Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Some new Skill Tree notes
01-07-2012, 04:29 PM
Tested on a KDF atc T4 Hegh'ta with all white equipment/weapons and consoles, but still take with a grain of salt...

Attack Patterns
attackpatternAlpha3:
0 points +33% damage +3.3% critical chance +33% critical severity +80 turnrate
6 points +47% damage +4.7% critical chance +47% critical severity +114 turnrate
9 points +50% damage +5.0% critical chance +50% critical severity +120 turnrate
attackpatternBeta1:
0 points -20 damage resist -80 stealth
6 points -28 damage resist -114 stealth
9 points -30 damage resist -120 stealth
attackpatternBeta2:
0 points -27 damage resist -106 stealth
6 points -38 damage resist -151 stealth
9 points -40 damage resist -158 stealth
attackpatternBeta3:
0points -33 damage resist -133 stealth
6 points -47 damage resist -189 stealth
9 points -50 damage resist -199 stealth

attackpatternDelta1:
0 points tofriendly +20 damage resist toenemy -20 damage resist -80 stealth
6 points tofriendly +28 damage resist toenemy -28 damage resist -114 stealth
9 points tofriendly +30 damage resist toenemy -30 damage resist -120 stealth
attackpatternDelta2:
0 points tofriendly +27 damage resist toenemy -27 damage resist -106 stealth
6 points tofriendly +38 damage resist toenemy -38 damage resist -133 stealth
9 points tofriendly +40 damage resist toenemy -40 damage resist -158 stealth
attackpatternDelta3:
0 points tofriendly +33 damage resist toenemy -33 damage resist -133 stealth
6 points tofriendly +47 damage resist toenemy -47 damage resist -189 stealth
9 points tofriendly +50 damage resist toenemy -50 damage resist -199 stealth

attackpatterOmega1:
0 points +10% damage +15% damage resist +88% turn +88% speed +18% defense strength
6 points +14% damage +21% damage resist +160% turn +160% speed +26% defense strength
9 points +15% damage +22% damage resist +168% turn +168% speed +27% defense strength

attackpatterOmega2:
0 points +10% damage +20% damage resist +88% turn +88% speed +24% defense strength
6 points +14% damage +21% damage resist +160% turn +160% speed +34% defense strength
9 points +15% damage +30% damage resist +168% turn +168% speed +36% defense strength

attackpatterOmega3:
0 points +17% damage +25% damage resist +88% turn +88% speed +30% defense strength
6points +24% damage +28% damage resist +160% turn +160% speed +43% defense strength
9 points +25% damage +37% damage resist +168% turn +168% speed +45% defense strengthstrength
Weapon Training
Driver Coil

Star Ship Batteries
  • 0 points 10 base duration.
  • 5 points 15 second duration
  • 9 points 20 second duration

Hull Repair
Flow Capacitors
Shield Emitters
Grenades
Weapon Proficiency

Energy Weapons
Projectile Weapons
Structural Intergrity
Subsystem Repair

Warp Core Efficiency:
3 points
  • Weapons pl25/+5.06 pl50/+2.53 pl70/+.51
  • shields pl25/+5.06 pl50/+2.53 pl70/+.51
  • engines pl25/+5.06 pl50/+2.53 pl70/+.51
  • auxillary pl25/+5.06 pl50/+2.53 pl70/+.51
6 points
  • Weapons pl25/+7.88 pl50/+3.94 pl70/+.79
  • shields pl25/+7.88 pl50/+3.94 pl70/+.79
  • engines pl25/+7.88 pl50/+3.94 pl70/+.79
  • auxillary pl25/+7.88 pl50/+3.94 pl70/+.79
9 points
  • Weapons pl25/+9.28 pl50/+4.64 pl70/+.93
  • shields pl25/+9.28 pl50/+4.64 pl70/+.93
  • engines pl25/+9.28 pl50/+4.64 pl70/+.93
  • auxillary pl25/+9.28 pl50/+4.64 pl70/+.93

Power Insulators
Shield Systems
Combat Specialist
PS generator

Maneuvers
Base Bonus Defense:
  • 0points: 50 power level = 52.5%; 100 powerlevel = 55.0%
  • 6 points: 50 power level = 60.0%; 100 powerlevel = 67.7%
  • 9 points: 50 powerlevel = 70.0%; 100 power level = 70.0%

Targeting Systems
  • 0 points: base bonus accuracy: 0.0%
  • 6 points: base bonus accuracy 12.7%
  • 9 points: base bonus accuracy: 15.0%

Electro-Plasma Systems
  • 0 points 110% (5.5/second transfer rate)
  • 3 points 164% (8.2/second transfer rate)
  • 6 points 194% (9.7/second transfer rate)
  • 9 points 209% (10.1/second transfer rate)
Impulse thrusters {heghta}
  • 0 points/50 power: 3.8 turn 20.45 speed
  • 0 points/10 0power: 4.1 turn 32.74 speed
  • 3 points/50power: 4.1 turn 25.29 speed
  • 3 points/100power: 4.2 turn 38.9 speed
  • 6 points/50power: 4.1 turn 27.93 speed
  • 6 points/100power: 4.3 turn 41.86 speed
  • 9 points/50power: 4.1 turn 29.31 speed
  • 9points/100power: 4.3 (47.7@FI) turn 43.79 speed

Warp Core Potential
  • 3 points +2.70 all power
  • 6 points +4.20 all power
  • 9points +4.95 all power

Graviton Generators
Particle generators
Special forces
Threat Control

Stealth

SS Threat Control *
  • 0 points = +0.0% bonus
  • 3 points = +6.9% bonus
  • 6 points = +9.4% bonus
  • 9 points = +10.6% bonus

Starship Engine Performance
  • 0 points = +0 bonus
  • 3 points = +5.4 bonus
  • 6 points = +8.4 bonus
  • 9 points = +9.9 bounus

HUll Plating
  • 0 points 2.0% damage resist
  • 3 points 9.2% damage resist
  • 6 points 12.7% damage resist
  • 9 points 14.4% damage resist

Starship Shield Performance
  • 0 points = +0 bonus
  • 3 points = +5.4 bonus
  • 6 points = +8.4 bonus
  • 9 points = +9.9 bounus


Inertial Dampners

Sensors:
Squad Command
Willpower


StarShip Energy weapon specialization
  • note that these scores are on a weapon by weapon effect and will not display in the ship UI
    Rank 1 ...... +18 ...... + .36% Critical Hit Chance ...... + 4.54% Critical Severity
    Rank 2 ...... +36 ...... + .73% Critical Hit Chance ...... + 9.09% Critical Severity
    Rank 3 ...... +54 ...... + 1.0% Critical Hit Chance ...... + 13.64% Critical Severity
    Rank 4 ...... +64 ...... + 1.3% Critical Hit Chance ...... + 16.16% Critical Severity
    Rank 5 ...... +74 ...... + 1.5% Critical Hit Chance ...... + 18.69% Critical Severity
    Rank 6 ...... +84 ...... + 1.7% Critical Hit Chance ...... + 21.22% Critical Severity
    Rank 7 ...... +89 ...... + 1.8% Critical Hit Chance ...... + 22.48% Critical Severity
    Rank 8 ...... +94 ...... + 1.9% Critical Hit Chance ...... + 23.74% Critical Severity
    Rank 9 ...... +99 ...... + 2.0% Critical Hit Chance ...... + 25.01% Critical Severity

StarShip Projectile weapons specialization
  • note that these scores are on a weapon by weapon effect and will not display in the ship UI
    Rank 1 ...... +18 ...... + .36% Critical Hit Chance ...... + 4.54% Critical Severity
    Rank 2 ...... +36 ...... + .73% Critical Hit Chance ...... + 9.09% Critical Severity
    Rank 3 ...... +54 ...... + 1.0% Critical Hit Chance ...... + 13.64% Critical Severity
    Rank 4 ...... +64 ...... + 1.3% Critical Hit Chance ...... + 16.16% Critical Severity
    Rank 5 ...... +74 ...... + 1.5% Critical Hit Chance ...... + 18.69% Critical Severity
    Rank 6 ...... +84 ...... + 1.7% Critical Hit Chance ...... + 21.22% Critical Severity
    Rank 7 ...... +89 ...... + 1.8% Critical Hit Chance ...... + 22.48% Critical Severity
    Rank 8 ...... +94 ...... + 1.9% Critical Hit Chance ...... + 23.74% Critical Severity
    Rank 9 ...... +99 ...... + 2.0% Critical Hit Chance ...... + 25.01% Critical Severity
    %

Hull Armor
  • 0 points 2.0% damage resist
  • 3 points 9.2% damage resist
  • 6 points 12.7% damage resist
  • 9 points 14.4% damage resist

Auxillary performance
  • 0 points = +0 bonus
  • 3 points = +5.4 bonus
  • 6 points = +8.4 bonus
  • 9 points = +9.9 bounus

Weapon performance
  • 0 points = +0 bonus
  • 3 points = +5.4 bonus
  • 6 points = +8.4 bonus
  • 9 points = +9.9 bounus


Countermeasures
Subspace Compiler
Advanced Tactics
Combat Armor

* thanks to Dogsbody for these stats and make sure to see his post on SS Threat Control and Hull Plating cross-over skilling stats.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
01-08-2012, 07:45 AM
Hi, I'm new to STO and this is my first post.

First I want to say that this is some great info, I've respec'd my VA already but I'll be using this info for a second respec in a week or two once I get the hang of the new system, and your post will be particularly useful.


I wanted to ask about the following:

Quote:
Originally Posted by Roach View Post
StarShip Energy weapon specialization
0points: Critical Chance: 2.5% Critical Severity: 50.0%
6points: Critical Chance: 2.5% Critical Severity: 50.0%
9points: Critical Chance: 2.5% Critical Severity: 50.0%

StarShip Projectile weapons specialization
0points: Critical Chance: 2.5% Critical Severity: 50.0%
6points: Critical Chance: 2.5% Critical Severity: 50.0%
9points: Critical Chance: 2.5% Critical Severity: 50.0%

Perhaps I've missed something, but adding points to these skills seems to do nothing on face value.

Is there maybe somewhere else that the effect would be noticed? I've got 9 points in both of these skills on live, and before I progress to my next respec - I'm curious about the above two skills and how they are supposed to work, and if the info above is an indication that they are possibly not working as intended, their values are not displaying correctly or lastly (and hopefully not accurate) they simply aren't worth the points?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
01-08-2012, 08:01 AM
Quote:
Originally Posted by USS_Ultimatum
Hi, I'm new to STO and this is my first post.

First I want to say that this is some great info, I've respec'd my VA already but I'll be using this info for a second respec in a week or two once I get the hang of the new system, and your post will be particularly useful.


I wanted to ask about the following:




Perhaps I've missed something, but adding points to these skills seems to do nothing on face value.

Is there maybe somewhere else that the effect would be noticed? I've got 9 points in both of these skills on live, and before I progress to my next respec - I'm curious about the above two skills and how they are supposed to work, and if the info above is an indication that they are possibly not working as intended, their values are not displaying correctly or lastly (and hopefully not accurate) they simply aren't worth the points?
Nope, the ship doll UI (under Attack) gives no change in skilling these skills at all. Only the Borg Universal console and the effects of ApA seem to change them.
At thtis time we players do not know if the skills SS Energy weapon profficiency and Projectile profficiency change these numbers or give any indication of how they may be progressing upwards in skill rank from 0points to 9points.

Though testing on tribble did show (to me anyway) that if not skilled a player will Critical Hit less often in combat.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
01-09-2012, 10:33 AM
Thanks Roach! Great info.
Are you as crazy as your avatar looks?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
01-09-2012, 01:16 PM
Quote:
Originally Posted by Vaughnn
Are you as crazy as your avatar looks?
I'm sure they will say so......I always thought I was the sane one of the group.:p
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
01-09-2012, 04:05 PM
Quote:
Originally Posted by Roach View Post
Tested on a KDF atc T4 Hegh'ta with all white equipment/weapons and consoles, but still take with a grain of salt...

Attack Patterns
attackpatternAlpha3: 0points +33% damage +3.3% critical chance +33% critical severity +80 turnrate
6points +47% damage +4.7% critical chance +47% critical severity +114 turnrate
9points +50% damage +5.0% critical chance +50% critical severity +120 turnrate

attackpatternBeta1: 0points -20 damage resist -80 stealth
6points -28 damage resist -114 stealth
9points -30 damage resist -120 stealth
attackpatternBeta2: 0points -27 damage resist -106 stealth
6points -38 damage resist -151 stealth
9points -40 damage resist -158 stealth
attackpatternBeta3: 0points -33 damage resist -133 stealth
6points -47 damage resist -189 stealth
9points -50 damage resist -199 stealth

attackpatternDelta1: 0points tofriendly +20 damage resist toenemy -20 damage resist -80 stealth
6points tofriendly +28 damage resist toenemy -28 damage resist -114 stealth
9points tofriendly +30 damage resist toenemy -30 damage resist -120 stealth
attackpatternDelta2: 0points tofriendly +27 damage resist toenemy -27 damage resist -106 stealth
6points tofriendly +38 damage resist toenemy -38 damage resist -133 stealth
9points tofriendly +40 damage resist toenemy -40 damage resist -158 stealth
attackpatternDelta3: 0points tofriendly +33 damage resist toenemy -33 damage resist -133 stealth
6points tofriendly +47 damage resist toenemy -47 damage resist -189 stealth
9points tofriendly +50 damage resist toenemy -50 damage resist -199 stealth

attackpatterOmega1: 0points +10% damage +15% damage resist +88% turn +88% speed +18% defense strength
6points +14% damage +21% damage resist +160% turn +160% speed +26% defense strength
9points +15% damage +22% damage resist +168% turn +168% speed +27% defense strength
attackpatterOmega2: 0points +10% damage +20% damage resist +88% turn +88% speed +24% defense strength
6points +14% damage +21% damage resist +160% turn +160% speed +34% defense strength
9points +15% damage +30% damage resist +168% turn +168% speed +36% defense strength
attackpatterOmega3: 0points +17% damage +25% damage resist +88% turn +88% speed +30% defense strength
6points +24% damage +28% damage resist +160% turn +160% speed +43% defense strength
9points +25% damage +37% damage resist +168% turn +168% speed +45% defense strength
Weapon Training
Driver Coil

Star Ship Batteries
0points 10 base duration.
5points 15 second duration
9points 20 second duration

Hull Repair
Flow Capacitors
Shield Emitters
Grenades
Weapon Proficiency

Energy Weapons
Projectile Weapons
Structural Intergrity
Subsystem Repair

Warp Core Efficiency:
3points
Weapons pl25/+10 pl50/+6 pl70/+3
shields pl25/+10 pl50/+6 pl70/+3
engines pl25/+10 pl50/+6 pl70/+3
auxillary pl25/+10 pl50/+6 pl70/+3
6points
Weapons pl25/+14 pl50/+9 pl70/+5
shields pl25/+14 pl50/+9 pl70/+5
engines pl25/+14 pl50/+9 pl70/+5
auxillary pl25/+14 pl50/+9 pl70/+5
9points
Weapons pl25/+16 pl50/+11 pl70/+6
shields pl25/+16 pl50/+11 pl70/+6
engines pl25/+16 pl50/+11 pl70/+6
auxillary pl25/+16 pl50/+11 pl70/+6

Power Insulators
Shield Systems
Combat Specialist
PS generator

Maneuvers
0points:base bonus defense/50power level = 52.5% 100powerlevel = 55.0%
6points: 50power level = 60.0% 100powerlevel = 67.7%
9points: 50powerlevel = 70.0% 100power level = 70.0%

Targeting Systems
0points: base bonus accuracy: 0.0%
6points: base bonus accuracy 12.7%
9points: base bonus accuracy: 15.0%

Electro-Plasma Systems
0points 110% (5.5/second transfer rate)
3points 164% (8.2/second transfer rate)
6points 194% (9.7/second transfer rate)
0points 209% (10.1/second transfer rate)

Impulse thrusters {heghta}
0points/50power: 3.8 turn 20.45 speed
0points/100power: 4.1 turn 32.74 speed
3points/50power: 4.1 turn 25.29 speed
3points/100power: 4.2 turn 38.9 speed
6points/50power: 4.1 turn 27.93 speed
6points/100power: 4.3 turn 41.86 speed
9points/50power: 4.1 turn 29.31 speed
9points/100power: 4.3 (47.7@FI) turn 43.79 speed

Warp Core Potential
3points +3 all power
6points +4 all power
9points +5 all power

Graviton Generators
Particle generators
Special forces
Threat Control

Stealth
SS Threat Control

Starship Engine Performance
0points = +0 bonus
3points = +6 bonus
6points = +9 bonus
9points = +11 bounus

HUll Plating (in theory)
0points 2.0% damage resist
6points 11.5% damage resist
9points 13.0% damage resist

Starship Shield Performance
0points = +0 bonus
3points = +6 bonus
6points = +9 bonus
9points = +11 bonus


Inertial Dampners

Sensors:
Squad Command
Willpower


StarShip Energy weapon specialization
0points: Critical Chance: 2.5% Critical Severity: 50.0%
6points: Critical Chance: 2.5% Critical Severity: 50.0%
9points: Critical Chance: 2.5% Critical Severity: 50.0%

StarShip Projectile weapons specialization
0points: Critical Chance: 2.5% Critical Severity: 50.0%
6points: Critical Chance: 2.5% Critical Severity: 50.0%
9points: Critical Chance: 2.5% Critical Severity: 50.0%

Hull Armor
0points 2.0% damage resist
6points 11.5% damage resist
9points 13.0% damage resist

Auxillary performance
0points =+0 bonus
3points = +6 bonus
6points = +9 bonus
9points = +11 bonus

Weapon performance
0points = +0 bonus
3points = +6 bonus
6points = +9 bonus
9points = +11 bonus


Countermeasures
Subspace Compiler
Advanced Tactics
Combat Armor
Excellent work Roach! I hope you don't mind but I'm going to quote your post to put on our boards.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
01-11-2012, 05:19 AM
Quote:
Originally Posted by JCSWW View Post
Excellent work Roach! I hope you don't mind but I'm going to quote your post to put on our boards.
Go for it. Though I do not know if my choice of vessel (the Hegh'ta) had any effect or skewing of the numbers, so always take these scores with a grain of salt.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
01-11-2012, 06:46 AM
your vessel cant have much skewing of certain numbers, the bonuses granted per skill point are the numbers to look at, their effect on your ship are the numbers not to look at. but the bonus in power to a system for example with engnie performance with 6 points as opposed to 9, will be accurate.

did you put the points in and check your stats in real time? or did u have to do this on tribble

also

Quote:
StarShip Energy weapon specialization
0points: Critical Chance: 2.5% Critical Severity: 50.0%
6points: Critical Chance: 2.5% Critical Severity: 50.0%
9points: Critical Chance: 2.5% Critical Severity: 50.0%

StarShip Projectile weapons specialization
0points: Critical Chance: 2.5% Critical Severity: 50.0%
6points: Critical Chance: 2.5% Critical Severity: 50.0%
9points: Critical Chance: 2.5% Critical Severity: 50.0%
thats gotta be a bug, putting points in the spec skill says it gives you a higher crit chance and crit severity, but not based on that.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
01-11-2012, 06:56 AM
Quote:
Originally Posted by Roach View Post
Tested on a KDF atc T4 Hegh'ta with all white equipment/weapons and consoles, but still take with a grain of salt...

*snip*
Great work, Roach. I added some formatting with lists to my quote for improved readability.

Reformatted version of Roach's post (so that you can quote it or he can copy & paste it in the OP.

Attack Patterns
attackpatternAlpha3:
  • 0 points +33% damage +3.3% critical chance +33% critical severity +80 turnrate
  • 6 points +47% damage +4.7% critical chance +47% critical severity +114 turnrate
  • 9 points +50% damage +5.0% critical chance +50% critical severity +120 turnrate
attackpatternBeta1:
  • 0 points -20 damage resist -80 stealth
  • 6 points -28 damage resist -114 stealth
  • 9 points -30 damage resist -120 stealth
attackpatternBeta2:
  • 0 points -27 damage resist -106 stealth
  • 6 points -38 damage resist -151 stealth
  • 9 points -40 damage resist -158 stealth
attackpatternBeta3:
  • 0points -33 damage resist -133 stealth
  • 6 points -47 damage resist -189 stealth
  • 9 points -50 damage resist -199 stealth

attackpatternDelta1:
  • 0 points tofriendly +20 damage resist toenemy -20 damage resist -80 stealth
  • 6 points tofriendly +28 damage resist toenemy -28 damage resist -114 stealth
  • 9 points tofriendly +30 damage resist toenemy -30 damage resist -120 stealth
attackpatternDelta2:
  • 0 points tofriendly +27 damage resist toenemy -27 damage resist -106 stealth
  • 6 points tofriendly +38 damage resist toenemy -38 damage resist -133 stealth
  • 9 points tofriendly +40 damage resist toenemy -40 damage resist -158 stealth
attackpatternDelta3:
  • 0 points tofriendly +33 damage resist toenemy -33 damage resist -133 stealth
  • 6 points tofriendly +47 damage resist toenemy -47 damage resist -189 stealth
  • 9 points tofriendly +50 damage resist toenemy -50 damage resist -199 stealth

attackpatterOmega1:
  • 0 points +10% damage +15% damage resist +88% turn +88% speed +18% defense strength
  • 6 points +14% damage +21% damage resist +160% turn +160% speed +26% defense strength
  • 9 points +15% damage +22% damage resist +168% turn +168% speed +27% defense strength

attackpatterOmega2:
  • 0 points +10% damage +20% damage resist +88% turn +88% speed +24% defense strength
  • 6 points +14% damage +21% damage resist +160% turn +160% speed +34% defense strength
  • 9 points +15% damage +30% damage resist +168% turn +168% speed +36% defense strength

attackpatterOmega3:
  • 0 points +17% damage +25% damage resist +88% turn +88% speed +30% defense strength
  • 6points +24% damage +28% damage resist +160% turn +160% speed +43% defense strength
  • 9 points +25% damage +37% damage resist +168% turn +168% speed +45% defense strength


Star Ship Batteries
  • 0 points 10 base duration.
  • 5 points 15 second duration
  • 9 points 20 second duration


Warp Core Efficiency:
3 points
  • Weapons pl25/+10 pl50/+6 pl70/+3
  • shields pl25/+10 pl50/+6 pl70/+3
  • engines pl25/+10 pl50/+6 pl70/+3
  • auxillary pl25/+10 pl50/+6 pl70/+3
6 points
  • Weapons pl25/+14 pl50/+9 pl70/+5
  • shields pl25/+14 pl50/+9 pl70/+5
  • engines pl25/+14 pl50/+9 pl70/+5
  • auxillary pl25/+14 pl50/+9 pl70/+5
9 points
  • Weapons pl25/+16 pl50/+11 pl70/+6
  • shields pl25/+16 pl50/+11 pl70/+6
  • engines pl25/+16 pl50/+11 pl70/+6
  • auxillary pl25/+16 pl50/+11 pl70/+6


Maneuvers
Base Bonus Defense:
  • 0points: 50 power level = 52.5%; 100 powerlevel = 55.0%
  • 6 points: 50 power level = 60.0%; 100 powerlevel = 67.7%
  • 9 points: 50 powerlevel = 70.0%; 100 power level = 70.0%

Targeting Systems
  • 0 points: base bonus accuracy: 0.0%
  • 6 points: base bonus accuracy 12.7%
  • 9 points: base bonus accuracy: 15.0%

Electro-Plasma Systems
  • 0 points 110% (5.5/second transfer rate)
  • 3 points 164% (8.2/second transfer rate)
  • 6 points 194% (9.7/second transfer rate)
  • 9 points 209% (10.1/second transfer rate)
Impulse thrusters {heghta}
  • 0 points/50 power: 3.8 turn 20.45 speed
  • 0 points/10 0power: 4.1 turn 32.74 speed
  • 3 points/50power: 4.1 turn 25.29 speed
  • 3 points/100power: 4.2 turn 38.9 speed
  • 6 points/50power: 4.1 turn 27.93 speed
  • 6 points/100power: 4.3 turn 41.86 speed
  • 9 points/50power: 4.1 turn 29.31 speed
  • 9points/100power: 4.3 (47.7@FI) turn 43.79 speed

Warp Core Potential
  • 3 points +3 all power
  • 6 points +4 all power
  • 9points +5 all power

Starship Engine Performance
  • 0 points = +0 bonus
  • 3 points = +6 bonus
  • 6 points = +9 bonus
  • 9 points = +11 bounus

HUll Plating (in theory)
  • 0 points 2.0% damage resist
  • 6 points 11.5% damage resist
  • 9 points 13.0% damage resist

Starship Shield Performance
  • 0 points = +0 bonus
  • 3 points = +6 bonus
  • 6 points = +9 bonus
  • 9 points = +11 bonus


StarShip Energy weapon specialization
  • 0 points: Critical Chance: 2.5% Critical Severity: 50.0%
  • 6 points: Critical Chance: 2.5% Critical Severity: 50.0%
  • 9 points: Critical Chance: 2.5% Critical Severity: 50.0%

StarShip Projectile weapons specialization
  • 0 points: Critical Chance: 2.5% Critical Severity: 50.0%
  • 6 points: Critical Chance: 2.5% Critical Severity: 50.0%
  • 9 points: Critical Chance: 2.5% Critical Severity: 50.0%

Hull Armor
  • 0 points 2.0% damage resist
  • 6 points 11.5% damage resist
  • 9 points 13.0% damage resist

Auxillary performance
  • 0 points =+0 bonus
  • p oints = +6 bonus
  • 6 points = +9 bonus
  • 9 points = +11 bonus

Weapon performance
  • 0 points = +0 bonus
  • p oints = +6 bonus
  • 6 points = +9 bonus
  • 9 points = +11 bonus

Mustrum "In Roach We Trust" Ridcully
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
01-11-2012, 07:02 AM
Quote:
Originally Posted by Cruis.In View Post
your vessel cant have much skewing of certain numbers, the bonuses granted per skill point are the numbers to look at, their effect on your ship are the numbers not to look at. but the bonus in power to a system for example with engnie performance with 6 points as opposed to 9, will be accurate.

did you put the points in and check your stats in real time? or did u have to do this on tribble

also



thats gotta be a bug, putting points in the spec skill says it gives you a higher crit chance and crit severity, but not based on that.
I think the problem is there is no element in the User Interface where you actually see the crit chance and the crit severity fo ra particular weapon type. The only UI that even denotes anything about it presents the number that applies to all weapons, but not specific ones. T he only way currently to find out whether these skills work and what they add would be to check combat logs over statistically large enough series of attacks. That is not entirely easy, as you must eliminate factors like target speed and defense and the like. It's probably at least a two-man job (I believe both Nagorak and BigRedJedi used fleet mates for similar tests).
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