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Empire Veteran
Join Date: Jul 2012
Posts: 5,371
I was doing some testing on Tribble before the patch, and I realized something:

It'll soon be very very easy to keep 100, or nearly 100 shield power with 100% uptime when LoR hits, if a person uses Nukara gear.

I looked at the space sets. The Nukara console gives a guaranteed +5 to shields, while the engines from the other said give a +5 (I think) to shields, along with an efficiancy bonus to shields on top of that (I was getting about a +4)

So that alone already is about a 14 bonus to shields before spec and other gear. Adding that in, and I was able to sit at about 77 shield power from a base shield power of only 35. I had max points in Warp Core Efficiency and Potential as well, so that also was adding to it. No points in Shield Performance though.

I added in a Warp Core that gave a guaranteed bonus to shield power, for another +4, putting me at 81 without using any buffs still.

When I did finally add in EPTS 1, I jumped up to about...116 or so shield power. I was on an engineer with points in EPS and the EPS manifold trait, so that made a difference.

However, even without those add-ons, that would still put most people pretty much at 100 power regardless.



So, what I can possibly see is people who equip the Nukara console and engines for a huge boost in shield power, followed by some kind of shield-boosting warp core (be it a flat bonus and/or an X->S bonus). Then add in an EPTS rotation keeping shield power at about 100, then add in an Elite Fleet shield on top of all that, followed by proccing shield heals.

Pretty much: Large regens, a higher constant resist (even without the shield resist stacks), plus all the possible proc heals.


Maybe I'm declaring 'doom and gloom' a bit early, but it's just something I wanted to share my observations of.

Captain
Join Date: Jun 2012
Posts: 677
# 2
05-03-2013, 09:35 PM
How is this significant? I usually had like 92'ish on my bug just by rotating EptS1, not including the Maco shield +10 (5 stack)

Am i missing something?
Survivor of Romulus
Join Date: Jun 2012
Posts: 1,686
# 3
05-03-2013, 09:58 PM
dont forget about plasmonic leech for kdf side hhaha

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: 1,984
# 4
05-03-2013, 09:59 PM
Quote:
Originally Posted by darkfader1988 View Post
How is this significant? I usually had like 92'ish on my bug just by rotating EptS1, not including the Maco shield +10 (5 stack)

Am i missing something?
Yes. Going from 92 to 102 has the same impact (rough estimate used to illustrate the point) as going from 87 to 92.

Meaning shield power scales exponentially when you are talking about overall sustain, not necessarily EHP but sustain.

TLDR: You thought fleet shields were bad? You ain't seen nothing yet! LOR will increase defenses big time.
Get yer Fleet Gear here!
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http://sto-forum.perfectworld.com/sh...1#post16435781
Captain
Join Date: Aug 2012
Posts: 12,260
# 5
05-03-2013, 10:01 PM
Skills (including bonuses from gear/traits)
6 Warp Core Efficiency (@114)
6 Warp Core Potential (@94)
6 Engine Performance (@84)
6 Shield Performance (@84)
3 Weapon Performance (@54)
0 Auxiliary Performance (@0)

The following is in a Tac Ody (only have it on Tribble) w/ +10 Weapon, +5 Shield, & +5 Auxiliary.
Nukara Impulse +5 Shield, +2.5 Shield.
Nukara +5 Shield.
Borg +5 Weapon.
0Point +1.8 All.
OWA proc will give +10 Weapon.

Balanced Power Levels
Weapon: 82/50
Shields: 87/50
Engines: 70/50
Auxiliary: 66/50

Hit EPtW1
105/50
97/50
80/50
76/50

Hit EPtS1
115/50
110/50
80/50
76/50

The EPtS1 numbers above can be maintained with 100% uptime.

Then, let's say you're KDF - add in Plasmonic Leech and AKHG Shields for the Conduits.

Course, slap a -10 on each of those as you drop in a Warbird...but then add the +15 from building up your Singularity Core.

That's before playing with any batteries, battery CD reduction DOFFs, Warp Core Engineers, RMCs, the new EIC, etc, etc, etc.

Yeah, it's pretty easy to hit 4x 125 w/ Wep overcapped...for extended periods of time - with it not being that much lower for near 100% uptime.
Maal, Klingon, Mogh - Vegar, Orion, Marauder - R'ebel, Romulan, Haakona
Willard the Rat, Reman, F.T'varo - Rave, J.Trill, Kar'Fi - Mysk, Gorn, Varanus
Kopor, Nausicaan, Guramba - Nivuh, Ferasan, B'rel - Venit, Lethean, M.Qin

Last edited by virusdancer; 05-03-2013 at 10:04 PM.
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,618
# 6
05-03-2013, 10:04 PM
I believe the isssue would be the fact that to attain those power levels requires no ivenstment of power to the shield system.

So I could run at 100 shields and still have alot of power to put into weapons/engines/aux.


This could be an issue for cruiser captains mostly as an escort could gain this kind of shielding and most cruisers would lack the ability to significantly damage it.
Actualy reading things pefore posting will make you look smarter than yelling loudly. Reading comprehension is aparently a lost art.

Not everything you see on the internet is true - Abriham Lincoln
Career Officer
Join Date: Jun 2012
Posts: 3,400
# 7
05-03-2013, 10:06 PM
Quote:
Originally Posted by bareel View Post
Yes. Going from 92 to 102 has the same impact (rough estimate used to illustrate the point) as going from 87 to 92.

Meaning shield power scales exponentially when you are talking about overall sustain, not necessarily EHP but sustain.

TLDR: You thought fleet shields were bad? You ain't seen nothing yet! LOR will increase defenses big time.
Its just more power creep, but it will crumble under focus fire all the same.


For reference, I've run several builds that run 115 to 125 shield power.

They are resilient, but they are not unkillable.

Captain
Join Date: Aug 2012
Posts: 12,260
# 8
05-03-2013, 10:10 PM
NOTE: RECENT TESTING HAS SHOWN THAT EPTW IS NO LONGER A FINAL MODIFIER.

Quote:
Originally Posted by disposeableh3r0 View Post
I believe the isssue would be the fact that to attain those power levels requires no ivenstment of power to the shield system.

So I could run at 100 shields and still have alot of power to put into weapons/engines/aux.

This could be an issue for cruiser captains mostly as an escort could gain this kind of shielding and most cruisers would lack the ability to significantly damage it.
Yep, even though I was going for one kind of extreme in my example above...for the Tac in an Escort that is perhaps not so concerned in the least by Aux - yeah, they're going to be able to overcap Wep and run both Shield/Engine higher than they can now.

Course, though - we have to keep in mind that while we're looking at this possible/potential increase - there's also the change to EPtW where the +Dmg is 30s instead of 5s. It's a final modifier. The guy I normally test with has +10% from EPtW1. Unlike the other modifiers we have, the EPtW mod is a final mod. You actually multiply the numbers you see in your tooltips for energy weapons by it. So it's 1.1x the damage seen there. No complicated math needed. That +10% from the EPtW is better than the end result of adding a 5th +30% Tac Console would be...which is usually somewhere between +6-7%.
Maal, Klingon, Mogh - Vegar, Orion, Marauder - R'ebel, Romulan, Haakona
Willard the Rat, Reman, F.T'varo - Rave, J.Trill, Kar'Fi - Mysk, Gorn, Varanus
Kopor, Nausicaan, Guramba - Nivuh, Ferasan, B'rel - Venit, Lethean, M.Qin

Last edited by virusdancer; 05-06-2013 at 02:03 AM.
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,618
# 9
05-03-2013, 10:20 PM
Quote:
Originally Posted by virusdancer View Post
Yep, even though I was going for one kind of extreme in my example above...for the Tac in an Escort that is perhaps not so concerned in the least by Aux - yeah, they're going to be able to overcap Wep and run both Shield/Engine higher than they can now.

Course, though - we have to keep in mind that while we're looking at this possible/potential increase - there's also the change to EPtW where the +Dmg is 30s instead of 5s. It's a final modifier. The guy I normally test with has +10% from EPtW1. Unlike the other modifiers we have, the EPtW mod is a final mod. You actually multiply the numbers you see in your tooltips for energy weapons by it. So it's 1.1x the damage seen there. No complicated math needed. That +10% from the EPtW is better than the end result of adding a 5th +30% Tac Console would be...which is usually somewhere between +6-7%.
OFC this is only really an issue in pvp as most pve doesent really try vary hard to kill you.

They should propably take another look at this before it goes live tho. And perhaps start looking into damage mechanics as often as the look into healing. Or at least look into the exotic damages and debuffs. Most of those arent really worth using and if they were it would balance out a little better.
Actualy reading things pefore posting will make you look smarter than yelling loudly. Reading comprehension is aparently a lost art.

Not everything you see on the internet is true - Abriham Lincoln
Captain
Join Date: Jul 2012
Posts: 1,984
# 10
05-03-2013, 10:49 PM
Quote:
Originally Posted by ussultimatum View Post
Its just more power creep, but it will crumble under focus fire all the same.


For reference, I've run several builds that run 115 to 125 shield power.

They are resilient, but they are not unkillable.
As I stated it has a major impact on sustain, not EHP. Meaning pressure damage gets weaker and burst becomes more important/required.
Get yer Fleet Gear here!
Military 5 / Engineering 4 / Science 4
Starbase 5 / Embassy 3 / Mine 3 / Spire 3
Diplomacy 3 / Recruit 3 / Trade 3 / Development 3 / Research 3 / Operations 3
http://sto-forum.perfectworld.com/sh...1#post16435781
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