Lt. Commander
Join Date: Dec 2007
Posts: 120
# 61
07-10-2011, 01:11 PM
UPDATE:
so far Season 4 has not been the paradigm shift I was expecting. Guide is still valid for the most part.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 62
07-24-2011, 03:15 PM
I just want to make an observation:

The tier 1 skills are not quite as minor as they look.

Take, for example, a science captain. The science captain, in his science ship, typically has around 7 to 8 science powers at his disposal, plus several science focused abilities like Sensor Scan, Dampening Field, Subnucleonic Beam and so forth.

If you go and diversify your science powers to avoid global cooldowns, it'll likely mean that you'll also need to invest in several science skills in order to be as effective as possible with what will be at your disposal. For example, a guy with a shield stripping build could have his Boffs use:

Tractor Beam (operation, emitters, tractor beam)
Hazard Emitters II (operation, emitters, hazard)
Transfer Shield Strength (operation, deflector, field)

Polarize Hull (operation, emitters, hazard)
Science Team II (operation, deflector, field)
Tachyon Beam III (operation, deflector, dish)
Charged Particle Burst III (operation, deflector, astrometrics)

Sensor Scan (operation, sensors, array)
Subnucleonic Beam (operation, deflector, dish)
Dampening Field (operation, deflector, field)

That's my example (I'm cutting corners a bit).

We can observe above that I actually have a few skill branches. Some are in common, some less so. Those are:

Tractor Beam
Hazard Emitters
Deflector Field
Deflector Dish
Astrometrics
Sensor Array

All of these spring from Operations, then split into either deflectors/emitters/sensors and then go on to their speciality. Each point of operation invested actually affects each of them too. So...

If I use that 100 sp to buy myself that extra 0.5%, it's not just a mere 0.5% for 100 sp at this point. This is going to affect all six of my speciality branches above - a cumulative 3% total for 100 sp. So, if you take a long view at this, actually maximizing your tier 1 skill - especially if you have already many speciality branches invested in - is actually a mathematically strong thing to do.

This may be less pronounced in skill trees that start with 2 skills (most ground trees, and the space engineer one), but it's still not necessarily bad - especially around endgame when you're contemplating paying for a +4 bonus with 500sp in something.

For more linear skillpaths, like the starship command and weapons ones... then yes, maxing the tier 1 skills has drastically less benefits unless you're comparing a SP to percentile bonus ratio between tier 1 and tier 5 (for example, someone investing in anti-proton weaponry).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 63
08-01-2011, 05:23 PM
Quote:
Originally Posted by Zoberraz View Post
If I use that 100 sp to buy myself that extra 0.5%, it's not just a mere 0.5% for 100 sp at this point. This is going to affect all six of my speciality branches above - a cumulative 3% total for 100 sp. So, if you take a long view at this, actually maximizing your tier 1 skill - especially if you have already many speciality branches invested in - is actually a mathematically strong thing to do.
Even though adding the values together is specious, it *still* does not equal the 6% boost you get for level 1 in a 100 point skill.

No matter how you try to break it down, the most efficient way to spend skills is 5 for every t1 skill (with 7s in a few to bring up to the 6700 points). 15% on everything you do is much more efficient than 18% on some things and 0% on everything else. If you want to benefit from those science skills, then make *those* the skills you raise to level 7.

Unless you're *hardcore* PVP and need every single drop of whatever, there is no reason to ever raise 100 point skills to level 8 or 9, and the only reason for some to 7 is that you need to spend 6700 points at T1.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 64 Important Update
08-06-2011, 03:38 AM
It has recently come to my attention that DStahl recently was interviewed by a reigning community podcast and commented on that they're working on revamping the skill system.

This means that in the future, this guide will become depreciated as changes to the skill system may be in the future of STO.

Currently, as it stands, the guide still works. Up until the point wherein the skill system is changed, this guide remains valid.

Also, for those who have serious, uncommon or unusual questions about skill allocation can send me an ingame mail or a forum PM, and I will be glad to help you
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 65
08-13-2011, 08:13 PM
Confirmed , I direct your attention to the STO Wiki page entitled "Upcomming Content " . The paragraph marked September, second line from the bottom. I would post a link , if I knew how.
Lt. Commander
Join Date: Dec 2007
Posts: 120
could some one plz help me with this tiny problem i am planing on creating a new captain that has a crew filled with those pesky efficient bo's but i am not sure wich class the captain can be best to benefit most from those aditional skills from the efficient skill that rare bo's bring into the equation?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 67
08-29-2011, 10:39 AM
Quote:
Originally Posted by stargazer99999
could some one plz help me with this tiny problem i am planing on creating a new captain that has a crew filled with those pesky efficient bo's but i am not sure wich class the captain can be best to benefit most from those aditional skills from the efficient skill that rare bo's bring into the equation?
Efficient crew members will help raise your ship's power on your non-primary power levels.

Tac Captains who have high Weapon Power get a small bump to Shields, Engine, and Aux power, Sci with high Aux find Weapon, Shields, and Engine levels get the buff, etc. This can help any class, it all just depends on your build and purpose.

Remember that Efficient BOs stack with a Captain who also has the Efficient Trait.

For more info on Ship's Power and to play with how the settings might work for you check out my Ship Power Level Calculator thread (link in my signature).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 68
10-19-2011, 12:08 PM
Hello.

Ok, I'm currently in Day 3 of my STO adventure. Coming from other MMO's, I'm enjoying myself as I love Star Trek, and really like the space battles, so far.

Anyhow, after reading this guide I really feel as confused as before I read it. I am just not understanding some of the terms being used. Also, I am a visual person, so trying to remember some of this from playing isn't helping either, lol

Anyhow, currently, I am playing a Tactical Officer on an Escort Ship. I'm only a Lt. Grade 6. For lack of knowing any better, and because I hadn't seen this yet, I just picked a few "boxes" (skills) and maxed them to 9.

Now, after reading this, it seems like that was the worst thing I could have done.

Do all players get a free respec? Or, was that some kind of vet reward? Maybe I'm not too screwed yet as I'm only Lt. Gr 6, so I have a ways to go.

Also, I'm assuming that by Tiers, you mean ranks... i.e. Lt is T1 and Lt Cmdr is T2... etc?

Thanks for any help. If anyone plays a Tact Officer on an Escort ship, and knows a good route to take, please feel free to let me know

Thx,
Towani
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 69
12-01-2011, 01:45 PM
FINAL UPDATE POSTED

DUE TO RECENT CHANGES IN THE GAME THAT I AM NOT IN FAVOR OF, I AM NO LONGER UPDATING THIS GUIDE TO CURRENT SKILL CHANGES.

I am also ending my association with STO.

My apologies to the community of STO, I've heard more than enough whispers of support in me making a brand-new guide with the new skill system, but because of the aformentioned reason above, I am no longer continuing this guide or creating a new one.

Mods, please lock and unsticky. Thank you for the time, and once again, I am sorry.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 70
12-02-2011, 07:16 PM
wow, this guy feels strongly about a little skill points. Can you say what about them you are not in favor of?
Reply

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 01:02 AM.