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Member
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Rank: Main: Exo Level: 4586 Joined: Sat Feb 24, 2007 5:31 pm Posts: 62 |
redalert150 wrote: anihilator wrote: What's with the Raja nerf? Huh? * Rajanicar’ayu: -5% Damage (25 to 20), -10% Crit Chance (15 to 5), +5% Crit Strength (15 to 20) |
Sun Mar 12, 2017 4:15 am |
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Contributor
Team:
Rank: Main: Dark Steel Level: 9138 Joined: Tue Jan 24, 2006 10:35 am Posts: 2068 Location: Netherlands |
Testing showed is was far more powerful than intended. It was having no problem competing with the new twisted light fighters.
_________________ ~DarkSteel / Auxilium Universe Map: http://www.starsonata.com/map/ |
Sun Mar 12, 2017 4:57 am |
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Team:
Rank: Councilor Main: DreadLordNaf Level: 12667 Joined: Sun Mar 18, 2012 10:33 am Posts: 677 |
Did FC hostility mechanics change?
I've done Emp dozens of times and never had a wild or primary combat slave die, instead Emp usually just shoots me to death the whole time. Now though he shoots my slaves and wild slave primarily and I dont take a scratch, which is worse actually since he kills my dps. I notice one of the zen skills give the FC more hostility now, which it didnt have before, but in actuality my slaves and wild slaves get targeted way more than pre-patch which seems counter intuitive given the new hostile bonus. Unless its implemented in some manner which isnt obvious? If we could get a brief explanation of if this hostility mechanic changed, would be very much appreciated and allow us to adjust tactics accordingly. Thanks. |
Sun Mar 12, 2017 4:53 pm |
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Team:
Rank: Councilor Main: 1-800-USE_THE_FORCE! Level: 9597 Joined: Sun Aug 28, 2005 6:36 pm Posts: 2769 |
DarkSteel wrote: Testing showed is was far more powerful than intended. It was having no problem competing with the new twisted light fighters. Translation: Haters gon hate. _________________ "I still miss the Crack Whores..." - Jeff_L |
Sun Mar 12, 2017 8:30 pm |
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Team:
Rank: Officer Main: Freddie Fender Level: 3119 Joined: Sun Dec 04, 2011 2:39 pm Posts: 66 |
First off great job on detailed patch notes. Its properly professional. Well done!
I would like some dialog on the extent of some of these nerfs. Subspace bosses may have had their shields or regen cut but how about their dps? I mean if you nerf dps/hps on players then simply reducing shields/regen isn't a 1 for 1 proposition. They may indeed be easier to kill but players are still killed at the same rate with the boss's high dps, even faster with the player hps nerf. Have the devs attempted to do the sub space boss's with just t21 ships and gear in a 10 man squad? No t22 gear or healer drones? I think if you were to test this with a 10 man squad of t21 gear/ships you might find that it is quite a task. Please do this. don't just haruphh and point to line 43 on the oldies spreadsheet. Do eet. |
Sun Mar 12, 2017 9:20 pm |
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Contributor
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Rank: Officer Main: SunDog60 Level: 6541 Joined: Sun Dec 25, 2011 2:15 pm Posts: 613 Location: Canada |
dreadlordnaf wrote: Jey123456 wrote: + Pushed Rock Hudson from 40 to 80 danger factor minimal. THANK GOD. You dont know the bane of my existence Rock was when I was leveling as a noob... Same. Very annoying uber. _________________ T21 Skills and Dailies Guide - Personal Wiki Contributions - Monthly Wiki Contributions |
Mon Mar 13, 2017 4:33 am |
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Contributor
Team:
Rank: Main: Dark Steel Level: 9138 Joined: Tue Jan 24, 2006 10:35 am Posts: 2068 Location: Netherlands |
crnerblitz wrote: First off great job on detailed patch notes. Its properly professional. Well done! I would like some dialog on the extent of some of these nerfs. Subspace bosses may have had their shields or regen cut but how about their dps? I mean if you nerf dps/hps on players then simply reducing shields/regen isn't a 1 for 1 proposition. They may indeed be easier to kill but players are still killed at the same rate with the boss's high dps, even faster with the player hps nerf. Have the devs attempted to do the sub space boss's with just t21 ships and gear in a 10 man squad? No t22 gear or healer drones? I think if you were to test this with a 10 man squad of t21 gear/ships you might find that it is quite a task. Please do this. don't just haruphh and point to line 43 on the oldies spreadsheet. Do eet. The healing output nor the tankability of players hasn't changed _________________ ~DarkSteel / Auxilium Universe Map: http://www.starsonata.com/map/ |
Mon Mar 13, 2017 4:53 am |
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Rank: Officer Main: iwnh015 Level: 1506 Joined: Tue Jun 07, 2016 9:07 pm Posts: 176 |
At t21?
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Mon Mar 13, 2017 8:15 am |
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Contributor
Team:
Rank: Main: Dark Steel Level: 9138 Joined: Tue Jan 24, 2006 10:35 am Posts: 2068 Location: Netherlands |
Mhmm. Heph machine lost an augslot but I made sure to keep the HPS and sustain relatively the same. You'll mostly feel the nerf in shieldbank and range reduction.
_________________ ~DarkSteel / Auxilium Universe Map: http://www.starsonata.com/map/ |
Mon Mar 13, 2017 11:02 am |
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Member
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Rank: Officer Main: topbuzzz Level: 8015 Joined: Sun Dec 21, 2008 12:31 pm Posts: 4347 |
via a 25% dmg boost on base? doubt it.
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Mon Mar 13, 2017 11:57 am |
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Team:
Rank: Soldier Main: Horacio Level: 5678 Joined: Sat Sep 17, 2016 3:58 pm Posts: 64 Location: England |
NattoKilla wrote: Abit late but how will Mentions and Diplomas be affected since this skill was a nifty way to get the mats to get IK20? Asked this when the AT change was announced, I notice the new skills don't give Dips/Mentions any substitute in the works? _________________ Old Player, formally known as Nathaniel Lightning You're free to call me Nath if you wish Janussi/Horacio/Jenkins/Hutchinson/Quillan |
Mon Mar 13, 2017 12:48 pm |
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over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
sabre198 wrote: via a 25% dmg boost on base? doubt it. Actually yes. Standard ShM augging doesn't go very heavy on the Damage augmod, and in any case, the marginal benefit of that fourth aug to HPS is smaller than you think. In any case, we did plenty of actual testing of this, not just theorycrafting. _________________ Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live. http://www.starsonata.com/features |
Mon Mar 13, 2017 2:14 pm |
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Team:
Rank: Officer Main: X2 Level: 4628 Joined: Sat Aug 23, 2008 5:58 am Posts: 12 |
* Removed the laser from the Mythic Defenders
you guys forget to say you removed the fighters too, the drone has no DPS what so ever now. . . |
Mon Mar 13, 2017 2:24 pm |
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Team:
Rank: Officer Main: Freddie Fender Level: 3119 Joined: Sun Dec 04, 2011 2:39 pm Posts: 66 |
anilv wrote: sabre198 wrote: via a 25% dmg boost on base? doubt it. Actually yes. Standard ShM augging doesn't go very heavy on the Damage augmod, and in any case, the marginal benefit of that fourth aug to HPS is smaller than you think. In any case, we did plenty of actual testing of this, not just theorycrafting. Well my main shm went from around 24k hps to 13k hps in the heph machine, my other shm's in hephs lost about 2-3 k hps. Also noticed that their sustain is much worse to now, they definitely lose drain shields when healing in sub space when they did not before. my two hephs died healing when they hadn't before, granted it was just 2 boss's tried. We'll be trying the other boss's but im pretty sure the massive dps that ee22 puts out is going to wreck the healers These are real stats in real action |
Mon Mar 13, 2017 4:28 pm |
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over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
crnerblitz wrote: anilv wrote: sabre198 wrote: via a 25% dmg boost on base? doubt it. Actually yes. Standard ShM augging doesn't go very heavy on the Damage augmod, and in any case, the marginal benefit of that fourth aug to HPS is smaller than you think. In any case, we did plenty of actual testing of this, not just theorycrafting. Well my main shm went from around 24k hps to 13k hps in the heph machine, my other shm's in hephs lost about 2-3 k hps. Also noticed that their sustain is much worse to now, they definitely lose drain shields when healing in sub space when they did not before. my two hephs died healing when they hadn't before, granted it was just 2 boss's tried. We'll be trying the other boss's but im pretty sure the massive dps that ee22 puts out is going to wreck the healers These are real stats in real action You may need to reaug your Heph Machines with a different design philosophy. That's why the ships were given free augmenter resets. But with three aug slots and the new augmods you should be able to achieve pretty good results. Also, if you are predominantly concerned with doing T22 content such as EE 22, I would suggest upgrading to a T22 ship instead of considering HM to be an endgame setup. _________________ Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live. http://www.starsonata.com/features |
Mon Mar 13, 2017 4:34 pm |
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