Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Item Bonuses [Acc][CrtH]
02-19-2010, 07:05 PM
Please post any missing info on bonus acronyms you see in-game along with what they do and by how much and i will update this list to include your input (and give credit).

Ever wonder what the different Modifiers on Items did? How different Mark levels effected a Modifier? Well here is the research I have done so far.

About the Bonus Amounts that change by Mark level:
it shows 0 for those Mark levels I was unable to confirm exist.
it shows # for those Mark levels I found, and
it shows # for those Mark levels I calculated.
If it only shows a single number then the bonus appears to be static.

This will be divided by Item Types.

Starship Weapons:

[Acc] Accuracy +0.1
[CrtD] Critical Hit Severity +20
[CrtH] Critical Hit Chance +2%

================================================== ===================
Starship Shield:

[Cap] Increased Capacity +10%
[Reg] Increased Regeneration +10%
[Pha] Phaser Damage Reduction +20%
[Dis] Disruptor Damage Reduction +20%
[Pla] Plasma Damage Reduction +20%
[Tet] Tetryon Damage Reduction +20%
[Pol] Polaron Damage Reduction +20%
[AP] Antiproton Damage Reduction +20%

================================================== ===================
Starship Engine:

[Aux] Thrusters give speed even when engines are disabled 25%
[Spd] Increased Flight Speed ~ +15%
[Turn] Increased Flight Turn Rate ~ +7.5%
[Full] Increased Full Impulse Speed ~ +15% Full Impulse Speed is capped at 100, so often lose much of the benefit of this.

================================================== ===================
Starship Deflector Array:

[Def] System: Starship Deflectors +10
[DefD] System: Starship Deflector Dish +10
[DefF] System: Starship Deflector Field +10
[Spa] System: Spacial Anomoly +10
[Em] System: Starship Emitters +10
[TB] System: Tractor Beam +10
[HS] System: Hazard System +10
[ST] System: Photonic Theory +10
[Sen] System: Starship Sensors +10
[SenA] System: Starship Sensor Array +10
[SenP] System: Starship Sensor Probes +10
[Ast] System: Astrometrics +10

================================================== ===================
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-19-2010, 07:06 PM
Personal Weapon:

[Acc] Accuracy +0.1
[CrtD] Critical Hit Severity +20
[CrtH] Critical Hit Chance +2%
[DoT1] Damage over Time, Physical 15 seconds 75
[DoT2] Damage over Time, Radiation 15 seconds 75
[DoT3] Damage over Time, Radiation Aura (AoE on Target?) 15 seconds 5
[KB1] Knockback, chance & distance 5% 5 feet
[KB2] Knockback, chance & distance 10% 10 feet
[KB3] Knockback + Explosive Impact (AoE centered on Target?), chance & distance 10% 10 feet and 5% 5 feet

================================================== ===================

Personal Shield:

[Cap] Increased Capacity +10%
[Ene] Increased Energy damage strength, 4 seconds when take damage +10%
[PBDmg] Point Blank AoE Damage enemies when take damage unknown
[PBKB] Point Blank AoE Knockback enemies when take damage unknown
[Reg] Increased Regeneration by Mark 0, +310%, +371%, +433%, +494%, +555%, +616%, +673%, +739%, 0
[Rev] Damage Attacker when take Damage based on Damage Taken


================================================== ===================

Personal Armor:

[Phys] gives a bonus to Physical and Kinetic Resistance, 4% each at Mk X

[HP] Increased HP by Mark 0, 0, +27, +30, +32, +35, +37, +40, +42, +45
[HPP] Adrenal Stimulator when take Damage by Mark 0, 0, +11, +12, +13, +14, +15, +16, +17, +18
[RegHP] HP Regeneration per 4 seconds by Mark 0, 0, +1.9, +2.2, +2.5, +2.8, +3.1, +3.4, +3.7, +4.0
[RegSH] Health to effects per 4 seconds by Mark 0, 0, +0.74, +0.87, +0.99, +1.1, +1.2, +1.2, +1.5, 0

[PhaDis] Phaser & Disruptor Damage Resistance by Mark 0, 0, +1.1%, +1.3%, +1.5%, +1.7%, +1.9%, +2.1%, +2.3%, +2.5%
[PlaTet] Plasma & Tetryon Damage Resistance by Mark 0, 0, +1.1%, +1.3%, +1.5%, +1.7%, +1.9%, +2.1%, +2.3%, +2.5%
[PolAP] Polaron & Antiproton Damage Resistance by Mark 0, 0, 0, 0, 0, 0, 0, 0, 0, +2.5% (theoretical based on stats of Battle Group Omega Reward items)
[Pha] Phaser Damage Resistance by Mark 0, 0, +2.1%, +2.6%, +3.0%, +3.4%, +3.8%, +4.2%, +4.6%, +5.0%
[Dis] Disruptor Damage Resistance by Mark 0, 0, +2.1%, +2.6%, +3.0%, +3.4%, +3.8%, +4.2%, +4.6%, +5.0%
[Pla] Plasma Damage Resistance by Mark 0, 0, +2.1%, +2.6%, +3.0%, +3.4%, +3.8%, +4.2%, +4.6%, +5.0%
[Tet] Tetryon Damage Resistance by Mark 0, 0, +2.1%, +2.6%, +3.0%, +3.4%, +3.8%, +4.2%, +4.6%, +5.0%
[Pol] Polaron Damage Resistance by Mark 0, 0, +2.1%, +2.6%, +3.0%, +3.4%, +3.8%, +4.2%, +4.6%, +5.0%
[AP] Antiproton Damage Resistance by Mark 0, 0, +2.1%, +2.6%, +3.0%, +3.4%, +3.8%, +4.2%, +4.6%, +5.0%
[Pha] Phaser Damage Resistance by Mark 0, 0, +2.1%, +2.6%, +3.0%, +3.4%, +3.8%, +4.2%, +4.6%, +5.0%
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-19-2010, 07:07 PM
(reserved to future expansion part deux)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-19-2010, 11:16 PM
also reserved
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-19-2010, 11:17 PM
Please post any missing info on bonus acronyms you see in-game along with what they do and by how much and i will update this list to include your input (and give credit).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-20-2010, 02:23 AM
Nice work, it is appreciated.

Had a question. You mention, for say, that impulse engines [turn] is +1. As a cruiser t5, I notice engines without turn modifier is 4.5, with is 4.8, and double [turn] is 5.1

Have you any chance figured out how the +1 breaks down into what seems to be .3 increases? Seems to be, on my end, less than +1 turning per modifier of it. Or another example of funky cryptic math?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-20-2010, 02:32 AM
Quote:
Originally Posted by kuggy
Nice work, it is appreciated.

Had a question. You mention, for say, that impulse engines [turn] is +1. As a cruiser t5, I notice engines without turn modifier is 4.5, with is 4.8, and double [turn] is 5.1

Have you any chance figured out how the +1 breaks down into what seems to be .3 increases? Seems to be, on my end, less than +1 turning per modifier of it. Or another example of funky cryptic math?
I was using info from the exchange, which **SHOULD** not be effected by ship type, tier or skills.

Once the item is equipped all those adjustments happen. I saw that some engines showed up to +19 Turn Rate, but that the engine I have equipped of similar Mark showed much less. Therefore my T5 Assault Cruiser must be scaling that number by the base turn rate and the various captain skills that effect it.

At T5 it seems to be 0.3 increase in turn rate, but at T4 it was a 0.4 increase in turn rate per [Turn] applied to the engines. Did not notice what the turn rate adjustment was at T3 since i had not begun compiling any information at that time. But then again that is for Cruisers. The numbers for an escort or science ship will probably be scaled based upon the base turn rate of that ship (or perhaps now it is inertia?)

I really wish that Cryptic gave us the final numbers for things like Flight Speed, Flight Turn Rate, Full Impulse Speed, etc on our ship status window like they do for resistances and hull etc. And perhaps showed base & effective values regardless of if in sector space, system space or ground.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
06-20-2010, 10:03 PM
Just wanted to point out that since the release of the 1.2 megapatch, I have noticed at least 1 additional item bonus: [Dmg], it has appeared on both Ship and Personal Weapons, and appears to slightly increase the base damage of the weapon to which it is applied. (Example: If a common Phaser Turret Mk I has a 65 base damage, then an uncommon Phaser Turret Mk I [Dmg] would do something like 67 base damage... Note: numbers are for illustrative purpose only.) There may be others which I have not yet encountered.

-Big Red
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
06-20-2010, 11:02 PM
Yes [DMG] seems new... and very minuscule in effect.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
06-21-2010, 03:12 PM
Quote:
Originally Posted by MustrumRidcully View Post
Yes [DMG] seems new... and very minuscule in effect.
it may be small but it still makes it slightly better then other weapons of like type that only have an inrease in critical chances or critial damages, where the DMG is a constant increase in damage.
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