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[Discussion] - Details on Space Balance Changes

Started By:
Bridger, Tue 14 Mar, 2017 6:53 PM
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    #1
    http://www.arcgames.com/en/games/sta...alance-changes

    Star Trek Online has been live for just over seven years at this point, during which time we have been adding and updating new content to play, new systems to interact with, and new mechanics to utilize. Recently, we announced balance changes coming to Star Trek Online. Now, we’re excited to tell you about some of the bigger changes coming to space combat in the game, and some of the reasoning behind them.

    Given the opportunity to make such drastic changes to Star Trek Online’s experience, it was important to setup some guiding principles to ensure that the game, as much as possible, only gets better.

    The goals boil down to these:

    Increase the fun – Games are about having fun, and players should not be made to feel that their fun is “wrong.”
    Player investment retains value – While things need to be adjusted, a setup that was optimized before should still be useful and effective afterwards.
    Choices should be meaningful – Anywhere the game gives you a choice, there should be no choice that you always take nor one you never take.

    One of the great strengths of Star Trek Online’s combat system is how expansive it is, and the freedom it gives players to choose the combinations of items and abilities that gives them the playstyle that they want. The vast number of choices already in-game means that as we re-visit the utility and strength of various options, players will have the opportunity to re-discover a lot of abilities and items they may have cast aside, and some things that you already use should become a lot more fun and enjoyable to use.

    Carrier Pets are getting some significant changes that should make them feel much more useful in space combat. All Carrier Pets:

    Have received updated AI to be more responsive.
    Are immune to one torpedo every 30 seconds.
    Are unaffected by Warp Core Breaches.
    Receive a health and damage increase. Carrier Pets that already have Scratch the Paint have received a few other buffs to account for this.

    Weapons are undergoing a lot of changes targeted at making the various types and firing modes more relevant. Beam Overload no longer always critically hits, but has had its damage increased, and additionally gives your basic attacks with beam weapons a significant amount of bonus damage and critical severity for a short duration after being activated.

    Fire at Will now has a slight penalty to the weapon’s damage instead of an increase at ranks II and III, and has an accuracy debuff as well.

    The Target Subsystem powers have been re-designed; they now enable all of your energy weapons to place a stacking power drain debuff on the target, and have a chance to take the target’s relevant subsystem offline.

    Kinetic weaponry has received some changes as well. Targetable torpedoes now fly faster, and both targetable torpedoes and mines are no longer affected by “Hazard” abilities such as Gravity Well or Tyken’s Rift. This should make them feel less sluggish and eliminate situations where they would detonate instantly on launch, while still allowing time for them to be actually shot down.

    The different careers have received several changes, mostly focused on increasing the effectiveness of Engineering and Science captains. Here are a few highlights:

    Subnucleonic Beam is now a Lieutenant Commander or higher Science Bridge Officer Power. In its place, Science Captains now gain Deflector Overcharge, which significantly increases outgoing healing, exotic damage, control abilities, and drain abilities for a short duration.
    The combat effectiveness of allies summoned by Photonic Fleet has been significantly increased.
    Miracle Worker’s healing is significantly increased, and now also gives a significant amount of Secondary Shielding for a short duration.
    EPS Power Transfer now also gives the target an increase to all Maximum Subsystem Power Levels for the duration. This can be stacked with other increases to Maximum Subsystem Power Levels.



    There are a few other very significant changes coming with this patch:

    All abilities that reflect damage now deal the damage type they are reflecting.
    Reflected damage can no longer critically hit or be buffed by damage increases.
    All "Hot Restart" powers that automatically remove a subsystem offline can no longer apply more than once per 60 seconds.
    All holds now give their target hold resistance for a short duration when they end.
    All disables now give their target disable resistance for a short duration when they end.
    All player damage immunities now place a 15 second lockout on you, during which you cannot activate or otherwise be affected by any more damage immunities, and are all now “buffs” that can be removed.
    The equation used to determine how weapons power influences your damage has been changed to a higher benefit at low power levels than before, and the same benefit as before at 100 weapons power, and slightly less while above.



    The list of changes goes beyond what can be called out in this blog, and includes a large amount of changes to other abilities and items not mentioned here. The full list of initial changes will be in a Tribble patch in the near future, which we will be keeping a close eye on for feedback and issues.

    Clearly, there are a lot of significant mechanics changes that have happened in this patch. To aid in answering questions about these and centralizing some of the answers, I will be holding a “Mechanics AMA” on the forums and on the Stobuilds Reddit in the near future to answer questions about how things now work.

    NOTE: The above changes are all subject to change.

    John “CrypticSpartan” Leavens

    Associate Systems Designer

    Star Trek Online
    Bridger
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    #2
    Every time an MMO does a revamp I get very nervous, the dark days of SW: Galaxies NGE come rushing back. While I doubt any MMO will ever do anything as drastic like that again, still makes me nervous. I love STO and would hate if they change the game to satisfy a vocal minority who probably think it is too complex.
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    #3
    The future will be interresting at least.
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    #4
    I admit the changes to the carrier pets is very interesting, I do have high hopes for that.
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    #5
    You know the updates on the Carrier Pets do sound nice, now if that would also work on the Seperation Pets, oh wait they are not working never mind.
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    #6
    Im kinda disappointed that we already get space changes, because the current ground ones were not enough and that it will probaly repeat with the space ones too now.
    The ground meta is still overall the same.
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    #7
    Great...lose my sub nuke...makes me sad...just going to make Tacs even stronger now that they can take it.

    It's nice they're fixing targetable torps a little, but that still doesn't address the fact of the ridiculous 75% DR against shields and that even the tiniest sliver of shields can still absorb all of the 75%.

    As Marcel pointed out as with ground, these changes sound like a band-aid on a hemorrhaging gash, they just aren't really going to do much.
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    #8
    Subnucleonic Beam is now a Lieutenant Commander or higher Science Bridge Officer Power.
    This is interesting, I do like this change from a selfish point of view, it's a nice ability, problem is, it makes science less attractive in space.
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    #9
    I'm excited for the Carrier Pet's updates. It should be interesting to see how the updates change the game play and I'm hoping it's for the good.
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    #10
    Wait until this hits Tribble because we have no idea about the numbers.



    Hey everyone, SOB here, just want to quickly go over what we know about the space balance changes

    But before I get into that, I will be working on videos covering the space changes when they hit tribble. I will be working with other game mechanics experts to figure out what exactly will be the new meta.

    So, what do we know so far?

    Not much, I’m not going to read everything on this page of what has been announced, but here’s what stands out.

    Pets are being buffed, how much, we don’t know.
    Weapon abilities are being changed, and we don’t know the specifics.
    Fire at Will is going to see a damage and accuracy hit, how much, we don’t know.
    Beam Overload will no longer always crit, but it will have a large single hit, then buff your other beams for a duration we don’t know.
    Targetable torps and mines will now survive and torps will move a bit faster.
    Subnuc is becoming a boff ability, meaning it will likely be scaled down a bit, how much, we don’t know.
    Some other captain abilities are being changed, how much, we don’t know.
    Feedback Pulse and other reflecting abilities are being hit massively, how much exactly, we don’t know.
    Hot Restart abilities will now have a 60s lockout, meaning you need to be ready for subsystems to be down a bit more often.
    Weapon Power’s damage buff is going to scale differently, how much, we don’t know.
    Immunities and disables will now have a lockout.

    So, let me summarize this up for people. We don’t know what all is coming. We don’t know specific numbers, the only people that do are at Cryptic. Anyone claiming otherwise is lying to you, nobody playerside knows what exactly is going to happen, no bug hunters, no DPSers, nobody. We can only speculate about changes.

    If you want to know the specifics, the only place I can recommend is reddit.com/r/stobuilds. There’s many people out there, bug hunters, streamers, other content producers that will claim things, but I wouldn’t listen to a word they say as there’s nothing to back it up. I wouldn’t even want you listening to what I’m saying unless there’s actual facts and numbers behind it.

    When the changes are on tribble, myself and many others will be testing them. We have predictions, but we’re not going to push anything out until we have the hard numbers and evidence behind it. Spartan will be hosting a Mechanics AMA on the forums and on the stobuilds subreddit when these changes go out. I imagine the forums will be a bit flooded with their usual stuff, so I’ll personally be sticking to the stobuilds AMA, as you’ll be seeing a bit more facts about what’s going on there. It’s the best playerhub for game mechanics out there.

    So, to sum up this video once more, just wait until we know the specifics. Remember that things may be changed after this hits tribble. Don’t listen to anyone out there claiming this is the new thing unless they actually have evidence. And I highly recommend solely getting your information from /r/stobuilds, as those of us posting on there are the people that know what we’re talking about with game mechanics.

    Thanks all for watching, I look forward to sharing what we learn when these changes go live.
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    #11
    http://www.arcgames.com/en/forums/st...-march-15-2017
    Well they on tribble now.

    Well...

    ...

    *rips singularity core out and tries to duct tape a warp core into my scimitar*
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    #12
    http://www.arcgames.com/en/forums/st...-march-15-2017
    Well they on tribble now.

    Well...

    ...

    *rips singularity core out and tries to duct tape a warp core into my scimitar*
    Well they nerfed the embassy console to complete oblivion....and so was the plasmonic leech...I feel real sad for Romulans Sad
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    #13
    I know some of the changes do suck but something had to be done and to be honest I think this will lead to a more fun gameplay.
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    #14
    A lot of changes are on the Horizon for Star Trek Online, some of them are very significant so for you to be prepared of the changes please either invest some time testing on Tribble or please watch this video:

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    #15
     –  Last edited by Tain; Thu 16 Mar, 2017 12:33 PM.
    Tribble has been updated to: ST.75.20170306c.4

    Systems:

    Items:

    All engineering consoles that previously gave +Kinetic and +Energy damage resistance rating now give All Damage Resistance Rating instead. .

    All consoles that previously just gave +Kinetic Damage Resistance Rating additionally give the same magnitude of +Physical Damage Resistance rating.

    The modifier that Impulse Engines gain at Epic Quality now additionally gives Impulse Expertise. This change affects existing items.

    The Secondary Deflectors in the Research Lab are now sold with 4 modifiers and only gain the Epic modifier when upgraded to Epic, instead of being sold with 3 and only gaining two when upgraded to Epic Quality.

    Existing items have not been affected and will still gain two total modifiers when upgraded to Epic Quality.

    The amount of the Shield Regeneration increase Shield Emitter Amplifier consoles provide has been increased.

    The amount of Starship Hull Restoration SIF Generators provide has been increased.

    The dilithium store has a new section, "Account Starship Trait Unlocks", available to players of level 50 or higher. If you own the a starship on your account that grants a trait on the list below, the characters on your account that are of the incorrect faction to fly that starship will be able to instead claim a box containing an unlock for that trait for free.

    The list is:
    Improved Polarize Hull
    Specialist Knowledge
    Improved Weaponized Emitters
    Ablative Field Projector
    Radiant Nanite Cloud
    Insult to Injury
    Shield Overload
    Numerical Superiority
    Battle Ready
    Designated Target
    Retaliation
    Desperate Repairs
    Emitter Synergy
    Advanced Firing Solutions

    Carrier Pets:
    All Player Carrier Pets are now immune to Warp Core Breaches
    All Player Carrier Pets now have "Layered Defenses III"; which is an immunity to one torpedo every 30 seconds
    Carrier pets now have significantly increased damage, hitpoints, power draining, shield healing, and shield draining
    Carrier Pets that previously had Scratch the Paint have received the following:
    Normal Callistos now have Cannon: Scatter Volley 2 instead of 1
    Advanced and Elite Callistos now have Cannon: Scatter Volley 3 instead of 2
    Advanced Xindi-Insectoid Fighters now have Beam: Fire at Will 2
    Elite Xindi-Insectoid Fighters now have Beam: Fire at Will 3 and Emergency Power to Shields 3 instead of Emergency Power to Shields 2
    Normal Xindi-Primate Heavy Fighters now have Torpedo: Spread 1
    Advanced Xindi-Primate Heavy Fighters now have Torpedo: Spread 2
    Elite Xindi-Primate Heavy Fighters now have Torpedo: Spread 3 and also have Jam Sensors 3 instead of 2
    Normal Xindi-Insectoid Fighters now have Beam: Fire at Will 1
    Normal Cestus, baSro', and Craeul Frigates now have Emergency Power to Weapons 1
    Advanced and Elite Cestus, baSro', and Craeul Frigates now have Emergency Power to Weapons 3 instead of Emergency Power to Weapons 1, and the Elite versions will use it significantly more frequently

    Powers:
    Major Mechanics Changes:

    Energy weapons now always drain power when firing, instead of all but one

    The equation used to determine how weapons power influences your damage has been changed - it now gives you a much higher benefit at low power levels, and is the same as it was before when you are at 100 weapons power

    All damage reflections that used to deal "Feedback Pulse" typed damage now return the damage type that caused the reflection

    All damage reflections cannot critically hit and cannot be further buffed by damage increases

    All "Hazard" abilities no longer affect torpedoes or mines

    All "Hot Restart" powers that automatically remove a subsystem offline no longer attempt to cleanse uncleansable effects, and have a 60 second lockout on a per-subsystem basis

    All holds now give their target hold resistance for a short duration when they end.

    All disables now give their target hold resistance for a short duration when they end.

    All player damage immunities now place a 15 second lockout on you during which you cannot activate or otherwise be affected by any more damage immunities

    All player damage immunities are now buffs that can be removed by buff removing abilities

    The cycle during which cannon weapons actively fire is now 5 seconds, up from 3

    The damage cannon weapons do with each shot has been adjusted to account for the changes made to their firing cycles

    Captain Abilities:

    All have a minimum cooldown below which they cannot be reduced

    Go Down Fighting:
    Now scales damage much more aggressively with missing HP
    Can no longer be activated while Invincible or Continuity are available to save you from death

    Attack Pattern Alpha:
    The duration has been decreased to 20 seconds

    Tactical Fleet:
    The amount of the buffs it gives is now 20, 30, or 40, based on rank

    Now additionally boosts Weapon Specialization and Amplification for the duration

    Last Ditch Effort:
    Now gives +40 All Damage Resistance during Go Down Fighting, instead of +20

    Nadion Inversion:
    The reduction to the weapons power drain of firing energy weapons has been significantly increased

    EPS Power Transfer:
    Can no longer stack on a target
    The amount of the buffs it gives is now 10, 17.5, or 25, based on rank
    The power buffs it gives apply instantly
    Now includes a maximum power level buff for the duration that can be stacked with other power level bonuses (maximum power level increases that are not EPS Power Transfer still do not stack)
    The amount of the Power Transfer Rate Buff is now 100%, 175%, or 250% (based on rank)

    Rotate Shield Frequency:
    Now gives Bonus Resistance to incoming Shield Drains
    Heal values have been increased at each rank
    The amount of Shield Resistance now scales much more aggressively with shield power
    Resolved an issue where Rotate Shield Frequency could be used while your shields are offline

    Miracle Worker:
    Hull Heal amount has been increased significantly
    Now gives secondary shields for 15 seconds when used

    Engineering Fleet:
    Damage Resistance Buff is now Bonus Resistance
    Now additionally boosts Hull Capacity for the duration
    The amount of the buffs it gives is now 20, 30, or 40, based on rank

    EPS Manifold Efficiency:
    The duration of the buff is now 30 seconds
    Grace Under Fire
    Resolved an issue where its lockout would go away when you died
    Is now only available for the first two minutes after activating Miracle Worker

    Scattering Field:
    No longer forces you into combat for the duration
    Starts cooldown instantly once clicked, instead of when the effect ends

    Photonic Capacitor:
    The cooldown can no longer be cleansed

    Photonic Fleet:
    The damage, health, and shields of allied ships summoned has been significantly increased
    Photonic Fleet 2 now has a better chance of summoning a battleship

    Subnucleonic Beam:
    This is no longer a science captain power
    Science Captains now gain "Deflector Overcharge" instead of "Subnucleonic Beam" as they level up.
    This new power boosts provides Bonus Exotic Damage and Shield Healing while active, and additionally boosts Control Expertise and Drain Expertise.

    Science Fleet:
    Now additionally boosts Starship Control Expertise and Shield Systems for the duration.
    The amount of the buffs it gives is now 20, 30, or 40, based on rank
    Bridge Officer Abilities

    Beam Overload:
    No longer always critically hits
    The damage of its initial hit has been increased
    For 10 seconds after activation, your normal beam attacks have bonus damage and increased critical severity

    Fire at Will:
    Now has a slight damage penalty and accuracy penalty at each rank

    Target Subsystem:
    No longer upgrades just one single attack
    Now upgrade all of your energy weapons to drain power from the target with a chance to cause a subsystem offline for a short duration

    Cannon Scatter Volley:
    Now has an accuracy penalty at each rank
    The damage increase is now 0%, 5%, or 10%, based on rank

    Cannon: Rapid Fire:
    Now increases the rate at which cannons fire shots by 50% while active
    The damage increase to those shots is now 0%, 10%, or 20%, based on rank

    Reverse Shield Polarity:
    The percentage of incoming damage healed no longer scales up with shield haling bonuses, and is now a base of 50%/62.5%/75% based on rank.
    Resolved an issue where Rank 2 was not giving a % healing boost over rank 1.
    The duration no longer scales (other than the duty officers); and is now 12/16/20 seconds based on rank.

    Aceton Beam:
    The cooldown has been reduced to 45 seconds at all ranks
    The duration of the DoT and Energy Damage Debuff has been reduced to 10 seconds
    The magnitude of the DoT has been increased significantly at all ranks
    Resolved an issue that caused Aceton Beam to be treated as a Hazard.
    Aceton Beam now places the target's Projectile Weapons Offline for 3/4/5 seconds based on rank.

    Extend Shields:
    The range is now 10km
    The amount of Shield Healing has been increased

    Directed Energy Modulation:
    No longer gives you extra damage that bypasses shields while it is active
    Now gives your energy weapons extra shield bleedthrough for the duration.

    Auxiliary to Inertial Dampeners:
    Now additionally grants a Physical Resistance Buff of the same amount and duration of its Kinetic Damage Resistance Buff

    Boarding Party:
    Boarding Party shuttles should fly much faster at their target
    Boarding Party shuttles now have a very high amount of physical and kinetic resistance
    The increased recharge effect is now guaranteed on weapons if the shuttles reach the target
    The damage dealt by their point defense turrets has been increased
    The chance to inflict recharge to bridge officer abilities no longer scales with rank, but the duration of that delay does
    The chance to take a subsystem offline no longer scales with rank, but the duration now does
    The duration of that subsystem offline now scales with the owner's Drain Expertise

    Feedback Pulse:
    The damage reflection can no longer critically hit
    The percentage of reflected no longer scales with damage bonuses
    The percentage reflected is now capped at 50%, 75%, or 100% based on rank
    The default reflection amount is now significantly lower at each rank

    Hazard Emitters:
    Now additionally cleanses DoT effects

    Transfer Shield Strength:
    The amount of Shield Healing has been decreased slightly

    Science Team:
    The amount of Shield Healing has been decreased slightly

    Tyken's Rift:
    Resolved an issue where the power drain applied could be countered by the target's Power Transfer Rate
    Resolved an issue where the drain applied more than once per second to targets within the area
    The amount of power drained has been increased
    The amount of damage dealt has been increased slightly

    Photonic Officer:
    The recharge reduction has been increased to 30%, 50%, or 70%, based on rank
    The base cooldown of this power has been decreased to two minutes
    This ability is now treated as a buff instead of a status effect and can now be removed.

    Subnucleonic Beam
    Is now a Lt. Commander & Commander Rank Science Bridge Officer Ability
    Now also debuffs Energy Weapon haste for the duration
    The duration of Subnucleonic Beam's debuff is now 10 seconds
    The base cooldown has been increased to three minutes
    The minimum cooldown is now two minutes

    Recursive Shearing:
    Damage re-apply is now 15%/22.5%/30% of the damage dealt, based on rank
    Base cooldown is now 40 seconds

    Gravity Well:
    The damage dealt has been decreased
    Now has a target cap of 25 targets

    Subspace Vortex:
    The damage dealt has been decreased
    Now has a target cap of 25 targets

    Tractor Beam Repulsors
    The damage dealt has been decreased

    Destabilizing Resonance Beam:
    The damage dealt has been decreased

    Photonic Shockwave:
    The damage it deals has been increased
    Now decreases target's Kinetic Resistance for a short duration on hit

    Rapid Decay:
    The damage dealt has been decreased
    Now deals half damage vs players

    Chronometric Inversion Field:
    The damage dealt has been decreased

    Entropic Redistribution:
    The damage dealt has been decreased
    Now deals half damage vs players

    Override Subsystem Safties:
    The random subsystem offline caused when it ends is now 5 seconds at all rank and can no longer be resisted or removed

    Kinetic Magnet:
    The debuff now lasts until the duration ends or it is cleansed, and no longer goes away after the target takes a set amount of damage

    Deploy Countermeasures
    The duration of the Kinetic Damage Immunity no longer scales with Control Expertise

    Needs of the Many:
    The Temporary Hitpoints now scales with the caster's Shield Emitters
    The base amount of Temporary Hitpoints has been decreased

    Reroute Reserves from Live Support:
    Now additionally gives a scaling Maximum Power Level increase while active

    Call Emergency Artillery:
    The damage dealt by the artillery vessels summoned by this ability has been significantly increased

    Phlanx Formation:
    The Accuracy and Defense buffs have been increased

    Coolant Ignition Plasma:
    The damage dealt after it ignites has been increased

    Subspace Boom:
    The damage dealt has been increased
    The defense debuff on foes in the area has been increased

    Skill Tree Changes:

    Probability Manipulation:
    The Probability Penetration unlock now gives a chance on crit to gain a stacking Armor Penetration Buff
    Probability Window has been removed and replace with a new unlock, "Probability Collapse", which gives a flat accuracy/defense buff for the duration

    EPS Corruption:
    The damage increase from "Enhanced Corruption" is now the EPS Corruption's default damage
    "Enhanced Corruption" has been replaced with "Ablative Corruption", which sets the target's hull regeneration to 0% and halves their incoming healing
    Can no longer be cast on a target afflicted by EPS Corruption

    Focused Frenzy:
    The buff can now be gained by firing projectile weapons as well as energy weapons
    The Bonus Damage is now only Weapon Bonus Damage
    The Haste bonus is now only 4% per stack, instead of 8% per stack
    The Cooldown reduction from Frenzied Reactions is now 1 second, but only has a chance to trigger each time you shoot the target
    The Ground Armor stat no longer attempts to buff armor items directly. It instead gives you a passive buff to damage resistance directly.
    Drain Infection now deals consistent damage regardless of application method, scales more consistently with other exotic damage abilities, and has had its damage overall decreased.
    Control Amplification now applies -25 resistance to Exotic Damage and control effects.
    Weapon Specialization now gives 4% Weapon Critical Severity at 100 skill, from 6%
    Weapon Amplification now gives 40% at 100 Critical Severity skill, from 20%
    Hull Plating/Ablative Hull Plating now state that they buff Physical Resistance as well
    The "Shield Weakening" skill has been replaced with "Shield Penetration", which makes your weapons ignore a percentage of your targets' shields.

    Specialization Passives:
    Causal Glitch no longer affects captain powers
    Attrition Warfare now has a longer cooldown and a smaller impact at each rank.
    Entropic Rider now is a per-cycle proc instead of per-shot
    Temporal Cross-wiring no longer stacks, and is now a 2%/4% buff based on rank
    Counter-offensive no longer reflects a % of incoming damage and no longer reflects the damage type that triggered it. It now reflects a fixed amount of damage back at the target that cannot critically hit, and its lockout is now 15 seconds at all ranks

    General Updates:

    The flight speed of targetable torpedoes has been increased

    The range at which mines acquire their target has been increased

    The Republic Ha'apax Warbird summoned by Romulan Fleet Support and the Klingon Defense Force Negh'Var Warship summoned by Klingon Fleet Support should now be much more effective in combat

    The recharge time of the target subsystem abilities built into Science Ships has been reduced to 45 seconds.

    The Subnucleonic Transference trait no longer affects the target of Subnucleonic Beam. It now makes your next weapon attack after activating Deflector Overcharge drain power from the target and buff your power levels.

    The Damage dealt by Causal Anchor has been decreased

    Powers that increase your ability to ignore a percentage of a target's shields have been re-built to be cheaper on the server, address an issue where the shield penetration debuff would stack on the target for a short duration, and more consistently work properly, including with destructible projectiles as relevant

    Powers that are intended to affect Exotic Damage abilities will now more consistently work with all exotic damage abilities

    Shield Absorptive Frequency Generator:
    The percentage of outgoing damage healed no longer scales up with shield healing bonuses
    The description now states that this chance is per shot fired. This is a tooltip change only

    Regenerative Integrity Field:
    The base heal amount has been decreased slightly
    The Heal over Time cannot proc as many total times, but has an increased minimum and maximum heal amount.

    Ramming Speed now instantly adjusts your power levels, instead of depending on Power Transfer Rate.

    Torpedo High Yield, Torpedo Spread, and Torpedo Transport Warhead now only upgrade your next torpedo attack within 10 seconds, from your next attack within 30 seconds.

    The Plasma proc on Weapon Signature Nullifiers and Amplifiers from the Fleet Embassy no longer bypasses shields, has had its damage reduced to 25% of what it was previously, and now procs per cycle instead of per shot.

    The [ShH] and [HuH] modifiers on consoles from the Fleet Embassy no longer have a lockout but now only have a 1% chance to occur

    The Damage Bonus on Particle Focuser consoles from the Fleet Lab now only affect Exotic damage

    Energy Augmentation Anchor:
    Resolved an issue where this stacked 3 times per player, instead of 3 times total
    The amount of this damage buff is now 10% per stack
    This damage buff now only affects Energy Weapons
    Now affects your entire team always, instead of just teammates that were near enough
    Can no longer affect NPC's that are not yet hostile such as the Borg Queen in Hive Onslaught
    The power level buff from the Power Conduit Link proc is now 1 power per stack, not 2
    Molecular Reconstruction Beam now deals half damage vs players
    Anti-Time Entanglement Singularity's damage has been decreased
    The shared cooldown between activations of Fleet Skills Buffs has been decreased to two seconds
    The Research Lab weekly combat buffs now grant +10/15/20% max hitpoints instead of a resistance buff
    Gravimetric Torpedo now deals less damage on the spread rifts it applies, but now guarantees one per target hit
    Resolved an issue where Gravimetric Rifts were causing excessive FPS drops
    Resolved an issue where some things that aren't weapons could trigger weapon procs
    Resolved an issue that caused weapon modifiers to affect abilities that proc off of weapons
    Resolved an issue where Enhanced Armor Penetration and Point Blank Shot were not applying to Weapons during Fire at Will
    Resolved an issue where multiple players could cause a target to obtain more than 5 stacks of the Coalition Disruptor Proc
    Resolved an issue that caused Dual Heavy Cannons to not benefit from their +10% Critical Severity during Cannon: Scatter Volley or Cannon: Rapid Fire
    Resolved an issue that could let players ever resist the power drain from firing an energy weapon
    Resolved an issue where some powers used an incorrect auxiliary power formula
    Resolved an issue where Torpedo Transport Warhead's damage did not scale up with your damage buffs
    Resolved an issue that caused Fire at Will to trigger weapon procs excessively
    Resolved an issue where some abilities were incorrectly being treated as a hazard that are not hazards
    Resolved an issue where multiple players could obtain more than 3 total stacks of Energy Augmentation Anchor
    Resolved an issue where the Resonant Transphasic Torpedo would do no damage when it detonated if it was fired as a Tailpipe Torpedo
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