Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
01-30-2010, 03:54 AM
Quote:
Originally Posted by BigBadB
Digging through some notes I made in open beta...

All tests performed with the Tier 1 Light Cruiser and default equipment (just what it comes with), commanded by a new character with no skill points spent (all skills at 0) and no 'space' traits.

Weapon Power vs Phaser Beam Array damage
This one is pretty simple:

100 - 200 (160 dps)
75 - 150 (120 dps)
50 - 100 (80 dps)
25 - 50 (40 dps)

So, if we take power level 50 as the base value, every point of weapon power above 50 increases your energy weapon damage by 2%, and every point of weapon power below 50 reduces your energy weapon damage by 2%
Good to know. Any expectation that it may scale differently for cannons or dual arrays? Also, what about falloff damage rates?

Quote:
Engine Power vs Max Combat Speed
This one is slightly more complex. I have a few ideas about the math that I'd be happy to explain if you like, but I haven't tested my theory yet.

100 - 20.00 Impulse
75 - 16.25 Impulse
50 - 12.5 Impulse
25 - 8.75 Impulse
Fire away. They would serve as a good basis for experimentation.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
01-30-2010, 04:07 AM
Quote:
Originally Posted by CnB
Good to know. Any expectation that it may scale differently for cannons or dual arrays? Also, what about falloff damage rates?
I think all energy weapons are affected in the same way, but I'll need to check to be sure.

If by 'falloff' you mean the effects of range, I can't find my notes at the moment. From memory, beams drop to about 70% damage at 9.5km and cannons drop to about 40%.

It's another thing that's on my list to do some more testing with.

Quote:
Fire away. They would serve as a good basis for experimentation.
Okay, if you take the engines out of the Light Cruiser, it does 5.00 impulse at max throttle regardless of engine power. The default Engine item is rated as +7.5 Impulse according to the tooltip.

What I think is happening with engine power and impulse speed is that the engine power affects the speed from the engines item in the same way as weapons power and energy weapons (+2% per point above 50, -2% per point below), but not the 'base speed' of the ship.

Hence:

100 power = +100% engine speed (7.5 x 2 = 15, 15 + 5 (base speed) = 20.00 Impulse)
75 power = +50% engine speed (7.5 x 1.5 = 11.25, 11.25 + 5 (base speed) = 16.25 Impulse)
50 power = +0% engine speed (7.5 + 5 (based speed) = 12.50 Impulse)
25 power = -50% engine speed (7.5 x 0.5 = 3.75, 3.75 + 5 (base speed) = 8.75 Impulse)

It certainly fits the numbers for the Light Cruiser and default engines, but I need to try it out with other engines and other ships to be sure.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
01-30-2010, 09:24 AM
BigBadB this is fantastic - you should write up some sort of comprehensive Tech Note that can get stickied. Very little information of this detail on the forums and this stuff falls off the front page rather quickly.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
01-30-2010, 10:16 AM
That's great information BBB, thanks.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
01-30-2010, 10:32 AM
Quote:
Originally Posted by oddible View Post
BigBadB this is fantastic - you should write up some sort of comprehensive Tech Note that can get stickied. Very little information of this detail on the forums and this stuff falls off the front page rather quickly.
Thanks.

I'm working on putting something together - a blog with various articles as pages that I can add to and expand over time.

Am finishing a basic guide to STO characters at the moment, once that's done I'll start collecting together some of the more number-heavy stuff.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
01-30-2010, 12:28 PM
Quote:
Originally Posted by CnB
How do powers like Evasive Manuevers tie into what power settings and engines you have?
Powers like those grant a Buff or Bonus which will stack on top of any other modifiers are on teh base values. For example Evaive Manuevers grants a sizable turning rate bonus. For ships that have a high turning rate, it a very big net increase. But Cruisers have a very small turning rate modifier, so the net Turning Rate bonus from Evasive Manuevers is not as large as a Science or Escort type shiip.

To the OP. One iimportant thing to remember is that a system at less then 25 power (which normally can't set) doesn't work very well. It's not off, but it's close enough to be off.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
01-30-2010, 12:37 PM
Quote:
Originally Posted by CnB
...I posted the OP. :p

Earlier today I saw many threads concerning the same topic (Borg Lib) being posted by people that should have bug reported and waited imo. A $250 payment might garner a certain amount of entitlement, but it's also an investment that will hopefully be good for years to come. And since this caused my question to slip off the first couple of pages, I was a bit miffed.

Anyway, I'm not sure what they mean by "efficiency" in regards to engines. Do they mean you'll be faster than ships that are putting the same amount of power into them, provided it's a small amount? Does High Efficency mean you'll take a worse hit when you're running on low power, but will be the fastest when you put the petal to the metal?
If you want to know the particlars about Effecient and Performance. I present my Beginner's Guide to Ship's Power.

http://forums.startrekonline.com/sho....php?p=1780218

But in a nuthsell. Efficient/Efficiency means running better at lower power allocation levels (<60). Performance means more performance at high power allocation levels (60+). An oddball are the Combat and Hyper Impulse engines. The Combat Impulse engines give a higher speed modifier in combat mode (i.e. not at Full Impluse). The Hyper Impulse Engine has a high speed modifier under Full Impulse. At Mk II Impulse Engine vs a Mk II Hyper Impulse Engine at Full Impulse is roughly Impulse 75.6 vs Impulse 89.3.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
01-30-2010, 02:40 PM
So Hyper Engines don't provide a bonus unless you're using full impulse?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
01-30-2010, 05:04 PM
Quote:
Originally Posted by CnB
So Hyper Engines don't provide a bonus unless you're using full impulse?
Well there might be other things the items provides. But the Hyper Impulse part only provides it a bonus at Full Impulse.
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