Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
10-01-2010, 06:41 PM
I like the guide but I'm still a little sketchy on how skills affect powers, most specifically, if it is worth it in terms of skill point costs to max the power skills to nine. Additionally, given that each of the classes give a bonus to power levels, and power seemingly "maxes" at 125; for certain classes are there skills you shouldn't max out? You don't spend all your points there b/c the extra power generated by the interaction of skill and class bonus are lost in the 125+ zone.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
10-01-2010, 09:19 PM
Quote:
Originally Posted by jennjahn View Post
I like the guide but I'm still a little sketchy on how skills affect powers, most specifically, if it is worth it in terms of skill point costs to max the power skills to nine. Additionally, given that each of the classes give a bonus to power levels, and power seemingly "maxes" at 125; for certain classes are there skills you shouldn't max out? You don't spend all your points there b/c the extra power generated by the interaction of skill and class bonus are lost in the 125+ zone.
I'm sort of a newb at this too, and I'm not sure I'm reading the numbers right, but I'll list the "easy" breakdowns as I understand them.

Traits and consoles that give a bonus to Warp Core Training or Efficiency skills yield +1.25 power per +5 bonus at power level 25, and +0.625 power per +5 bonus at power level 50. These are cumulative, with the sum apparently rounded off to the nearest integer.

The actual skills are a bit tricky. I set my Warp Core Training skill to at least 6, which yields an even 2 power at power level 50, or 4 power at power level 25. The Efficiency skills have two 'natural' cut-offs, the first at skill 5 (for 3 power at power level 50 or 6 at 25), the second at 8 (yielding 4 power at level 50, or 8 at 25). You can go higher, but the major benefit of doing so is to max out skills. Near as I can tell, you'll just eek out one more point of power at best.

Performance skills give a bonus that's independent of power level. I'll list the bonuses here as S pairs, where S is skill level and P is power yield:
1:2, 2:3, 3:5, 4:6, 5:7, 6:8, 7:8, 8:9, 9:10

Finally, there are consoles that offer bonuses to power setting, and as far as I know they mean what they say. So if you have a "+4 engine setting" console, it adds 4 power to engines.

Hope this helps. Again, I'm not entirely sure I understand it all, so please offer corrections as necessary
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
10-01-2010, 09:33 PM
As to whether it's worth it to make out power skills is not an easy question to answer. You undoubtedly getg benefits from increasing subsystem power. There are number factors which will play into the question. But there are some general rules of thumb you can follow.

If you are going to be running a subsystem at power setting 75 or higher, you will get no bonus for Warp Core Training nor Efficient <Subsystem> skills. And balance that out with you can't have more then 2 subsystems at 75 or higher. That means 2 other subsystem will benefit from Warp Core Training and Efficient <Subsystem> skills.

For me it's worth it to make out the rank of the skills because I mini-max on ships power on most of my characters. I spends a lot of skills points on those skills. If yo u want to maximimze your skills point usage use the Ship Power Calculate spreadsheet I link to in my guide. Play with the skill ranks. If you don't have a lot of trait bonuses, it's not worth it to make out Warp Core Train or Efficient <Subsystem> skills.

Ultimately the decision is up to you. Look at the benefits is increased power power levels give. Decided if those benefists are important to your are not for your character. If it's important then consider spending skills points to increase the rank of the power skills. But also look at the other ways to increase power levels BO abilities, ship equipment (ie. Efficient Impulse Engine) and consoles.

I will give one example of my making a power decision on a character. On my Eng/Cruiser captain, I was running armor consoles for the Engineering Consoles. It was OK and the shiop did OK. On Tribble, I didn't a testing build to look at the Nomad Ship model changes. On a whim, I gought and power Engine Consoles rather then armor consoles. While testing the ships in combat, those Engine Consoles made a huge different in my Star Cruiser's turn rate. that got me to investigating thngs to increase my turn rate (This was during the seaon 1.2 abilitiy changes And turning rate moved from Aux to Engine Power.). I finally settles on 2 Engine Consoles and an RCS Console. I added the Aux Power to Dampener. And now my Star Cruiser is highly manuverable. I can make anything ships of an Escort/BoP in turn rates even fast Frigates running Evasive Maneuvers. And my ship can haul like crazy at combat speeds as well.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
10-02-2010, 02:10 AM
Quote:
Originally Posted by fuzun View Post
...If yo u want to maximimze your skills point usage use the Ship Power Calculate spreadsheet I link to in my guide. Play with the skill ranks...
Hey, thanks for the plug fuzun.

How much you invest in your power skills will depend greatly on your goals and play style. But if you plan it properly, you can MinMax out a nice amount of extra power... Myself for example, run with 125/100, 72/50, 50/25, 55/25. That's a 102 point bonus!

The maths can get kind of crazy, which is why I built the Calculator fuzun is talking about. Give it a try and let me know what you think.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
10-03-2010, 12:45 AM
Quote:
Originally Posted by PatricianVetinari
Give it a try and let me know what you think.

So far I am, and its pretty nice. Right now I'm staiuring down how to give myself Max(ish) weapons, Min engines then keep decently high numbers on Aux while not turning my sheilds into a joke.


A suggestion, you might consider putting a copy on google docs so people can toy with it online. And one other suggestion, what might be nice to incorporate, is a power level to skill points cost calculation.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
10-04-2010, 08:40 AM
Quote:
Originally Posted by jennjahn View Post
...A suggestion, you might consider putting a copy on google docs so people can toy with it online. And one other suggestion, what might be nice to incorporate, is a power level to skill points cost calculation.
I address Google Docs in posts 59 & 84 of my thread.

I like your power level/skill point cost ration idea. Hmm... Let me look into it further.

And BTW, I don't want to get too far off topic discussing my Calc in this thread, it would be best to move this conversation over to that thread where I'd appreciate if you submit your suggestion.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
11-12-2010, 02:26 PM
Guide has been updated to version 3.4.
  • Reformatted the Ships Power Bonus section.
  • Added the 3 new Klingon ships to ship power section: Orion Patrol Cruiser, B'Rel Refit and Gorn Fleet Support
  • Moved update log to end of the guide.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
06-24-2011, 01:50 PM
A very belated update my ship power guide. There's been a number of changes in the game which affect ship's power.

Updates for 3.5:
  • more spelling corrections
  • Added Siege Destroyer to ship section
  • Update Science Vessels power setting bonus
  • Added section on Carrier Hanger Efficieny
  • Update section on Efficient Impulse Engine
  • Added section on Aegis and Borg Assimilated sets.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
06-27-2011, 09:41 AM
Very nice, Fuzun!
Would you make a copy of this thread for the Klingon Fleetyard forums as well, please? I could do it, but I would prefer to have your name stickied - you did all the work.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30 Great
08-11-2011, 05:56 PM
Thanks for this eye-opening guide. It totally changes some of my strategies and settings.

Great Job!
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