Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
06-18-2012, 07:24 AM
Almost all of those things can be found in the UI but the shield regen doesn't show anywhere.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
06-18-2012, 03:17 PM
The question is easy to answer now. ALL console stack their full amount. Some stills may be affected by diminishing returns based upon the total skill bonus amount. That's taking into account, you Captain's skills, equipment bonuses, console bonuses, and buffs from abilities. And the curves that Cryptic typically uses are very soft at lower to average levels. The curves only really get steep in the absurdly high total ranges that player don't typically run at. It takes some dedicated builds and stacking buffs to get there.

The only two diminishing return stats that we really know of are Hull Damage Resistance and Accuracy vs Defense in stackship combat. Damage Resistance is a infinite curve approaching 75% which is the absolute hard cap. The curve isn't too bad up to around 60-75 Armor points. But it really starts to flatten out above that range. Accuracy vs Defense has diminishing returns are thes extremes (High Acc vs Low Def or Low Acc vs High Def). In the mid ranges it's a one for one trade off.
Ensign
Join Date: Jul 2012
Posts: 2
# 23 Field Emitter Stacking
07-23-2012, 02:24 AM
I've crunched some numbers pertaining to the field emitter console, and derived a neat little formula.

s = the number of shield points on your shield item for your ship class (the number you see on the tooltip).
f = percentage increased by your field emitter consoles
m = your ship's shield multiplier
X = your total amount of shield points per facing.

(s*f)+(s*m)=X

So, let's take my ship as an example. I have a MACO shield MK XII, three field emitter mk XI blues, on a science ship. The shield is worth 8,790.1 points, the field emitters add 17.5% each. The science ship shield multiplier is 1.3x.

(8,790.1*[.175+.175+.175])+(8,790.1*1.3) = X

(8,790.1*.525)+(8,790.1*1.3) = X

(8,790.1*.525)+(8,790.1*1.3) = X

4,614.8 + 11,427.1 = X (note: 11,427 is exactly the number of shield points I have with no field emitters equipped)

16,041.9 = X (note: 16,042 is exactly the number of shield points I have with three field emitters equipped)

So the field emitters do stack without diminishing returns. It's just that the effect is on your shields without the ship class multiplier.
Lieutenant
Join Date: Jul 2012
Posts: 92
# 24
07-25-2012, 08:13 AM
Personally I wish they go to a system of "only the best bonus of each type applies", or multiply the stacking instead of adding them:

For example: if you start at 100 pts, adding a +50% console would take you to 150, adding a second +50% console would take you to 175.

A + (B x C)
A = base
B = largest bonus %
C = second largest bonus %
etc.

Granted this is just my opinion, but I see too many ships flying around that have huge bonus to X, but then become totally useless to the team when in situation Y.

Sarcastic I.E. "Great, your Battleship can turn on a dime... but you have no armor, crappy shields, and weapons that do less damage than a squirt gun... thanks for the help".
Fleet Admiral T'Kehl - M.A.C.O. Vanguard Force (Sci Odyssey - USS Archimedes)
Fleet Admiral Shivers - M.A.C.O. Vanguard Force (Tac Escort - USS Abraham Lincoln)


The Federation's most successful counter to the Borg and Iconian threats.
Commander
Join Date: Jul 2012
Posts: 278
# 25
07-25-2012, 02:35 PM
Quote:
Originally Posted by uxvorastrix View Post
Personally I wish they go to a system of "only the best bonus of each type applies", or multiply the stacking instead of adding them:

For example: if you start at 100 pts, adding a +50% console would take you to 150, adding a second +50% console would take you to 175.

A + (B x C)
A = base
B = largest bonus %
C = second largest bonus %
etc.

Granted this is just my opinion, but I see too many ships flying around that have huge bonus to X, but then become totally useless to the team when in situation Y.

Sarcastic I.E. "Great, your Battleship can turn on a dime... but you have no armor, crappy shields, and weapons that do less damage than a squirt gun... thanks for the help".
This is multiplicative scaling, and to my knowledge is how only Shield Generators work.

Weapons are Additive scaling
How to prove this:
1. Take our all your Tac Consoles.
2. Write down your DPS
3. Put on a Tac Console
4. Write down your DPS

Do this until you write down the DPS with 4/5 Tac Consoles.

Find the difference between them by percentages of the original. If they're constant you have Additive stacking.

Kraust - U.S.S. Secret Dragoon - Fleet Advanced Heavy Cruiser Retrofit
Cassi - U.S.S. Tainted Seraphim - Fleet Assault Cruiser Retrofit
Crost - R.R.W. Crostiphex-B - Fleet Dhelan Warbird Retrofit
Hyde - I.K.S. Judgment - Fleet Tor'Kaht Battle Cruiser Retrofit
Lt. Commander
Join Date: Jun 2012
Posts: 142
# 26
12-04-2012, 08:46 AM
Ok so can someone give me a quick answer for my TACT consoles...

Is it better to have 4 of the same or 2 the same with 2 of the canon power consoles?

As I would like to go extreme and get all XII consoles for my new ship.

Cheers.
Lieutenant
Join Date: Jun 2012
Posts: 32
# 27
12-04-2012, 09:50 AM
Quote:
Originally Posted by kirkryder View Post
Ok so can someone give me a quick answer for my TACT consoles...

Is it better to have 4 of the same or 2 the same with 2 of the canon power consoles?

As I would like to go extreme and get all XII consoles for my new ship.

Cheers.

Cannon power consoles are most useful if you're using multiple energy types (So, 1 Polaron Cannon, 1 Phaser Cannon, and 1 Tetryon, for example). If you're only using one energy type (and that's really ideal), then the energy type tactical consoles would provide the largest benefit. So, for example, if you were using only Phaser weapons, then the Phaser Relay Tactical Consoles will give you the highest damage boost.

For calculations on damage output, check this out: http://sto-forum.perfectworld.com/sh...d.php?t=438561

To answer your question, 4 Phaser Relay Tactical Consoles are better than 2 Phaser Relays plus 2 Cannon Tactical Consoles.
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 09:26 AM.