Lt. Commander
Join Date: Dec 2007
Posts: 120
I collected some data into a table on what benefits accrue from points spent on spaceship skills in STO with the Season 5 changes. I did not test everything, but there is enough data to extrapolate for most skills. I find the table helpful in deciding whether it is really worth it to train a skill all the way to level 9. Although it is a work still in progress, I am posting a link to the table here as others may find it useful in deciding how to respec in the new world order.

http://home.comcast.net/~amicus/Skil...%20Effects.htm
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
12-03-2011, 04:42 PM
Wow. Thanks for this. I've been trying to figure out how to get back the same level of effectiveness I had before S5 went live. I want enough points left to be a space skill trainer plus be effective on the ground.

Before Redshirt was updated I was able to compare my old build to my F2P build. One thing I could not figure out is the Critical Chance & Severity Stats. I could not get the stat numbers to move no matter how many points I put into Energy and Projectile Weapon Specialization. They were visibly buffed on the old system (under Attack Stats on your ship).

I assume you ran into this same problem since you have Unknown for Weapon Specialization. Maybe those stat displays are bugged? No one on the TTS channel seemed to know.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
12-03-2011, 05:19 PM
Quote:
Originally Posted by Eagledraco
One thing I could not figure out is the Critical Chance & Severity Stats. . . . Maybe those stat displays are bugged?
Hi Eagle,

Not bugged; the Devs just never supplied us with any readout for the effects of Energy and Projectile Weapon Specializations on critical hit chances in the User Interface. The existing readout is only for total critical hit chances, so it does not register when you raise only part of the total by increasing only energy or kinetic critical hit chances. I suspect the Devs felt this information was not "critical" for us to have.

A work around for figuring out the bonus could be done spending an hour or so on Tribble shooting things, and then using a combat log parser to compare results with full specialization and without. However, that is a little too involved for me. I am holding out hope that grassroots calls for critical hit energy and kinetic readouts will inspire the Devs to add them to the UI.

Thanks for the positive feedback.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
12-03-2011, 06:21 PM
Ahhh yeah I figured the readout for crits was either not supplied or bugged. Thanks again for the chart. Should help me a lot!

Everyone poke a dev until they add Critical readouts for Energy & Projectile Weapon Specialization!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
12-03-2011, 06:38 PM
Quote:
Originally Posted by Eagledraco
Wow. Thanks for this. I've been trying to figure out how to get back the same level of effectiveness I had before S5 went live.
You will never achieve this. Especially not if you are a Science captain. Engineers can get close to what they were pre season 5 and Tactical won't notice a huge difference but Science are boned.

The problem is a number of skills are now not boosted by anything in the skill tree. Or even if they are only aspects of the skill is effected. e.g. Sensor scan says its boosted by Sensors. Makes sense. However the Sensors skill only boosts the stealth debuff aspect of the skill and not the damage reduction. Overall a huge nerf to the ability (about 30% reduced effectiveness) . And Sensor Scan isn't the only skill to suffer this treatment.

After leveling a new character in under 9 hours im glad I got the full 9 respecs to play with. Might eventually get a build im happy with. However there are no spare points for ground skills if you want to be half way decent in space.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
12-03-2011, 06:48 PM
Quote:
Originally Posted by Korhil
You will never achieve this. Especially not if you are a Science captain. Engineers can get close to what they were pre season 5 and Tactical won't notice a huge difference but Science are boned.

The problem is a number of skills are now not boosted by anything in the skill tree. Or even if they are only aspects of the skill is effected. e.g. Sensor scan says its boosted by Sensors. Makes sense. However the Sensors skill only boosts the stealth debuff aspect of the skill and not the damage reduction. Overall a huge nerf to the ability (about 30% reduced effectiveness) . And Sensor Scan isn't the only skill to suffer this treatment.

After leveling a new character in under 9 hours im glad I got the full 9 respecs to play with. Might eventually get a build im happy with. However there are no spare points for ground skills if you want to be half way decent in space.
Yup I'm trying to do this on my sci. Hmm well guess I'm hosed. I was able to get to trainer level on all the science space abilities. And I was able to get things like turn rate, shield strength, hull strength, impulse speed, etc the same or better as I had prior to S5.

I was able to put the same amount of points into ground as I did previously. I'm a decent but not maxed healer but nothing into the 3rd skill that enhances Exothermic Induction Field.

I have no idea if putting 6 into a space skill to become a trainer equals putting 9 into that skill on the old system. I haven't tested or investigated that yet but my guess is no, I'm probably weaker now.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
12-03-2011, 06:54 PM
Quote:
Originally Posted by Eagledraco
I have no idea if putting 6 into a space skill to become a trainer equals putting 9 into that skill on the old system. I haven't tested or investigated that yet but my guess is no, I'm probably weaker now.
Yeah you need to put 9/9 in a skill now to get 75% of the effectiveness you used to get with 9/9 in all 3 skills pre season 5.

Don't ask why but thats the maths that was stated by Cryptic back when the new skill tree appeared on tribble. Since then it may have been increased slightly but 9/9 is still nowhere near what you had before and costs 50% more skill points.

Personally I hate the new tree. Its way too restrictive. In order to fly my escort with an engineer and have enough skill points to get its power levels to a decent standard I had to spec OUT of torpedos completely and 0/9 in aux performance.

Sure the old tree limited us to 1 damage type (which we still are thanks to the consoles for specific damage types being +24% and specific weapon types only being +18%) and we used to only be able to fly 1 ship at a time but the new system makes it so hard to spec into all the skills that used to be "must haves" and are even more important now.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
12-03-2011, 07:04 PM
Quote:
Originally Posted by Korhil
Yeah you need to put 9/9 in a skill now to get 75% of the effectiveness you used to get with 9/9 in all 3 skills pre season 5.
Ahh I heard something along those lines. Thanks for confirming that. I'm trying not to be bummed about S5 but this kind of thing isn't helping. No wonder I haven't felt like playing lately.

Thx again for the info.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9 Bug?
12-04-2011, 02:21 PM
yeah i'm at captain rank but the skills tree is not leting me upgrade evan my Lt. commander skills is this a bug or have i missed something?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
12-05-2011, 03:11 PM
Quote:
Originally Posted by The-Phantom-616 View Post
yeah i'm at captain rank but the skills tree is not leting me upgrade evan my Lt. commander skills is this a bug or have i missed something?
What kind of error message are you getting? If you've just logged in after the Season 5 changes you have to skill up and not respec. Respec won't work if you're trying to do that right after logging in after the update.
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