crazy JE's who like solo combat. As it is, if I'm in serious trouble, I either have to run like a sissy or fold space a mob or two away from me so I can get a bit of one on one action before his friends join the party again.

    Yes, I know JE's aren't really designed for solo combat, but it's a nice rush to be fighting on the edge of incapacitation at times.
    [/quote]

    The effect you describe would be usefull, but is not what the Europa has, it only increases your recharge rate, and shields dont recharge during combat, so its useless.
  19. Another reason ripping is the norm is because ore locations keep getting moved/removed or have changed roid types, while comps and their ores never change and are always available at the same place.
    It also became necessary to rip ores back when roid fields were reduced to almost nothing, mining to refine for comps wasnt on option, so we had to adjust to complete ripping. Of course it was the same issue that lead to the ore fields being neutered that a lot of us got the cash to freely rip whatever we needed.
  20. There's a Jenquai Reactor, Europa C/X000, with Shunt to Shields(Activated), Increases Shield recharge while reducing Reactor Recharge, though I can't imagine why anyone would ever want to use it.

    There's no device that will directly increase your shield amount at the cost of reactor energy, that's the job of the Recharge Shields skill.

    Going the other way, there are devices that will refill the reactor at the cost of shield energy, Warrior's/Martyr's Heart and Antlia's.

    The JE also has the Phoenix line of devices, which will transfer their reactor energy to others, though it doesnt work yet.
  21. Testing on JE:
    L9 AA Gahte Y , 20%A
    L9 Drone Energy Amp, 10%A
    L8 Dragon Dread Mail, 15%A
    L8 Impenetrable Bastion, 5%A
    L9 Chystalline Beam - no Turbo, 11 second reload
    L9 Glare of Devastation - 40%E, 11 second reload

    Each additional turbo further reduced reload, and was still further reduced with a 40% equip buff.
    Base reload : 11 sec.
    5% : 10.47 sec, 10 displayed
    10% : 10 sec, 10 displayed
    15(5+10)% : 9.56 sec, 9 displayed
    20(5+15)% : 9.16 sec, 9 displayed
    25(10+15)% : 8.8 sec, 8 displayed
    30(5+10+15)% : 8.46 sec, 8 displayed
    35(5+10+20)% : 8.14 sec, 8 displayed
    35(15+20)% : 8.14 sec, 8 displayed
    40(5+15+20)% : 7.85 sec, 7 displayed
    45(10+15+20)% : 7.58 sec, 7 displayed
    50(5+10+15+20)% : 7.33 sec, 7 displayed
    90(50+40Equip)% : 5.78 sec, 5 displayed


    There are definently some issues with the varying duration's though, some ending sooner than they should, others lasting longer than they should. The 11 second duration on the AA Gathe Y making it very noticeable. Appears to be caused by which order they are applied, with a buff taking on the duration of the one applied after it. Some of them might be replacing others depending on the order applied as well. Had to relog between tests and apply in different orders to get it accurate.
  22. [quote name='rolo' timestamp='1312209695' post='43851']
    Only disable the cloak for the group member firing. If the cloak caster fires I believe it will drop the cloak on everyone.

    I have not made any changes to the Level 5 conbat cloak so it should not be affected. Can you let me have more details of this problem.

    Rolo
    [/quote]

    It's similar to the bug that affected group members under Group Cloak, except it's triggered by the multi-skill use bug. If you use a skill while cloak(any level/skill of cloak) is activating, you will be stuck in the same situation as those who were stuck cloaked by Group Cloak, though you can still end it by deactivating the cloak skill itself. The affect is the same: Firing while bugged like this would drain energy when you tried to shoot, but the weapons wouldnt fire and cloak wouldnt end. Hopefully the fix for Group Cloak will fix this as well. This bug has existed for all of ST4, maybe even back in ST3, just how its triggered it has changed.
  23. [quote name='QX419-M' timestamp='1311726444' post='43678']
    You've sort of got half of it, Mimir. Let me see if I can clear it up a bit more, and with shorter answers, because I know I can get a little long in the words:

    Afterburn should make you go faster, yes. Just not that much of a difference in warp speed. It should be mostly in non-warp thrust, and turn speed. In fact, the increase in warp speed from the skill is actually unintentional, but not being removed.

    Combat prowess is still being worked on, hang tight.

    As a TS or a player in a group with a TS (with afterburn activated), your evasion rate is supposed to get a buff. The idea is that being faster and more maneuverable should make you a bit more difficult of a target. That's one of the uses for afterburn. It is not meant to have a timer on it, but the original version from EnB's extremely early days had a timer, because it was designed for the old twitch-based game mechanics.
    [/quote]

    Afterburn currently only increases non-warp thrust by 7.5% of your base engine speed, same as the TS's group bonus. So even with the fastest engine in the DB, your only getting a speed increase of 19.


    The evasion rate is working, it's noticeable same way as when cloak negates a shot, showing you took (0) damage. Though it does seem a little higher than the 5% chance listed in the skill description.


    Maneuverability is raised by 5%, though with the 150 cap its again pointless for most of us. Of course, maneuverability doesn't even matter for 90% of gameplay right now, since both players and mobs have instant turn rates while following.

    The most useful part of the skill right now, is the double acceleration rate it grants, enabling you to speed up and slow down much faster.
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