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Join Date: Dec 2007
Posts: 148
So I did some quick test standing still.

First one with 46 Aux. (Full Power To Weapons)
Engines: +13 Flight Speed +4.8 turn Rate (Full imp: +95)
Consoles: 2x +30% Turn Rate Strength. (Also a + 4.5 Aux mod)


In Theory this should give me a Base of 6 that is now 17.28. But the math in this game is so screwy I could be wrong. Or the +% turn rates could be based off your base turn rate alone and nothing ever more. So it could be 14.4 turn rate if just applied to base.

First Test: 117 Seconds to turn 360


Second Test with 41 Aux. (Full Power To Weapons)
Engines: None
Consoles: None


So should just be the base 6 turn speed.

Second Test: 122 Seconds to turn 360


I did the same test with 50% Impulse Speed

Test One: 37 Seconds

Test Two: 118 Seconds

Test Three(With Engine and Aux/46Aux): 47 seconds


So that means with the two +30% turn rate I am getting a 21.3% increase in my turn speed at 50% impulse(our best turn rate speed)



Short version:

Can someone help me out here. Is the turn rate item boosts broken? Am I thinking incorrectly with my math when I have two +30% turn rate speed increase consoles? Devs want to clear this up a little for me?
Join Date: Dec 2007
Posts: 148
# 2
02-04-2010, 01:10 AM
I experimented a little during beta and I'm not sure the consoles effects even stack. But that's not based on any mathematical analysis, just the observation that 3 +20% consoles didn't have much effect. But one console seems to make a difference.
Join Date: Dec 2007
Posts: 148
# 3
02-04-2010, 01:19 AM
Yea i also have no clue what is going on right now with those consoles.

I realy miss more information. Like actual numbers what your ship got NOW and so on.

Even the engines show different numbers when shared in a group. Seriously. WTH?? Why dont show the end-result (Speed turn) on the SHIP info and don't touch the Engine info at all.

My team-members say "hey look at this engine it got some nice turn rate bonus" and as soon as i look at it the numbers are completely different.......


Could we get some clear information on how the ship is performing after all the modules are built in?
Join Date: Dec 2007
Posts: 148
# 4
02-04-2010, 01:41 AM
I also experimented with multi consoles (good old Dupe exploit)

As fair as I could gather, the consoles didnt stack and I totally agree we need the ships stats to refelct the enhancments our Consoles give them.
Join Date: Dec 2007
Posts: 148
# 5
02-04-2010, 01:51 AM
Thats about what I read for most people is utter confussion when it comes to the bonuses and stats.
Join Date: Dec 2007
Posts: 148
# 6
02-04-2010, 01:55 AM
ummm.... no. No you can't. Cryptic does not release that information. It is a secret.
Join Date: Dec 2007
Posts: 148
# 7
02-04-2010, 04:20 AM
Quote:
Originally Posted by Calist
ummm.... no. No you can't. Cryptic does not release that information. It is a secret.
lol :-p I see
Join Date: Dec 2007
Posts: 148
# 8
02-04-2010, 05:07 AM
I think STO uses the same type of formula as CO (in open beta STO resists on the ship info sheet did appear to work exactly the same as CO).

In CO the formula was:
'percentage shown'/100 + 1 = divisor.
1 - 1/divisor = 'true' resistance (multiply by 100 to get a percentage)

e.g. for 10% it gave:
10/100 + 1 = 1.1
1 - (1/1.1) = 9.1%

At 100% it gave:
100/100 + 1 = 2
1 - (1/2) = 50%

I've got no idea whether turning works like that, if it did then you'd get:
30/100 + 1 = 1.3
1 - (1/1.3) = 23.7%
Join Date: Dec 2007
Posts: 148
# 9
02-04-2010, 05:26 AM
Sooo misread the title as Turing Test.

Now I want my sentient ship avatar... Here Romie, Romie Romie..

Twipper
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