SilentCircle Posted May 15, 2014 Share Posted May 15, 2014 but you'll have to hold into account that will only matter if you really need to keep channeling for full duration each time as before you would be locked too even after overkill, and now you can use shorter burst if so you desire Using bursts makes it even worse, with 4 bursts you're already at 100 energy cost without even doing any damage. Link to comment Share on other sites More sharing options...
AuroraSonicBoom Posted May 15, 2014 Share Posted May 15, 2014 (edited) Did you really have to insult the guy and then agree with him? Nope. But whatever. Yes, because I took offense to the derogatory term "nerf gang". Just retaliating, this is becoming a PvP game after all. Might as well have called out the guy posting the same message on page one. Anyway, Blind rage doesn't increase SQ's power consumption rate at the moment, so I guess that's a silver lining. I have to wonder about this particular patch note, though: Extended the maximum possible duration on Sound Quake's sound effects to take into account duration extending Mods. Duration mods don't work on SQ, or is this an indication that they intended for them to lower the consumtion rate cost? Edited May 15, 2014 by AuroraSonicBoom Link to comment Share on other sites More sharing options...
Charismo Posted May 15, 2014 Share Posted May 15, 2014 Duration mods don't work on SQ, or is this an indication that they intended for them to lower the consumtion rate cost? There were other patch notes like that for Absorb as well. Maybe this will all turn out to be bugged. Who knows with DE. :( Link to comment Share on other sites More sharing options...
WingsOfGryphin Posted May 15, 2014 Share Posted May 15, 2014 You guys are freaking morons. I don't know what to say. The high costs that you're getting is because you're using wrong mods. The drain isn't affected by Energy efficiency alone. It is also affected by the duration.Oh right.. you're incapable of understanding why it is like that, so let me explain:It's like with speed in real life (mph or km/h) it is being calculated by the dividing the distance with time it takes. So what does it mean for our Energy cost/s ? It means that increasing duration decreases cost because dividing with bigger numbers will net you smaller result. Energy efficiency also reduces the cost. TL;DR STOP USING FLEETING EXPERTISE it nullifies itself and gives nothing to contribute towards reducing cost/s Link to comment Share on other sites More sharing options...
MechaTails Posted May 15, 2014 Share Posted May 15, 2014 You guys are freaking morons. I don't know what to say. The high costs that you're getting is because you're using wrong mods. The drain isn't affected by Energy efficiency alone. It is also affected by the duration. Oh right.. you're incapable of understanding why it is like that, so let me explain: It's like with speed in real life (mph or km/h) it is being calculated by the dividing the distance with time it takes. So what does it mean for our Energy cost/s ? It means that increasing duration decreases cost because dividing with bigger numbers will net you smaller result. Energy efficiency also reduces the cost. TL;DR STOP USING FLEETING EXPERTISE it nullifies itself and gives nothing to contribute towards reducing cost/s Does anyone here speak mad scientist lingo that can translate that? Lol Link to comment Share on other sites More sharing options...
kaboomonme Posted May 15, 2014 Share Posted May 15, 2014 You guys are freaking morons. I don't know what to say. The high costs that you're getting is because you're using wrong mods. The drain isn't affected by Energy efficiency alone. It is also affected by the duration. Oh right.. you're incapable of understanding why it is like that, so let me explain: It's like with speed in real life (mph or km/h) it is being calculated by the dividing the distance with time it takes. So what does it mean for our Energy cost/s ? It means that increasing duration decreases cost because dividing with bigger numbers will net you smaller result. Energy efficiency also reduces the cost. TL;DR STOP USING FLEETING EXPERTISE it nullifies itself and gives nothing to contribute towards reducing cost/s Hmm... I'll have to test this out myself to see if this is true. Seems like that'd make specializing in certain abilities more favorable, but I'd like to see how it works out. Link to comment Share on other sites More sharing options...
MagPrime Posted May 15, 2014 Share Posted May 15, 2014 (edited) Does anyone here speak mad scientist lingo that can translate that? Lol I think I got it. Using the speed/distance analogy, the longer you use SQ, the less the energy cost. I think. I dunno though, he already said I was a moron and incapable of understanding, so I'm probably wrong, and I'm sure it has nothing to do with how he explained it. Edited May 15, 2014 by Noamuth Link to comment Share on other sites More sharing options...
Noble_Cactus Posted May 15, 2014 Share Posted May 15, 2014 (edited) I just ran a rough test with a stopwatch to see how long it took Sound Quake to drain an energy pool of 225. Here are my results: WITH R4 FLEETING, STREAMLINE - 19.22 seconds WITH NO FLEETING, STILL STREAMLINE - 18.12 seconds There is probably about a second or so variance due to reaction time. To glean more accurate results, I'd run each test five times, but I honestly don't feel like doing that that at two in the morning. So it seems like there is likely no difference in the rate of consumption. If anyone wants to run a thorough experiment, be my guest. Edited May 15, 2014 by Noble_Cactus Link to comment Share on other sites More sharing options...
ScorpDK Posted May 15, 2014 Share Posted May 15, 2014 (edited) Just fix the channel costs to be modified by the efficiency mods, so the final energy usage is back to what it was before - 25pts of energy for 6 seconds, 50 for 12, 100 for 24... you get the idea. Even if the drain is less than 1 energy per tick, it can't be THAT hard, considering how we got the Phage "shotgun" which doesn't drain more than 1 ammo per second (tho DE still hasn't fixed the other beam-type weapons to have a more efficient ammo usage, which makes Spectra practically useless unless you swim in pistol ammo drops) Edited May 15, 2014 by ScorpDK Link to comment Share on other sites More sharing options...
HansJurgen Posted May 15, 2014 Share Posted May 15, 2014 Rhino spotted. :) Link to comment Share on other sites More sharing options...
VentiGlondi Posted May 15, 2014 Share Posted May 15, 2014 OP is a really silly man for thinking anyone would want to nerf Banshee. Link to comment Share on other sites More sharing options...
J-Reyno Posted May 15, 2014 Share Posted May 15, 2014 I agree. To have Sound Quake last as long as it did before costs hella energy. Even a few seconds of CC has a ridiculous cost. Not even remotely worth it. It would have been better if they'd left it alone. But what's worse is what they did to Sonar. The countdown is lovely, it needed that. But it needs to be able to be recast to refresh the duration like before. Now it's tied to a particular location and if you move to another area you can't use it again until the duration is complete. No, it's not useless, but it's worse. And Banshee in no way needed any of her powers to be worse. The only positive is that Silence has some use now. But I'm down about this overall. Sigh... Link to comment Share on other sites More sharing options...
Wolfstorm18 Posted May 15, 2014 Author Share Posted May 15, 2014 Enjoy your credit caches. Link to comment Share on other sites More sharing options...
Sorez Posted May 15, 2014 Share Posted May 15, 2014 Meanwhile Ash is in the corner having a party. Link to comment Share on other sites More sharing options...
Charismo Posted May 15, 2014 Share Posted May 15, 2014 (edited) You guys are freaking morons. I don't know what to say. The high costs that you're getting is because you're using wrong mods. The drain isn't affected by Energy efficiency alone. It is also affected by the duration.Oh right.. you're incapable of understanding why it is like that, so let me explain:It's like with speed in real life (mph or km/h) it is being calculated by the dividing the distance with time it takes. So what does it mean for our Energy cost/s ? It means that increasing duration decreases cost because dividing with bigger numbers will net you smaller result. Energy efficiency also reduces the cost. TL;DR STOP USING FLEETING EXPERTISE it nullifies itself and gives nothing to contribute towards reducing cost/s No need to be an &#!, especially since you don't know what you're talking about. Energy Efficiency mods only reduce the initial cost required to start the ability (25 energy.) With a maxed Streamline, this bring the cost down to 17. It has zero effect on the rate of energy consumed over time. What about duration? Well, here's a screen capture of Absorb being used with max Continuity, and the being used unmodded: If there is any difference, I can't see it. My narrow minded only goes up to +63% duration, but even combined with Continuity, I didn't see any noticeable difference. It should also be noted that Energy Siphon appears to be inactive during the ability. I tried the test with it on and off, and noticed no difference. In the above image, Energy Siphon is not equipped. Edited May 15, 2014 by Charismo Link to comment Share on other sites More sharing options...
Noble_Cactus Posted May 15, 2014 Share Posted May 15, 2014 (edited) Oh, right, I made a stupid. I forgot to take the initial cost into account, which would explain the ~1 second discrepancy. Anyway, just saw this in the patch notes: Fixed Power Efficiency mods not decreasing the drain rate of toggle-able powers. I'll try SQ again when I get home. Edited May 15, 2014 by Noble_Cactus Link to comment Share on other sites More sharing options...
Noble_Cactus Posted May 15, 2014 Share Posted May 15, 2014 Just tested it with the same parameters as last night (R4 Fleeting with a max Streamline and an energy pool of 225), and I was able to channel Sound Quake for 41.16 seconds. A huge improvement, considering this is roughly double the time of my previous results. Link to comment Share on other sites More sharing options...
Wolfstorm18 Posted May 15, 2014 Author Share Posted May 15, 2014 Just tested it with the same parameters as last night (R4 Fleeting with a max Streamline and an energy pool of 225), and I was able to channel Sound Quake for 41.16 seconds. A huge improvement, considering this is roughly double the time of my previous results. Yes. It was fixed. Link to comment Share on other sites More sharing options...
Oizen Posted May 15, 2014 Share Posted May 15, 2014 The Ruined by DE train: -Frost -Nyx -Trinity -Banshee all the while people still cry that Nova and Rhino are op. GG DE Link to comment Share on other sites More sharing options...
Tatersail Posted May 15, 2014 Share Posted May 15, 2014 I think they where just fixed :p Link to comment Share on other sites More sharing options...
Ishki88 Posted May 15, 2014 Share Posted May 15, 2014 Nothing to see here guys move along! Just no more Nyx changes...I can't take this anymore...just leave her alone...it's breaking my heart.....just try to make her psychic bolts viable....thats it...thats it man ;_; Link to comment Share on other sites More sharing options...
Seasonsofclarity Posted May 15, 2014 Share Posted May 15, 2014 The Ruined by DE train: -Frost -Nyx -Trinity -Banshee all the while people still cry that Nova and Rhino are op. GG DE More frames are in the works for balancing. I find threads like this hilarious. Yes, the consumption not being affected by efficiency mods was a valid point that DE fixed (cause it was supposed to be in the first place). But the rest of it? Utter crap. Once again, people whine and *@##$ about not being viable for content that DE has explicitly stated they are not balancing around. These changes make all the frames more viable and more stable for use at the level they've set their sights on. Link to comment Share on other sites More sharing options...
DeadlyFred Posted May 16, 2014 Share Posted May 16, 2014 What I really want to know is, why doesn't Valkyr's Warcry work more like Silence? Can I get a Silence on my Valkyr? Seriously. Paralyze is absolute weaksauce compared to that. Link to comment Share on other sites More sharing options...
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