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Starfleet Veteran
Join Date: Jun 2012
Posts: 597
# 340
06-24-2012, 05:35 PM
Quote:
Originally Posted by dontdrunkimshoot View Post
TT gives a small 10 second buff to Starship Energy Weapons Training, and Starship Projectile Weapons Training. TT1-18, TT2-24 and TT3-30. with TT2 and TT3, thats like having another tactical console equipped for 10 seconds. that can be kinda handy, but its nothing compared to the direct damage bonus of other tactical powers. i have never noticed the potency of the TT damage bonus being linked to alive crew, i'll look into that next time i play though. oh and the buff to attack patterns is from the conn doffs.

the only things crew has been confirmed to effect is the passive hull regeneration and the passive subsystem repair rate. it effects these things in very minor ways, but it also makes putting points into subsystem repair a waist, after the crew became a multiplier for it every time my crew was dead the skill point based boost did next to nothing to repair the subsystem faster. even if the nurse doff could make it viable to put skill points back into subsystem repair, i have a hard time justifying also giving up an active roster spot for it.
i really wish i knew how to break up your post. so ill just have to address my points like this.
tt is linked to crew. its been like this for a very very long time. phaser proc will disable your systems longer due to less crew. subsystem rep skill scales with alive crew. nurse doff will regen crew back to 75% in combat. so flying around with 75% crew guards against phaser procs, and target sub system disable.


would you want me to send you a blue nurse doff to test on? i really dont mind it. you are a very good player and i respect you, mav, horizion, and many others. you guys always do the test on new things and see what works what dont. to me investing 1mill into a blue doff is worth it for a pro player to test.