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-   -   What Aux power actually does for your powers (http://sto-forum.perfectworld.com/showthread.php?t=180912)

Archived Post 09-16-2010 02:53 PM

What Aux power actually does for your powers
 
There is a lot of question of what aux does for any given power, so here I will list the effect auxiliary power has on any given power. Most of this information came from going into the game, and seeing what happens to the power information when I adjusted my aux power settings.

This information should be accurate as of season 3.

Color key:
This power gets significant bonus from aux power, and you probably want to use this with as much aux power as possible.
This power gets a very situational or marginal bonus from aux power and/or it may not affect the effectiveness of the power itself or its major effects.
This power gets no bonus from aux power, or the bonus is too small to be meaningful.


Auxiliary power does this for the given power:

Science Powers

Charged Particle Burst: Increases shield drain
Energy Siphon: Increases buff/debuff duration
Feedback Pulse: Increases damage reflected
Gravity Well: Increases damage and repel strength
Hazard Emitters: Increases heal and damage resistance
Jam Sensors: Decreases fragility
Mask Energy Signature: Increases stealth*
Photonic Officer: No discernible effect
Photonic Shockwave: No discernible effect
Polarize Hull: Increases damage resistance
Science Team: No discernible effect
Scramble Sensors: Increases duration
Tachyon Beam: Increases shield drain
Tractor Beam: Increases damage
Tractor Beam Repulsors: Increases repel
Transfer Shield Strength: Increases shield healing and increases shield resistance
Tyken's Rift: Increases damage and power drain
Viral Matrix: No discernible effect

Engineering Powers

Auxiliary to Emergency Battery: Increases power buff
Auxiliary to Inertial Dampners: Increases resistances and speed/turn rate strengths
Auxiliary to Structural Integrity Field: Increases Heal and Resistance

Science Captain Powers

Photonic Fleet: No discernible effect
Science Fleet: No discernible effect
Sensor Scan: Increases resistance debuff
Starship Dampening Field: Increases resistance buff
Subnucleonic Beam: Increases recharge time debuff

Other


Increases stealth detection rating on science ships

Increases stealth detection rating on non-science ships

Increases cloak effectiveness*
Decreases carrier hangar recharge times

*Cloaking mechanics are notoriously hard to test, however the magnitude of change when changing aux power settings was insignificant compared to the magnitude of the stealth granted, according to the tooltip.

Archived Post 09-16-2010 03:08 PM

Great job.

Thanks for the effort

Archived Post 09-16-2010 10:19 PM

Quote:

Originally Posted by Foxrocks
*Cloaking mechanics are notoriously hard to test, however the magnitude of change when changing aux power settings was insignificant compared to the magnitude of the stealth granted, according to the tooltip.

The numbers change little with aux, thats true. However the effect from the difference is very noticable. Just try it in SB24 fleetaction, to MES around on both low, medium and high aux and check the distances. Every bit of stealth counts.

Archived Post 09-17-2010 09:40 AM

Exactly the post myself and many others have been looking for. Much thank for posting and even more for putting the time and effort into testing.

Archived Post 09-17-2010 11:44 AM

+1 vote for sticky.

Archived Post 09-17-2010 01:32 PM

i am pretty sure that higher auxilary increases the damage of ships in photonic fleet.

Archived Post 09-17-2010 01:58 PM

I think someone tested that and didn't notice any changes in hull/dmg between ~50 and 125 Aux.

Also, doesn't Aux increase tractor beam strength? Thought I remember it changing back when we could see tooltip (+ some ppl say it does)

Archived Post 09-17-2010 04:26 PM

Quote:

Originally Posted by CaptainNER0 (Post 3036895)
i am pretty sure that higher auxilary increases the damage of ships in photonic fleet.

It gives me no noticeable effect.


Quote:

Originally Posted by Enignite (Post 3036955)
I think someone tested that and didn't notice any changes in hull/dmg between ~50 and 125 Aux.

Also, doesn't Aux increase tractor beam strength? Thought I remember it changing back when we could see tooltip (+ some ppl say it does)

Yeah the tooltip doesn't display that anymore. But the thing is when it did, the change was pretty much irrelevant. All it actually changed was the turn rate reduction as I recall, and it was something like -5000% or some ridiculously high number. Yeah that got better with aux, but they weren't turning no matter what your aux setting was. The end result was always the same.


Quote:

Originally Posted by Dalnar
The numbers change little with aux, thats true. However the effect from the difference is very noticable. Just try it in SB24 fleetaction, to MES around on both low, medium and high aux and check the distances. Every bit of stealth counts.

NPCs are very hard to get good test results from. They have an odd aggro mechanism that makes figuring out when they actually detected you very difficult. They also aren't something people really care much about cloaking range for.

And in the end, with cloaking, you are doing one of two things, either trying to hide, in which case getting as close to the enemy as possible is not something you should be worried about, or you are trying to set up an ambush, in which case sacrificing weapons power is a terrible idea. You just can't do anything while cloaked.

Archived Post 09-17-2010 11:59 PM

The aux power does have a noticable impact on the claoking. We tested it in a arena challenge, but as always it also depends on the sensor stat and aux power setting of the oponent ship. So the range when u detect a cloaked ship is quite different, but cause most ships except the sci ships run a pretty low aux power u can get really close to them.

Archived Post 09-23-2010 10:44 PM

Another vote for sticky...:cool:

I was under the impression that feedback pulse ran off of weapon power. I'm almost certain that one of the dev posts or release notes specied this when it first came out.

So was that an error? Has it been changed? I'm not set up for feedback pulse at the moment and can't test it. :confused:


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