Lt. Commander
Join Date: Dec 2007
Posts: 120
title says it all

if i select Polarize Hull in the Skilltree, in the top right dropdown that shows you what is tied to what skill exactly... nothing lights up.


So no buffing of Polarize Hull (did they forget it in the skill revamp?) or is it a display error?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
12-13-2011, 08:12 AM
Its tied to Hazard Emitters so I keep my AUX power up past 50.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
12-13-2011, 02:31 PM
Polarize hull no longer is affected by skills, just aux. See my sig for info on science powers.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
12-13-2011, 11:41 PM
Quote:
Originally Posted by Foxrocks
Polarize hull no longer is affected by skills, just aux. See my sig for info on science powers.
Ugh... good to know I keep AUX above 50
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
12-14-2011, 06:40 AM
Wait a second. You got to be kidding me? They actually nerfed polarize hull? Because I used that ability alot to hull tank in pvp which saved my rear more than hazard emitters.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
12-14-2011, 12:02 PM
Skill contributions were removed from Polarize Hull - that much is true.

The baseline effectiveness of the skill was increased up to at least 80% of what was previously achievable if you were fully specced into all 3 skills that contributed to its prior effectiveness. (This baseline varies a bit by each rank)

This choice was made for a fairly simple philosophical reason: We could not determine an appropriate *active* skill upon which this power would rely. The most obvious would be to tie it to Hull Plating or Armor Reinforcements. However, we wanted to keep *passive* skills of this nature out of the power system, so they could be tuned properly on their own merits.

I'm open to hearing alternative suggestions, or feedback regarding a need for tuning, but for the time being this power is working as-designed. It was not intended to be a nerf (in fact, players that were not fully skilled in Starship Operations, Hazard Systems and Emitters, will generally see an increase in effectiveness).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
12-14-2011, 02:24 PM
http://en.memory-alpha.org/wiki/Polarized_hull_plating

After reading the article, why can't we tie it to the EPS Power Flow skills?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
12-14-2011, 10:12 PM
Quote:
Originally Posted by BorticusCryptic
Skill contributions were removed from Polarize Hull - that much is true.

The baseline effectiveness of the skill was increased up to at least 80% of what was previously achievable if you were fully specced into all 3 skills that contributed to its prior effectiveness. (This baseline varies a bit by each rank)

This choice was made for a fairly simple philosophical reason: We could not determine an appropriate *active* skill upon which this power would rely. The most obvious would be to tie it to Hull Plating or Armor Reinforcements. However, we wanted to keep *passive* skills of this nature out of the power system, so they could be tuned properly on their own merits.

I'm open to hearing alternative suggestions, or feedback regarding a need for tuning, but for the time being this power is working as-designed. It was not intended to be a nerf (in fact, players that were not fully skilled in Starship Operations, Hazard Systems and Emitters, will generally see an increase in effectiveness).
Please call it what is it. A nerf. I would appreciate it. I used to get over 80 resists with polarize hull 1 at maximum aux, max skill. Now I get at best 62 with maximum skill and max aux. In effect it has ruined my ability to snap tank in a serious situation because I am taking much more damage because on the almost 20 resists to all taken off.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
12-16-2011, 04:40 PM
Quote:
Originally Posted by BorticusCryptic
The baseline effectiveness of the skill was increased up to at least 80% of what was previously achievable if you were fully specced into all 3 skills that contributed to its prior effectiveness. (This baseline varies a bit by each rank)

I'm open to hearing alternative suggestions, or feedback regarding a need for tuning, but for the time being this power is working as-designed. It was not intended to be a nerf (in fact, players that were not fully skilled in Starship Operations, Hazard Systems and Emitters, will generally see an increase in effectiveness).
I see where you are coming from but I think that discussing the effectiveness based solely on skill point contributions is somewhat misleading. Science Consoles and the Deflector Dish both used to give bonuses to the Polarize Hull which is now no longer the case. In the extreme case a character could have potentially potentially been getting +135 skill bonus through consoles (4 x +18 consoles, and +63 from a heavily optimized Deflector Dish), even a more reasonable setup of two consoles and an Aegis or Borg Deflector Dish would give a +69 bonus.

Ok, math time. My understanding is that skill bonuses are essentially a percentage increase in effectiveness, so a fully skilled character would, under the old system, see the power's effectiveness as double it's base effectiveness. Assume that the previous base effective level of the power is equal to X. According you your post you have set the new base effectiveness to 1.6 * X (80% of twice the base effectiveness). However, if we assume that a fully skilled player using Polarize Hull with a moderate amount of gear boosting it (the previous mentioned +69 bonus) would have an observed effectiveness under the old system of 2.69 * X. That means that for them the power is reduced to about 60% of it's previous effectiveness.

So in summary, I think you either need to figure out a suitable skill so that ti benefits from consoles and the Deflector dish again or give ti a buff to account for a reasonable amount of gear as well as skill point investment.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
12-17-2011, 10:19 AM
fascinating!

i just made a posting about how i do see no need for the Skilltree at all.

now you tell me that this one skill actually is not tied to the Skilltree anymore at all?

YES!!!

Proof of Concept, right there!

-> http://forums.startrekonline.com/sho...9&postcount=29

Quote:
Originally Posted by Z3R0B4NG View Post
<snip>

In my Opinion, this game does not need a Skilltree to begin with.
There is just no need for all this useless background math.
In other games you would gain ABILITIES through Skilltrees.

There were multiple threads at the beginning of the game asking to not put a cap on the Skilltree.
There is no difference if you max out everything, or don't have a Skilltree to begin with.

The Skilltree only makes things more complicated for everyone.
Players get confused, all they want is an effective Char to play with.
Dev's have 500% the brain-work to put in any new Skill, any change, constant nerfing and buffing of things that are variable anyway...

Why not just say OK, this skill does so much healing, this skill does so much damage and be done with it?

The Skilltree is more trouble than it's worth to have....

i know, that's just like MY opinion.

But why keep it if it isn't even fun?

Just think how much more Dev Time could be used for more important things if this math monster of a Skilltree wasn't in the game.
Just think how much more time you would have to PLAY if you would not need to fiddle around with Excel to get a good build together...

NO NEED!

<snip>



now only do this to ALL the abilities...
and move the *training abilities* for BOffs to the Skilltrainer (because it's stupid to need other players to train your BOffs anyway, especially in a way that they can just simply not give them back, or you can't trade special BOffs like the Borg Preorder BOff... and so on).

That makes efficient cross-builds, like say, an Engineer in an Escort or Tactician in a SCI ship, that much more difficult to achieve.
An Engineer in the Excelsior has a hard time to get his hands on Beam Overload III for example (800.000 EC on the exchange, and half an hour of reading mouse over info ... NOT fun! )
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