Lt. Commander
Join Date: Dec 2007
Posts: 120
# 271
03-27-2012, 05:23 AM
Two glitches I've just noticed:

- The Jem'Hadar has a +15 bonus to weapons ingame (not +10 and +5 to engines as posted in the Dev Blog)

- The Info links got mixed up starting with D40 (link to efficient Impulse Engine, should be in D41, Breen Engine is missing)

The calculations work fine, many thanks for adjusting the spreadsheet to season 5.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 272
03-27-2012, 12:14 PM
Quote:
Originally Posted by Hellspawny View Post
Two glitches I've just noticed:

- The Jem'Hadar has a +15 bonus to weapons ingame (not +10 and +5 to engines as posted in the Dev Blog)

- The Info links got mixed up starting with D40 (link to efficient Impulse Engine, should be in D41, Breen Engine is missing)

The calculations work fine, many thanks for adjusting the spreadsheet to season 5.
Thanks for the update/bug find. I'll get those revised/fixed (likely in the next day or two).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 273
03-28-2012, 03:59 PM
STOPowerCalc.xls v5.1.03 is now available.

Release Notes:
- Updated Jem'Hadar bugship power bonus (from +10W, +5E to +15W)
- Fixed equipment Info links.
- Thanks to Hellspawny for spotting these two.
- Fixed Jem'Hadar Engines that were not giving their flat +2.5W power.
- Thanks to me for finding/fixing this boo-boo.

Announcement Edit:
By the by, while working on the Season 5 Power Calc update I noticed a change (mostly nerf) in character power traits. In a nutshell I found that the Efficiency Traits got an overall small buff (+~16%), but Joined Trill and Warp Theorist both got severe nerfs (about -70%). Last Monday (03/19/12) I posted this break down in the "Is this Working as Intended" thread:
http://forums.startrekonline.com/showthread.php?p=4107492

BorticusCryptic gave me the following response:
Quote:
Originally Posted by BorticusCryptic View Post
The short answer on Traits in general is that they are working as intended for now. Unless we get the ability to offer Retrait Tokens (which we can make NO promises on), it's tricky business to muck about with Trait mechanics, and something we're generally avoiding.

That said, it was not the intention, generally speaking, to reduce the effectiveness of any Traits when they were translated to the new skill system. I've copied the information above for my own testing references at a later point in time. If any changes come, they won't be over the short term.
http://forums.startrekonline.com/showthread.php?p=4111353

So, just an FYI at this point, and it is something I plan to keep tabs on in the future.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 274
03-28-2012, 04:21 PM
Quote:
Originally Posted by PatricianVetinari
STOPowerCalc.xls v5.1.03 is now available.
Nice. Thanks.

Edit: Answered my question indirectly. Enough to work around having more power than intended after moving my engineer to a different ship.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 275
03-28-2012, 05:28 PM
Quote:
Originally Posted by AuntKathy
Nice. Thanks.

Edit: Answered my question indirectly. Enough to work around having more power than intended after moving my engineer to a different ship.
Hiya AuntKathy, you're welcome, of course.

Out of curiosity, what was your question?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 276
04-04-2012, 04:28 PM
Quote:
Originally Posted by PatricianVetinari
Hiya AuntKathy, you're welcome, of course.

Out of curiosity, what was your question?
My question was whether or not having shield power greater than what was displayed would affect regeneration. Weapons, apparently, get zero value. Shields seem to be somewhat of an unknown.

Ultimately, I ended up settling on the logic that the 6 extra points of power (over 125) wasn't really all that relevant. I moved 5 of them (since I don't seem to be able to do this except in increments of 5) from shields to weapons on the ship that is currently listing as well over the mark while in defensive configuration. 1.4% possible additional shield damage mitigation (if it works that way with shield power levels over 125 - and a comparable amount of shield regeneration) OR 10% definite increase in energy weapon damage? That made it a simple choice.

Edit: To give you an idea, I have a Joined Trill Eng VA with Warp Theorist as a trait (I think Astrophysicist too, but I'd have to check). I also have a Borg BO. With all the proficiency/efficiency skills maxed except Aux power.

I was testing configuration between a Tac Odyssey and a Sci Odyssey. Eng, to me, seemed to be too weak compared to either of them and was thus never a consideration.

While in defensive configuration on either the Eng or Tac versions, I never ran into power levels greater than +1 over. This is fine, you can't really move 1 point around (my ui won't let me anyway). In the Science version, I ended up buffing my damage through both power redirection (5 to weapons from shields) while in defensive as well as through Sensor Analysis. While my energy weapon damage was relatively unchanged (slightly in favor of the Sci ship by like 2%-10% {with the max end being on long living targets where it would stack the Sensory Analysis buff}), what was buffed (easily visible) was the torpedo damage went up due to said Sensor Analysis.

Shield capacity hardly changed at all. But, the increase in shield power (from Tac to Sci or even Eng to Sci), reduced incoming damage to shields. So, that was a net change of zero. Ultimately, this ended up increasing my damage without reducing my survival while in defensive configuration. This made it so that boss ships (like in the Borg Alerts and FAs) would more easily focus on me instead of other folks. I can survive with greater threat with nothing but a ship change. A win/win for my Eng VA.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 277
04-05-2012, 03:18 PM
Quote:
Originally Posted by AuntKathy
My question was whether or not having shield power greater than what was displayed would affect regeneration. Weapons, apparently, get zero value. Shields seem to be somewhat of an unknown... ...While in defensive configuration on either the Eng or Tac versions, I never ran into power levels greater than +1 over. This is fine, you can't really move 1 point around (my ui won't let me anyway)... ...A win/win for my Eng VA.
Ok, so yeah, sounds l ike you've got a handle on it, and glad you ended up with a win-win. That's one of the reasons I build the Calc, was to help myself (and eventually people in general) to realize these sort of "easy" gains.

The only bit of advice I can make, and it's really a min/max deal here, but you can (if you really care to), effectively "re-route" that +1 of over-cap power:
Respec and reduce your Performance Skill Rank in that one subsystem by one. If I understand you correctly, this would me you could bring your Shield Performance from 9 to 8 which in theory (*) should bring that power from 126 to 125. You wouldn't actually lose shield power (as anything above the 125 hardcap is, as far as I know/have ever been able to test/confirm, wasted anyway), but would gain 2500 skill points to apply somewhere else (for example Threat Generation which would boost your "Hey Lookie Me" stats against critters and give you a small hull resistance buff).

* I say in theory because I don't have my Calc with me at the moment and don't know all your stats exactly either, so best suggestion would be to test the build/config on Tribble first.
Anyway, just a suggestion for min/maxing.
Lt. Commander
Join Date: Dec 2007
Posts: 120
STOPowerCalc.xls v5.1.05 is now available.

Release Notes:
- Added Ferengi DíKora Class Starship (+5 to all Subsystems Power)
- Added Ferengi Na'Far Shuttle (+5 Engine Power)
Enjoy!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 279
04-20-2012, 12:05 PM
Quote:
Originally Posted by PatricianVetinari
STOPowerCalc.xls v5.1.05 is now available.

Release Notes:
- Added Ferengi DíKora Class Starship (+5 to all Subsystems Power)
- Added Ferengi Na'Far Shuttle (+5 Engine Power)
Ship Power Calculator v5.1.05
>>>> Download Here <<<<
Enjoy!
one question. if i use Honor Guard Shield array+borg (console, engines, deflector) is the same values than Aegis shield array??

is my first use of calculator

thx in advanced
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 280
04-20-2012, 01:15 PM
Quote:
Originally Posted by tarsudo
one question. if i use Honor Guard Shield array+borg (console, engines, deflector) is the same values than Aegis shield array??...
No, I wouldn't expect so. As far as ship's power is concerned, the Aegis shield is "better" than the HG shield. Figuring specific/only regarding ship's power, the Borg shield is even better. Considering other factors (like shield capacity, regeneration, and other non-power related features), you're on your own to decide which is better/worse.

I don't have an Honor Guard Shield myself, but according to STOWiki, by itself, the HG Shield offers no boost to ship's power, which is why it's not an option on the Calculator.

The Aegis Shield does improve ship's power (through a buff to the your Shield Performance skill), and therefore is covered by the Calc.

If you had two matching pieces of the HG set, you would get a boost to your Aux power. At present the Power Calc does not take set abilities into consideration. Perhaps I might add that feature if there's enough demand for it... ???
Closed Thread

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 02:10 PM.