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Lt. Commander
Join Date: Dec 2007
Posts: 120
As the title says. Im hugely confused on what the numerics do.

+3.3 Starship Energy Weapons , Projectile Weapons , Warp Core Training , Engineering Training
+6.7 Starship Operations Training

That is the bonus for that skill but what does it all mean?

What is +3.3/+6.7. What does it mean exactly?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
01-30-2010, 12:24 PM
I would like to know as well, if i need to delete my betazoid and start over on tuesday...

However, I don't think it can mean much since there are consoles and items that give +10 to those same stats and I don't even notice a difference when they're equipped...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
01-30-2010, 12:53 PM
If I read correctly those will represent a % bonus to skills related to them. So 3.3% more damage with energy weapons for example. I know there are some stats that do not improve exactly like this but I'm not sure which specificly.

All in all it probably won't make a huge difference, I'm just wondering if there will be a graphical difference between Joined Trill and their Vanilla cousins
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
01-30-2010, 01:02 PM
In your skill tree there is a skill that is called energy weapons. Train energy weapons to 1 and the bar on the right will go to +10. That +10 is the bonus it gives to your energy weapons skills. Train energy weapons to 9 and you get a +18 to your energy weapons skill. You get diminishing returns for training a skill up. The +3.3 to beam weapons stacks with that skill... so...

If you have your symbiote +3.3 and your enegy weapons trained to nine +18, and a console that gives you a +5 to energy weapons then.... you get a total of 26.6 to your skill which somehow influences your energy weapons dps :O)

Same goes for any of the other skills mentioned. You'll find they give bonuses to things in your skill trees.

Incidentally you can see what your skills are by opening up your character sheet and looking under your stats. Note that if you haven't bought the first rank you won't get the bonus. This pertains specifically to the efficiency rank which you won't see the bonus on until you reach Commander :O)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
01-30-2010, 01:22 PM
Quote:
Originally Posted by platypus84 View Post
If you have your symbiote +3.3 and your enegy weapons trained to nine +18, and a console that gives you a +5 to energy weapons then.... you get a total of 26.6 to your skill which somehow influences your energy weapons dps :O)
One thing to keep in mind though - in CO, all percentage boosts were based on the BASE number, not the end number.

In other words, let's say you had a 100 skill in something. And let's say you get a 20% boost to it, and another 20% boost to it from something else.

In most games, you'd have a total skill of 144 (100x1.2x1.2).

In CO, you'd have a skill of 140 (100x1.2)+(100x1.2).

The question in the end is which way are the numbers being added up? Since STO uses the same core engine as CO, I'm gonna guess the latter. But who knows for sure.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
01-30-2010, 02:33 PM
Quote:
Originally Posted by BobFromAccounting
One thing to keep in mind though - in CO, all percentage boosts were based on the BASE number, not the end number.

In other words, let's say you had a 100 skill in something. And let's say you get a 20% boost to it, and another 20% boost to it from something else.

In most games, you'd have a total skill of 144 (100x1.2x1.2).

In CO, you'd have a skill of 140 (100x1.2)+(100x1.2).
Think you meant the CO one to read like this:
100 + (100x0.2) + (100x0.2) or else 100 * (1+ 0.2 + 0.2)

Because you'd wind up with 240, not 140, with your numbers
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
01-30-2010, 02:38 PM
A question just popped up in my mind. Can you be a joined trill as a Klingon?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
01-30-2010, 07:26 PM
I bet they are doing the mutual fund thing. You get a number of shares, but here they are shares in a powers and skills. The value likely goes up and down on the whims of the developeers.

Example
I have +10 to geek lore, today 1-point of geek lore is 1%, so I have +10%.

Tomorrow, after a patch, the developers think this is too weak so they make each point of geek lore +1.1%, so I wiould have +11%.

They do this in mutual funds because it is easy math. All you need to do is change the value of a unit (in say of going though all the shares and re-adding them up . . . in STOís case they do not need to change each power on an individual level).

Well, thatís my guess.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
01-30-2010, 01:09 PM
In your skill tree there is a skill that is called energy weapons. Train energy weapons to 1 and the bar on the right will go to +10. That +10 is the bonus it gives to your energy weapons skills. Train energy weapons to 9 and you get a +18 to your energy weapons skill. You get diminishing returns for training a skill up. The +3.3 to beam weapons stacks with that skill... so...

If you have your symbiote +3.3 and your enegy weapons trained to nine +18, and a console that gives you a +5 to energy weapons then.... you get a total of 26.6 to your skill which somehow influences your energy weapons dps :O)

Same goes for any of the other skills mentioned. You'll find they give bonuses to things in your skill trees.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
01-30-2010, 01:23 PM
+3.3 Starship Energy Weapons
Bonus to energy weapon damage (beams, cannons and turrets)

Projectile Weapons
Bonus to Projectile weapon damage (torpedoes, mines)

Warp Core Training
Bonus to Energy output of the warp core (slight increase to low power level systems)

Engineering Training
Bonus to hull repair rate

+6.7 Starship Operations Training
Improves starship sensor, deflector, and emitter abilities like sensor scan, tachyon beam, and tractor beam. Affects stealth detection.
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