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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 71
05-25-2012, 11:00 AM
Quote:
Originally Posted by Husanak View Post
No just Emergency power skills.

In fact if your using the doffs it turns 1 Aux to Damp into 2 Aux to damp...

Sif well it does nothing to the 15 sec super heal.
Well, you may have possibly convinced me to us AUX-B on my Escorts rather than a simple rotation of EPT___ Skills. Who needs Auxiliary power in an escort anyway when you can have more power to weapons, shields and engines? WHAHOOO!!!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 72
05-25-2012, 11:02 AM
Quote:
Originally Posted by Teleon View Post
Well, you may have possibly convinced me to us AUX-B on my Escorts rather than a simple rotation of EPT___ Skills. Who needs Auxiliary power in an escort anyway when you can have more power to weapons, shields and engines? WHAHOOO!!!
I have had better success with it on cruisers and sci ships... but to be honest I never really gave it a good go on an escort either.... hmmm. lol

Guess I haven't played in a few days.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 73
05-25-2012, 12:46 PM
Quote:
Originally Posted by Teleon View Post
Well, you may have possibly convinced me to us AUX-B on my Escorts rather than a simple rotation of EPT___ Skills. Who needs Auxiliary power in an escort anyway when you can have more power to weapons, shields and engines? WHAHOOO!!!
Not that you shouldn't try it out but, keep in mind EPT skills do more then just boost a subsystem's power level.

Edit: Also w/tac capt ability I don't know how much you'd be saving yourself.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 74
05-25-2012, 01:16 PM
Quote:
Originally Posted by Husanak View Post
Na its a power skill... if it didn't share a cool down with the Emergency Powers EVERYONE would use it cause it would be super OP.

Trust me it works fine the way it is...

Use 3 tech doffs...

ONE copy of EMTS
ONE copy of Aux to BAT.

You don't need more then one Emegency power skill. Just be sure to never blow all your defense at once or you will have issues.
Thanks. The hard part will be the three Tech DOffs... I'm a poor Klink living on Cryptic welfare stipend.
I look forward to playing around with it though.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 75
05-25-2012, 06:42 PM
Quote:
Originally Posted by Teleon View Post
That would be great. I don't have that formula off hand.
My search-fu isn't too bad after all. (Especially since I asked this a long long time ago)

Recommended reading from"A Question on shield resists", back when there was so much promise so much to learn, and so little greed:


And from Mustrum "Sage of knowledge" Ridcully (as described by me):

Q: How do shield resistances (or Shield Damage Reduction) work?
Recently the discussion came up on how Shield Resistances work and stack. Some tests and a clarification by snix provided the answer.

Shield resistance are described in percentages, e.g. by how much the damage your shields take are reduced. Shield Resistances stack multiplicative. If you have value of n % as shield resistance, the damage you receive is multiplied by 1 - (n / 100).

For example, if you have 25 % Shield Resistance, you have 1 - (25/100) = 0.75 as damage mutlpilier. If you have 2 shield resistance sources, you multiply these values. So, if you have 15 % shield resistance from shield power and 20 % from a shield resistance granting power, the effective value is 0.85 * 0.8 = 0.68 or 32 % damage reduction.


There is also a 75 % cap for the final value of your resistance.
Note on terminology: Since Armor and Shield have different formuals on stacking and how the yare applied overall, I and others prefer to refer to shield resistance as "Shield Damage Reduction" (SDR).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 76
05-25-2012, 09:07 PM
Quote:
Originally Posted by Husanak View Post
PSW will hit its own 30 sec global...

But TBR 2... seriously try it out.
To follow up, when using Photonic doffs w/Tech doffs PSW goes under 30 ...

Photonic Officer didn't seem to get benefits from Tech doffs, so I dropped it. Also, only need 1 ET, so added epta even though it shares a cooldown w/aux2batt. Don't really need ETPS b/c RSP & BFI doffs & power from Aux2Batt.

All that said, for PSW as an add on build, I think I would just use the Photonic Doff or 2 and Warp Core Eng w/2x EPTS. If I were to have a more heavy cc build w/gw3, ewp, psw1 I'd probably go for aux2batt to chain high end sci abilities. Just a reminder for some, when using a high aux setting then aux2batt, then switching to low aux setting will drain the last 5 aux power. This will take all aux abilities offline.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 77
05-26-2012, 03:00 AM
Quote:
Originally Posted by Husanak View Post
To be honest I never really thought it was all that bad a skill.... a bit miss understood... and not like most of the games other abilities that have Zero down side.
I don't know what it was pre Season 1.2, but probably also useless. It was always a bad skill because it only boosted Weapons, Shields and Engine Power levels at the cost of Aux.
1) Weapons should usually be run at top levels anyway. Relying on a buff to power levels is not something I'd recommend for any build. So the benefit of this boost is marginal.
2) Boost to Shield Power alone is neat, but Emergency Power to Shields is even better, because it boosts power level and gives you a significant damage reduction bonus as wlel, on top of what shield power gives you.
3) Engine Power is not very relevant on most ships. It can be neat to have some, but spending a buff on moving a little faster makes little difference. Especially since you max out shield defense even without much engine power.

The power has t compete with Emergency Power to Shields, since it shares a system cooldown with it - and it doesn't come off very good in that comparison. It doesn't even allow back-to-back chaining.

If I had to redesign Aux2Batteries, I would probably make it combine EptW, EptS and EPtE in one, including the respective passive buffs. The buff magnitude would probably be lower, but I'd raise the duration of the skill as well, allowing the same type of chaining as the EPtX skills allow.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 78
05-26-2012, 08:56 AM
Husanak, thanks.
The build ideas worked wonderfully in Ker'rat.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 79
05-26-2012, 02:32 PM
Ahia...this is a very very bad thing...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 80
06-04-2012, 10:39 AM
Quote:
Originally Posted by Teleon View Post
Therefore, when EPTS brings your shield power level up to 125, you not only get that -35% damage, but you also get whatever EPTS provides on top of that. That is why I use EPTS-III, I get another -30% damage on my shields for a total of -65% all damage.
Pretty sure it doesn't work that way (meaning 35% from shield power + EPTS 3 for 30% =/= 65%).


fuzun already posted the write up for this, so I'll just quote his post:


Quote:
Originally Posted by fuzun
Shields Subsystem

Also note that a lot of the shield buffing powers also add a certain amount of shield damage resistance as well. Shield damage resistance doesn't stack like hull damage resistance. Shield damage resistance buffs are multiplicative. Each shield resistance ability is a scalar that is multiplied against the incoming damage. So 2 abilities that gives 25% resistance would be DMG * (1 - .25) * (1 - .25) = 0.75 * 0.75 = DMG * .75 * .75. Shield damage resistance has a hard cap of 75%.


I have a comparison excel sheet *somewhere* and IIRC the difference between EPTS 1 & EPTS 3 was something like this:

Shield power 125 + EPTS 1 + MACO Shield = 61% (rounded down)
Shield power 125 + EPTS 3 + MACO Shield = 67% (rounded down)


So about 6% extra resistance.

Where EPTS 3 comes out vs. EPTS 1 is actually the higher +power bonus letting you get to 125 Easier for more power to other subsystems as well as the increased regeneration vs. EPTS 1 (IIRC its more than double the benefit that EPTS 1 grants, STOwiki lists "+7.6" for EPTS 1 and "18" for EPTS 3).



If anyone finds any mistakes, please let me know.
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