#Class Updates and Neuroforge Information.
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are the changes to engi that jecht posted earlier on the test server yet by the way @uneven estuary?
probably
we haven't done the crit resist on drones yet, waiting for jey. the rest should be.
yeah thats fine, the crit resist on drones is more of a pvp buff anyhow
Are we still waiting on AI changes to their skill effects and the boss tweaks?
Yes to both I believe
Cool
we'll be doing a server restart tonight with lots of good stuff
it'll be a new uni unfortunately
but also fortunately?
it'll update to live.
everyone will lose their current NFed stuff.
oof, gonna have to spend a couple hours redoing mods
I guess if I can get my testing done first that will let me test like it will be on launch
Yeah but there'll be t23 stuff in CTE now
so other people then just you can really get down to business with it
SHockingly not a problem for me π
fair
More people is more better
but unforch we gotta do a new uni to do it
there were some that wanted that that have been rapidly updating their stuff on live tho
Any chance it is easy to add the Transwarp skills to train? cuts down testing time a lot
aha maybe I'll post about that
Not huge either way, just a thought
Hmm? Will legacy high mod number low quality gear get wiped??
No
No, which is why I think low quality gear should be able to mod up to the legacy amounts. They'll be replaced by stronger gear that you want to mod like Exotic+, but it should let enable people to use things like well modded Walls, since those are green but are farmable. The Paradox shield is another contender, but under the new system a naked Paradox will only get 5, while some people have 6 modded ones. The same extends to things like Vaidaya Krmikosa.
But you can get a 6 mod legacy paradox up to 7 and a new dropped paradox up to 7 as well.
Legacy Vaidaya was up to 4 and new Vaidaya is up to 7 I believe... idk exactly gow build mods will work, but if it's like drops 7 is the max for it.
I mean from naked
You need to get a 3 mod drop to get it
imo in the spirit of "engage with neuroforging as much as possible" you shouldn't gate max mods behind the initial drop
Well from naked you could cap at 4 under old system and you can now cap at 6.
No you can't, not on greens and blues
I maxed outa VZN and OOP last night
Capped at 4 and 5 respectively
Having legacy gear gives you a leg up for sure, but outside of niche cases you can hit the same mods.
I think uncommon and below is the exception where legacy caps at 7 and new caps at 6
You can.. I did not understand it at first either because it is pretty convoluted, but the way items drop going forward allows for the same number of max mods on rare and above and allows for 6 on uncommon.
Naked to naked comparison is the same, it was 4 in legacy and is 4 on uncommon and more on rares so nakeds are actually better too.
π€
Idk I just think naked should be able to get up to max. It could just require more work
Like maybe once you hit +100 you can get bonus mods
It requires some RNG and some fresh drops.
The thing that has it's value diminished a lot is existing double mod gear... that stuff is now just fodder.
Mmm sort of. I think it's okay, because the good double modded dropped stuff you can always attempt a bindo at and get most of what you want out of it, and perfect it as time goes on. Already modded drops that are rare like ATML or RNF Wands just makes things easier for you
Actually all modded gear that is NOT at 6 has it's value deminished realistically as it can all be replaced with more mods.
I guess to settle this debate, the devs have to make the decision on whether dropping with mods will be the gate for more max mods, or if it is simply a bonus.
I am in favor of the latter.
xd
But a 6 trash mod legacy item now has immense value at uncommon as it is irreplaceable.
Above that it is all the same.
Existing triple and even quad hits will be reproducible at lower expense. 6 mod hits are obtainable with heavy invesent, but probably less than previous if you know what you're doing.
Amy updates yet on the options of test targets with varying levels of crit resist in beta antares?
Should be good in a day or so.
excellent π
There will be a new uni done today. This new uni will come with CTE with a good portion of the t23 gear in it. There will also be crit resist dummies in CTE.
This means that your current theory crafted setups will be lost and your setups will be your live ones as of today. However with t23 gear being in CTE it should make for some good theory crafting
How long until done?
don't really have an eta rn. Could be soon might not be
I suppose I could make a new uni.
I'm tied up with making drone crit resist scale right but I need to take a break
OK, no worries. I was just checking to see how long before what I have on live imprints over.
thanks Jecht
Where is Brandon, he needs to be handing out dev points.
Server up and CTE placed.
The dummies kinda spam gal chat
So that's probably not going to be a good idea but good enough for now.
I'll sort it later.
those are in beta right?
have these been intentionally nerfed from live values?
No.
Please be specific
We don't memorize stats.
live values
I know there was adjustments to shields but generally should of resulted in more regen. I'll investigate that shield.
Oh
I know what it is
Shields arbitrarily were gaining stats from -speed
We fixed that so yes. Intended.
Like the amount of weighting was off?
this one's had a huge buff on the other hand, left is test, right is live
Gains stats for negative augmod?
negative speed augmod removed from M51

Or for speed specifically
Just speed
It was removed. And number of shields were adjusted due to such as they created outliers in stats
looks like many shields with negative speed augmods have been slightly nerfed
Paradox Shield, The Wall, Shell, etc
Yes.
I guess I'll have to reeval BiS then. The big bank -speed shields were a go to for FC and Engi because of that stat weighting
And our relatively limited speeds mechanically.
okay that's funny
you can buy from the station, but you can't unequip it or remove it from your ship once purchased
π
I... might need a hand lmao
Can you scrap it?
nope
even though it's not equipped in the inventory, it is equipped
at least thrust is not an issue I guess? π
okay well the good news is my dps is roughly on par with live against a 50% crit res target
what's perhaps more interesting is that, at least with my build, operative's controller remains the clear dps choice against 25, 50 and 75% crit res @upper hollow
it only starts to equalize against 100% crit res
glad the dev team found a way to balance engi. gj guys!
Rip regen π
the regen looks the same
You're like Brace/desist/integrity/fluxion?
yeah
Yea you've got enough bank to where the sustain isn't as big of an issue for most content
yeah, this setup sustains most everything
well, for long enough at least
heck I can run siege drones for ages
I always consider sustain with Empowerment out.. or at least burst window. I need to be able to have a long enough firing time with it out to down the bosses
But yea, you're looking at ~10% overall dps gains with operatives ofer investigators. and with your bank you've got enough firing time on most things even when overempower is out
I carry both anyway, so it's easy enough to switch when need be
uhg.. it's about 10% for me as well. I just hate how squishy drones are with it
@upper hollow this is with an amped rewired impedance shell, not neuroforged π
maxed out amplified just for fun
I apologize for all the dam AI in CTE.. I'll try to fix that
@grim dragon while you're here, could you do me a favour?
could you unequip this for me please π
lmao was that for sale in the shop
yeah lol
it should be unequiped
I bought it for fun but it equips as soon as it's purchased lmao
it's still equipped, I think it needs to be deleted from my inv
No soup for you
bruh
Along a similar line of inquiry, Arrays the bindo boosters in on test or are those still in the design stage?
They exist as items, but the actually way to obtain them has not been enabled.
they are fully functional though
Nice. I just wanted to be sure I shouldn't keep an eye out for them.
Like the xp boosts keep dropping off random stuff and it is pretty cool imo... but idk if it is intended or just a weird test server thing.
They shouldn't drop at all
or if it's like, if one person is killing stuff on the whole server they get all the drops type thing
there's exp boosts on live too
Usually they spawn as a stationary thing in random peri+gals. Never seen them just drop.
idk this a @red rain question
I've seen them drop
And they drop a lot in boss content so I wanted to make sure those weren't supposed to be boosters.
On live? From just random ai? Usually they are colorful floating things in gals, not just debris from random ads
I've gotten like a dozen on test and never seen on drop like that on live.
But like... it's neat on test... little bonus nudge to keep grinding lol.
yeah I'm sure I've seen them among the debris when I'm grinding KD
composite is actually a good mod now lmao
Mhm. No longer capped to 500k
Yea loving that change itβs very viable now
Also vectored with rewired on engine is nice
small issue: if you neuroforge an item to its max level, the middle box will be empty (because you can't neuroforge the stat any further), but you can still click it it'll still consume an item anyway
That is intentional, otherwise you could be forced to brick your item.
how do you mean?
All other options could have negative effects, middle choice always keep the same mods but enhances.
If you took that away you could be forced to have 3 choices that all make your item worse.
With the blank you just can't make it better and lose a dupe to RNJesus
What Dorian said
I guess that box could say "Do nothing"
instead of justbeing blank
yeah I guess so
I just thought it was an oversight
the extra shots from composite make it look like you're multifiring
that's pretty neat
cause it is MFing π
"mom I want multifiring!"
"no, we have multifiring at home."
Looks like on the 100% crit target, my engi setup gets 26k dps vs 30k on live with 1 min 10sec sustain
Increasing imp tweak from 3 to 5 and cybernetic targeting to 5 from 0, my drone crit chance is 95.4% and dps increases to 26.6k
Stats for TD140 (Camo6)
Energy Max: 7.954444
The Emperor's Augmenter: 0.52470(+)
Ares Offensive Mode Augmenter: 2.3320(+)
Zen of the Energy: 0.50
Zen of Engineer: 0.3750
Energy Charge: 1.461075
Zeus Olympios Radar: 0.10(+)
The Emperor's Augmenter: 0.29150(+)
Zen of Engineer: 0.050
Electric Tempering: 0.690740
The Emperor's Augmenter: -0.304174(+)
Zen of Engineer: -0.0250
Damage: 4.055583
Haraka Aegis: 0.30(+)
The Emperor's Augmenter: 0.34980(+)
Ares Offensive Mode Augmenter: 0.594660(+)
Celestial Nebulae Augmenter: 0.5830(+)
Ruined Ordnance Drone Controller: 1.0350(+)
Zen of Engineer: 0.050
Rate of Fire: 4.380096
The Emperor's Augmenter: 0.69960(+)
Ares Offensive Mode Augmenter: 1.014420(+)
Celestial Rage Augmenter: 0.87450(+)
Celestial Nebulae Augmenter: 0.5830(+)
Zen of Engineer: 0.050
Hostility: 0.850
Subtlety: -0.150
The Emperor's Augmenter: 0.11660(+)
Ares Offensive Mode Augmenter: 0.093280(+)
Celestial Rage Augmenter: 0.23320(+)
Celestial Nebulae Augmenter: 0.23320(+)
Ruined Ordnance Drone Controller: 0.230(+)
Cybernetic Targeting: 0.0250
Critical Hit Strength: 2.459180
Ares Offensive Mode Augmenter: 0.46640(+)
Celestial Rage Augmenter: 0.93280(+)
Cybernetic Targeting: 0.0250
Projectile Velocity: 1.28750
Ruined Ordnance Drone Controller: 0.28750(+)
Energy Damage: 1.050
Energy Control: 0.050
Heat Resistance: 1.050
Heat Resist: 0.050
Damage per Second: 57
Weaponry: 57
Energy Charge: 57
Electrical Engineering: 57
Fallen Drone Cannon:
Damage: 814 (313.07 DPS, 0.370 DPE)
Recoil: 2.6s
Electricity: 2179 (838.07 EPS)
Won't be during this current project
Aight
Also
2/2 DGs I've visited have broken exit wormholes
3/3, I think DGs are broken
@fierce mural we have to restart the server once after new uni
and it fixes DGs
schedule a restart in 10 mins
Found a new bug:
+item weight from extended mod on shields also seems to increase its size
ty
Looks like this one was also already reported in another thread
Looks like its only for Extended, Amplified is fine because the tooltip is 'item weight' on Amplified and "Item Weight" on Extended
looks like I'm going to need a lot of legendary bindo boosters to do this on live
legendary?
what legendary item are u enhancing
ah exalted, not legendary
that's what I thought lmao
reserve judgement until you see their source
lol true
I'm p. sure the bindo boosters will be expensive
10 mil shield and 85% resists is a riot though
I dread to imagine what heavily neuroboosted zerks are going to be like
I wanna know if anyone's gonna try out some regen shields π
Zerk is just nasty atm, we gotta figure something out without killing the class.
Well there's not too many heavy regen shields anyway, truth be told
the other matriarch shield whose name eludes me, because I'm not currently planning to build one on live
but looking at its buffed stats, I'm sorely tempted
Basically just Reconstructive Citadel and Luminous Consecrated Crystalline Form
We recognized their shield bank stats weren't good enough to justify using them
shield regen has a really nice synergy with engi resists
yeah, 90k is a much better number honestly
its got a nice synergy with Ranger too π
it's a shield I might actually consider building and using
thats good to hear
I've been scratching my head for a long time trying to figure out how to make regen shields worthwhile to players, took a long time to convince the team to let me increase shield bank on regen shields.
it's a shame M51's shield regen took a hit, but it's still a pretty nice shield, especially with the speed penalty removed
I'm actually overall happy with the change to it
with the ease of getting duplicates to neuroforge the living heck out of it, it's got the potential to be a very powerful engi shield
maybe on par with the matriarch ones, at least until bindo boosters arrive
it's probably the first thing I'm going to NF heavily once the update hits live
only problem is the two matriarch shields are way too large for ranger I think
they're both >1k hull each
oof, that one's 2.3k
I don't think we'll see ranger using it any time soon π
Probably, but nothing's stopping me from adding more stuff π
reconstructive citadel would work for ranger, but imo it still has a very low bank
but yes, more regen shields would be nice, they're pretty underrated
for solo grinding they're far better than low regen bank shields
They're really not. The power of OOC scaling to 1% Shield bank largely offsets it.
EHP in a fight generally there is a pretty long gap before regen shields surpass bank shields.. and regen shields do nothing to prevent 1 shots which a lot of mechanics fall under.
Game design has necessitated maximum survivability with either a healer or life steal for some time. Generally speaking regen is just dead weight outside of HPS focused setups where the ability ro do your job hinges on you having shields to provide.
The only class that can really lean on regen is stealth classes where they can stop taking incoming fire.
You could double the regen on every shield sub 4k and they would still be a worse choice in most situations.
Plus they are elec heavy and therefore bad for any sustain setup.
Sustain setups have been almost completely pushed out of the meta because the stat spread.doesn't allow for it, shield and elec regen cost too much in the balance sheets to make them viable.
With more tempering from mods and enhanced OC it'll be a little stronger, but there being more bank mods means bank still scales better.
I can't speak to the maths you're basing it on, but from my own experience of playing with higher regen engi setups, when doing solo content and especially ones where fights can last a while, the ehp gain over the length of the fight is very noticeable, to the point that it's actually one of the biggest things I miss about my old setup. some of those higher rift scores I've pushed in the past have been made easier by having more regen on my own shields enabling me to, for example, focus heals on a particular drone without draining my own bank, or even having healing drones out which can sustain their own healing. even during the testing of this patch, where you've found your survivability suffering in KD due to increased TTK, it's something I've not had issues with myself as I have enough regen to generally remain comfortable as long as I'm not overwhelmed.
of course in squad content where you've got healers, bank wins all day, but for solo grinding, running lockouts on higher difficulty etc (which make up the bulk of what I do), regen starts to see a lot more value.
(for real though, having healing drones which can heal without draining their bank is something I really miss about my old 2 bana crit setup)
even now there's certain stuff I just find easier by switching to my OC molded M51, simply by virtue of the extra regen
and I think next patch a heavily neuroforged M51 will still be one of my mainstays
just as an example, when I'm soloing BNF, the extra regen makes a big difference, because it means any residual damage I take will regen, meaning my drones don't have to waste time healing me over the other drones taking more damage
Even in group content, having some regen makes a significant difference.
Its not difficult to calculate the amount of time it would take for your regen setups effective shields to outweigh the bank shields increased total bank.
My cheap BIS equipment:
with the M51 equipped on live I have about 8k/sec, which over the course of a 3 min fight is nearly 1.5m shield
The point about electricity costs is a good one though, especially since ETemp doesn't effect regen shields energy costs π
to be fair, it's not something I notice, so it's pretty negligible to me
for something like a zerk or SD which also has to power their weapons though it would be a different story
I had fun, during internal testing, experimenting with regenerative Speed Demon/Seer/Gunner/Ranger. Its definitely doable. π
it's definitely something which comes down to individual preferences and use cases though
it's a nice qol thing to have in scenarios where you're taking moderate damage often rather than heavy damage all at once
The survivability issues were mostly due to bugs with the ai iirc lol.
The ttk increase is well offset by the NF mods, I think I did all the fallen back to back with about 2.8m shields left, which is more than the diff of what I gained, hence the content feeling worse even at high investment.
Hps drones on a dps engi are imo best suited for a short burst,I'd rarely have to use 2-3 when I'm not cheesing with drone agro because I generally find that mechanically boring.
Rift scores I've been able to top all of when pushing those to the limit, but I generally don't find the time is worth the reward so it's mostly when bored.
The EHP numbers hit even around 2 minutes previously assuming similar amounts of damage taken, given the mobility of m51 builds previously that likely wasn't the case. With the increases to multaplicative bank mods and the limited scaling of regen I'm sure that gap has widened.
Bugged benefactor is certainly more appealing, but there is simply no way to outscale bank with regen given the amount of sources.
With shm and double OC shields and multiple regen augs sure, but on engi the stats just cost too much. 30% regen augmod vs 15% resist Aug mod, 20% regen augmod vs 20% speed or another 15% resist, 5% regen vs another 10% resist... the stat sources unless invested in just don't offset.
You had fun testing with DS drones too.
Fun and min/maxed rarely align.
It might be viable maybe.. but oof.
I mean, it's not something I'd go all in on and prio it over stuff like speed and resistance, but rather it was just there because of the augs I was using, and the difference it made in the content I mostly do was pretty noticeable, enough so that I miss having it now
We see that regen isn't very popular, we'll give it a buff and see if people find uses for it π
More bank for the shields, more classes get regen bonuses
Maybe it gets used, maybe it doesn't
honestly if you can slip some regen bonuses into engi class skills (as long as it doesn't cost dps stats) go for it
Making it more viable certainly seems like the play.
The numbers speak for themselves.
It should be a cool and utilized play style.
Now we just need some more serious sustain fights >:)
lots to think about and create for ya'll to play with/against
I think sustain setups in both elec and shield regen need some nice buffs to bring them to par and would love to see those back on the table. I too miss my sustain setups.
And we made a step for shield regen builds here. Can't build rome in a day but we'll see how it's taken
Long fights with the current drop rates are pretty rough. Even doing matriarch with limited squads felt bad with it taking 20 minutes and you getting at least 1-2 bps.
I clear all of ce or ruined sanc in less time
yeah I agree with that, there needs to be a little more in terms of drops
There doesn't need to be if things are scaled to solo/duo within a reasonable time.
But like the Grand Eclipse fight is like 5 minutes.. but takes a pretty full squad... multiple people's time/lockout is just burned weekly with no reward.
I mean in squad content of course
when you can go weeks or sometimes even months between seeing some of the more desirable BPs and everyone wants them, it can be rough
Plus if some people can solo duo and some can't, but can contribute to larger squads, the rift scaling may allow a full complement with FCs and shms and hps engis and gunners, etc.. all those support classes that can't solo now can add to a scaled run with more drop organically.
Balance is hard, but we have mechanisms in place already that allow for scaling to offset undertuned fights and offset current drop rates.
more stuff in the vein of ruined sanctuary would be very nice
We have a drop rate project in the near future to address this.
Agreed, this stuff is at a spectacular balance rate and have enough chase drops to always feel worth doing every week.
haraka station is a boss I love the design of, because it's solo but also difficult enough to be challenging
I know I know lol.
But I can only comment on how things are now and why certain aspects feel unrewarding... like really long fights π
Yep totally agree
but also the long sustain fights I'm talking about don't exist either
I love station and mine layer. Kuhaninis a little boring, but playing asteroid peekaboo is kinda fun.
I mean matriarch is the prime example. Even short runs of that are like 10 minutes with a full squad.
If the gear wasn't absolutely bonkers people wouldn't do it... heck tons of people that can do it just don't because it's too much hassle.
I was doing 8+ runs a week for months.. and then with the recent changes I maybe do it once because it just isn't worth it to chase.
What's a hastle, just that it's long if your damage is low or that the drop rates don't relfect the length and difficulty?
I find minelayer a little on the boring side because there isn't much challenge to it, but bullet hell fights like haraka station I think suit SS' arcadey style brilliantly
and it's an all-round great boss
The biggest issue imo is the inconsistency of the fight.
The fighter change makes managing assets hard, the Mines overlapping constantly or running back to back, the double burner supers, the desync.
Yeah, just an issue with making something so complex.
Before you could mechanically control the fight if you knew it very well, most of that is just out the window now. It's more luck than skill.
It went over the top there that's for sure
It was my absolute favorite fight before... every failure was due to a mistake I made or poor planning.
That is not the case any more
The complexity makes keeping it exactly the same forever as the games code evolves basically impossible
I'm a Dark Souls fanboy... that fight was heaven... now it's just a deck cut
That's fair
If I tried to spend the time to make all the phases very consistent, it would take me the same amount of time that I could spend making something totally new.. and a lot less frustrating.
Try mine layer on like 3.1 lol.
It gets spicy.
I wish the little roids weren't in the middle.. they are the limiting factor to scaling it super high on engi at least.
Also Innis way harder.on test now with the shield bar changes... but those are super buggy.. incan clearly see and detect things and no bar shows lol.
Plus my own bar not showing half the time.
I know.. it just sucks because it was such a good fight.
can't bring it back to exactly how it was given how very specifically it was utilizing bugged AI tags
Trust me, I would if I could
Don't you hate when bugs make the game better.
Man I miss the bugged OOC where it only cared if you were shooting π€£
10 minutes is an agonizingly long time in matriarch π°. When I am active I certainly would not be bothering with it if every run was 10-20 mins
I also agree the amount of loot feels awful for a 5 person squad too. This is going to get even worse now that mod chance is given to built items and you need dupes for NF⦠in matriarch I mean. I assume the same problem exists for grand eclipse but I have not been around since its launch
Getting multiple people ready and out there takes forever too.
Realistically it's like a 40-50 minute excursion doing team runs.
Swapping gear, bots, chars, equipment.. I was spending like 4-5 hours a week in there... and it was worthwhile since it was like shared loot for a couple people..
But now the likelihood of a wipe is just too damn high and it adds way too much overhead.
I'll have to try it post rework. I'm hoping the player power gains help offset the changes.
wait, shield bars not showing is intentional?
Its supposed to only be if you cant detect the enemy.
So like, totally invisible to you.
But it obviously isn't working very well even if the code change was very simple
Yeah for sure
speaking of buggy, do extinguishers and pest controls even do anything anymore?
it seems like they make no difference to the rate at which they decay when you're ooc
Not sure if it is possible but I think the weighting scale current used to determine the balance of shield recovery should be reviewed
Take the Celestial Mark Augmenter for example:
How balanced in comparison would it be if you substitute the Shield max stat for Shield Recovery +100%?
I've never seen the calculator/method used to determine if an item is within the bounds of being balanced but I believe there's so much room for shield recovery/energy Regen to be added where shield bank/energy bank is placed or even left out, especially when you look at all the subspace themed augmenters
Wouldn't even mind if you could combine a t23 DPS focused augmenter with the +shield recovery/+energy Regen on the subspace augs through some upgrade blueprint/trade-in/mission
Something like this's out come isc learning from it and applying thosec lessons to future itemz. Going back and changing stats on something like an aug is no fun.
Well Hobers done it before lol
And until new augs are added to favor a skew towards complimenting a recovery based setup, shield bank will remain the only way to play a non-support class
Just the context that prompted a lot of what I'm saying
Also shield bank is a stat that is complimented by numerous outside skills such as Zen of Shield/Kalthi skills/imp skills/ship hulls and class Zen skills
Shield Regen on the other hand can only be gained from less desirable Augs and item mods
I understand that with the new adjustments to classes it is being improved but I honestly don't think that alone will be enough and until it can be viewed outside of this neice premium play style (as I think the math of the game has suggested that it is not) bank will continue to be the only way to play at scale
I didnt have the level of oversight then that I do now
Class skills as well
And lasting will( imp skill)
Aye I was wrong on that, imp skills are for Regen
But that just proves my point further, Regen should not be this primum stat that can only be obtained at the highest level of the game
I'm not saying it should be weighted less then bank but on even grounds would be where it can be viewed without breaking things
Would be a bit better if one could opt in/out of getting either the max amount of shield Regen through the class instead of shield bank
Rather then having both
Well that's besides the point
lol stats may still change if warranted π
Also, something to keep in mind super-subnet:
From a balance perspective, it is much more acceptable to give more shield bank than shield recovery. +Shield Bank increases your effective shields linearly, and the ttk against you linearly. So does +Resistance to Damage. +Recovery does not increase your effective shields, or ttk linearly. Shield Recovery is incredibly powerful because you can reduce the damage you take near or to zero.
^^^
The longer you are able force a fight to go without OOC, the more powerful recovery is. Shield Recovery is an expensive stat because of that. The same thing is true of Energy Recharge, but Energy Recharge can't make you immortal.
shield regen can be very powerful
What would be a suggestion to allow Shield Regen to scale linearly?
One suggestion would be to add a way for Regen to degrade over time during a fight where your Shield Regen accounts for more then half of the damage you've taken during the previous server tick
For example, you have a bank of 1k and a Regen on 300
I mean you can look at ShM as a problem with recovery already. Once they have enough regen, they're unkillable in some pve content.
But shield monkeys need to take damage to be able to clear that kind of content
It's a means to no end
But they only need to do more damage then their enemies regen
and can take as long as they want π
I think that's fine for a class that gains no inherent damage bonuses, and my example also aims to solve that
Well unfortantely there's bots
so its not solved
XD
and stealing only amplifies this cause it does do damage
π
#DevProblems
Stealing is very different from shield Regen, it's actually counter productive
But here, 1k bank and 300 Regen:
You take 100 damage, it should lower your Regen temporarily by a 10th since 1000/100 max shields
You out regen that instance of damage but now you are at 270 Regen
If you take more damage then your Regen allows then there's no problem, the ttk doesn't mater imo since it will then revert to who destroys who first but I'm sure something can be arranged if other disagree on that.
I don't see a problem with how regeneration works as long as its controlled in the way it is.
We don't really need to do massive changes.
Every bit of damage you mitigate via dodging or blockers or distributing it to different targets significantly increases the power of regeneration. I've noticed on my Riftjumper's that their survivability in content is drastically increased when the shield has a decent amount of regeneration on it (like 1500). Mind you, I'm a Shield Monkey but they only get half of my bonuses.
Anyway, I think shield recovery augmod is in a good spot. Lets see how things work after the recovery increases to other classes.
yeah I think the only tweaks needed are to individual shields themselves
Shield regen has parity with your shield max and resists, too...
100k regen with 90% resists is way better than 100k regen with 50% resists
How is this a problem? if ya invest a ton into defence sacrificing offence yea ya can tank everything but ya aint doing as mutch damage as ya could
It's not really that binary with shm
Considering how alot of the content goes straight for bots....
More to come. Nothing projected on first release.
Are the available rarities of bindo boosters still being debated? Last I heard they were going to be exotic+ only, but I would love if we still got greens and blues. Not all items are sourced equally, see something like a Vazi Pralinata vs the Tracker Greens, and Empyreal Flame Cannons vs the built Celestial items.
Bindo boosters will not be available at the launch of this project.
It's a tool for us to fine tune exactly how it fits into the game. That vision is not yet clear.
Hrmmm darn...
There's a lot of issues with them especially the fact that they currently are tech agnostic.
If done wrong they could make like.. any grinds that do not provide bindo boosters as basically dead content
They are deeply problmetic if done wrong. Not gonna rush them.
Could make them not tech agnostic and let higher tech ones work on lower tech
Oohh tech not quality, interesting.
then we'd have to make like one hundred different bindo booster items lol
of all tech and quality comboes
But generally it's really unclear what to do with them. In this case the code support for them was much easier then everything else
I'd just stick to tech and put them as top tier rewards for that tech.
Tarnished Imp Chest level of drop chance kinda thing.
But I know how much everyone dreads doing drop tables.
That's the closest thing we had for an idea too. But only for high quality bindo boosters.
lower quality ones, we had another idea. You'll have to wait and see for it tho
Yeah there are lots of blues in the game that are still very useful/good/BIS/whatever attribute you want to prescribe, but their methods of acquisition are entirely different
Roh can't you generate items, like how spacy and speedy standard augs are?
Maybe make a tech level booster and each quality level requires a different amount?
So a t22 Blue might take 8 of t22 boosters, but a T22 Exotic would take 16
π€ Well, no rush. It could definitely break the game if you were able to easily obtain exotic boosters in some t19 content and just god forge t23 Exotic items
lol, booster tokens that you trade in for the tech/quality you want 
We did adjust some NF chances but it requires a new client. Once Jey updates that I'll let you know.
Was it like fixing the weird double instances of the same roll and all that jazz from last week?
Or is it top secret maybe they'll figure it out changes π
No double instance of same roll is WAI unfortunately
Hopefully what we did today here makes it less likely though.
are any of the class locked proficiency augmenters getting rebalanced?
No.
Hober, I forgot to mention: I don't want you to be discouraged about my disappointment over the change to AOG, I would prefer if those stats were on another aug. There is a use for it that I'd like to workshop, it's just that changing an existing aug and removing the current AOG's stat spread was not ideal.
Just as a kind of segway into subnet's point there
Yeah I was about to mention that but decided to just say no instead
I can always add another aug with that stat spread.
Yeahh, exactly! I like the push to try and get us to use regen setups, but in the current meta maximum upfront tank is so powerful it will take some convincing and theorycrafting lol
Sure thing
i think we should replace shield recov on aog to something else
Go check test again
Bring on the Epsilon client π
It'll still be delta
Mfw we skipped Gamma
delta souded cooler
Did you guys brick NF?
I did an uncommon item that had 1 enhanced and 2 unenahnced mods 200 times and never got the option to add a 4th mod.
Needs a new client
so, yes
I also had a Rare item with only 1 enhanced mod and after about 60 rolls never got the option to add a single additional mod.
ok... as long as that is the issue lol
We have no way to know until we check with the new client
I remembered seeing you gusy say that, but I didn't think it would break one specific mod type
Yeah the chances are misalgined on client.
I'll double check it's not busted on my new client
Can someone ELI5 "We want to promote greater build diversity but we are greatly constrained by the reality of this meta."?
How does shifting 100% crit chance needed to 150% crit chances needed increase build diversity? It literally just means you have to invest more and more into crit chances which limits build diversity.
If the 100% crit chance cap stayed the same now instead of HAVING to run a crit chance cloak you could run a Damage, or RoF, or resistance, or Crit str, instead of having to push for SI on every slot you could try and get some extra shielded, composite, reso mods, it opened up more options of viable OLs, it opened up a wider range of augs that could be viable since prioritizing crit chance was no longer required to hit ~130% crit chance.
Shifting the crit chance scalar to the right literally does nothing but require more investment and limit build diversity, it doesn't make non-crit builds better or more viable.
So the reasoning behind it was exactly what I said it was in the other thread, and the effect is going to be exactly what we've all said it was going to be; it's going to drive people to increase their crit chance rather than seek out other dps stats.
and it just solidifies my opinion that the change as a whole should have been saved for T24 instead
It makes to jump from T21 to T22/T23 content harder. Imo T22 was already not really achievable at T21 investment for most classes. Skills really need to not be locked behind squad content.
I guess a heavily invested T21 might have a chance now as the power scale vastly outpaces the crit resist with investment.
Quite a few nerfs all around - which means that the Neuroforge update will really have to CARRY -- which means NBing will be even more of a requirement
Really really dull idea
So without investing vast sums in neurobounding, everyone can expect significant dps reductions lol (also FAR WORSE DPE as Heat weapons are far worse now)
Outside of some of the class rebalances this is true.
Those probably require setup and gear changes to optimise regardless.
Well, I know that this change is yet another steaming shit taken on top of swarm bot builds
All heat weapons are severely nerfed now - and so they must be NBed to compensate for the nerf
On top of crit hit chance bullshit
Hilariously it's not, effective dps and sustain and survivability are way up. Cost to achieve that is up orders of magnitude though.
So I guess devs got what they wanted which is to force NBing on everything
Yes, the cost being orders of magnitude higher is the point
And no, the crit hit chance + heat DPE nerfs
mean that even perfectly modded swarms would only really barely compensate
Unless you use shit gear that you can mass neuroforge
Sigh, disappointing as always
Are the changes to Beam weapons going live with rework? I don't think I've seen that in the dev blogs.
Yeah they're going live with the rework. That information will be included in the patch notes for sure.
You know how many ships and bots you're going to overhull right? idk what you can do to really prevent that but we probabaly need a little more than a day notice.
Just a little note of like, "If you are using any beam weapons under 350 range on assets please throw them in the trash."
Yeah my fwing overhulled lmao
Bots should just inherit 100% and get an inbuilt damage nerf or something
All controlbots just have -stats instead of +stats lol that'd be hilarious
"Figure this math out nerds"
Damn so this patch really went from "mod rework" to: "lets just blow up everything"
Honestly if every one of them had something like -30% damage added on and then bots inherited 100% skills it would be fine, because you can just calculate the new augmods onto your existing F10 while you're in the bot
God save any class without main ship skills I guess.
I'll add a note to the post
Lots of work to do on all my chars and bots after this update goes live π΅
I will remain optimistic though.
Please tell me yall gonna release this away from reset so weβre not all stuck at our computers for a week straight building and reorganizing every asset we own.
Ideally before reset. It'd be worse after.
Ideally well before reset? With the last week being effectively dead and this change impacting so much it could dramatically change next uni planning which should be starting for most in the next week or two.
Universe reset 4 week countdown won't be announced until patch date is set.
So enjoy bonus time.
Genuinely thank you. That helps settle a bit of anxiety.
I don't mean 4 weeks after patch either. It just won't be bang bang
Yep... brilliant isn't it? Certainly a rework that everyone asked for......
Yea, I mean Uni reset would have been like either the 9th or 16th of Nov, so I knew there would be some extra time already.
The big thing is just we'll need some time to actually engage and invest in the system as the immediate effects will make most characters worse. Trying to deal with that while in reset mode is pretty harmful.
4 weeks is decent time... I think that's enough for me to get used to the changes
Oh we'll be lucky to get 2 weeks including dead week.
We're already on borrowed time and the mod rework doesn't have a date yet. Even if they announce the date today and it is 2 days out we probabaly won't get a full 4 weeks.
Glad yall are pushing for release before reset thank you β€οΈ
Still waiting for someone to explain how this increases build diversity and doesn't just force more investment into crit.
I do actually want to see some good examples of how this benefits player experience and allows for more viable build compositions.
Has anyone tested bot DPS? Gunner and SD looking good, maybe too good.
FC I'm worried about, but maybe NF tinkering your bots will get them higher?
I really want to see seer tbh
And ranger
Those are the barren reports currently
Other then EK goating anyways
lol
I did some number crunching with him
Gunner bots are currently the most OP thanks to Marks
I think he wanted me to share the chart with you guys later
Not sure if it will spawn a huge convo here so I'll do during meeting later today
That it goes into your dev channels, but ofc can be mirrored into a thread here
Any reports in how FC dps feels after NF Rework?
It'll require them to mod all bot equipment to hit 150% crit rate if they previously scaled crit.
Non crit centric builds like Yuugh's zebras would be somewhat impacted I imagine as they had some crit.. but idk how much and he is gone now.
I'm a fan of the zebras too. Not full critty at all, though
I think only like 70 or 80?
Overall it is easier to get Trans/compact on things, you can enhance extended on expanders and your existing mini gear might still work in some spots for LF bots.
You don't scale crit from NF specifically, so depending on your existing investment and gear bindo rolling gear shouldn't be more than a couple hundred bil per bot to optimize DPS.
The loss of 1-2 gyro mods fixing mobility will be the biggest hit on effective dps, modding to correct that is going to be tough.
You mean extended on expanders?
Not capacitors
btw
Can we be real
Who is gonna use rewired on capacitors
Literally no-one, it's too lossy
Do fighters crit?
Quick before and after on hull space post change.
Not sure where I would have lost max hull from
let showstatsources show us the way
Cap mod is identical
oohh, it's prolly the Twisted harbor
yeah I was going to say why is hull different
oh no
extended is currently bugged
and gives size
known issue
Just fyi
ok, cost me 92 bindo and a dozen or so accessible dupes and 1 harder to get dupe
Before:
Critical Hit Chance: 1.773192
Critical Hit Strength: 2.99750
Damage: 10.207752
Rate of Fire: 5.577932
After:
Critical Hit Chance: 2.567898
Critical Hit Strength: 3.99750
Damage: 10.031780
Rate of Fire: 5.436232
and hullspace
That is with a TML in there already, so plenty of room for other weapons
Bot's should be fine, it's just gonna cost a few hundred bil to fix them like I said before
50% crit res dummy:
Post-rework bot
Pre-rework bot
Pre-rework t18 bot
Same bots no crit res dummy
See how crit res does nothing after you invest another 400B or so into NF rework
it's almost as if it just forces you to stack more crit
SO I changed my controlbot and OL, I changed shield charger too, but I didn't need to.. it something I'll instantly do post rework though so meh.
Now if I didn't have to hit 150% crit I would have changed my cloak, shield, radar, charger, expander, OL, probably energy (depends on where I landed for OL), and a super item.
Honestly I would probably change aug setups completely and maybe even the bot base.. however, since I have to invest 400B just to get my current bot back up to standard all that is basically off the table.
I also could have left some of those things in place and tried to bindo for more survivability, mobility, utility (hull, stealth, radar, etc).
I mostly just have a bunch of wasted crit chance for T22 and below content.. but I didn't lose dps, I'll still gain a fair bit, I just also won't lose dps against T23 content.
Unlike weapon types where you swap your weapons for specific bosses or content, you're not going to be swapping your entire mechanical build design from 100% to 150% crit as you change content... it's just impractical as the gains you could get from that swing just aren't significant enough for the cost or frankly the time.
Well one thing I noticed. Is my already super constrained hull space got even worse with the massive laser size increase. Weapons are already huge for most normal ones as it is.
Just wanted to give a heads up that there was a pretty significant issue with Ranger's Grit, instead of distributing the damage over 30 seconds it distributed it out over 12 seconds. True Grit should feel a lot stronger now.
I also made some adjustments to the Gunner Targeting Computers, and locked bots to only be able to use Bot specific ones. You can find them in the Lyceum AI base.
good question
To the devs: will there ever be a change that doesn't directly or indirectly gimp bot swarms? Is it still a desire to completely eliminate them as a playstyle?
These wide-ranging nerfs forcing the need to invest hundreds of bils PER bot to get mods just to COMPENSATE the losses is yet another needless hit to swarms
i am curious as to why such an extreme size change for the seer locked lasers? and i assume other ones like them.
They were getting an inappropriately large amount of size reduction for being short range, while still being marked as REALLY BIG in our internal tools.
When something is marked in one of the bigger size categories it gets big DPS bonuses and DPE reductions, in exchange for its size increasing significantly.
In the situations where small shorter range laser beams got bigger, it was frankly an abuse of the design tool and we did not want that abuse to continue.
Going forwards, Small weapons are going to be Higher DPE in exchange for DPS across all weapon types and not just Projectiles like it was.
There was a good case for small but strong sidearm type lasers. Fleeting Strikes and Kalthi Planetary Demolisher were part of that archetype.
But now they're giant while still having short range lol
Actually I was considering using them with mod rework but the size increase kinda screwed that plan
Yeah we can make actual side arm lasers that are category small now
Yea Iβm kind of questioning right now was the change because it was βinappropriate according to internal toolsβ or did you come to the conclusion it was also βinappropriate in gameplayβ? Because as it stands right now it looks like some just became worse options to longer range weapons
It was inappropriate in gameplay too
Because there were these really high DPS weapons that worked just fine if you were able to get right on top of something, and high DPS weapons are generally ALWAYS good in situations where you can get rid on top of something and guarantee you're going to hit. Think of things like Vervs.
That's kind of a feature of the weapon. Like a pocket pistol. Tiny but still very strong.
I think it would have been ok to size up a bit, but not from like 58 size to 310
yeah, a 500% size increase is insane. the seer lasers went from 30 to nearly 200.
Now all the lasers are in this same 200-500 ballpark and are primarily distinguished by range and dps.
and to lose damage too
We could have prioritized size on them, but they would have had significant DPS decreases and we didn't think players would tolerate that.
Spent a long time (literal months) going back and forth over it, and we are very certain we couldn't do that
Honestly if you can stick to your target and verv you should be rewarded for being in good position. Though, I can understand there may have been a case to argue against a high tracking, short range, high DPS laser. At least the KPD was a low tracking laser, Fleeting Strikes can scale to 180 very easily with scoped and kalthi tracking skill. Though, its short range made it unpopular. It's even more unpopular now since I can't even go and use it as a sidearm with the new changes!
For some of these weapons their small size are the only thing that makes them appealing over some way bigger variants (say seerβs overunderminer vs titan mining laser)
I would also never use fleeting strikes if it wasnβt for its small size, the dps isnβt that high and range limits its usability
yeah, the size was more important than dps.
it was a dph type weapon
it took a insane investment into RoF to even get a hit per second
We can look to make individual adjustments to weapons going forwards, I don't mind working with ya'll after the Neuroforge drops to tweak things.
The flip side is excessively giant lasers also went down in size
Which will open a stat space that hadn't been utilized for our larger hull classes
lol, Operative Crushers
TML was regularly utilized
Quite popular
ATML was definitely niche.
Too damn huge!
honestly i have seen recently that most of the good weapons are space hogs
Well, combined with the increased "baseline" for PU (now 10 with Shards of Empowerment), hull scaling up with tech level, and BIS augs and gear offering +capacity%... you naturally minmax towards those larger weapons
That Nuli Wave though 
Fleeting Strikes/Faded Omega Laser comparison is hilarious.
Faded Omega is Exotic, but is also T22, so idk where on the sheet that compares to a T23 rare.
But the Omega is now smaller, has more dps, better dpe, has 4 times the range.... so you're trading all that for some tracking?
hmmmm, would making more tech level versions of the seer weapons make it easier to scale better? on size damage etc?
Just use an ATML, I'm already using 2 of them on my LF even without the size reduction 
No, if you want smaller weapons we could give you a way to turn them into a smaller one but it would have less DPS and more DPE
Because Range isn't a limiting factor at all, it's not like that's a stat that on it's own makes or breaks a weapon.
If you're being sarcastic I genuinely can't tell btw. I'm assuming you're not serious but its hard to pick up via text.
how many Luminous Discrete Oscillator Cluster are in use on live?
how much of a drop in damage would be needed to say get them to around 100 size?
Only an admin can easily and effortlessly get that info. I can get it through them, but that's not something I can just share. What are you trying to say?
Despite that weapon having a fairly insane stat stack on live I can't say I've ever seen anyone trying to utilize them to any effect, and their size just nearly quadrupled.
Think if they had even say the range of an Emp Divide (already a tight squeeze in may setups) they might get used a bit?
Maybe? They'd go up in size a little for being longer range, nothing significantly drastic. I don't know.
Its possible
Can you give me a specific weapon?
The Caress was largely only used because of the insane mods, I guess we'll see if it's size being quadrupled impacts that.
How about a Caress?
It was 109, how much do you need to nerf it to get it back there?
the ones i was specificaly talkign about, was seers over underminer and seers searing fire.
See this is the problem, the size difference looks insignificant for the amount of range you get
In fact you can't just ignore this, the faded omega is literally smaller and better in every way except tracking like Dorian said
So there's a fundamental flaw in how this was thought out
how much stat weight does tracking even take up?
so quite a lot then
You're just not going to land as many shots with a lower tracking weapon so we compensate you for that.
It seems like what you're saying Tenshi is that lower tracking doesn't neccessarily matter, you can land your shots as much as you can with a higher tracking one?
for some classes (like seer and ranger) that can line up shots out of sight tracking is not a hugely valuable stat
but alpha damage very much is
I think its a fair call out to say a very short range weapon with higher tracking doesn't make much sense
If Fleeting Strikes had lower tracking it would be more DPS than the Fallen weapon
If we made it 145 size it would go to 549 DPS/1593 Damage and if we made it 87 size it would go to 445 DPS/1112 Damage.
It matters to an extent. I'd say it has diminishing returns, because as a player you can compensate for less tracking by simply aiming better :'D
90 base tracking is more than sufficient if you are mobile enough
at least decombobulator didn't increase in size π₯Ή
I'm willing to shift a couple items stat distributions around after patch gets ironed out and we put out any fires. Just remind me post Neuroforge. We can touch a couple weapons and then I'll see if its ok with the team.
thank you.
That and tracking matters less the further away you are from your target due to how a tracking cone works.
4x the base range gives you a huge space to hit targets in front of you if you draw a 440 range circle and cut out a 19 degree slice it'll cover more effective space than a 110 range circle with a 90 degree slice
Oh and it is 5x the weight
tracking is also one of those filler stats that have been used to pad the difference between the meta augs used today and any alternatives, everything from the Selenite to Desistance Augmenters have significant tracking multipliers to make 19 degrees negligible
Probably not likely in the wild for a while on most items... but this is sorta an issue with Exalted
It's only able to offer you one possible option? that's weird
Why would that be an issue with exalted
I think it is something weird with the rates of multi-mods
Yeah seems like some bad logic
I must say the options get a bit confusing on them too when you can add two, remove two AND change the enhanced mod, so it's like 5 changes all at once. I think I got my first one of those like 3 NFs in and it was pretty hard to tell what was happening.
lol I got 1shot on test again. I am not entirely sure what it was.
I just saw a giant -7.4mil transference damage
Too bad no video evidence, can try to replicate
probably while fighting as a gunner launching missiles
Yeah idk what it is
I just know it was transference damage because I was watching my shields, and then when I saw myself die, I quickly darted my eyes to the center of the screen. The only thing that could have one shot me was the strange "-7,4" I saw that was in cyan, and had significantly more digits than every other damage number I saw lol
Gonna try to die again and see if /showpain gives me records
Yeah idk I couldn't get a missile to kill me
iirc jechtz fixed it a long time ago
Yeah that was really early and may of been unrelated.
I still don't understand why LFs are so tanky in this game while capships are so papery
That Lucerne lmao
They're not even tanky. Their resists are pretty poo poo. Just overpowering regen
Pretty sure Hober was looking those over.
Man I was firing ctrebs into it
I mean, the reality is that some content designers made the DG AI in KD super regen heavy instead of being really scary damage wise. I tend to prefer scary damage over constant regen/tank personally.
Maybe we'll shift it around a little at some point, who knows.
Yeah. Some ai will regen their full bank in like a second.
One thing I disliked a lot yesterday was that when presented with multi-mod options, the order would go +-+-, or -+-+ which was often confusing to look at.
Could we change the order to always be either ++ --, or -- ++?
Two more small UI suggestions.
-
Can you add color coding to the mod additions and subtractions in the NF window? Red = removing, green = gaining?
-
In the item preview window on the right, is it possible to color code the mod you are gaining? Like for example, buffered would be in green? A love to have would be if you could also include in red or something, the mod you are losing in the same window (so in the example, forceful would be in bright red with some signifier that i'm losing it)
Right now it's seperate rolls displayed in same window. Down the line. Possible
First part idk. I'll have to look
2nd is not
It's displaying the actual mods on the item as if it had it
Ahhh so its like: 1 roll is - forceful + buffered, the 2nd roll is - overclock + scoped?
I figured that one was probably not possible, but if we could add the ++-- ordering and/or adding color coding to the NF window that would go a long way for overall clarity
I'll add both of those on backlog. The color part might be easy. Might not
Sorry, can you please confirm if centred will be completely invalidated by any kinda DOT?
Thank you for looking into it!
Damn - and can I ask, do fire extinguishers enable after 15 seconds out of combat, but still taking DOT?
10 and yes.
Do they actually work? Fires seem to keep ticking long after I leave combat
They do. It's not instant
after being out of combat for 10 seconds, I know, but it doesn't feel like they do anything at all, even when ooc for a while
Are Ranger bots able to benefit from True Grit and use Ranger Scopes?
Ranger scopes will not be allowed on bots. (Still needs code)
I don't recall for true grit
Just FYI, but even the best fire extinguishers do barely anything to reduce total damage taken by fires. Something pretty meaningless like 10-20% iirc. And if you have any significant amount of fires on you this also costs an unreasonable amount of elec to do. This has been the case for quite some time.
Likely something borked with the fire's hit points if I had to guess.
It's all factored in to prevent run away ooc instant clear memes. Docking is problematic tho
Well instantly clearing them is for sure not a problem currently rofl.
should fires really continue ticking for up to a minute or more after combat has ended though?
it's worse in pvp because they appear to keep you in combat which renders extinguishers (and panels/chargers) useless
It depends how many fires are on you and the hidden stats of those fires
Exterminators (which are what fire extinguishers are) destroy them at a conditional rate
Better if there was a stat we could get to improve that process
it's usually zerks and SDs using heat weapons, they can build a lot of fires in a very short time
it's why SDs typically use burning blossoms
Would be nice if the grit mechanic that removes DoTs when the source was is destroyed was universal to all dots
are these new default skins for the empyreal ship line?
all the AI look really cool
thats weird
Show the whole neuroforge π
Yeah. We need to see it all to really figure it out.
yea its full on mods
Oh you know what. I bet I know.
It's the additional mod roll, right Jechtz?
@red rain
Resplendent Nullifier Edge: 0.660(+)
Celestial Nova Core*: 0.10
True Grit: 0.30
Zen of Ranger: 0.50
Why does the OC Nova Core give me shield recovery?
The shield with OC is also applying it
But I'm sure he told you
Anyway sorry for redundant ping
Shield with oC applying shueld recovery is working as intended
π€
Wait so it gives a multiplicative shrecovery aug stat, not boosts the base value by 10%?
Huh
Oh hmm, it should be like lives OC
Thats a good call out
I misinterpreted OC on shields the entire time, I guess.
On live it does that. I wasn't thinking
Check ur stat sources on live.
I hate OC
Literally doesn't want to work right
I swear I've fixed it at least 10 times
huh
M51 Benefactor mod: 0.1650
M51 Benefactor mod: 0.1650
Shield Boosting: 0.60
Zen of Shield Monkey: 0.50
This is my shm on live
Two OC Benefactors
OC is great but seems like it's adjusting the wrong thing
I'll go poke it again
I think something with the weapon slot check broke
(On live, you're guaranteed one weapon slot on >0 weapon slot ships)
Also, not related to neuroforge, but something periodically instaheals you in matriarch right now on test
It eventually stops, but I'm not sure what causes it
What does this mean?
Normally, even if you stack all sorts of negative weapon slot sources (expanders, augs), it won't cause a ship with weapon slots to have 0 (or negative) weapon slots
That sounds like it was a bug - Jeff redid weapon slot code due to new mod only doing half a slot.
It's probably related to that, yeah
I don't think we want a world where you can add negatives and get a positive without negative working but I'll check with team
Is this happening consistantly? Like you see it happens once per try
I gave the zerk matriarch solo another try and it happened again, yeah
The instaheal bug stopped in the last quarter of the fight this time, I think it's something to do with the overwatcher
Ok yeah. It looks like an inverse overflow
What's happening to liberty now that bot research is being removed?
what are you talking about?
Do you mean Combat Bot Tweaking?
Its not being removed. It still does other stuff.
For bots. Yeah. Gives speed, thrust and turning.
Its just not mandatory
I like how it is now much better
its going to go from get as soon as possible if your using bots, to good but get when convenient
Oh ok so nothing's happening to the zone itself, and combat bot tweaking is still going to give some stats to bots
Got it
yeah, still gives speed, turning and thrust, just not skill inheritance anymore
My BPCs can't keep up with my Gunner bc they don't go fast enough when I OBA lol
They need MWC23 too!!!
maybe they should just oba when you oba
right round?
Like a record, baby
the problem is what is the right direction?
Indeed, what is it? Because with +turning tweaks you can curve your OBA
Do they just aim towards your velocity vector?
What if the bot doesn't have +turning either
High dependence on low-control assets
which would likely be bad in combat as it would move the bots into combat and gettign hit more
Yeah they always try to face towards a target while prioritizing being leashed
Does MFing composite weapons work?
In playing around with it I seem to only get one extra shot, where because it is a mod it should be proliferated to all shots.
With a single composite enhance no MF I get 2 shots, with MF2 I get 3, with MF2 and Berserker Classic I get 4, with MF 3 and berserker classic I get 5, with MF 4 and Berserker Classic I get.....5, so that seems busted already.
But because this is a mod each shot should be inheriting the additional shot no? So with Composite enhance, MF3, Berserker classic, I should end up with 8 shots? because it is 4 and each should be a double shot? If it doesn't work that way then why would someone ever take that over something like Forceful or Overclocked that does actually apply to all shots?
Also, what does the extra shot at reduced damage actually mean? I'm not seeing any appreciable damage difference between the shots.
Also, it seems either SI or Overclocked on weapons reduces the damage delt by some small amount that is not documented.
A naked weapon does more damage per hit than an SI/OC weapon.
Composite is currently bugged with interacting with mf
It's not actual mf on composite. It's an extra shot that evens out to a modest damage increase.
It doesn't double shots
It's just one extra shot
So if you have mf3 it's just mf 3 with an extra shot.
So it'd look like mf4 but it's not mf4
It's total that's reduced
But again bugged with mf currently
So it doesn't apply to all weapons like other mod would making it bad for any MF application and it doesn't work at all if you're already MF4 with classic or MF5.
It scales fine
It's just bugged right now
It shoots 6 with MF5 (but 6th shot overlaps with first)
Again it's not mf
It's extra shot with a dps nerf. Should even out to roughly 5 percent dps
Watching the number of hits with show damage I was getting 5 3 or 4 weapons equiped and a composite weapon.
Ok, so if I'm MF 4 with Classic and a Composite weapon the expected behavior would be:
2 hits at reduced damage (more total than 1 shot)
4 hits at standard damage
No. Total is reduced
It's evens out always to 5 percent increase dps
Reduces the damage of your other shots
So all 6 shots should show less damage, but there are 6 instead of 5?
oh wow.. and even on non-MF the hits don't either both drit or not, it calculates the crit individually
Composite doesn't exist on live?
We re not aligning our communication here. I'll let you know when it's resolved.
Any idea why a SI/OC weapon does less damage per hit than a modless one?
It was only like 21 damage out almost 100k, but that seems unusual
Feature creep, but me and EK were debating on whether to build items or not with the upcoming rework.
Random thought came to mind: What if builds using modded items as components could store the amount of mods that were used as input and then roll that number on the finished item, up to max?
Iβm holding off on building stuff due to built stuff having mods after the release
I'm ok with building stuff right now that I know will become fodder, but some things I'm deferring, yeah.
Selecting the right item was a huge problem. That's why you have to strip them before you can input
We talked about maybe something like that with builds but to get mods you need to NB and NB can't be materials. It's a bit awkward pull. We decided against that.
And it'd be a bit op cause it's easier to get lower quality materials
π¦ Can we go back to 4-5 mod fishing on at least built stuff. This just makes higher quality/expensive built gear weirdly potentially worse than a well modded previous item if you can't beat the mods or fit it.
What do you mean
Building gear has the same rates of mods as dropping as long as t20+ and rare or highier.
From my understanding, you guys (devs) want to incentivize using the highest quality gear. The thing is, players treat quality as stat spreads and not objective upgrades. If my blue item is better than my exalted due to mods, and it's going to make exhorbitant cost to enhance/NF the Exalted item, gearing becomes a massive investment. Especially now since bindo only rolls 2 mods.
I can understand a low mod roll for greens and even blues (though I would disagree, 3 or 4 for blues since some are very rare and other expensive BP builds). But on Exotic and Exalted+ items especially ones in the end game that are built, feels horrible to only make concessions on 2 mods rather than before when you could get 4 or 5.
I wish we had a socketing system instead so we could transfer our socketing, but we're stuck with NF now.
The goal is to allow for progression and move away from low quality spam to be the only way to reasonably get mods essentially devaluing high quality gear unless god rolls on first roll. I would not phrase it as incentivizing high quality gear but allowing greater entry for most and allow for more reasonable chase for high end.
...yeah so higher quality items should roll more. They'd have a higher floor than lower quality items.
And consequently a higher ceiling, but with greater investment
Higher quality items literally do roll more
Is it changed?
Not by bindo spaming, but from spending item copies
Can you roll more than 2 on higher quality
And likewise have a higher enhancement ceiling, get enhancement faster
We also dramatically improved the algorithm for mod chances over the last few weeks to prioritize adding mods the less slots you have open via NF.
Yes you wont have a better exalted item then your rare item(that you spent 30 item copies on) with your first exalted item copy. Thats okay.
Eugh. Impedance Shells and Total Eclipse Pavises are a pain.
I guess it depends on that faster enhancement power
Matrirarchs gear table is just too dang big.
It's twofold I think. Saturation for Matriarch, and low rates.
And we are going to be doing a pass to make bindoable items more common soon, the afformentioned loot project ive noted a few times.
Weeks
Before reset
Alright. I just... want some timeframe. Feels like I'm taking crazy pills rn just waiting for the anticipated meta shake up.
That's probably the best we're going to get timeframe wise
Question: does composite on weapons increase the damage of the lesser shot or just the weight reduction if neuroforged?
Composite gives extra shot for a rough increase of total damage by 5 percent. I believe it makes all the shots the same but I'm not sure.
I'm just trying to work something out currently on the disparity between my healing values on live/test
ah, I think I might know the source
Probably crit resist
Slightly unrelated but I noticed bounce weapons do not inherit projectile velocity from the initial projectile?
On test
Is that different?
Yeah the "main" shot that starts from the ship inherits projectile velocity% bonuses, but the bounce projectile is slower
And it does on live?
Does not on live
Most notable if you tweak with a Shelling Focus super (the Ruined ones that give +pvelo%)
Sorry, wrong place to put this then. I wanted to report that behavior when I was testing the Empyreal Bombard on my Gunner
But I did think it would be relevant to put in with NF update as a general change.
Ah lol. Yeah goal is strictly to fix bugs, major design issues and get this out. Bounce already strong and desirable so not really a deal breaker ATM.
Some ships are fast and/or small, so since player bounce weapons don't really track unlike Dem Delly's, the speed would make a difference in actually being useful.
It's obviously really OP between two targets if overlapping or close, but the case is rarely there (or at least very brief)
nah, I was just wondering why my healing stats were somewhat lower than on live - I think I inadvertently got rid of a few SI rolls while playing about
I'm not sure bounce is strong and desirable atm, but we definitely will try to look at it after neuroforge.
another quick question since I'm testing ranger, do all three ranks of true grit stack to give 60% damage soak?
It's not really a soak
well, wording aside
do all three ranks stack to give 60% of incoming damage conversion to a parasite, I mean
I thought it was just 20%, but it's kinda difficult to test on test without a second account or something
@upper hollow Composite should be fixed with MF
Cool, I'll check it out, ty.
Is composite on weapons meant to only give its extra shot if that mod is neuroforged?
it'd be a shame if so, but I can understand it
Thats right.
Naked, 5 shots , 488,565 damage
Composite, 5 shots (bugged), 430,015 damage (should be 6 shots for 516,018)
or is it just not updated yet?
because the bug where it was giving like 150% dps increase looks to be resolved, but it still not allowing for a 6th shot
it's in the screenshot, 5 for both
yesir
Ty
Also for what you are seeing, seems the damage equalization that composite does is happening without giving that sixth shot
Looks to be working with MF 3 (4 shots with Classic), the composite gives the 5th shot.
The damage between MF3 and MF4 with composite is the same, it is not reducing the damage an extra amount for the 6th shot you don't get.
Looks like Composite with 5 shots is reducing the damage of every shot but not giving you the extra shot.
fair enough
MF3, with composite and classic: 5 shots, 86003 damage per shot
MF4, with composite and classic, 5 shots, 86003 damage per shot
The composite mod is just not doing anything in this test case
I lie, it is reducing the damage, just not giving the extra shot. But the damage reduction is the same between MF3 and MF4
MF4, Classic, 5 shots, 97713 damage per shot.
So yes, composite is reducing your DPS quite a lot.
@upper hollow ok last question, what about MF 0
(Im no where near a pc or i would check)
hilarious'y was just testing that anyway. I get 3 shots with teh single comp weapon. 2 with a Naked
yea, getting MF4 and no classic could be a challenge
Oh you don't need to do that
Just MF3 and MF0
With and without enh comp
(MF1? MF0? Idk what to call it best)
The correct answer is single fire but
MF is more fun
MF0, composite, 2 hits, 53905 damage per hit
MF2?, composite, 4 hits, 80629 damage per hit
I guess maybe I'm getting confused, MF1/MF0 I was considering the same thing
Yeah MF2 is MF 100+
1 weapon, composite,2 hits
3 weapons, composite, 4 hits
The number of hits has always been correct until you hit 4 weapons equipped with classic, it should give you 6 but looks to be hitting the hardcap of 5 hits
the damage adjustment though might be weird, checking something
nvm, it's all good. just didn't realize how big a jump going from 1 weapon to 3 would be for the damage per hit.. but it makes sense now and appears to be working correctly.
The dps increase is trending higher than 5%, but I'm guessing it is getting other multipliers like crit str.
But still bugged with MF4 (3 weapons + Classic shot) / MF5 (4 weapons + classic shot)?
No, only with 4 weapons
I think there is a hardcap of 5 shots somewhere, I bet without classic, if I used a two tongue to get 5 weapons equiped it will also be bugged
I'll check
There is a hard cap MF5 but composite should go above it but I think both classic berserker and composite likely both use the same system and both can't add extra shots at same time.
That's my guess
5 weapons, 5 hits
5 weapons composite, 5 hits
this is without classic
Adding Classic at that point also does nothing
6 weapons also is capped at 5 shots regardless of classic/composite
How are you getting 5 hits without classic?
Two Tongues
Gotcha
From my understanding the desire is for MF (not the number of shots) to be capped at 5, which with Classic and Composite would make the total number of shots up to 7?
Or is the intesnt to cap the number of shots, or is it to cap MF at 4? It's all a little unclear with the verbiage.
No. Classic still only goes to 5.
no.
With only needing 4 weapons
So the intent is to hard cap at 4 weapons with classic and 5 weapons without?
Composite takes that to 6 and theres no way to go passed 6
only composite would bring it to 6 with either (4+Classic or 5 weapons with MF5 (+400))
So you're not limiting MF or number of weapons, you're hard capping number of shots... that's really unintuitive.
like, how do you explain that to a new player?
You're thinking about it backwards.
Classic Bersker is Multi Firing.
Composite is not.
Multi firing is capped at 5
it just allows one less weapon via the skill
Am I? These sure read the same.
Multifiring allows additional shots per weapon equipped, Berserker classic gives you an additional shot just like composite regardless of weapons. You can get 3 "shots" with 1 weapon equipped, ie not multifiring.
An the "Extra Shot" provided by either can't currently be a 6th shot.
From the "intent" of the description (5+) it sounds like shots are separate from MF.
That's what I'm saying isn't intuitive.
So like with this my +MF is 522, meaning I could have up to 6 weapons equipped.
Composite should always add 1, Classic reads like it should also always add one.
A cap on MF, would mean I can only get up to 400 to equip up to 5 weapons for effect, plus composite/classic.
So what is being limited is NOT MF, in fact, MF as a stat should probably be hardcapped at 400 as the intent is that no class should be equipping more than 5 weapons and getting benefit right?
ooh, that's weird phrasing too, if you're firing 3 weapons, and have classic that is 4 shots, if your main is composite does that count as a 5th for the RoF decrease?
hhmm, with just a Composite weapon and Classic the F10 shows x3v
F10 seems to think Composite is an extra shot and it does nerf your RoF
So the composite uses more elec and does less DPS. fun!
This is 3 weapons equipped + Classic for the x4 and with composite for the +5
confirmed it wasn't limited to Zerker.
Firing 5 weapons without zerker, composite also doesn't give the extra shot.
There is also a REALLY weird interaction I accidentally found.. I doubt it is worth vesting much time into, but if you have 5 weapons equipped, 1 composite and 4 other versions in a stack, you dock, unequip the 4 identical ones, then undock and shoot.. it fires 6 shots the first time then goes down to two.
Hilariously they are all scaled with the composite damage reduction.
ok, more composite/MF weirdness.. this time Seer.
The Seer Remodulator: Next "weapon discharge" guarantees a critical hit
It in fact does not make the "weapon discharge" crit, just the first "shot" of MF/Composite
This may be intentional, idk if you were trying to make non crit heavy seer with low recoil a thing, or how this is supposed to interact with Seer bots that are potentially MF.
"weapon discharge" reads like I'm going to get a big crit, when for MF/composite it does not scale and that is in no way clear.
Seer remod and MF is a known issue.
This is a particularly big deal for Composite as in most cases a 'half crit' is going to be less damage than a true crit without the mod so it is once again diminishing the composite mod.
It isnt intended. All of a seers MF shots composite or not should crit.
With all these bugs, might as well remove the extra shot from composites
Nobody's going to miss a 5% DPS increase anyway
Get overclocked and you spend less energy for more DPS iirc lol
That extra shot is very expensive
I tried composite enhanced on my BPCs and they DRAINED
Composite is for big single shot, so Ranger mark stacking, Seer burst, some Zeker stuff.
There is enough things with resist tweaks that being able to 1 shot is useful at times.
But yea, overclocked is always better dps/dpe.
Little question about ranger. Is the damage that shows up in parentheses the additional damage due to ranger mark etc?
Yes
Thats your echo damage
small thing, but I noticed on test the lyceum base is still called Sniper Armoury π
as are many of the class super devices
Heh, i dont want to point any fingers but there was a sniper to ranger rename project that wasnt quite able to be finished. Itll be apart of our post patch cleanup as its not a big deal
fair enough
Ok cool. Was playing around with it some yesterday. That damage boost felt quite nice.
It can be incredibly powerful if utilized well
Yeah I could see that. With some updates to my setup I was deleting stuff with the echo damage.
He's being nice here @junior blaze that's 100% my fault and something I need to fix π
smh no holibobs allowed
I explained at the end of the video btw, but it was bugged
We plan on readding it once we fix it
No actually, where is this happening
Well, it may get incidentally fixed
But id like to be able to reproduce to check after the fix is done
matri, for some reason one of the parasites started healing
Yeah same situation im trying to reproduc, ty
@snow venture wondering if you can try again later today and see if its happening, i havent quite been able to reproduce yet