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Captain
Join Date: Jun 2012
Posts: 1,095
# 6
01-03-2013, 05:41 PM
Quote:
Originally Posted by celticfistcoh View Post
Started the game little over a month and getting a better understanding of it now. Trying to get most out of Doffs is confusing. Few questions ..

1) One is limited to 100 Doffs unless you go the c-store to increase your upper limit. With about 60+ Doffs I can now run 22 assignments. Short time ago before picking one duty pack and cashing in commendations or pick-ups at exchange I was limited to 20 assignments or less. Do the maximum number of assignments increase as you have more Doffs?
Nope. 20 is the max mission slots until/unless embassy upgrades are done to give extra slots...

Quote:
Originally Posted by celticfistcoh View Post
1a) is there limit to number of any specific type of Doff? Have a bunch of colonists using for snowball fights and got a message recently that I hit the limit for number of civilians
Colonists and prisoners (brig) are functionally limited to 20 per ship. Mail, however, can hold unlimited amounts...

Quote:
Originally Posted by celticfistcoh View Post
2) Stacking how does it work? If I have two specialists (white and green) who can decrease the recharge time for Space:evasion does their benefit stack or take the greatest chance? The white Doffs offers I think 2-second recharge bonus and the green Doff is 3-seconds. So do I get 5-second recharge or some other number?

2a) another stacking question on percentages. I got a blue Doff that offers chance to spread a Viral Matrix (cool if I could use it) and say I pick up another Doff that offers the same advantage how does that mechanic work. Does it check each Doff indvidually when I activate such a power or does it add the percentage the special effect will be triggered.
Each DOff is checked independently. Also, the majority of DOffs only proc at certain percentage rates - for example (made up numbers), your -3 second DOff only procs 15% of the time, and your -2 second DOff only 10% of the time. While I'm not a statistician, with these two DOffs you could expect ~25% of the time seeing at least one proc (15% chance of -3 and 10% chance of -2), but the odds of getting the -5 (both triggering at once) are 10% of 15%... (Need to get the -3 first, then you'll only see the -2 10% of those times...)

Quote:
Originally Posted by celticfistcoh View Post
3) No benefit? I picked up several security Doffs and several offer bonus or chance to add extra security officers when that power is activated. As a engineer I dont have access to that power so the extra on those Doffs offers me no advantage in play? So from a play perspective I should pick up security that might help beam down extra mortars or drones?

4) So I have my merry band of Boffs and they have powers for space and ground. If I have a engineer Boff set up their quantum mortar does the possiblity of extra beamed down mortar occur for them?
Yes. DOffs affect BOff abilities as well, my Sci slots an extra turret DOff and my engie BOff has the "beam down turrets" ability, and it's procced the extra turrets for her just as it does for my engie...

Quote:
Originally Posted by celticfistcoh View Post
I will check out the guide material and add to my crew as I go along but I hope to do it wisely depending on Doff abilities and my career choices. Thanks in advance.

Celtic Fist
Since DOffs can be swapped out on a frequent basis, there's very little problems to trying out different builds (other than the DOffs you test with can't go back on the exchange).
Well, with the upgrade announcement leaving NX and Connie fans in the dust again, can we restart / revisit the T5 Connie and NX threads - since they will no longer be "truly" endgame ships... (after we get the T5 versions, it'll be time to see them added to the T5U upgrade charts too...