Captain
Join Date: Aug 2012
Posts: 14,463
# 1051
05-15-2013, 10:02 AM
Quote:
Originally Posted by stirling191 View Post
I missed the earlier factoring of the base 5. My fault there.
I forgot I had an additional boost to Efficiency I didn't have listed - was throwing off numbers as I was going from the post to the spreadsheet to the game...they should be good now, and I believe that matches the numbers I did with a previous post where I'd had enough caffeine to be doing this stuff.

edit: Found it. Efficient Captain's giving +30 on Tribble compared to +15 on Holo.

Last edited by virusdancer; 05-15-2013 at 10:12 AM.
Captain
Join Date: Oct 2012
Posts: 663
# 1052
05-15-2013, 10:26 AM
So what is a maximum potenial output for any end game ship? And what is a realistic one without gimping other stats?
Co-founder of The Spanish Inquisition TSI - Cause no one expects it!

PaxOttomana: gawd mirror event is like fighting a tsi premade, they keep comin and comin!
Captain
Join Date: Aug 2012
Posts: 14,463
# 1053
05-15-2013, 10:27 AM
Hrmmm, perhaps I've been taking for granted how I spend points. I just did a quick glance at a blank build over on STOacademy, turned of requirements, and for pretty much every toon I spend 234k of the 300k I spend in space the same - regardless of career or ship. All my guys are also aliens that tend to have both Efficient/Theorist. Playing around with that spreadsheet, without those skills/traits...yeah, it's a different world. I can see where if folks are used to spending those points - that additional 10-16 or more power they're losing by comparison...perhaps do not have because of gear choices so it's even more...

...they'd have a different view on the Singularity Abilities.

What are the "expectations" from Cryptic on what folks power levels should be with the 40 base? Is it based on them having a certain investment in skill points/traits/gear...or...is it just base?
Survivor of Remus
Join Date: Nov 2012
Posts: 15
# 1054
05-15-2013, 10:35 AM
Quote:
Originally Posted by tsurutafan01 View Post
Though in fairness about 4 people in my fleet told me "don't buy an Odyssey they turn like a beached whale" and I have plenty of fun in that thing all the same, no matter what anyone says.
Very true, the larger, slower ships do have a problem turning, but they make up for it in durability and well, have you ever hit someone with 6-8 beam weapons at the same time? massive drain on weapon power but still epic

As for the ships, I feel that the weapons slots may be a bit unbalanced for my style of play, but i guess the figuring out how to properly layout a new ship is half the fun. (by unbalanced i mean that i don't like the layout of the weapon slots, my opinion and not binding for everyone) still I love the gameplay and content, great job guys!
Captain
Join Date: Aug 2012
Posts: 14,463
# 1055
05-15-2013, 10:37 AM
Quote:
Originally Posted by devorasx View Post
So what is a maximum potenial output for any end game ship? And what is a realistic one without gimping other stats?
A Warp Core can go higher than a Singularity Core. Singularity Cores are still subject to the 125 cap while the Warp Core can 130 in a single subsystem (Shields, Engines, Auxiliary)...

...the Weapon Overcapping thing I've never seen officially addressed, so I'm not sure what Cryptic's view on that - though, you should be able to go higher by a small amount with the Warp Core.

As to how high you can get a certain number of subsystems though - going to depend on skill build, ship, gear, eh?
Captain
Join Date: Oct 2012
Posts: 663
# 1056
05-15-2013, 10:40 AM
Quote:
Originally Posted by virusdancer View Post
A Warp Core can go higher than a Singularity Core. Singularity Cores are still subject to the 125 cap while the Warp Core can 130 in a single subsystem (Shields, Engines, Auxiliary)...

...the Weapon Overcapping thing I've never seen officially addressed, so I'm not sure what Cryptic's view on that - though, you should be able to go higher by a small amount with the Warp Core.

As to how high you can get a certain number of subsystems though - going to depend on skill build, ship, gear, eh?
So, on average at end game, what are power allocation for weps, shield, eng, and aux going to be like?
Co-founder of The Spanish Inquisition TSI - Cause no one expects it!

PaxOttomana: gawd mirror event is like fighting a tsi premade, they keep comin and comin!
Captain
Join Date: Aug 2012
Posts: 14,463
# 1057
05-15-2013, 10:53 AM
Hrmmm, say I was to wave a magic wand and take my Fed Eng out of his Chel Grett, make him a Romulan, and drop him in...pretty much any Warbird (majority are +10 Wep/+5 Eng like the Chel Grett). MACO Shield, Borg, 0Point, Efficient/Theorist, 6 Engine/Shield/Efficiency/Potential, 3 Weapon...cycling EPtS1/EPtW1...hrmm, think that's it. Tribble would add the Manifold stuff. Say I go with a 5 pip Shield Core and add in the Nukara console (dropping...er...something).

Chel Grett on Holo

125(161)/100
104/50
64/25
50/25

Warbird on Tribble

125(171)/100
119/30
67/15
54/15

Even without the 5 pip for Shields, he'd still come out ahead on Tribble compared to Holo...while picking up those Singularity Abilities.

If he weren't an Eng though?

125(161)/100
109/30...99/30 without the 5 pip.
57/15
44/15

+5 or -5 Shields
-7 Engine
-6 Auxiliary

edit: Forgot the pesky +30 vs. +15 between Trib and Holo again.

Last edited by virusdancer; 05-15-2013 at 10:56 AM.
Republic Veteran
Join Date: Jun 2012
Posts: 474
# 1058
05-15-2013, 11:03 AM
The Dhealan set bonus seems geared toward defensive heavy, but its got 2 engi slots, the only console that it has that might be considered kinda science is the sabotage probe but it could easily be engineering too...... Why is it not getting aux power instead , if this is indeed suppose to be science heavy escort.. Make a ton more sense if it was engineering heavy like it was before... Becuase both the set bonus and the consoles look to support this.

The mogai the set bonus seems to be Tactical, while it very much is engineering type buff like Nadion Inversion. But the consoles themselves are very much science, as they deal with draining shields and using the ship's particle generators. With out a good amount of science consoles these abilities will not function quite as well.

The lack of consistency in the stats vs the consoles vs the console sets seems a bit confusing on what you want these ships to be.

Last edited by cryptkeeper0; 05-15-2013 at 11:09 AM.
Career Officer
Join Date: Jun 2012
Posts: 535
# 1059
05-15-2013, 11:09 AM
Quote:
Originally Posted by virusdancer View Post
Hrmmm, say I was to wave a magic wand and take my Fed Eng out of his Chel Grett, make him a Romulan, and drop him in...pretty much any Warbird (majority are +10 Wep/+5 Eng like the Chel Grett). MACO Shield, Borg, 0Point, Efficient/Theorist, 6 Engine/Shield/Efficiency/Potential, 3 Weapon...cycling EPtS1/EPtW1...hrmm, think that's it. Tribble would add the Manifold stuff. Say I go with a 5 pip Shield Core and add in the Nukara console (dropping...er...something).

Chel Grett on Holo

125(161)/100
104/50
64/25
50/25

Warbird on Tribble

125(171)/100
119/30
67/15
54/15

Even without the 5 pip for Shields, he'd still come out ahead on Tribble compared to Holo...while picking up those Singularity Abilities.

If he weren't an Eng though?

125(161)/100
109/30...99/30 without the 5 pip.
57/15
44/15

+5 or -5 Shields
-7 Engine
-6 Auxiliary

edit: Forgot the pesky +30 vs. +15 between Trib and Holo again.
I'm sorry but this dosn't make any sense. how are you getting +10 to weapons, +15 to shields, +5 to engines and +4 to aux with the -40 power?

the Chel Grett has 40 more base power than the warbird yet has less power levels?

and even the 125/109/57/44? how? i must be really missing something because this math makes no sense to me.

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Captain
Join Date: Aug 2012
Posts: 14,463
# 1060
05-15-2013, 11:10 AM
Quote:
Originally Posted by devorasx View Post
So, on average at end game, what are power allocation for weps, shield, eng, and aux going to be like?
Can't answer average by any means. Can only tell you what my single 50 Sci in his Ha'nom would sport. He's the only guy I bothered leveling up to 50 after the wipe. I'll add in the Borg and 0Point to what he's got. He's got 6 Engine/Shield/Efficiency/Potential, 3 Aux/Wep, Efficient/Theorist, the Nukara Engines provide various boosts to Shield Power, and the Nukara console gives a bonus to shields.

Here's his subsystem preset levels based on the above (not using any EPtX abilities)...

Attack

116/100
69/30
47/15
54/15

Defense (adjusting shields down 5/wep up 5 to avoid shield overcap)

60/35
124/95
47/15
54/15

Speed

44/15
57/15
119/100
66/30

Balanced

64/40
76/40
67/40
74/40
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