Lt. Commander
Join Date: Dec 2007
Posts: 120
Yes/no?

If yes, is it any good?
If no, ETA?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
03-19-2012, 01:27 AM
Last I remember is couple of weeks ago BorticusCryptic mentioning it for being in his sights for a fix.
Havenīt heard about it since.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
03-19-2012, 04:50 AM
Quote:
Originally Posted by ivarST
Last I remember is couple of weeks ago BorticusCryptic mentioning it for being in his sights for a fix.
Havenīt heard about it since.
According to some calculations I've done, I believe that it is already fixed.

However, I don't think it's displaying right. The way I did it - very crudely - was to take an alien toon and measure how much of the repair occurred for a single pulse in battle, while a human BOff was equipped.

It was about 1.2 times what was reported as the healing rate. As such it seems like it's working. I could be wrong, however. I think there is another post about the display aspects somewhere on this forum. I do know that there is another post somewhere on this forum that indicates that leadership is working correctly for captains, and the displayed values for hull repair rate seem to reflect that, comparing low-level captains of both human and alien types, in the same ship with no hull repair skill points.

EDIT: It may in fact NOT be working correctly after some additional testing I did, which was far from scientific but seems sound enough. Unfortunately this may mean I'll need to reroll, as I wanted the benefits from that trait. To answer OP's question, I've been trying to figure out whether it's any good or not myself, but according to very rough calculations, at the low end and on escorts, it's negligible, but on higher-end cruisers it can add up, although this is variable depending on just how much healing your crew levels can manage when they're mostly dead (which is most of the time during prolonged firefights, and often even during short firefights). That said, the exact effect of crew on repair rate is still somewhat unclear, but that's for another post.

EDIT 2: I should also note that the effects are more pronounced when the ship is not at red alert. During red alert the repair rate drops dramatically right off the bat. However, it's still my belief that the difference may be, while small, more than negligible on larger ships. For instance, my human VA is an engineer. On his Odyssey class, his battle repair rate is something like 88% a minute. 88 / 1.2 = 73 (approx). 88 - 73 = 15. A difference of 15% of hull repair per minute. 15% of about 57K hull HP = 8550. That's something like a free Engineering Team per minute. That said, all of these calculations are off the top of my head, using figures I'm recalling on the fly, so please don't take my chicken scratch as the absolute truth. Whether or not it's quite enough of a burst of healing to really make a difference, though? That's another story.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
03-19-2012, 09:23 PM
The devs said that post-fix, Leadership would stack with itself. Have you tested that/factored that in?

Quote:
Originally Posted by Red_1999
depending on just how much healing your crew levels can manage when they're mostly dead (which is most of the time during prolonged firefights, and often even during short firefights).
So essentially you are arguing that humans are uniquely capable of beating a dead horse =)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
03-20-2012, 12:24 AM
Quote:
Originally Posted by aestu
The devs said that post-fix, Leadership would stack with itself. Have you tested that/factored that in?
I was doing it on an alien toon with a single human BOff equipped - in fact, only one human BOff. Nothing to stack.

Quote:
Originally Posted by aestu
So essentially you are arguing that humans are uniquely capable of beating a dead horse =)
Well, here's how things are with my VA engineer, a human, with hull repair maxed out...

In his Ody, he's got about 57K hit points (combined mode). When his crew is entirely down, the repair rate is roughly 50% a minute in battle, as reported by the HUD. That's in the neighborhood of 28500 HP per minute. If that's 120% of the base rate of healing, then 100% (as would be given to anyone without leadership) would be 23750. The difference is therefore about 4750.

Engineering Team II on him does about 8.3K hit points of instant repair. I'm not sure what ET1 would do, though I imagine that 4750 would be around that. As such, with everything maxed out on a high-level tank, which I may have accidentally minmaxed, leadership essentially gives a free Engineering Team I per minute. I do not know (and do not presently have time to test) whether or not that would still be the case on my Sovereign class. I am calculating this with a Tactical Ody with all three consoles installed, however, for whatever that may be worth.

If anyone wants to check my math on this, please do.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
03-20-2012, 01:39 AM
it doesnt make any difference until its actually written out in the patch notes, 2-3 days from now is the next one, find out if its corrected or not.
Career Officer
Join Date: Jun 2012
Posts: 447
# 7
06-30-2012, 03:40 AM
So...did they fix Leadership yet? Any hard data available?

Could the devs shed some light on this, please?
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,618
# 8
06-30-2012, 03:46 AM
Zombie post is back from the dead......
Actualy reading things pefore posting will make you look smarter than yelling loudly. Reading comprehension is aparently a lost art.

Not everything you see on the internet is true - Abriham Lincoln
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