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Captain
Join Date: Jul 2012
Posts: 2,036
# 21
10-08-2012, 02:58 PM
Quote:
Originally Posted by dontdrunkimshoot View Post
so your saying these sub tier 5 fleet ships just have a flat +1000 (just a random number) or so hitpoints to go with their worse mod? you may be on to something here, that would make it seemed curved in this case. is that +flat effected by the listed mod? is it independent of that?

im really starting to hate these fleet ship shields. for the life of me i don't know why they wouldn't advertise the bonus shields, that would be an incentive to buy one. or oh i don't know, give them better shield mods without this confusing extra!?

the deflector i had on was ether borg or omega, nether effects shield capacity skill
Yes that is exactly what I am saying. The most obvious way to see it is to slap a Mk 1 shield onto them.

The only reason I noticed it so fast was by observing the % gain from the shield cap console. That to me was a dead give-away.
Empire Veteran
Join Date: Jun 2012
Posts: 6,671
# 22
10-08-2012, 03:09 PM
Quote:
Originally Posted by bareel View Post
Yes that is exactly what I am saying. The most obvious way to see it is to slap a Mk 1 shield onto them.

The only reason I noticed it so fast was by observing the % gain from the shield cap console. That to me was a dead give-away.
if only there was a fleet ship with an exact 1.0 shield mod, and another with exactly .9, i could have this all figured out in 5 minutes
Lieutenant
Join Date: Jun 2012
Posts: 38
# 23
10-08-2012, 03:19 PM
Figured I'd add some, Fleet Corsair is getting the same results with it's advertised 1.1 as the Fleet Vor'cha.
Captain
Join Date: Jun 2012
Posts: 1,865
# 24
10-09-2012, 07:55 AM
How likely is it someone would downright add an arbitrary amount of shields hp?

I could understand a strange, forgotten mod. But this? It's like they tasked someone not knowledgeable of the system to "make shields better" on those ships.
And that someone just added hp to them, oblivious to multipliers, mods.

It's just so messy a system now...
TOIVA, Toi Vaxx, Toia Vix: Bring in the Allegiance class
Toi'Va, Ti'vath, Toivia: Design that long overdue Tier 5 C-Store Raptor
Tae'Va, T'Vaya, To'Var: Give us Asylums for Romulans

Don't make ARC mandatory! Keep it optional only!
Career Officer
Join Date: Jun 2012
Posts: 880
# 25
10-09-2012, 09:21 AM
Quote:
Originally Posted by bareel View Post
If you equip something that increases either the skill modifier, or the console modifier you will notice that their % increase is different between the fleet retrofits and all other ships. The only way to account for that is a flat bonus at the end of the formula.
It is certainly not the only explanation, though it is the simplest and most obvious. Despite that, you're wrong.

In the OP's example of the fleet K'tinga:

The KHG shields have an extra 1476.66 points of shielding

The Omega shields have an extra 1422.22 points of shielding

The Borg shields have an extra 1394.5 points of shielding

That is obviously not a flat bonus. The bonus points of shielding gradually decline as the overall shield capacity does, on a shallow curve.
Banned
Join Date: Jun 2012
Posts: 846
# 26
10-09-2012, 09:41 AM
Quote:
Originally Posted by hurleybird View Post
It is certainly not the only explanation, though it is the simplest and most obvious. Despite that, you're wrong.

In the OP's example of the fleet K'tinga:

The KHG shields have an extra 1476.66 points of shielding

The Omega shields have an extra 1422.22 points of shielding

The Borg shields have an extra 1394.5 points of shielding

That is obviously not a flat bonus. The bonus points of shielding gradually decline as the overall shield capacity does, on a shallow curve.
Who is that guy anyway?

I mean it's pretty you know Obvious when you look at the different shields. Bad Math is Bad?
Career Officer
Join Date: Jun 2012
Posts: 880
# 27
10-09-2012, 09:44 AM
Quote:
Originally Posted by ghostyandfrosty View Post
Who is that guy anyway?
He's the bad escort build guy. He is in need of your help, Mav.
Captain
Join Date: Jun 2012
Posts: 1,015
# 28
10-09-2012, 10:09 AM
You know what this reminds me of?

Quote:
Originally Posted by CaptainGeko View Post
Here is how it works. There are a lot of diminishing returns at that level. You will see more on an impact with weapons that do more damage. You will also see a higher impact at lower levels because at higher levels, all your bonuses start to diminish.

This is how it works. All values are approximate, and I apologize if I get any of the basic math wrong. Its 10am and I am hopped up on cold medicine fighting off bronchitis.

Here is part of the basic formula: BaseDamage X (1+ sum of all DamBonus)
Let's say you have a weapon that does, say 25 damage (I'm making this value up, but its probably similar to the turret in question).
It's a mark 11, so it has a natural DamBonus 1.05
You are probably in a tier 5 ship that grants a DamBonus of 1
You probably have skills that grant a DamBonus of around 1
Each Damage enhancement has a DamBonus 0.1
Each non-damage enhancement now grants a .025 DamBonus (note, Damage enhancements did not get this extra damage bonus)
http://sto-forum.perfectworld.com/sh...84&postcount=5

This reminds me of the revelation that there are tier modifiers in play that they don't want to tell us about. And the other threads that showed that they're not all that sure about how they work. And the other threads where they finally figure out that the "hidden tier modifier" is interacting with things (FBP) in ways they didn't expect.
Starfleet Veteran
Join Date: Jun 2012
Posts: 609
# 29
10-09-2012, 10:41 AM
Overly complicated systems are bound to fail, especially when the people creating those overly complicated systems don't care that their system is overly complicated.

| Join Date: January 2009 | Computer | Fleet: Broken Wings |
Career Officer
Join Date: Jun 2012
Posts: 880
# 30
10-09-2012, 10:47 AM
Ok guys, I figured it out. I'll upload a graph when I get home (photobucket is blocked at work)
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