Star Trek Online Starship Weapons Calculations
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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Starship Weapons Calculations
02-24-2010, 03:36 PM
Quote:
 Originally Posted by Bos22 It would be 8% difference from the base skill, since we're talking about 250% from the base. 8% isn't that much difference. I did though max out tetryon weapons on my klingon. I tried to do the math, but I am missing something.
Rather than getting off topic in that other thread I figured I'd start a new one.

For weapons it works out to the same formula I mentioned in the other post, except now that power setting multiplier isn't just to the skills but also to the base damage of the weapon. Rapid Fire and Overload then add additional multipliers, which i haven't calculated yet.

The formula is (skills+base damage)*(current_power/50). With a Tetryon Dual cannon Mk X bought from the Badge or Medal vendor that's a base damage of 200 (267 DPS)

With 7 in Energy weapons, 7 in Cannons and 9 in Tetryon that's 17+28+52 = 97 from skills

(97+200)*(125/50) = 297*2.5 = 742.5 per hit shown on the tooltip for your hotkey of this weapon when at 125 weapons power. At 110 weapons power that's 297*2.2 = 653.4. This is before adding consoles to boost the damage further. Each +30 MK X Tetryon console would be adding an additional 75 damage at 125 power or 66 at 110 power. So on a T5 Raptor or fed Escort with 4 of those consoles that's +300 or +264 damage for a total of 1042.5 or 1006.5 depending on 125 or 110 weapons power.

If you raised Energy Weapons and cannons both to 9 that'd be an additional 3*2.5=7.5 or 3*2.2=6.6 damage per hit. However for those same 600 skill points you could raise Tactical Team Leader and have your tactical Boffs trained in Tactical Team 1 (ensign skill) to gain an additional +18 to energy weapons and projectile weapons. Which would equate to an additional 45 damage per hit at 125 weapons power or 39.6 damage at 110 weapons power.

With Tactical team 2 that's +24 buff or +60 damage at 125 power
With Tactical Team 3 that's +30 buff or +75 damage at 125 power, ie like adding an extra MK X console.

Like Eng and Sci team these buffs last for 30 seconds and have a shared cooldown of 20 second. The shared cooldown is for all 3 types and all 3 levels of these Team skills. So a single player can self buff from 2 levels of the same team and have 10 sec window of both buffs stacking. Same level of same team type overwrite the previous version instead of adding to the remaining duration.

So it's possible for one player to get TT2 and TT3 active at the same time for +54 energy weapons or an additional 135 damage per shot for 10 seconds. Multiply that by the number of shot fired per cannon in the 10 seconds with Rapid Fire active. That's like adding another cannon to the mix.

Slightly off topic:
I hope folks can now see why we all need to stop thinking of these Teams powers are just reactionary to repair hull (eng), regen shields (sci) or clear debuffs (tac). The buffs from them can significantly boost other powers in their respective fields.

So what if you're a tactical Officer in an Escort/Raptor/BoP and need some hull repair or shield regen. That's what powers such as EP to Shields, Hazard Emitters, Aux to Structural and you team mates are for. If your the DPS person, you need to focus on DPS and let your healers worry about keeping you alive and clearing VM and stuff like that. You don't need to have Eng and Sci teams if your teammates have them and know how to use them properly. So don't be afraid to use tactical team for the buffs, even if it's just the level 1 version, which any ensign tactical officer can have. Hmm, perhaps this is a good use of that ensign tactical station on those higher Tiered raptors that some folks would rather have as sci or eng.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-24-2010, 03:49 PM
Minor correction after making a new Klingon Tactical Officer to test this with. It seems the tactical team's buff is being added to both the energy weapons skill and the base weapon damage, thus effectively adding twice the bonus even though it only shows as added once on the space based skills stats page.

So instead of +18 skill at 110 weapons power adding 18*2.2= 39.6 it's adding (18*2)*2.2= 36*2.2 = 79.2 additional damage. I don't know if this is because the character is a Tactical Officer or if it's a T1 bonus, but I don't see this doubling happening with my RA5 Fed Engineer when buffed with Tactical Team 1. On the RA5, the calculation shows exactly as expected and discussed in the original post.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-24-2010, 03:52 PM
Might want to take a look at this thread:

http://forums.startrekonline.com/sho...d.php?t=121862

Apparently power can go above 125 (solely for the purposes of calculating DPS based on current_power), just that it is not displayed in the UI.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-24-2010, 04:12 PM
Is the value from skills added directly to DPS, to damage, is there diminishing returns?

So much I don't know...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-24-2010, 04:31 PM
Quote:
 Originally Posted by Matt_Dravis Might want to take a look at this thread: http://forums.startrekonline.com/sho...d.php?t=121862 Apparently power can go above 125 (solely for the purposes of calculating DPS based on current_power), just that it is not displayed in the UI.
Good thread, but didn't see where he was telling how to determine what the tooltip's damage value on a weapon will be based on skills, consoles and power level, which is what this thread is about.

In other words I'm trying to show folks how their weapons' base damage, character skills and skill bonuses from consoles and/or buffs will interact with the weapons power setting. Hopefully this will help folks to understand why the damage listed on the tooltip for their hotkey is so much different than the base damage of the weapon.

Quote:
 Originally Posted by Zahinder Is the value from skills added directly to DPS, to damage, is there diminishing returns? So much I don't know...
I tested with tactical team to boost the lowest skill, Energy Weapons, consoles for Beam/Cannon and consoles for the specific type of energy (phaser, polaron, etc.). In all cases the calculations held true. That is, adding +30 to energy weapons, beam weapons or polaron weapons all gave the exact same bonus to a polaron beam array. That is the points numbers you see on the consoles or on your characters stats page, not the skill points you spend to raise those skills.

Where you see the diminishing returns is is either in spending skill points to raise the skills or with the + resistance engineering consoles. Engineering consoles that add x power to a subsystem, all Tactical consoles and all Science consoles give the full value from all like consoles you add. Thus, adding 2 tactical console that give +30 disruptor energy weapons will give you +60 to your character's disruptor energy weapons skill.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-24-2010, 04:38 PM
Quote:
 Originally Posted by Monthar Good thread, but didn't see where he was telling how to determine what the tooltip's damage value on a weapon will be based on skills, consoles and power level, which is what this thread is about. In other words I'm trying to show folks how their weapons' base damage, character skills and skill bonuses from consoles and/or buffs will interact with the weapons power setting. Hopefully this will help folks to understand why the damage listed on the tooltip for their hotkey is so much different than the base damage of the weapon.
Sure. Just saying, you might want to factor that (going above 125) into your discussion on using buffs/skills. Just wanted to provide the link to the source for that piece of info, since I haven't personally tested the numbers in CombatLog.

Also, you might get a bigger response (and more valuable feedback) if you made (or moved) this thread in Combat forum.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-24-2010, 04:40 PM
Hmm. Now I have to figure out if 6 ranks in Antiproton is worth it compared to 9 ranks in other stuff (12 point difference)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
02-24-2010, 06:25 PM
Quote:
 Originally Posted by Matt_Dravis ... Also, you might get a bigger response (and more valuable feedback) if you made (or moved) this thread in Combat forum.
Possibly, but then again, in PvE min/max isn't as important as in PvP, thus most folks that'd be interested in squeezing every ounce of power out of their weapons will likely look for that sort of info in these forums, but who knows. Maybe it's just that i spend way too much time in this section of the forums that I'm sort of attached it it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
02-24-2010, 06:35 PM
Quote:
 Originally Posted by Monthar Possibly, but then again, in PvE min/max isn't as important as in PvP, thus most folks that'd be interested in squeezing every ounce of power out of their weapons will likely look for that sort of info in these forums, but who knows. Maybe it's just that i spend way too much time in this section of the forums that I'm sort of attached it it.
Last off-topic post of mine, I promise!

In other MMOs, end-game PVE tends to require far more raw output, and number crunching to achieve that, than the compromises for survival and utility that PVP tends to require. Of course, that's not the case with STO yet, but I've noticed far more number crunching going on in the other forums. I also haven't seen many of the good number crunchers post anything in the PVP forum, and I think it would be a great shame for your excellent post to be deprived of that level of quality feedback.

I'm also a fan of general player 'enlightenment', and confining good posts like yours, to a section where it won't reach the widest audience, seems like a tremendous waste. Especially since it can apply outside of PVP, or rather, is not specific or exclusive to PVP.

Lastly, many informative posts or (non-Klingon specific) gameplay issues raised by Klingon players tend to get posted only in here and not among the other forums where 1) they categorically 'belong' and 2) more players and DEVs are likely to see them. I am probably the biggest Federation advocate of Klingon content and equal treatment of the Klingon faction, and I feel that confining non-PVP or non-Klingon issues to this forum only furthers the marginalisation of the Klingon faction.

/soapbox, sorry
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
02-24-2010, 08:13 PM
Ok, so maybe I don't really want all the Feds to be in on the secret of how Klingons maximize their firepower. While helping ensure that fellow Klingons, who don't already know, get the information they need to dominate the verengan Ha'DIbaH who think they're the saviors of the galaxy.

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