[quote who="Volt_Cruelerz" reply="10" id="3178717"]The percentages are accurate, but the stacking in sins occurs by a series of formulas rather than strict addition. For instance, a 50% buff to damage isn't actually +50% DPS. It's actually (let me see if I can remember this one as positive buff formulas are the more complex ones) 2-1/(1+ ). That means that a buff that says it increases damage output by 50% actually increases it by 33% in terms of the
ShibbyGTR
[quote who="JJBuck2" reply="8" id="3178511"]True, the actual reduction works out to 45%. The info card says 83% so thats what I was quoting. Just like how Inspire and Impair's 100% increase to enemy weapon cooldown really means their weapons are half as effective, where as if you read it literally it sounds like it shuts them off altogether.[/quote] Wait what? I'm confused? How exactly do these mechanics work? These percentages aren't
[quote who="JJBuck2" reply="2" id="3178393"]2 - Disruption Matrix 2 - Furious Defense 4 - Group Shield (at level 4 this gets you 83% damage reduction) 2 - Inspire and Impair (this is an awesome ability: lvl 1: 50% weapon cooldown increase for enemy ships in the grav well, -50% for your ships. lvl 2: 100% cooldown increase for enemy ships, -75% for your ships) -------------- 2 - Health/shields 4 - Weapons 2 - Ant
I was watching a guide video for the TL titan (I primarily play Vasari, but want to try new things) and the video poster claimed that the weapon damage buff along with Furious Defense were the titan's worst abilities, and they only get 1 point at level 10 once everything else is maxxed out. Looking at Furious defense, it seems like much too good an ability to pass up. But I'm no TEC player, what are your guys' preferred skill sets with the Anklyon?
[quote who="excartus" reply="8" id="3178145"]I think you should run a test on how each titan preforms against a well balanced late game fleet from one of the three races because being able to wipe out a fleet single handedly is more useful then being able to 1v1 and enemy titan.[/quote] I would like to see these results as well. Titan solo records against a substantial fleet. If it's a level 10 titan the fleet woul
[quote who="GoaFan77" reply="10" id="3177806"] Yeah the maw is sweet, but it has to rely on Desperation for combat buffs until it reaches that point. They did say they were going to buff the stats of the Vasari titans a bit in the next patch, so at least it might get higher base weapon damage to fall back on.[/quote] I had heard somewhere that the pulse weapons research wasn't buffing the Vorastra's pulse weapons excluding the pulse gun. Is this also getting fixed?<
[quote who="Timmaigh" reply="7" id="3177792"] Quoting Ekko_Tek, reply 6 Still cant get my head around the fact, why people are expecting the "parity" here....they accept the asymmetric design of factions, but asymmetric design of Titans is an issue?[/quote] Many of the comments in this thread have opened my eyes about its tactical advantages (I haven't tried spawning a node and warping in the dark fleet yet). So I get why it may not house as much firepower
[quote who="Ekko_Tek" reply="6" id="3177786"] I wouldn't include the Coronata in that top titan list personally but that's a quibble - some of them are more support oriented and the VL titan is one. It's basically a mobile command centre with the Loyalist specific techs. It really shouldn't be as strong offensively considering the perks it has in other areas. It doesn't spawn phase inhibitors, they are phase nodes that allow you to connect up long
I suppose a simpler way to phrase the question, is how does the splash damage work? The ability has a radius when you mouse over it, what's that for?
Quick question: How does the splash damage on Desperation work on the Vorastra class titan? Is it all weapons deal radial damage at point of impact? The splash damage also has a value be it 10, 20, 30, or 40. Is that all it does? Just 40 AoE damage around the target? At what rate does this extra damage occur? It really isn't very specific, or I just don't understand how the game calculates damage. I ask because I love the Vas
As to your "orkies jump to culture". I like the idea that offensive jumps have a limitation put on them, but don't feel culture is it. Even with culture suppression, the battle of a major border world would be so far progressed by the time you had destroyed media hubs and pushed back culture that it just isn't feasible. My solution? Make orkies only able to jump offensively if there is an active phase node. This would make the preemptive strike
Ok, I cannot recall, but there's a sizable possibility that the planet I stripped was dwarf or another small type. So if it does depend on that it makes more sense.
I'm trying out the VL, and with all their new perks I figured I would try a consolidated empire that was heavily fortified and simply have a campaign fleet that stripped the galaxy bare as they went around battling instead of trying to hold tons of planets. However, the resource gain from stripping a planet did not seem all that rewarding. Keeping it over a longer period seems like it would prove more sensible. Do different planet sizes/types give different types of re