Lt. Commander
Join Date: Dec 2007
Posts: 120
# 31
01-31-2012, 07:33 PM
Quote:
Originally Posted by Roach View Post
Test

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

.
I gotta say, that this has bot to be the most dis ppointing to me. I mean: 0 points spent/50 power versus 6 points/50 power is only a .3 gain?!? That is next to a useless/waste of points.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 32
01-31-2012, 09:13 PM
Quote:
Originally Posted by BorticusCryptic
It is thorough testing and reporting like this that keeps me coming back to the Forums on such a regular basis. Thanks for your hard work on this! There are already a few spots I can see may need some fixing in the future, as well as some UI element updates.
If you're able to, could you at least provide us with the numbers that we should be seeing for the weapon specialization skills?

There's no way to really make an informed decision on putting skill points into these skills currently.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 33
01-31-2012, 10:36 PM
Roach, did you test Stealth?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 34
02-01-2012, 03:32 PM
I've been doing some testing on the power related skills (Efficiency and Potential so far, Performance coming soon), and I've posted my results here:
http://forums.startrekonline.com/showthread.php?p=3984866

Basically it looks like Efficiency can be calculated using this formula: (Efficiency Skill/533)*max(75-Power,0), and Potential simply adds (Potenial Skill*0.05) to all subsystems at all power levels. Efficiency and Potential appear to stack additively. I'll be doing more testing soon, including a work-up on the Performance skills and the resulting confirmation on how these all interact.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 35
02-02-2012, 06:31 AM
Quote:
Originally Posted by kirian_darkstar View Post
Roach, did you test Stealth?
Not yet, time has been unhelpful of late.
Everytime I get started it screams and runs out the room.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 36
02-02-2012, 07:57 AM
Quote:
Originally Posted by Roach View Post
Not yet, time has been unhelpful of late.
Everytime I get started it screams and runs out the room.
Sounds like my love life.

Thanks for all the hard work on this Roach.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 37
02-03-2012, 05:15 PM
Quote:
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%
So there's no point in skilling into these at all?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 38
02-03-2012, 05:22 PM
Quote:
Originally Posted by Brigadoom
So there's no point in skilling into these at all?
Exactly! They're broken to us but working as intended from the Dev's side of things.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 39
02-04-2012, 09:02 PM
Roach,

You can use this in your Main Post, if you like:

Warp Core Efficiency affects all subsystems, but is most effective at low power settings (25) and has no effect for systems set above 70. Here's a list of gains at power settings 50 and 25 (ie a skill rank of 4 will post 53/50 and 31/25):

Skill.|...Gain @70 / 50 / 25
1......|...+0.17 / +0.84 / +1.69
2......|...+0.34 / +1.69 / +3.38
3......|...+0.51 / +2.53 / +5.06
4......|...+0.60 / +3.00 / +6.00
5......|...+0.69 / +3.47 / +6.94
6......|...+0.79 / +3.94 / +7.88
7......|...+0.83 / +4.14 / +8.34
8......|...+0.88 / +4.41 / +8.81
9......|...+0.93 / +4.64 / +9.28

Warp Core Potential grants a bonus equally to all subsystems at all power levels:

Skill.|...Gain
1......|..+0.90
2......|..+1.80
3......|..+2.70
4......|..+3.20
5......|..+3.70
6......|..+4.20
7......|..+4.45
8......|..+4.70
9......|..+4.95

Subsystem X Performance grants about twice the bonus of Potential, but only to a single subsystem:

Skill.|...Gain
1......|..+1.8
2......|..+3.6
3......|..+5.4
4......|..+6.4
5......|..+7.4
6......|..+8.4
7......|..+8.9
8......|..+9.4
9......|..+9.9

The bonuses from all three skills add together cumulatively. Also, it should be noted that the numbers diplayed by the UI will be always be rounded down.

I posted the forumla in my Power Level Calculator thread (post 241) and will be updating my spreadsheet and posting a new version shortly:

http://forums.startrekonline.com/showthread.php?t=155777
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 40
02-05-2012, 11:30 PM
Quote:
Originally Posted by JCSWW View Post
Exactly! They're broken to us but working as intended from the Dev's side of things.
I think its just that we can't visibly see the effects of those skills.
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 09:24 AM.