For AstroFlux related discussion
#73691 by bolbi Sun Sep 10, 2017 11:41 pm
Bite = Jaws and Electrocute

Ok well from my current understanding anything that would be considered a Projectile, is able to be destroyed by Flame Spawns and Plasma Flares. A Projectile as in things that move after being fired, I.E. any Missile weapon, or blaster like weapon, as such things that don't exactly have a "Projectile" aren't effected by the Flares I.E. stuff like Chrono, CL, PSG, Jaws, or Railgun to name a few of them. In other words if a weapon emits something that physically moves independently from the ship after being fired (not including Pets), it can be destroyed by Flares. I think it is fine as of right now it should be limited to just 2 ships, and there hasn't been anyone who has used it that has made me think the mechanic is OP.

" 'Whatever you want people to do for you, do the same for them.'
(International Standard Version, Luke 6.31)"
#73702 by SawYourHand Mon Sep 11, 2017 8:01 pm
can someone do a test with the astrolances as a Before and After the update for a comparison thx :v idk how this stuff is calculated with say like 10k dot for 10 seconds as a reference or something

Astrolance
#73704 by bolbi Mon Sep 11, 2017 11:38 pm
Edit: Just realized I didn'tsay what this was for :lol: I was responding to Sawyourhand (AstroLance) about the Astro Lance (not the person) changes

All of the Direct damage is approximations, currently the damage per projectile per hit is about 102% of the amount of DoT over 10 seconds. And the Total amounts are assuming all projectiles hit one time, so that isn't exact amounts they'd do cause they can miss or even hit more than once.

Also remember that the suggestion of reducing the size of the hitboxes will, in general, make the Projectiles ET miss much more than it does currently.

Pre-UpdateDamage
per hit
DoT over
10 seconds
Damage
per tick
Total damage
per shot
Total DoT
stacked
Total damage
per tick per shot
Level 6
no ETs
10,20010,0001,00051,00050,0005,000
Extra
Projectiles ET
8,9258,75087589,25087,5008,750
Improved
Direct Damage ET
15,30010,0001,00076,50050,0005,000
Improved
DoT ET
10,20015,0001,50051,00075,0007,500

After changes
(as of revision 6)
Damage
per hit
DoT over
7 seconds
Damage
per tick
Total damage
per shot
Total DoT
stacked
Total damage
per tick per shot
Level 6
no ETs
10,2006,000~85751,00030,000~4,285
Extra
Projectiles ET
8,9255,25075089,25052,5007,500
Improved
Direct Damage ET
17,8506,000~85789,25030,000~4,285
Improved
DoT ET
10,20010,5001,50051,00052,5007,500


Yeah... I had some time...
Last edited by bolbi on Tue Sep 12, 2017 5:17 am, edited 2 times in total.

" 'Whatever you want people to do for you, do the same for them.'
(International Standard Version, Luke 6.31)"
#73705 by bolbi Mon Sep 11, 2017 11:48 pm
Oh yeah, @Everyone can someone who has a Vulture post the ETs for it's weapons? The wiki doesn't have them currently, so I have no idea what they are but I'd like to just make sure they don't sound crazy to me.

" 'Whatever you want people to do for you, do the same for them.'
(International Standard Version, Luke 6.31)"
#73711 by TheScythe Tue Sep 12, 2017 7:53 am
@bolbi
spike strips:
100% kin dot over 5 seconds
150% kin dot over 10 seconds
250% kin dot over 20 seconds
3% health and shield leech
30% kin res debuff
extra projectiles
50% direct damage
50% range
20% attack speed


astrolance: close, but the values are a little off. not to worry, corrected damages:

Pre-UpdateDamage
per hit
DoT over
10 seconds
Damage
per tick
Total damage
per shot
Total DoT
stacked
Total damage
per tick per shot
Level 6
no ETs
10,20010,0001,00051,00050,0005,000
Extra
Projectiles ET
8,9258,75087589,25087,5008,750
Improved
Direct Damage ET
15,30010,0001,00076,50050,0005,000
Improved
DoT ET
10,20015,0001,50051,00075,0007,500

After changes
(as of revision 6)
Damage
per hit
DoT over
7 seconds
Damage
per tick
Total damage
per shot
Total DoT
stacked
Total damage
per tick per shot
Level 6
no ETs
10,2006,00085751,00030,0004,286
Extra
Projectiles ET
8,9255,25075089,25052,5007,500
Improved
Direct Damage ET
20,4006,000857102,00030,0004,286
Improved
DoT ET
10,20012,0001,71451,00060,0008,571

TheDepraved
#73712 by bolbi Tue Sep 12, 2017 8:54 am
Ok So you are suggesting changing the Direct Damage and DoT Techs to +100% (increase of +50%) and not increasing the current amoumts by 50%, meaning +25%, or totaling 75%. No offense but the wording on some of these can be a little misleading. Would be best if all these kind of ET changes were something like, "Increase 'Blah' Tech from 'such and such'% to 'so and so'%" I realize that would be a ton of looking back and writing in so I don't expect you to change them all. However try to be consistant in the way you word them, that way we understand what you mean without having to ask you for more details. Lances for example you said,

"Increase direct damage tech 50%
Increase dot tech 50%"

I'd say just looking at that they would have the same changes to them, and as they are currently equal at +50% I assumed you meant they would both change to +75%. (Hmm... reminds me of a joke about a donkey)

Again just pointing out that it isn't always clear on some of the things you've put down for the changes. And maybe change some of the wording in the future,
-insert traf's signature here-
:lol:

Thanks for the ETs for Spikes, those look fine by me, and nothing appears to be a issue with them after the changes either. Would it be possible to get the ETs of Phase Rifle as well?
Last edited by bolbi on Tue Sep 12, 2017 3:23 pm, edited 1 time in total.

" 'Whatever you want people to do for you, do the same for them.'
(International Standard Version, Luke 6.31)"
#73742 by WishingStar Thu Sep 14, 2017 10:29 am
Bellatrix wrote:I cleaned up some unnecessary comments. If you have suggestions please motivate these.


So the suggestion to remove BQ's corrosive% bonus and add more to its kinetic% bonus was "unnecessary"? It seemed like a good idea to me. I'm fine with removing the "parodies" of that post, but why remove the actual suggestion?
#73743 by mt10kardans Thu Sep 14, 2017 11:34 am
WishingStar wrote:
Bellatrix wrote:I cleaned up some unnecessary comments. If you have suggestions please motivate these.


So the suggestion to remove BQ's corrosive% bonus and add more to its kinetic% bonus was "unnecessary"? It seemed like a good idea to me. I'm fine with removing the "parodies" of that post, but why remove the actual suggestion?

But i think to remove kinetic% bonus and add Corrosive% is even better idea. Why exactly kinetic and not corrosive? there is no justification why would add one type or other. Only by players arts. If i have kinetic% arts better then add kinetic% or if i have corrosive arts better then add corrosive%.
#73744 by Bellatrix Thu Sep 14, 2017 11:36 am
WishingStar wrote:
Bellatrix wrote:I cleaned up some unnecessary comments. If you have suggestions please motivate these.


So the suggestion to remove BQ's corrosive% bonus and add more to its kinetic% bonus was "unnecessary"? It seemed like a good idea to me. I'm fine with removing the "parodies" of that post, but why remove the actual suggestion?


There is no ground to discuss that change, the person suggesting should take the time to motivate.

Bellatrix, the shinning star of Astroflux
#73758 by bolbi Sat Sep 16, 2017 2:59 am
Bionic Queen
     I personally like the make it a smaller hitbox suggestion, though it'd seem kind of weird that the ship is smaller than the AI Enemy so this might not be the way to go. Also I do agree it could use a little buff, though it does already have a great shield build so I can't say it needs a big buff. Also yeah Blade and KPB are going to still be better than BQ and Jaws but pretty much anything PvE oriented is going to be outdone by Blade and KPB, that's the main reason I've said in the past Phase Blade could suffer huge nerfs and still be stronger than most anything for PvE, just cause of it's build up mechanic. A few of the suggestions for changes to BQ from me would be:

Bionic Queen:
Increase speed bonus from 10% to 15%

-     Making it faster than Blade minus the cooldown part.

Increase Kinetic damage bonus from +75% to +100%
Decrease Corrosive damage bonus from +75% to +50%
or vice versa

-     I prefer the kinetic heavy on that way we have that third tank-like ship that has a kinetic heavy bonus, And Jaws is pure Kinetic so that helps boost that a little.

Add 10% decrease cooldown bunus
Decrease HP by 20%

-     That'll make it able to tank better than Tanker with changes but since it has near the same base HP right now I suggest making it have a lowered HP if you want to add the cooldown bonus.

That's all I can think of right now, thoughts?

" 'Whatever you want people to do for you, do the same for them.'
(International Standard Version, Luke 6.31)"
#73760 by McPwny Sat Sep 16, 2017 4:19 am
player Nexar Shadow side by side with some other ships (@ lvl 150 upgraded)

Health Armour Shield Regen

Assassin 17054 1063 20930 485
Nexar Blade 19638 1858 17830 746
Nexar Shadow 14470 1185 17830 681

i suggest tweaking the base stats like so:
Nexar Shadow 16641 1185 19613 851

thats a 15% increase to Health a 10% to Shields and a 25% increase to Regen and SHOULD give it a bit more survivability, considering the cost of this beast.

thoughts on this?

[PURPLE!]
#73762 by bolbi Sat Sep 16, 2017 4:47 am
It's kinda hard for me to say that's good, solely because Shadow was originally supposed to be like a better Crystal with a cloak, with it's only down side being it's power regen. However now that it seems we are past that point of it being a glassy type ship it doesn't sound to bad to buff up it's defenses. However I do have to wonder if that is to much considering the damage boosts and how much better than Crystal it would be, granted it nearly 3x as expensive, though most of the 150% damage ships are type specific (Nox) or glassy at the moment, Vulture Shadow and Crystal so I personally feel like that wouldn't be a good change, though that's just my opinion. I still prefer the 175% damage bonus buff or the speed buff that Scythe has suggested, as messing with the health and shield would be quite hard to decide on paper how balanced that would be.

" 'Whatever you want people to do for you, do the same for them.'
(International Standard Version, Luke 6.31)"
#73767 by McPwny Sat Sep 16, 2017 8:22 pm
well put it in contrast with its equally priced brother ship (post proposed nerf stats)

Nexar vindicator 17321 1604 19887 589
+6% Speed
+60% Corrosive damage
+60% Energy damage
+25% Max Power
+30% Attack Speed
Has Vindicator teleport

Nexar Shadow 14470 1185 17830 681
+6% Speed (OR +20% Speed)
+150% Kinetic damage (OR +175% Damages)
+150% Energy damage
+100% Max Power
-20% Power Regen
Has cloak

now i dont really own either of these ships, but Im just trying to imagine; will people complain if you halfway un-nerf the damage again? how would a 20% boost in speed play out against teleporting ships? how will it perform against a vindicator, or a mob of NCP's?

I do think increasing the damage output gap between the vindicator and shadow would be a good way to go, but kind of begs the question of could this be too much damage again?
Last edited by McPwny on Sat Sep 16, 2017 10:30 pm, edited 1 time in total.

[PURPLE!]

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AstroFlux is a MMO space shooter with numerous weapons, upgrades and abilities. Explore the galaxy and collect space junk to gain resources for new technologies.