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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
01-02-2011, 06:40 AM
Quote:
 Originally Posted by havam The trainable space skills are: TAC: CRF3, BO3, TT3?, Target Subsystem X 3, ...
Wait a second...BO3 trainable? How? What skill do you max to achieve this.

I've only ever been able to get BO3 from random drop candidates.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
01-30-2011, 03:36 AM
BTW, snix recently revealed how shield resistance really work (and other posters had found this out before due to testing). They stack multiplicative. I'll later write down a formula to understand what this means a little better.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
01-30-2011, 04:00 AM
Quote:
 Originally Posted by MustrumRidcully BTW, snix recently revealed how shield resistance really work (and other posters had found this out before due to testing). They stack multiplicative. I'll later write down a formula to understand what this means a little better.

Shield Damage Reduction (SDR) is calculated with:

SDR = 1 - ( [1-x] * [1-y]* [1-z] * ....... etc.)

Wherein x, y, and z are Shield Damage Reductions granted by various BOff powers and the Shield Power Level (SPL) bonus SDR (which, as MustrumRidcully has already mentioned, should be equal to SPL/500... However, it should be noted that, due to a presumed bug, at VA-level, the current formula for SPL's SDR is (SPL-50}/500.)

Hope that helps,
-Big Red
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
01-30-2011, 04:20 AM
Quote:
 Originally Posted by havam The trainable space skills are: TAC: CRF3, TT3?, Target Subsystem X 3, SCI: SS3, ST3, GW3, TR3, ENG: ET3, DEM3, EWP3, EPt?? 3,

Ummm... Trainable skills are as follows (at least as far as I remember, Science is a little fuzzy, as I haven't played one enough to remember them all... Got one up to Captain, though, and working on her. ) Things like Beam: Overload 3, Beam: Target Subsystem X 3, Tyken's Rift 3, etc. will only be found on Rare and Very Rare BOffs.

Tactical Space:
• Cannon: Rapid Fire 3
• Beam: Fire at Will 3
• Mine: Dispersal Pattern Alpha 3
• Torpedo: High Yield 3
• Attack Pattern Beta 3
• Attack Pattern Omega 3
• Tactical Team 3

Tactical Ground:
• Suppressing Fire 3
• Leg Sweep 3
• Stealth Module 3
• Fire on My Mark 3
• Target Optics 3
• Overwatch 3

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

Engineering:
• Emergency Power to X 3
• Engineering Team 3
• Directed Energy Modulation 3
• Eject Warp Plasma 3
• Extend Shields 3

Engineering Ground:
• Chroniton Mine Barrier 3
• Shield Generator 3
• Shield Recharge 3
• Cover Shield 2
• Quick Fix 3
• Phaser Turret Fabrication 3
• Combat Supply 1
• Equipment Diagnostics 2
• Support Drone 1

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

Science Space:
• Tachyon Beam 3
• Jam Sensors 3
• Tractor Beam 3
• Feedback Pulse 3
• Scramble Sensors 3
• Hazard Emitters 3
• Charged Particle Burst 3
• Photonic Shockwave 3
• Gravity Well 3

Science Ground:
• Medical Tricorder 3
• Tricorder Scan 3
• Hypospray - Dylovene 3
• Gravimetric Shift 3
• Neural Neutralizer 3
• Sonic Pulse 3
• Nanite Health Monitor 1
• Dampening Field 3
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
01-30-2011, 05:04 AM
Thanks BigRedJed! While you were writing this, I was having my lunch and then added the information on shield resistances to my post.

The trainable skill list is great but long, so I think I'll put a link to your post in the OP.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
01-30-2011, 06:40 PM
Quote:
 Originally Posted by MustrumRidcully Q: How do the weapon skills affect my damage? *to be filled later*
Each weapon has a base damage, which it does at MK0 (Standard Issue). Weapon damage is based on two separate components: Equipment Mark and Skill Level. These are added to the base damage, and are completely independent from one another (ex: you'll get the same skill bonus whether you have an MK I or MK XI weapon). At Max Equipment Mark/Skill Level (ignoring consoles) your damage will be 320% of the base.

Equipment Mark = 10% increase on the base damage per MK (Max 120% at MK XII).
Weapon Skill = 1% increase on the base damage per skill point. Consoles keep adding damage in this same way.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
01-31-2011, 01:28 AM
Quote:
 Each weapon has a base damage, which it does at MK0 (Standard Issue). Weapon damage is based on two separate components: Equipment Mark and Skill Level. These are added to the base damage, and are completely independent from one another (ex: you'll get the same skill bonus whether you have an MK I or MK XI weapon). At Max Equipment mark/Skill Level (ignoring consoles) your damage will be 310% of the base. Equipment Mark = 10% increase on the base damage per MK (Max 110% at MK XI). Weapon Skill = 1% increase on the base damage per skill point. Consoles keep adding damage in this same way.
Thanks, Nagorak! I added it to the initial post.

Am I correct in assuming that energy levels affect the final total damage?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
01-31-2011, 03:49 AM
Quote:
 Originally Posted by MustrumRidcully Thanks, Nagorak! I added it to the initial post. Am I correct in assuming that energy levels affect the final total damage?
Yes, once you have the modified base damage, then it's multiplied by the energy multiplier, with listed damage being done at 50, twice as much at 100, etc.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
01-31-2011, 05:14 AM
What kind of modules are used for shield resistances or Shield Damage Reduction?
I know that alloys, plating, and armor are used for hull resistance, but I don't know about shield resistances.

Thanks...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20 Trainable Skills
01-31-2011, 08:45 AM
Thanks Bigredjedi for clearing this up

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