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Archived Post
01-29-2010, 12:01 PM
How exactly do the individual systems scale with the amount of power put into them? I've read that shield regen is zero at 25%, 1x at 50%, 2x at 75%, and 3x 100%, but is that accurate and what about the other systems? Will an energy weapon deal it's base damage at 25% and experience a jump in power from there or is base performance counted at 50% like shield regen was said to be?

And what about the various abilities that scale with Aux?

Archived Post
01-29-2010, 12:31 PM
That is a good question. I've often wondered that myself. Anyone know the answer?

Archived Post
01-29-2010, 01:42 PM
*Bump* Since a bunch of whiners making the same topics and complaints over and over again, rather than simply bug reporting and waiting. Yes, I know, you put money down, but be a little patient. You've committed to what could amount to a decade's investment afterall.

Archived Post
01-29-2010, 08:46 PM
*Bump* Since a bunch of whiners making the same topics and complaints over and over again, rather than simply bug reporting and waiting. Yes, I know, you put money down, but be a little patient. You've committed to what could amount to a decade's investment afterall.

I think you're trolling the wrong thread, mate. The OP wanted to know if the power levels for systems other than shields received bonuses in a similar fashion. There was no whining, whinging, crying, or moping.

It's a good question. I don't remember reading anything on it during OB. I know with engines, they're less efficient at 25% system power (not throttle). You can use Combat Impulse Engines to get better efficiency at 25%

Archived Post
01-29-2010, 08:55 PM
I think you're trolling the wrong thread, mate. The OP wanted to know if the power levels for systems other than shields received bonuses in a similar fashion. There was no whining, whinging, crying, or moping.

It's a good question. I don't remember reading anything on it during OB. I know with engines, they're less efficient at 25% system power (not throttle). You can use Combat Impulse Engines to get better efficiency at 25%

...I posted the OP. :p

Earlier today I saw many threads concerning the same topic (Borg Lib) being posted by people that should have bug reported and waited imo. A $250 payment might garner a certain amount of entitlement, but it's also an investment that will hopefully be good for years to come. And since this caused my question to slip off the first couple of pages, I was a bit miffed. :D

Anyway, I'm not sure what they mean by "efficiency" in regards to engines. Do they mean you'll be faster than ships that are putting the same amount of power into them, provided it's a small amount? Does High Efficency mean you'll take a worse hit when you're running on low power, but will be the fastest when you put the petal to the metal?

Archived Post
01-29-2010, 09:11 PM
The only numbers I think anyone's seen have been in relation to shields for power settings, but the engines I can answer

Hyper-Impulse with efficiency at high power. if your setting for engines is high (75-80+) you get more speed than normal or combat engines. There didn't seem to be any penalty for having low power settings, they just weren't any better at those settings than normal engines

Combat Engines. When you have power setting to engines below about 30 they give more speed than normal or hyper engines. Again, no notable penalty for having them set high, just no advantage over normal engines.

Archived Post
01-29-2010, 09:16 PM
So as far as Engines go, you want either Hyper or Combat, provided there aren't any uncommon/rare/rarest qualities to regular engines?

And that still leaves the question of just how much performance is effected by power settings. Like is 100% 3x faster than 50%?

Archived Post
01-29-2010, 09:26 PM
In OB I was mostly running an escort with combat engines, and from memory, the 100% setting was about 2x as good as my combat default (30 ish)

As for engine type, if you know you're going to have to run fast, go hyper, if you know you're going to have to keep engine power low most of the time for other systems, go combat. I think regular type engines had a small advantage to turning.

If you're flying escort, you could go either way, with combat improving the lead up, and hyper improving the disengage and realign. They turned fast anyway, so didn't really pay much attention to the normal engines, though they might be useful for the other classes. Cruisers in particular seemed to turn like oil tankers on icebergs.

Archived Post
01-30-2010, 02:11 AM
How do powers like Evasive Manuevers tie into what power settings and engines you have?

Archived Post
01-30-2010, 02:50 AM
How exactly do the individual systems scale with the amount of power put into them? I've read that shield regen is zero at 25%, 1x at 50%, 2x at 75%, and 3x 100%, but is that accurate and what about the other systems? Will an energy weapon deal it's base damage at 25% and experience a jump in power from there or is base performance counted at 50% like shield regen was said to be?

And what about the various abilities that scale with Aux?

Digging through some notes I made in open beta...

All tests performed with the Tier 1 Light Cruiser and default equipment (just what it comes with), commanded by a new character with no skill points spent (all skills at 0) and no 'space' traits.

Weapon Power vs Phaser Beam Array damage
This one is pretty simple:

100 - 200 (160 dps)
75 - 150 (120 dps)
50 - 100 (80 dps)
25 - 50 (40 dps)

So, if we take power level 50 as the base value, every point of weapon power above 50 increases your energy weapon damage by 2%, and every point of weapon power below 50 reduces your energy weapon damage by 2%

Engine Power vs Max Combat Speed
This one is slightly more complex. I have a few ideas about the math that I'd be happy to explain if you like, but I haven't tested my theory yet.

100 - 20.00 Impulse
75 - 16.25 Impulse
50 - 12.5 Impulse
25 - 8.75 Impulse

Archived Post
01-30-2010, 02:54 AM
Digging through some notes I made in open beta...

All tests performed with the Tier 1 Light Cruiser and default equipment (just what it comes with), commanded by a new character with no skill points spent (all skills at 0) and no 'space' traits.

Weapon Power vs Phaser Beam Array damage
This one is pretty simple:

100 - 200 (160 dps)
75 - 150 (120 dps)
50 - 100 (80 dps)
25 - 50 (40 dps)

So, if we take power level 50 as the base value, every point of weapon power above 50 increases your energy weapon damage by 2%, and every point of weapon power below 50 reduces your energy weapon damage by 2%

Good to know. Any expectation that it may scale differently for cannons or dual arrays? Also, what about falloff damage rates?

Engine Power vs Max Combat Speed
This one is slightly more complex. I have a few ideas about the math that I'd be happy to explain if you like, but I haven't tested my theory yet.

100 - 20.00 Impulse
75 - 16.25 Impulse
50 - 12.5 Impulse
25 - 8.75 Impulse

Fire away. They would serve as a good basis for experimentation.

Archived Post
01-30-2010, 03:07 AM
Good to know. Any expectation that it may scale differently for cannons or dual arrays? Also, what about falloff damage rates?
I think all energy weapons are affected in the same way, but I'll need to check to be sure.

If by 'falloff' you mean the effects of range, I can't find my notes at the moment. From memory, beams drop to about 70% damage at 9.5km and cannons drop to about 40%.

It's another thing that's on my list to do some more testing with. ;)

Fire away. They would serve as a good basis for experimentation.
Okay, if you take the engines out of the Light Cruiser, it does 5.00 impulse at max throttle regardless of engine power. The default Engine item is rated as +7.5 Impulse according to the tooltip.

What I think is happening with engine power and impulse speed is that the engine power affects the speed from the engines item in the same way as weapons power and energy weapons (+2% per point above 50, -2% per point below), but not the 'base speed' of the ship.

Hence:

100 power = +100% engine speed (7.5 x 2 = 15, 15 + 5 (base speed) = 20.00 Impulse)
75 power = +50% engine speed (7.5 x 1.5 = 11.25, 11.25 + 5 (base speed) = 16.25 Impulse)
50 power = +0% engine speed (7.5 + 5 (based speed) = 12.50 Impulse)
25 power = -50% engine speed (7.5 x 0.5 = 3.75, 3.75 + 5 (base speed) = 8.75 Impulse)

It certainly fits the numbers for the Light Cruiser and default engines, but I need to try it out with other engines and other ships to be sure.

Archived Post
01-30-2010, 08:24 AM
BigBadB this is fantastic - you should write up some sort of comprehensive Tech Note that can get stickied. Very little information of this detail on the forums and this stuff falls off the front page rather quickly.

Archived Post
01-30-2010, 09:16 AM
That's great information BBB, thanks.

Archived Post
01-30-2010, 09:32 AM
BigBadB this is fantastic - you should write up some sort of comprehensive Tech Note that can get stickied. Very little information of this detail on the forums and this stuff falls off the front page rather quickly.

Thanks. ;)

I'm working on putting something together - a blog with various articles as pages that I can add to and expand over time.

Am finishing a basic guide to STO characters at the moment, once that's done I'll start collecting together some of the more number-heavy stuff.

Archived Post
01-30-2010, 11:28 AM
How do powers like Evasive Manuevers tie into what power settings and engines you have?

Powers like those grant a Buff or Bonus which will stack on top of any other modifiers are on teh base values. For example Evaive Manuevers grants a sizable turning rate bonus. For ships that have a high turning rate, it a very big net increase. But Cruisers have a very small turning rate modifier, so the net Turning Rate bonus from Evasive Manuevers is not as large as a Science or Escort type shiip.

To the OP. One iimportant thing to remember is that a system at less then 25 power (which normally can't set) doesn't work very well. It's not off, but it's close enough to be off.

Archived Post
01-30-2010, 11:37 AM
...I posted the OP. :p

Earlier today I saw many threads concerning the same topic (Borg Lib) being posted by people that should have bug reported and waited imo. A $250 payment might garner a certain amount of entitlement, but it's also an investment that will hopefully be good for years to come. And since this caused my question to slip off the first couple of pages, I was a bit miffed. :D

Anyway, I'm not sure what they mean by "efficiency" in regards to engines. Do they mean you'll be faster than ships that are putting the same amount of power into them, provided it's a small amount? Does High Efficency mean you'll take a worse hit when you're running on low power, but will be the fastest when you put the petal to the metal?

If you want to know the particlars about Effecient and Performance. I present my Beginner's Guide to Ship's Power.

http://forums.startrekonline.com/showthread.php?p=1780218

But in a nuthsell. Efficient/Efficiency means running better at lower power allocation levels (<60). Performance means more performance at high power allocation levels (60+). An oddball are the Combat and Hyper Impulse engines. The Combat Impulse engines give a higher speed modifier in combat mode (i.e. not at Full Impluse). The Hyper Impulse Engine has a high speed modifier under Full Impulse. At Mk II Impulse Engine vs a Mk II Hyper Impulse Engine at Full Impulse is roughly Impulse 75.6 vs Impulse 89.3.

Archived Post
01-30-2010, 01:40 PM
So Hyper Engines don't provide a bonus unless you're using full impulse?

Archived Post
01-30-2010, 04:04 PM
So Hyper Engines don't provide a bonus unless you're using full impulse?

Well there might be other things the items provides. But the Hyper Impulse part only provides it a bonus at Full Impulse.