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Captain
Join Date: Jun 2012
Posts: 1,495
# 21
01-07-2013, 09:26 PM
Quote:
Originally Posted by bareel View Post
84 * .5 = 42
42/100 = .42
5 seconds * 1.42 = 7.1 second duration

Only reason I like to figure out the base is I dunno I just do.



------------

Transfer Shield Strength will be funny with this.

Rank 3 = 500 heal / 142 regen before mods
Skill mod is .5 so lets just say 225 skill for a 1.125
Aux mod is 1% per 1 power for a total .75 at full aux

500 * 2.125 * 1.75 = 1859 insta heal
142 * 2.125 * 1.75 = 528 per sec

Total Heal of 9779 per facing, not counting the resist effect. Even at a low AUX though with buff this will likely almost fully restore an escorts shields. Meh, not as funny as I thought it would have gotten.
For the 2nd part, you left out potential console boosts. Shoulda used over 300 instead of 225.

Getting back to the 1st part, still not seeing how you determined the .5 value for skill modifier to start with.

Base * (1 + Points*modifier/100) = Results

5 * (1 + M84/100) = 7.1
5*M*84/100 = 2.1
M=.5

I follow that, but other than trial and error how did you get that instead of say:

Base + Modifier*Points = Results
84*Modifier= 2.1
M=.025
Captain
Join Date: Jul 2012
Posts: 2,280
# 22
01-07-2013, 10:07 PM
Quote:
Originally Posted by webdeath View Post
One thing I'm curious about.. If you spec into Grav Generators, how does that effect Gravity Well's -Repel/Pull. Especially when your Aux goes up and down from Aux 2 Bat. It's one thing I'd love to test but am unable to since I have that weird bug going on with my character on tribble.

Also wondering exactly what is the best amount in Grav generators to have to make Grav Well the most effective while also not making tractor beam repulsors I and II push too far.
From my understanding it doesn't really have any effect on the pull just the size of the gravity well and how far away the enemy can be and still be effected. Although they changed that a few times so I could be out of date with my info.

Also, I thought the repel was primarily effected by AUX and not skill but I haven't looked at it in a long time. Just grab some +skill consoles and put them on/take them off to get a feel for it. You can even semi reverse engineer the math that way but due to rounding errors it will not be perfect.


Quote:
Originally Posted by p2wsucks View Post
For the 2nd part, you left out potential console boosts. Shoulda used over 300 instead of 225.

Getting back to the 1st part, still not seeing how you determined the .5 value for skill modifier to start with.

Base * (1 + Points*modifier/100) = Results

5 * (1 + M84/100) = 7.1
5*M*84/100 = 2.1
M=.5

I follow that, but other than trial and error how did you get that instead of say:

Base + Modifier*Points = Results
84*Modifier= 2.1
M=.025

Trial and error along with common sense. Most games follow a similar method with their math. You have a base number, stuff gets added to it, then it gets multiplied by other stuff. Everything in STO works this way pretty much for final values. That and I think I read it on the forums or some such when the skill revamp was released.

Last edited by bareel; 01-07-2013 at 10:12 PM.
Captain
Join Date: Jun 2012
Posts: 1,495
# 23
01-07-2013, 10:44 PM
Got it. Thanks.
Survivor of Romulus
Join Date: Jun 2012
Posts: 1,691
# 24
01-07-2013, 10:56 PM
Quote:
Originally Posted by webdeath View Post
There are NO stations.. All that is there is the Ground Stations. No Ship stations at all. And it only effects my Chimera and my Orb. None of my other ships are effected. And while I probably could use those ships to test a power or two, it won't help to test the builds I'll want to use on my Chimera or Orb when I can't slot Boff powers in them >.<
I've had the same issue as you have.... unfortunately due to the map zoning glitch i cant test my theory of trying to get them back.

Quote:
Originally Posted by borticuscryptic View Post
I find this line of replies sadly hilarious. We put a lot of work into the massive list of fixes/changes above, and ya'll are hung up on the ability to skip our content. =p
Captain
Join Date: Jul 2012
Posts: 2,280
# 25
01-07-2013, 11:00 PM
I do have to give one warning though about the skills, only the ones that directly effect boff abilities work like that. Others, like the weapon skills, add to the values instead of multiplying. Well that is misleading, they multiply off the base value of the weapon and then get added to the weapon DPV which is later multiplied but there is a thread dedicated to that already. But yeah the math I showed only applies properly to skills that directly modify boff ability values.
Commander
Join Date: Jun 2012
Posts: 328
# 26
01-07-2013, 11:37 PM
I think i read somewhere, that u need to to change ship (ready starship), then back to one u want. Apparently stations gonna show up that way.
[10:49] [Combat (Self)] Your Proton Barrage deals 96581 (43411) Proton(Critical) to Seto.
Poor soul didnt have time to log out.
Rihannsu
Join Date: Jun 2012
Posts: 1,541
# 27
01-08-2013, 12:04 AM
Quote:
Originally Posted by ivantomdisplay View Post
I think i read somewhere, that u need to to change ship (ready starship), then back to one u want. Apparently stations gonna show up that way.
That doesn't work. I've tried that.
You think that your beta test was bad?
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
Career Officer
Join Date: Jul 2012
Posts: 158
# 28
01-08-2013, 04:52 AM
I have been working on finding how skills work. Here are the ones I have found so far, hope they are helpful for testing.

Science Team Shield Heal = (450*(1+(Ability Level-1)/3))*(Total Starship Shield Emitters/200+1)*(Ship Tier Level*0.5+0.5)

AtSIF Hull Heal = (600*(1+(ability lvl-1)/3))*(skill points in hull repair/200+1)*(ship tier*0.5+0.5)*(((aux power-50)*0.01)+1)

AtSIF Damage Resistance = (19*(1+(ability lvl-1)/3))*(((aux power-50)*0.01)+1)

Engineering Team Hull Heal = (1350*(1+(Ability Level-1)/3))*(Total Starship Hull Repair/200+1)*(Ship Tier Level*0.5+0.5)

Transfer Shield Strength Start Shield Heal = (100*(1+(ability lvl-1)/3))*(Total Starship Shield Emitters/200+1)*(ship tier*0.5+0.5)*(((aux power-50)*0.01)+1)

Transfer Shield Strength Shiel Heal per sec = (28.5*(1+(ability lvl-1)/3))*(Total Starship Shield Emitters/200+1)*(ship tier*0.5+0.5)*(((aux power-50)*0.01)+1)

Transfer Shield Strength reduces damage to shields = (6*(1+(ability lvl-1)/3))*(((aux power-50)*0.01)+1)

the numbers aren't perfect but are very close. let me know if they are way off.
I am @allenlabarge in game
Captain
Join Date: Jul 2012
Posts: 2,280
# 29
01-08-2013, 06:49 PM
Quote:
Originally Posted by queue38 View Post
I have been working on finding how skills work. Here are the ones I have found so far, hope they are helpful for testing.

Science Team Shield Heal = (450*(1+(Ability Level-1)/3))*(Total Starship Shield Emitters/200+1)*(Ship Tier Level*0.5+0.5)

AtSIF Hull Heal = (600*(1+(ability lvl-1)/3))*(skill points in hull repair/200+1)*(ship tier*0.5+0.5)*(((aux power-50)*0.01)+1)

AtSIF Damage Resistance = (19*(1+(ability lvl-1)/3))*(((aux power-50)*0.01)+1)

Engineering Team Hull Heal = (1350*(1+(Ability Level-1)/3))*(Total Starship Hull Repair/200+1)*(Ship Tier Level*0.5+0.5)

Transfer Shield Strength Start Shield Heal = (100*(1+(ability lvl-1)/3))*(Total Starship Shield Emitters/200+1)*(ship tier*0.5+0.5)*(((aux power-50)*0.01)+1)

Transfer Shield Strength Shiel Heal per sec = (28.5*(1+(ability lvl-1)/3))*(Total Starship Shield Emitters/200+1)*(ship tier*0.5+0.5)*(((aux power-50)*0.01)+1)

Transfer Shield Strength reduces damage to shields = (6*(1+(ability lvl-1)/3))*(((aux power-50)*0.01)+1)

the numbers aren't perfect but are very close. let me know if they are way off.
I have no clue how the ship tier modifier works and I would guess the only reason your numbers are off is that you might not be counting 99 skill as 99.9 like it truly is. Looks good though keep up the good work and keep posting it as it is very informative.
Captain
Join Date: Jun 2012
Posts: 1,495
# 30
01-08-2013, 07:33 PM
Quote:
Originally Posted by bareel View Post
I have no clue how the ship tier modifier works and I would guess the only reason your numbers are off is that you might not be counting 99 skill as 99.9 like it truly is. Looks good though keep up the good work and keep posting it as it is very informative.
The odd part to me is how he has a base of bases subfunction so to speak in the first parens and his multiplier is closer to the 2nd multiplier from my example in #21 in that .025 is 1/200 of .5. A fraction which occurs in many of his formulas. I really need to stop being sick so my brain can work again.
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