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Originally Posted by playhard88
Hull repair from 6 to 9 only need 3k skill point, tell me where u can spent those 3k points in order to get a more usefull bonus that the one from hull repair? nowhere..
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Seriously ??
OK...
[In my opinion, after significant PVE gameplay and a load of testing:]
Starship Attack Patterns (1-9), Starship Weapons Training (1-9), Starship Energy Weapons (1-9), Starship Projectile Weapons (1-9), Starship Maneuvers (1-9), Starship Targeting Systems (1-9), Starship Threat Control (1-6, If Cruiser or need extra Resistance, 6-9 Only if main tanking), Starship Energy Weapon Specialization (1-6 for everyone, 6-9 only if really concentrating on Crit Chance/Severity), Starship Projectile Weapon Specialization (1-6 for everyone, 6-9 only if really concentrating on Crit Chance/Severity)
Starship Batteries (1-6, if you actually use them regularly), Structural Integrity (1-9), Starship Warp Core Efficiency (1-9), Starship Electro-Plasma Systems (1-6 for anyone that uses EPTX or FAW or BO, 6-9 only if really trying to cap EPTX), Starship Impulse Thrusters (1-6), Starship Warp Core Potential (1-9), Starship Engine Performance (1-3 for everyone, 3-6 if you want a bit of extra speed/turnrate, 6-9 only if really trying to cap engine power), Starship Hull Plating (1-3 everyone, 3-6 for Cruisers/tanks), Starship Shield Performance (1-3 for everyone, 3-9 if you need a little extra to get your shield power to hit 125 at a particular energy setting), Starship Armor Reinforcements (1-3 everyone, 3-6 if you can afford it due to Heavy Plasma Torps and Warp Core Breaches), Starship Auxiliary Performance (1-3 everyone, 6-9 only if you can't hit 125 Aux with your energy setting at 100 and want to be able to play a support role), Starship Weapon Performance (1-3 everyone, 6-9 only to cap Weapons power at 125 at a particular energy setting).
Starship Flow Capacitors (1-9 only if using Plasmonic Leech, Tyken's Rift, Tetryon Glider or Beam Target Subsystem), Starship Shield Emitters (1-6 for anyone that uses EPTX or TSS or ES, 6-9 only if REALLY trying to cap Shield Healing capacity), Starship Power Insulators (PVP only), Starship Shield Systems (1-9), Starship Particle Generators (1-9 only if using GW or PSW), Starship Inertial Dampeners (PVP only)
I'm not covering Ground skills because you can generally get all the "must have's" with the 66k Ground-only skillpoint pool.
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And u forgot that hull repair also affect the borg set proc, and increase the base hull regeneration
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I didn't forget it, I just don't think that spending 3k skillpoints for an extra 5.27% increase in Hull healing is worth it, unless you're trying to specialise in Hull healing and/or have spare skillpoints after covering everything else. For the reasons outlined above: there are a LOT of useful places to spend your skillpoints 3-3 I'd consider "Vital", 3-6 is "Want if at all possible". 6-9 is "Would be nice".
Even discounting the skillpoint limitations and the relatively tiny increase in healing performance from going form 6 to 9, as you pointed out earlier: Escorts have low hull values, so they generally don't NEED massive heal values in order to recover the same % of hull points. So at what point does the level of healing you can throw at it become "Good enough"?
THAT is where "personal opinion" kicks in. (And personally, I regard 'Base Hull regeneration' in combat as unreliable and effectively worthless, and the Borg Proc I'd regard as already sufficiently powerful).
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This applies for shield emitters too.
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See above.
Same point stands.
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A normal escort only have 1 hull heal skill, and his hull and dmg resistence is quite low, once your shield is down u are exposed to torpedos. The most part of the kinectic dmg from torpedos is absorved by the shields, any borg torpedos can blow an escort on 1 or 2 shots if the torpedo hit the hull, but if u shield facing is even at 1% the most of the damage is absorved. Conclusion: keep your shields up or u are dead, an escort can't do hull tanking no matter how many eng consoles u put in.
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Assuming that you're right and you can only take one Hull Heal skill (ALL my ships take at least Aux2SIF1 and HE1) - let's assume all you have to go on is Aux2SIF1...
My Tac Odyssey has 10109 Shields. Hull is 57513.
My Fleet Escort has 8234 Shields. Hull is 41388.
Same Captain.
A Shield Capacity Console adds 12.9% of the above (non base) shields value to either ship.
For Resistance on the Fleet Escort:
34.3% Resistance (1 Monotanium console/2 Neutroniums) or 45.3% Resistance (2xMono/4xNeut)
This rises to 44.15% with Aux2SIF1 (1 or 2 consoles) or 49.7% (2 or 4 consoles)
Going all with all non-consumable buffs available, I can hit a Kinetic Damres of 66.6%
On my Odyssey, there is no difference in Damage Resistances until you start adding in Aux2SIF, because my Ody runs Aux2SIF3 not Aux2SIF1. The difference is however fairly minimal, and the maximum Kinetic value I can hit is 67.3% Kinetic Damres, compared to the 66.7% of the Escort.
Again, that's with just two Engineering Consoles (if using Monotanium Armor).
Basically, compared like-for-like, my Fleet Escort has more or less the same damage resistance, 81.45% of the Shield Capacity and 71.96% of the Hull Capacity of my Odyssey. That's pretty much 80% of the survivability.
(That assumes that my Ody is running EPTS1, not EPTS3 for additional Shield Resistances, and that it's not using more than two Engineering Console slots for Armor Consoles. Armor has severe diminishing returns above 2 consoles, so I generally won't use more than two; and I generally run EPTS1 and use my Universal LtCom slot for a TAC BOFF instead, since nothing in PVE really requires the extra survivability of EPTS3)
You seem to vastly overestimate the importance of shield capacity in PVE.
There is a very common belief amongst a certain crowd that more Shield Capacity is always best... in an attempt to address this, I'll try to explain how the damage mechanics in play during a Torpedo hit actually work (at least as I currently understand them from various tests - this may be incomplete, but this is what I've observed in-game...)
Versus Energy Damage, in PVE Capacity won't matter much because the incoming damage will be so minimal that you will be able to Shield Heal straight through it without it ever touching your hull, even at lower shield capacities you won't spike down low enough to be at any real risk (assumes that you're balancing your shields properly e.g. running Tac Team) so we can safely focus solely on torpedo hits:
Versus Torpedo Damage, well, the REAL trick in a Torpedo fight is - as you even mentioned yourself above - to keep at least a SLIVER of shields up all the time. This is because the way the game engine works currently:
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Whenever a Torpedo hits you, two things happen:
#1: The bleedthrough damage is applied to your hull. This bleedthrough value is not affected by shield resistance, but IS affected by the shield type - e.g. normal shields have 10% bleedthrough, Resilient Shields have 5% bleedthrough. The damage from the bleedthrough then gets mitigated by your Kinetic Hull resistances.
We now take the remaining portion of the damage (90% for normal shields, 95% for resilient shields).
#2 (a): If you do NOT have ANY shields up, the entire damage value impacts your hull, ignoring your shield type's bleedthrough values and any shield resistances. It does get affected by your hull kinetic resistances, but you will take a LOT of damage.
#2 (b): If you have ANY shields up (even 1 point out of 15000), it deducts 75% of the damage. It doesn't get any strange modifiers applied, it just vanishes. 25% of the original torpedo damage then gets applied FIRST to the shield facing, with any Shield Damage Resistances applied.
If the Facing stays up, things stop here.
If the Facing drops, the remainder of the damage gets applied to your hull.
This remainder then gets reduced by your Hull Kinetic Damage Resistances.
If your Hull stays above 0%, you live, if not, you explode.
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Therefore maximum shield capacity simply
DOES NOT MATTER much against Kinetic hits. What
DOES matter is that the current value (not maximum value) of the shield facing which gets hit by the Torpedo is above zero at the time of impact. This is why Balancing your shield facings and running a copy of Tac team is VITALLY important whenever you're getting shot at by torps.
All extra Shield capacity does is provide slightly more hitpoints for the final 25% damage in
part #2(b) above to be measured against. At this point, the 25% doesn't care if it is measured against Shield Capacity (with Shield resistances applied) or Hull Capacity (with Hull Kinetic resistances applied).
At this point, it should be fairly clear that it is FAR more important to raise your Hull Kinetic damage Resistance up a bit than to just add more Shield Capacity, especially since those same Hull resistances will not only help against the 25% in
part #2(b), but also against the 5% or 10% bleedthrough damage in
part #1.
The +44.15% mitigation in damage resistance I'd get from two Monotanium consoles on my Fleet Escort is therefore
SIGNIFICANTLY more beneficial than the +25.8% mitigation in extra capacity I'd get from 2x Shield Capacity consoles. This difference is actually even greater than it appears, whenever you consider that your shield heals aren't directly linked to your net capacity and none of that shield mitigation will be applied to damage bleedthrough.