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Lt. Commander
Join Date: Dec 2007
Posts: 120
While this thread might be better off in the power and skills section I figured I might get better answers from the pvp community.

Under the ship status page it shows the default critcial severity and chance in general for the ship. The borg universal console also affects this stat. So my question is for my energy weapons specialization I have a 9 in it and was wondering how much actual critical chance and severity I get from all my energy weapons? Is there a way to tell? When I mouse over the weapon on my power tray it only displays the plus 4 chance I get from the crth times 2 weapons I am already using.

Before the next reskill comes I need to know how much extra chance and severity I am getting from the skill or I will be pumping these valuable points into resistence skills.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
01-01-2012, 05:08 PM
Maybe gecko can chime in on this? How much acual critical chance and severity am I actually getting with all my energy weapons? Does anyone even know the answer. I wouldn't be surprised if it is just another starship subsytem repair skill.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
01-01-2012, 05:42 PM
No one knows for certain, but most likely it adds the same thing the crit improving skill in the old tree used to add, which I think was about 2.5% crit chance and 50% severity at max rank, but I'm definitely not sure.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
01-01-2012, 09:50 PM
yeah, and foxrocks has posted some great and detailed info lately. so im def with him on that statement

but whats most important......


is that everyone is having fun killing bad guys!

unless you all have forgotten the reason we play this game?

F2P noobs hitting the ques soon...are your teeth sharp?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
01-02-2012, 05:57 AM
Quote:
Originally Posted by Foxrocks
No one knows for certain, but most likely it adds the same thing the crit improving skill in the old tree used to add, which I think was about 2.5% crit chance and 50% severity at max rank, but I'm definitely not sure.
Well hell in that case it is just a massive waste of skill points considering I already have the base stats and the all crth times 2 build
it's not worth it for tier 5 and that doesn't include torps

Thanks for the help but since nobody knows for certain I am gonna chalk this up as another subsystem skill then
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
01-02-2012, 06:40 AM
Gah, and here I was blindly spec'ing into it thinking that it improved base damage.

Looks like I can spend those T5 points elsewhere, especially since all of my weapons are [Acc]x2 [CrtH].
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
01-02-2012, 02:55 PM
Yeah cause before a full respec on tribble my general display for severity is 59.2 (50 plus 9.2 borg console) For chance it is 3.4 (2.5 plus .9 borg console)

So you already get that as default severity. You then get the bonuses from whatever weapons you use. I was under the assumption that specing into energy or projectile weapons at tier 5 would actually give you MORE bonus severity and chance beyond that. But there is nothing in the menus or powers tray to show you what you are actually getting? Frankly from the damage floaters I see even when I have apa and a tf up frankly I am not sure I am getting a single thing to be honest. If so it is so negligible that it is a massive waste that I put 9 into for energy weapons.

I can say this for sure I know exactly what will not be going into the next respec. Frankly I am kind of happy we are discovering this cause on tribble yesterday it pretty much makes my build slightly stronger even after the forced skill changes.

On another side note be careful about trying to get "PASSIVE" damage resist from the new tier 4 threat generation skill. I put a 2 into it to see if it did anything to any damage resist but the numbers didn't even move a tenth. Pvper steer clear of this one as well.

It's kind of funny how we have such useless skills at tier 4 and 5 yet I find being able to spec batteries an extra 10 seconds at tier 1 so much more valauble. I haven't tested driver coil at tier one (for the coming out of impulse to combat) but since I use eps console on all my escorts I won't bother.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
01-02-2012, 03:48 PM
I wonder if something has to be shooting at you in order for the threat passive resist to take effect. Did you check your resist numbers under fire? Also, would the resist show up in the status window like normal or on the buff bar like the Aegis stuff?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
01-03-2012, 08:34 AM
im taking it as it is. Which seems to be the skills boosts your maximum potential critical damage. It didnt say anything about increasing your chances to crit. Just damage. Suffice to say unless your running beam overload or using DHC's as your primary spiker this skill seems not worth it. I specced into its torp counterpart
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
01-03-2012, 09:16 AM
Never saw any difference in this skill regardless of how mnay points where put into it.

Quote:
Star Ship 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%
Quote:
Star Ship 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%
I understand that the ship UI that shows critical Hit chance and Severity can not show a complete score due to the differences in Equipment stats, Charatcer traits and etc, but a base skill only buffed score would be nice, otherwise I find these two skills dubiuosly unhelpful - but I point them just incase.
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