Speaking of threat control, it would be nice to rethink Draw fire (ground tact ability of the security protocol kit).
It buffs your resistances and your threat but cancels after being hit by a single weak attack (a normal mode undine disable it in one hit).
At least, the precedent versions of this ability could buff your mates or debuff ennemies if you where standing doing nothing, now it's simply useless.
I don't know if it's intentional that draw fire is still fragile because the tooltip doesn't say it when you put your cursor on the ability as before (but it's still mentioned in the ability text).
Also, you could increase the damage you take before it fades out but it seems that it's no longer the case (special forces and threat control skills don't mention it in the ability text).
I'm sad because it is the only active ability that adds threat and it is not working because of the way it was designed
Can you breakdown the Damage resistance by skill level for us?
I did some brief testing of this on tribble yesterday. On my Engineer char in an assault cruiser I found the following:
3 points in threat control = 3.9% damage resist
6 points in threat control = 5.9% damage resist.
Note that if you already have an armour console installed (as I had), you actually receive less than the above resistance benefits for those damage types your armour boosts (diminishing returns). For example with zero points in threat control, 6 in Starship hull plating and an Ablative MK X blue armour, my starship had:
27.7% damage resist to Phaser, Disruptor, Plasma and Tetryon damage
12.7% damage resist all others.
With 6 points added to threat control and nothing else relevant changed, it had:
31.7% damage resist to Phaser, Disruptor, Plasma and Tetryon damage
18.6% damage resist all others.