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Captain
Join Date: Jun 2012
Posts: 1,666
Currently, the bonus to hull repair rate granted by the leadership trait is uneffected by combat status and crew. I'm not sure if this behavior is intended or if it is a bug. If it is intended, then the devs should reconsider whether stackable passives should be so strong. Consider the following numbers:

Ship Class: Escort
Starship Hull Repair: 99
Hull Repair Rate (out of combat, 100% crew, 0 humans): 99.5%/min
Hull Repair Rate (in combat, 0% crew, 5 humans): 103.6%/min

This means that an escort with no humans, out of combat and at 100% crew, will have a lower hull repair rate than an escort with 5 humans, in combat and at 0% crew.

Another way of evaluating the strength of the leadership trait is to compare it against boff abilities. Consider the following:

Ship: Assault Cruiser
Starship Hull Repair: 99
Structural Integrity: 99
Starship Weapons Training: 129
Starship Energy Weapons: 99
Starship Particle Generators: 0
Consoles: No plasma consoles of any kind
Auxiliary Power: 114
Hull: 50701
Hazard Emitters I (heal over time): 11808.1 HP over 15 sec (787.2 HP/sec)
Eject Warp Plasma III (damage over time): 306.1 HP/sec
Hull Repair Rate (in combat, 0% crew, 5 humans): 149.3%/min (1261.6 HP/sec)

This means that stacking human boffs can be potentially stronger than Hazard Emitters I and Eject Warp Plasma III.

Some other things to consider:

1. The hull repair bonus of 35%/min granted by the Mk XI Borg set is also unaffected combat status and crew. Is this intended?

2. I have not tested the Omega reputation passive "Hull-Repairing Nanites". It may also be unaffected by combat status and crew. Is this passive working as intended?

3. The hull repair bonus granted by leadership is modified by ship class and the skill "Starship Hull Repair". Is this intended?

4. How often hull regeneration ticks in combat depends on bonuses from passives and equipment. (It is difficult to tell whether this is also true out of combat, because hull regeneration ticks too fast out of combat.) I've observed tick rates ranging from once per second to once every 7 seconds. Is this behavior intended?

5. If you have no bonuses from equipment or doffs, then the UI reports a crew recovery rate of 50%/min out of combat and 5%/min in combat. It is not clear whether these rates refer to alive crew or able crew. As far as I can tell, they apply to neither. From my observations, these are the crew recovery rates regardless of ship:

Able Crew (in combat): ~60 crew/min
Able Crew (out of combat): ~500 crew/min
Alive Crew (in combat): never recovers during combat
Alive Crew (out of combat): ~100%/min

Note: The crew recovery rates above are just rough estimates.

For a detailed analysis of hull repair rates, please see the following post:
http://sto-forum.perfectworld.com/sh...31&postcount=3

Last edited by frtoaster; 03-09-2013 at 09:40 AM.
Lt. Commander
Join Date: Jun 2012
Posts: 163
# 2
02-27-2013, 10:42 AM
Quote:
Originally Posted by frtoaster View Post
This means that an escort with no humans, out of combat and at 100% crew, will have a lower hull repair rate than an escort with 5 humans, in combat and at 0% crew.
Assuming I'm taking no other 'serious' damage or have no crew, I am usually out-repairing DoT's, tractor beam and bleed-through damage, due to my four human BOffs.

However if you can't keep your crew full, which is hard to do (I had to drop the biowhatsit due to space constraints) it's hard to keep up that 150-200% repair rate 4-5 human BOffs will give you.

500 years in the future and we still look like schmucks when getting our ID photos taken...
Captain
Join Date: Jun 2012
Posts: 1,666
# 3
02-27-2013, 10:54 AM
Quote:
Originally Posted by kagurazaka77 View Post
However if you can't keep your crew full, which is hard to do (I had to drop the biowhatsit due to space constraints) it's hard to keep up that 150-200% repair rate 4-5 human BOffs will give you.
Please read carefully. I posted the hull repair rate for an escort with 5 humans at 0% crew. In the much longer post I linked above, you can see data that shows the bonus due to the leadership trait is unaffected by crew.
Lt. Commander
Join Date: Jun 2012
Posts: 163
# 4
02-27-2013, 10:57 AM
Quote:
Originally Posted by frtoaster View Post
Please read carefully. I posted the hull repair rate for an escort with 5 humans at 0% crew. In the much longer post I linked above, you can see data that shows the bonus due to the leadership trait is unaffected by crew.
That data is wrong then. At 0 crew my in combat repair rate is closer to 24%. That number might be slightly off - I don't have time to check right now, but the hull repair rate is affected by crew.

500 years in the future and we still look like schmucks when getting our ID photos taken...

Last edited by kagurazaka77; 02-27-2013 at 10:59 AM.
Career Officer
Join Date: Jun 2012
Posts: 1,694
# 5
02-27-2013, 11:22 AM
Stacking Boff passives is apparently A-ok by Cryptic. They are letting the Rom Boff crit bonus stack, and we all know how much Cryptic prefers to let out defensive than offensive bonuses..
Captain
Join Date: Jun 2012
Posts: 1,666
# 6
02-27-2013, 11:23 AM
Quote:
Originally Posted by kagurazaka77 View Post
That data is wrong then. At 0 crew my in combat repair rate is closer to 24%. That number might be slightly off - I don't have time to check right now, but the hull repair rate is affected by crew.
You should really check again. Hull repair rate is affected by crew. The bonus to hull repair rate due to the leadership trait is unaffected by crew. In an escort with 5 humans at 0% crew, you should not see a hull repair rate of 24%/min while in combat. That number is closer to what you would see in a cruiser with 0 humans at 100% crew in combat.

Last edited by frtoaster; 02-27-2013 at 11:42 AM.
Captain
Join Date: Jun 2012
Posts: 1,666
# 7
02-27-2013, 11:31 AM
Quote:
Originally Posted by skyranger1414 View Post
Stacking Boff passives is apparently A-ok by Cryptic. They are letting the Rom Boff crit bonus stack, and we all know how much Cryptic prefers to let out defensive than offensive bonuses..
Yes, they are letting the Romulan crit passive stack, but they nerfed it. I'm not saying the leadership trait shouldn't stack, but I question whether it should be so strong if it's stackable. The bonus from leadership isn't penalized by combat status and crew the way "normal" sources of hull repair rate are.
Captain
Join Date: Nov 2012
Posts: 1,075
# 8
02-27-2013, 10:31 PM
100% Hullregen for an escort would mean a heal of 2000-2500 HP every 3 seconds. This might seem much, but in combat -and with the plasma fire- its not really a gamebreaker. Even for pvp its just a hit of a DHC to counter this.
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Captain
Join Date: Jun 2012
Posts: 1,666
# 9
02-27-2013, 11:31 PM
Quote:
Originally Posted by woodwhity View Post
100% Hullregen for an escort would mean a heal of 2000-2500 HP every 3 seconds. This might seem much, but in combat -and with the plasma fire- its not really a gamebreaker. Even for pvp its just a hit of a DHC to counter this.
The numbers I gave were just for illustration. You can push the hull repair rate higher if you wanted to: stack humans with the Borg 2-piece bonus, the Omega reputation passive "Hull-Repairing Nanites", the tech trait, and SIF generators. Note that the bonus from leadership is modified by skill in "Starship Hull Repair" and the base hull repair rate of the ship. You would get a larger bonus in a cruiser or a science vessel than you would in an escort.
Captain
Join Date: Nov 2012
Posts: 1,075
# 10
02-28-2013, 08:55 AM
Quote:
Originally Posted by frtoaster View Post
The numbers I gave were just for illustration. You can push the hull repair rate higher if you wanted to: stack humans with the Borg 2-piece bonus, the Omega reputation passive "Hull-Repairing Nanites", the tech trait, and SIF generators. Note that the bonus from leadership is modified by skill in "Starship Hull Repair" and the base hull repair rate of the ship. You would get a larger bonus in a cruiser or a science vessel than you would in an escort.
Actually Sci-ships have nearly the same hull as a escort. Hull-repairing nanites are inferior to the other skillchoice, and the Sif-Generators are garbage.

That aside, its still not really a gamebreaker. The 2-set-bonus of the borg-set is useful indeed, and I use it of course, but the new leadership doesnt break anything. It scales pretty well with the crew (my cruiser has around 90%without crew), and that only works with the adapted maco 2-piece-bonus.

I have a few human officers and borg-set and elite fleet shield on my newest tac toon, well, if it agros a tactical cube or a gate, it should still not be in firing range for too long, because their damage output still outlevels the hullrepair.

For pvp: well, focus fire does pretty much the same thing.
It's new? NERF IT TILL IT BLEEDS

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Dil-sinks, EC-Value-Nerf and player satisfaction Nerf (a.k.a. Crafting Revamp), join the most epic grind ever avaiable in STO...
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