Star Trek Online Patch Notes (4/25/17)

New Features:

New Featured Episode: Mirrors and Smoke
-The new Featured Episode “Mirrors and Smoke” has been added to the Featured Episode tab in the journal.
-Travel with Kuumarke to the planet of New Kentar and defend it from the Tzenkethi.
-This episode can be played by captains who are level 10 or higher.
For more information, please visit the “Mirrors and Smoke” here.

War Game Scenario – Core Assault:
-This is a new style of queue where players train against the environment and themselves in a cross faction 5v5 space War Game Scenario.
-Captains will race starships and complete challenges through a station in the Adelphous System.
-Players will earn rewards and Wargame Marks based on how well the queue was completed.
-For more details, please visit the Core Assault blog at: https://www.arcgames.com/en/games/star-trek-online/news/detail/10457082-war-games-scenario%3A-core-assault

War Game Scenario – Binary Circuit:
-This is a new style of queue where players train against the environment and themselves in a cross faction 5v5 ground War Game Scenario.
-Two teams of Captains will race through a Borg Cooperative Cube and complete challenges.
-For more details, please visit the Binary Circuit blog at: https://www.arcgames.com/en/games/star-trek-online/news/detail/10459032-war-games-scenarios%3A-binary-circuit

Competitive Wargames Reputation:

-This reputation was designed to reward those who participate in War Game Scenarios to better learn to work together with other members of the Alliance.
-Use new Wargame Marks and Assessed Stratagems to progress through the reputation to earn new rewards.
-Wargame Marks can be earned in:
-Core Assault Queue
-Binary Circuit Queue
-A soon to be released to Tribble queue
-Assessed Stratagems can be earned in:
-Advanced and Elite versions of any Wargame Scenario Queue.
-For more details, please visit the Competitive Wargames blog at: here.

Space Balance Changes:
-Many balance changes to space powers have been made for the launch of Star Trek Online: Escalation.
-Detailed changes are listed below in the notes and a general explanation can be read on the Details on Space Balance Changes blog here.

General:

-Added a free skill repec token to all characters upon log in.
Delta Quadrant Mission Changes:
*Removed the Kobali Adventure Zone missions from the mission journal and replaced them with three wrapper missions titled Kobali Crisis Act I, II, and III which contain the removed missions.
*Delta Patrols are no longer required for mission progression but do remain in game.
*Experience requirements from levels 50-60 have been significantly lowered.
Level 50-60 NPC Scaling:
-We have tuned down the hitpoint and damage scaling modifier curve for NPCs past level 50, though they will still reach close to the same point at level 60.
*This means that levels 51 through 54 will have a very dramatic shift downward, but the general NPC difficulty will still ramp up as players close in on level 60.
-New UI has been implemented to the PvE system.
-Updated the window which appears when opening a Lock Box.
-Resolved an issue that was causing Mk XIII and higher Starship Shields to drop to unexpectedly low capacity values on some ships when entering maps that artificially increased or decreased the player’s current combat level.
-Editing a comment in the fleet roster is now done through a popup.
*This is to help alleviate issues where players logging in and out caused the wrong comment to be edited.
-Resolved an issue where the tailor would not recognize a name change done to a player’s Bridge Officer.
-Removed level restrictions from all Armor Items purchased from the Lobi Store, and added information to these items’ descriptions explaining how they automatically change effectiveness as the player levels up.
-23rd Century Captains can now display their ship’s registry number.
-The Progress tab of the Status UI now shows players their current amount of Fleet Credits and their Lifetime Fleet Credits Earned total.
-The “Reward Cooldowns” UI now shows the Bonus Competitive Mark timer.
-New login screen has been added.

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 amount of +Physical Damage Resistance rating.
-The modifier that Impulse Engines gain at Epic Quality now additionally gives Impulse Expertise.
-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 the player owns a starship on the player’s account that grants a trait on the list below, the characters on the player’s 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:
*Ablative Field Projector
*Advanced Firing Solutions
*Battle Ready
*Designated Target
*Desperate Repairs
*Emitter Synergy
*Improved Polarize Hull
*Improved Weaponized Emitters
*Insult to Injury
*Numerical Superiority
*Radiant Nanite Cloud
*Retaliation
*Shield Overload
*Specialist Knowledge
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 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.
Reputation System:
-All Reputations now sort their projects in the same order.
-Singularity Core Reputation projects are now only available to Romulan Captains.
-Kit Modules Reputation Projects are now only available to captains of the correct profession.
-The Dyson Reputation project “Turn in Commendations” now only appears if the player has commendations to turn in.
-The Nukara Reputation projects to Register or Turn in old equipment now only appear if the player has that equipment.
-All Reputation projects in the Upgrade tab now consistently appear in the following order:
*Claim Tier # Reputation
*Claim Sponsorship
*Mark Turn-in
*Elite Mark Turn-in
*Begin Sponsorship Procedures.
-Added higher-denomination Elite Mark-to-Dilithium conversion projects to all reputations:
-The existing project, 3 Marks = 1,000 Dilithium, remains available and unaltered.
-Two new projects are now available and will only be available if the captain has enough Elite Marks to complete them:
*30 Elite Marks for 10,000 Dilithium
*60 Elite Marks for 20,000 Dilithium
-The Lukari Reputation is now at the bottom of the list in the Reputation UI.
-Added Consoles and Warp Core from T6 Tal Shiar Adapted ships to Reclaim Store.
-Added a Heavy Weapon slot to qualifying Tier 6, Tier 5, and Tier 5-U Starships.
*Newly commissioned starships will come pre-equipped with one.
*The Dilithium Store now has a Heavy Weapon available for free in the reclaim tab that can be equipped on any starship with a Heavy Weapon slot.
-The Experimental Proton Weapon can now be upgraded using either Beam or Cannon upgrades.
-The Heavy Escort Railgun can now be upgraded using either Beam, Cannon, or Projectile upgrades.
-The [ShH] and [HuH] modifiers on consoles from the Fleet Embassy no longer have a lockout.
-Resolved an issue that caused the Braydon Reconnaissance Covariant Shield Array to not be available yet.

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 player’s damage has been changed.
*It now gives the player a much higher benefit at low power levels.
-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 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
-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 career-specific captain abilities now have a minimum cooldown below which they cannot be reduced
-Go Down Fighting:
*Now only lasts for 15 seconds
*The cooldown has been decreased to 45 seconds
*The damage buff now continuously adjusts to your current hitpoints while active
-While active, you will be treated as being at 50% Hull or less at all times, even if your hitpoints rise above this threshold.
*You must still be below 50% Hull capacity to activate this unless the “A Good Day to Die” trait is slotted
*The value of the damage buff it gives has been decreased
-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 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 the player died.
*Is now only available for the first two minutes after activating Miracle Worker.
-Scattering Field:
*No longer forces the player into combat for the duration.
*Starts cooldown instantly once clicked, instead of when the effect ends.
*Now grants All Damage Resistance Rating (instead of only Energy Damage Resistance Rating)
*Now grants Bonus All Damage to allies in range, in addition to existing functionality.
*The amount of the Damage Resistance Rating buff has been increased
*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:
*In addition to existing functionality, also decreases the affected target’s Outgoing Damage for the debuff’s duration.
*Can no longer be cast through Enhanced Battle Cloak.
*No longer makes Science Team recharge slower
-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, normal beam attacks have bonus damage and increased critical severity.
-Fire at Will:
*Now has a slight damage penalty and an accuracy penalty at each rank.
*Resolved an issue where Enhanced Armor Penetration and Point Blank Shot were not applying to Weapons during Fire at Will.
*Resolved an issue that caused Fire at Will to trigger weapon procs excessively.
-Target Subsystem:
*No longer upgrades just one single attack
*Now upgrade all of player’s 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 the player extra damage that bypasses shields while it is active.
*Now gives player’s 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.
-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.
*Gravity Well’s Pull now scales much more aggressively with Control Expertise.
-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 Safeties: The random subsystem offline caused when it ends is now 5 seconds at all ranks
-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.
*Resolved an issue where Needs of the Many could be used while shields were offline.
*Resolved an issue where Needs of the Many would display a negative amount of Temporary Hitpoints given to a player’s team if the player had no shields equipped.
*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 Rating and Defense Rating 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 rating 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 rating/defense rating 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.
*Resolved some issues that caused damage buffs to not properly interact with EPS Corruption.
*Resolved an issue where it could be cast while Phase Shifted.
*Increased the damage slightly.
-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 the player shoots the target.
-The Ground Armor stat no longer attempts to buff armor items directly. It instead gives the player 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 Chance at 100 skill, from 6%.
-Weapon Amplification now gives 40% Weapon Critical Severity at 100 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 player weapons ignore a percentage of the 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.
-Continuity’s Healing has been increased.Imminent Decay and Entropic Rider now indicate that their damage bypasses shields.
*This is a tooltip change only.
-Entropic Rider’s damage has been increased.

General Updates:
The following abilities now increase or decrease Shield Resistance to All Damage instead of just Energy Damage:
-Charged Particle Burst
-Destabilized Tachyon Burst
-Expose Vulnerability: Defenses
-Juggernaut Shielding
-Shield Scraping
-The Charged Particle Reaction Trait
-The Deploy Sensor Probe Swarm Console
-The Dynamic Tachyon Warhead Explosion
-The Elite Fleet Disruptor Proc
-The Omni-Directional Tachyon Wave Siphon Console
-The Resonant Disruptor Proc
-The Shield Inversion Console
-The Singularity Inverter console
-The Tachyon Armament Projectile
-The Tachyon Dispersal Starship Trait
-The Tachyon Particle Field Console
-Turn the Other Cheek
-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.
-Energy Augmentation Actuator:
*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 the 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.
-Demolition Team:
*Damage has been increased.
*Now only requires 3 stacks to detonate.
*Now only require the player to wait 8 seconds after detonating before beaming more demolition teams to targets.
-The following consoles have had their power bonus doubled:
*Console – Engineering – Booster Modulator
*Console – Engineering – Injector Assembly
*Console – Engineering – Field Emitter
*Console – Engineering – Plasma Distribution Manifold
-Prototype Ablative Jevonite Hardpoints:
*No longer goes away when the player dies.
*Can no longer be activated while the player already has a buff from another.
*Can now be activated while held or disabled.
*Can now be activated from your inventory
-Tholian Thermionic Torpedo Launcher:
*Now scales up the amount of power drained with drain expertiseunder all firing modes, and no longer scales up the duration of the power drain with drain expertise under any firing modes.
*Now has a more accurate description of its Torpedo Spread and High Yield.
*Resolved an issue where the Tholian Thermionic Torpedo Launcher did not indicate having a drain when fired via the Transport Warhead mode.
-The flight speed of targetable torpedoes has been increased.
-Attack Pattern Lambda:
*Now only gives its caster buffs when they fire weapons.
*Perception buff and debuff have both been decreased.
-Plasmonic Leech:
Now stacks up to 10 times.
-The Plasmonic Leech self-buff now stacks with the Power Conduit Link proc found on the M.A.C.O. Resilient Shield Array and Adapted K.H.G. Resilient Shield Array.
-The self-buff from this power has had its amount reduced and no longer scales
-The drain inflicted on the target has been decreased
-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 Damage dealt by Causal Anchor has been decreased.
-Powers that increase the player’s 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.
-Ramming Speed now instantly adjusts a player’s power levels, instead of depending on Power Transfer Rate.
-Torpedo High Yield, Torpedo Spread, and Torpedo Transport Warhead now only upgrade the player’s next torpedo attack within 10 seconds, from the player’s next attack within 30 seconds.
-Plasma Explosions from Embassy consoles:
*This damage no longer ignores enemy shields.
*This effect may now only trigger once per firing cycle
*Resolved a number of issues related to how the damage increased as they were upgraded
*Their damage now increases at the same rate that other stats on consoles increase
*This also addresses a bug where upgrading from MK XI UltraRare to MK XII UltraRare or from MK X Gold to MK XI Gold would erroneously cause a decrease in damage.
-Hit and Run starship Trait:
*Resolved an issue on “Hit and Run” where it was incorrectly granting Critical Hit Chance where it should have been granting Critical Hit Severity.
*”Hit and Run” Starship Trait now has a 35 second lockout that begins when the buff effects expire.
*This matches up with Evasive Maneuvers’ base cooldown, as this trait was not intended to benefit from cooldown reductions.
-Resolved a number of issues related to how the Proton Damage from Shield Refrequencer consoles increased as they were upgraded.
*Their damage now increases at the same rate that other stats on consoles increase.
*Their damage at all points has been increased.
*This also resolves an issue where upgrading from MK XI UltraRare to MK XII Ultrarare or from MK X Gold to MK XI Gold would erroneously cause a decrease in damage.
*Resolved an issue that prevented the Proton Damage from Shield Refrequencer consoles from doubling when used vs Voth.
-As a result of that bug fix and balance changes, The Damage Bonus on Particle Focuser consoles from the Fleet Lab now only affect Exotic damage.
-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.
-The Gravimetric Photon Torpedo now tells the player the radius of its explosion under High Yield.
-Resolved an issue that could cause Weapon System Synergy to sometimes give the player multiple stacks or fail to give stacks when firing an energy weapon.
-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 that could cause the Energy Web trait not to apply in some cases.
-Resolved an issue where Torpedo Transport Warhead’s damage did not scale up with player’s damage buffs.
-Resolved an issue where some abilities were incorrectly being treated as a hazard that are not hazards.
-Resolved an issue where the Resonant Transphasic Torpedo would do no damage when it detonated if it was fired as a Tailpipe Torpedo.
-Isokinetic Cannon can no longer be fired while Cloaked or Phase Shifted.
-Resolved an issue where being cloaked would give the player an incorrect amount of Shield Regeneration if the player had the Singularity Distributor Unit console equipped.
-The “Haywire” set bonus proc can no longer crit or be reflected.
-Updated the description of the Tactical Advantage Reputation Trait.
-Resolved an issue where the Vent Theta Radiation console was not scaling with its caster’s Drain Expertise.
-Resolved an issue where the Research & Development project to craft a TR-116 used the incorrect icon
-Attack Pattern Omega’s Description has been updated
-Resolved an issue where Electrostatic Field would reflect some non-Energy damage.
-Resolved an issue that caused Temporal Fracture to not be treated as Exotic Damage.
-The Threat Analysis Matrix console now additionally gives Physical Damage Resistance Rating.
-Resolved an issue that caused the [Inertia] modifier to not have any effect.
-Resolved an issue that caused the [Over] modifier to have an excessive proc rate.
-Resolved an issue that caused Plasmatic Biomatter and Phased Biomatter weaponry to not update the radius of their proc in the tooltips if it should change.
-Resolved an issue that could cause the Plasma Feedback Cascade module to trigger multiple times.
-The Defense Tab of the Ship Stats window now shows the player Radiation, Physical, and Electrical Damage Resistance.
-The Auxiliary Power Configuration – Defense Reputation Trait now gives +All Resistance Rating instead of +Energy Resistance Rating and +Kinetic Resistance Rating.
-Abilities that previously referred to Accuracy and Defense as percentages now refer to “Accuracy Rating” and “Defense Rating”.
*This is a tooltip update only to more accurately convey how the Accuracy and Defense mechanics work.
-Sensor Analysis has been updated to function the way it is described.
-Omega Kinetic Shearing’s damage is now only 10% of the pre-resistance damage of the projectile impact that triggered it.
-Emergency Power to Weapon’s Damage Energy Damage buff now only affects Directed Energy Weapons.
-Rotate Shield Frequency’s Resistances have been increased.
-Updated the description of a few stats in the stats UI.
-Resolved some issues in how Warp Shadows would interact with threat.
Resolved an issue that caused Torpedo Pre-Fire Sequence to not apply in some cases.
*Updated the description to be more accurate.
-Updated Drain Infection, the Deteriorating Secondary Deflector Proc, and the Inhibiting Secondary Deflector Proc to be counted as Exotic Damage.
*Their damage has been adjusted slightly to compensate for this, but should be better in most cases.
-The [AMP] modifier no longer displays a status icon.
*Its functionality is unchanged.
-Combat Impulse Engines and Hyper-Impulse Engines now better describe how they differ from normal Impulse Engines.
-Resolved an issue where the Lukari Restoration Initiative Regenerative Shield Array’s FX on allies would not completely play.
-The Technicians that reduce the recharge times of Bridge Officers after activating Auxiliary Power to the Emergency Battery has a better description.
-Resolved an issue where the Multi-Spectral Particle Generator was not applying damage buffs properly.
-The Multi-Spectral Particle Generator set bonus is now treated as exotic damage.
-Prototype Ablative Jevonite Hardpoints can now be used while unequipped.
-The Bridge Officer Abilities Torpedo High Yield and Torpedo Spread can no longer be activated while the player has a Torpedo High Yield or Spread available to fire, or if the player has fired a torpedo as a High Yield or Spread within the last 5 seconds.
-Resolved an issue that caused the Regeneration from the Protomatter Capacitor Starship Trait to not scale with Hull Regeneration.
*This is a tooltip change only.
-Resolved an issue that would cause shield regeneration to fluctuate while cloaked.
-Mine Launchers now display the range at which the mines they launch will acquire a target.
-The Conn Officer that reduces the cooldown of Tactical Team on activation now additionally gives a buff to Starship Weapon Specialization after using Tactical Team for a short duration.
-The passive Energy Weapon Damage Buff from the Weapon Stabilizers set bonus has been increased.
-Eject Warp Plasma is now always treated as a control ability.
-Resolved an issue where Highly Specialized could apply an excessive amount of cooldown reduction when triggered.
-The Tetryon Glider Proc now only scales with Drain Expertise, and its overall shield drain amount has been increased.
-Resolved an issue that would cause Phasic Artillery to give a different amount of Temporary Hitpoints to Torpedoes and Mines based on the ship a player was in.
*The amount should be better afterwards in all cases.
-The Undine Deflector’s Accuracy Rating buff is now 10 instead of 5.
-The Multi-Regenerative Shield Array set bonus from the Assimilated Borg Technology now additionally cleanses DoT’s.
-The Secondary Discharge Capacitors Set Bonus from the Terran Task Force Starship Technologies set now gives +20 Shield Capacity and Drain Expertise instead of 17.8.
-The Plasma Conductive Circuitry set bonus from the Romulan Singularity Harness set now gives +10% Plasma Energy Weapon Damage and +20 Starship ElectroPlasma Systems instead of 8.9% and 17.8, respectively.
-The Bio-Molecular Enhanced Defense set bonus from the Fluidic Counter Assault set now gives +10 Defense Rating instead of +5.
-The Bio-Molecular Enhanced Precision set bonus from the Fluidic Counter Assault set now gives +10 Accuracy Rating instead of +5.
-The “Omega Weapons Amplifier” proc from the Omega Adapted Borg Technology set now lasts 5 seconds
-Resolved an issue that could cause the Quantum Phase Torpedo not to drain shields when fired via High Yield.
-Resolved an issue where the “Well Traveled” Unique Trait was using an incorrect icon
-Removed an extra space from the display name of “Datachip – The Path to 2409, Vol. 2, Ch. 5”.

Known Issues:
-Foundry functions will be temporarily unavailable.
-The new queue “Twin Tribulations” will not be available at the launch of Escalation.
*We are making updates based on player feedback from its recent launch on Tribble.
-The Kobali Adventure Zone map incorrectly labels the level range of the zones.
-Core Assault:
*In Room 2 if Simon Says is the puzzle type, player will see a message stating they have made the wrong choic e after making the right choice.
*Enemies do not despawn when the queue is completed.
*Elite Queues are currently unavailable.
-The whistle sound for a when a queue match is ready plays twice.
-When the player opens the new PvE queue UI for the first time only, the categories will be out of order.
*Close the window and reopen to resolve this.

Patch Notes

Written by: Ozzy

Dreamer, optimist, sci-fi lover, Trekkie, caring supporter, loves GOOD music, loves a good story, laid back, has a thing for Aussie accents, and an avid gamer for fun.

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