Captain
Join Date: Jan 2013
Posts: 5,046
# 11
08-21-2013, 04:08 PM
Some of the Borg gear and set pieces have drain-resistance attributes, be careful testing with those equipped.
Captain
Join Date: Jun 2012
Posts: 1,123
# 12
08-21-2013, 05:41 PM
Quote:
Originally Posted by mojobap View Post
Thank you very much that's what I wanted to know, but then why does my HUD show 125/100 what I really wanted to know was is 100 the Base Cap and the additional 25 is the Bonuses or is 125 the base then I add bonuses I receive from consoles cores and Skills ??, and as for my fleet warp core i am sure i saw 7.5 Weapons power i will double check tonight

Thank you
Quote:
Originally Posted by dahminus View Post
Here's the explanation you are looking for but bear with me for the terms

125/100

125 is nom
100 is dom

Dom is the power setting that you the player has control over, you may set this anywhere from 15 to 100

Nom is the bonus power that takes dom as a base and then adds whatever extra bones you have to make it to 125.

A boost would be flying an escort which gives a +15 to weapons power

If you think only boost was flying an escort and dom is set for 100, Nom would be 100+15 for 115
Or, another way to put it would be that, if you had 125/100 power levels, that 100 is the power level of that subsystem in a 200 power level system. You cannot exceed 100 (that is "full power" when they yell out "Full Power to <enter subsystem here>!". Obviously, you still need power in other systems.

The 125 would be your system power level after modifiers/bonuses/skills (actual power levels). The only time these numbers come into play are during combat and orbiting space. If you go out to Sector space, you should see your actual power levels in sector space close to your power level settings.



Quote:
Originally Posted by hereticknight085 View Post
125 is the UI cap. The actual weapons cap is around 150 (yes shook, they still have that hard cap). Reason I know this:

Fire 7 beams with my weapons power maxed, I still drop to 80 weapons power.

Odyssey Tac Cruiser with saucer sep active: +20 weapons power
EPtW2: +30 weapons power
Assimilated Module: +5 weapons power
Skills: +12 weapons power

Total: +67

So my weapons should be at 167. But instead it appears they cap off at 150.
Okay, I wasn't sure since some people were convinced there wasn't one for quite awhile after a patch broke it (this was about a year ago, I think).
Survivor of Romulus
Join Date: Jul 2012
Posts: 1,540
# 13
08-21-2013, 08:39 PM
Quote:
Originally Posted by mojobap View Post
Thank you very much that's what I wanted to know, but then why does my HUD show 125/100 what I really wanted to know was is 100 the Base Cap and the additional 25 is the Bonuses or is 125 the base then I add bonuses I receive from consoles cores and Skills ??, and as for my fleet warp core i am sure i saw 7.5 Weapons power i will double check tonight

Thank you
100 power is the most you can set to it. Anything over that is from bonuses.

With 0 skills, no equipment boosts and 100 power to weapons your average escort would be at 115 power due to the 15 power bonus to weapons these ships get.

Subsystem Efficency and consoles give bonuses to power levels that take them above this level. I believe the easiest way to find out how much power you have is to note the bonus at 50/50/50/50.

But if you have skills like Warp Core potential and Warp Core Efficiency you'll get a bonus at low powers and Potential is a flat bonus to all power levels.

I believe the [Amp] modifier on Elite Fleet Warpcores boost power to weapons for every system above 75. But there is no Warp Core that has a cap increase to weapons.

For example Field Stabilising Warp Cores boost shield Cap to 130 and give you a variable bonus to shield power giving you more shield the less there is. There's one for Engines and Aux too. But quite wisely there's no Weapons because in all honesty that is what everybody would run.
I was once DKnight1000, apparently I had taken my own name so now I'm DKnight0001.
If I ask you a question it is not an insult but a genuine attempt to understand why.
When I insult you I won't be discreet about it, I will be precise and to the point stupid.
Captain
Join Date: Aug 2012
Posts: 3,638
# 14
08-22-2013, 05:32 AM
Quote:
Originally Posted by shookyang View Post
Okay, I wasn't sure since some people were convinced there wasn't one for quite awhile after a patch broke it (this was about a year ago, I think).
Yeeeah, they do have a tendency to do this don't they XD.
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
Why the Devs can't make PvE content harder. <--- DR proved me wrong!
Captain
Join Date: Jun 2012
Posts: 1,123
# 15
08-22-2013, 09:35 AM
Quote:
Originally Posted by dknight0001 View Post
I believe the [Amp] modifier on Elite Fleet Warpcores boost power to weapons for every system above 75. But there is no Warp Core that has a cap increase to weapons.
Our fleet is working it's way to the Elite Warp Cores, so I can't say for sure, but unless they changed the text from Tribble, it should be weapon damage, not power.
Captain
Join Date: Nov 2012
Posts: 5,157
# 16
08-22-2013, 09:49 AM
I can confirm that amp gives a flat bonus for each power system above 75. The boost us about 3.3% for each system
Chive on and prosper, eh?

My PvE/PvP hybrid skill tree
Captain
Join Date: Jun 2012
Posts: 1,123
# 17
08-22-2013, 11:24 AM
Quote:
Originally Posted by dahminus View Post
I can confirm that amp gives a flat bonus for each power system above 75. The boost us about 3.3% for each system
Sweet!

Now, is that 3.3% applied to base damage or post modifiers (like an ability)?

I'm guessing it's base damage.
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