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Lt. Commander
Join Date: Dec 2007
Posts: 120
This thread is intended to act as a detailed overview of every science power. Its aimed at the science ship captain, but of course should be useful to anyone who uses science powers, which is everyone.

If anything is inaccurate, or if you have suggestions, please make that known.


Part 1: Systems and Shared cooldowns
Why do you care about this section? This section lists the various subsystems and the shared cooldown conflicts with other powers. Every power, when activated, starts a 15 second global cooldown on other powers in the same system. Any other power not on the same system can be activated alongside that power.

So, for example, when you use any Science Team, all of your other science, engineering, and tactical teams are put onto a 15s cooldown before you can use them, even if they were off cooldown before. But because Science team and Transfer Shield Strength are on different systems, you could use science team and Transfer Shield Strength immediately afterwards.

Therefore when selecting a power loadout for your officers, you want to be aware of any cooldown conflicts so you don't find yourself with most of your powers on the global cooldown by using one or two powers.

Also of note, captain powers at one time were on system cooldowns like standard BO powers. This is no longer true, despite the power information listing a system for the various powers. For example, Subnucleonic Beam lists its system as deflector dish. This would indicate it shares a cooldown with several other science powers like Energy Siphon. However this is not the case, captain powers are not on any system cooldowns.

And a secondary note, despite being on the same system cooldown, that does not necessarily mean they are affected by the same captain skills, like phasers or engine performance.

Beams/Target Subsystems:
  • Beam Overload
  • Beam Fire at Will
  • Beam Target Subsystems (all)

Crew:
  • Science Team
  • Engineering Team
  • Tactical Team

Deflector Dish:
  • Energy Siphon
  • Tachyon Beam
  • Gravity Well
  • Tyken's Rift

Deflector Field:
  • Feedback Pulse
  • Transfer Shield Strength

Emitter:
  • Photonic Officer
  • Photonic Shockwave

Hazard:
  • Hazard Emitters
  • Polarize Hull

Sensor Array:
  • Jam Sensors
  • Charged Particle Burst
  • Mask Energy Signature

Sensor Probes:
  • Scramble Sensors
  • Viral Matrix

Tractor:
  • Tractor Beam
  • Tractor Beam Repulsors


Part 2: Power list and information

This section lists all the science bridge officer powers, cooldown information, skills that affect the power, and what exactly the power does. It also gives any special information on powers like bugs. Lots of information here.


Part 3: Counters to science powers

This section lists counters to the effects of the various science powers. That science ship harassing you with this power? Here is what you can use to shrug it off.


Part 4: The Voyage Home

This section lists information on how to manufacture transparent aluminum, including molecular structure, how to make transparent alloys, and the manufacturing processes going from raw bauxite to the finished product.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
10-13-2010, 05:18 PM

Part 2: Power list and information

This section lists all the science bridge officer powers, cooldown information, skills that affect the power, and what exactly the power does. It also gives any special information on powers like bugs. Lots of information here.

What does all this stuff mean?
Power name: This should be obvious
Commonly Abbreviated as: The shorthand most people refer to this power by
Power cooldown: The individual cooldown of the power, with maximum BO skill point investment.
Shared Cooldown: When using a power, how long before you can use a second copy of that power.
Skill dependency: These are the skills you invest in to improve this power.
Beginning rank: This is the bridge officer rank you find the level 1 rank of this power, ensign, lieutenant, or lieutenant commander.
Rank 3 rarity: This indicates how you get the rank 3 version of this skill. Rank 1 and 2 are always available at the BO power stores on Earth spacedock and Qo'nos.
Power info: What this power actually does and how it does it
Other info: Quirks, bugs, or other notes

Charged Particle Burst
Commonly Abbreviated as: CPB
Power cooldown: 60s
Shared Cooldown: 40s
Skill dependency: Starship Particle Generators (damage), Starship Subspace Decompiler (cloak disable)
Beginning rank: Lieutenant
Rank 3 rarity: Very Rare bridge officer candidates
Power info: Instantly does shield damage to all enemy ships in a 5km radius centered on your ship. It also disables cloaking for a short time on all enemy ships affected. The shield damage and cloak disable duration improve with skills and aux power and power rank.
Other info: The shield damage ignores any shield resists on the targets that would normally reduce weapon damage to shields, and the damage is not affected by any damage buffs or resistance debuffs.

Energy Siphon
Commonly Abbreviated as: None (ES typically refers to extend shields)
Power cooldown: 60s
Shared Cooldown: 30s
Skill dependency: Starship Flow Capacitors (drain)
Beginning rank: Lieutenant
Rank 3 rarity: Very Rare bridge officer candidates
Power info: Drains a single targeted enemy within 10km of power to all systems and 3s later applies the same power as a buff to you. Power drain scales with power rank and skill, duration improves with aux power.
Other info:
Feedback Pulse
Commonly Abbreviated as: FBP
Power cooldown: 60s
Shared Cooldown: 30s
Skill dependency: Starship Particle Generators (damage)
Beginning rank: Lieutenant
Rank 3 rarity: Captain trained, 6 ranks in Starship Particle Generators
Power info: "Reflects" some damage to any ship attacking yours with energy weapons. The damage done scales with skills, aux power, power rank, and the damage the attacker does. The reflected damage will have 50% shield penetration and can be resisted by the appropriate damage resistance. This power can do more reflect damage than was sent.
Other info: The damage is not truly reflected, you still take damage normally while this power is active.
Gravity Well
Commonly Abbreviated as: GW
Power cooldown: 60s
Shared Cooldown: 40s
Skill dependency: Starship Particle Generators (damage), Starship Graviton Generators (repel, radius)
Beginning rank: Lieutenant Commander
Rank 3 rarity: Captain trained, 6 ranks in Starship Graviton Generators
Power info: This power creates a field centered on a targeted enemy within 10km in the 90 degree forward arc of your ship that has a repel effect that draws enemy ships towards the center, as well as a continuous kinetic damage over time effect for 20 seconds. It will also reveal cloaked ships in the area of effect. The repel effect and DOT scale with power rank, skills, and aux power. The radius scales with skills.
Other info:
Hazard Emitters
Commonly Abbreviated as: HE
Power cooldown: 45s
Shared Cooldown: 30s
Skill dependency: Starship Hull Repair (heal)
Beginning rank: Ensign
Rank 3 rarity: Captain trained, 6 ranks in Starship Hull Repair
Power info: Can be targeted on self or an ally within 10km. Provides a heal over time effect and hull damage resist to all damage types for 15s. This power also clears any plasma DOTs and the Borg shield neutralizer over the duration. Heal and damage resist scale with power rank, aux power, and skills. Duration does not scale.
Other info:
Jam Sensors
Commonly Abbreviated as: JS
Power cooldown: 60s
Shared Cooldown: 40s
Skill dependency: Starship Countermeasure Systems (duration)
Beginning rank: Ensign
Rank 3 rarity: Captain trained, 6 ranks in Sensors
Power info: Targets an enemy within 10km, and makes them unable to see, target, or attack you directly for the duration of the power. This is a fragile power, which means the jam will end prematurely if you do enough damage to the jammed ship. This threshold is entirely mysterious and unknown, but it is supposed to scale with skills and aux power. Duration only scales with rank.
Other info: Though your enemy can't see you, they may be able to see where you are if they have allies shooting at you, by watching where the weapons fire goes. This can let them maneuver near to you and use other AOE type powers that will still affect you, such as eject warp plasma or photonic shockwave.
Mask Energy Signature
Commonly Abbreviated as: MES
Power cooldown: 20s
Shared Cooldown: N/A
Skill dependency: Starship Stealth
Beginning rank: Ensign
Rank 3 rarity: Very Rare Bridge officer candidate
Power info: Cloaks your ship. The mechanics of this cloak are different from the innate cloaks on KDF ships. When activated, this drains 20 power from each of your systems. Your shields stay active. When this power is deactivated, you are granted a defense bonus for 5s. Stealth effectiveness increases with skills, aux power, and power rank.
Other info: Certain buffs from allies can prematurely deactivate MES, such as the science captain power dampening field.
Photonic Officer
Commonly Abbreviated as: PO
Power cooldown: 180s
Shared Cooldown: 120s
Skill dependency: None
Beginning rank: Lieutenant
Rank 3 rarity: Only available from referral reward holographic officer
Power info: This power shortens all the cooldowns of your non-captain powers for one minute. No power can cooldown faster than the global cooldown or power cooldown, whichever is relevant. Duration is fixed, cooldown reduction magnitude scales with power rank.
Other info: Because of the nature of most science powers cooldowns, rank 2 of this power brings most science powers down to their global cooldown as the recharge. This means rank 3 can't do much more.
Photonic Shockwave
Commonly Abbreviated as: PSW
Power cooldown: 45s
Shared Cooldown: 30s
Skill dependency: Starship Particle Generators (damage), Starship Graviton Generators (Knockback), Starship Subspace Decompilers (Stun)
Beginning rank: Lieutenant Commander
Rank 3 rarity: Captain trained, 6 ranks in Starship Subspace Decompilers
Power info: Emits a shockwave from your ship with a 3km radius, and when it reaches enemies they are knocked back, stunned for 2-4s, and take kinetic damage. After the stun wears off, a buff will be applied that makes the targets immune to stuns for the next 10s. Stun duration and damage scale with skill.
Other info: Stuns, like in this power, will prematurely end maintained powers like tachyon beam, extend shields, and tractor beam. The stun duration is hard capped at 4s.
Polarize Hull
Commonly Abbreviated as: PH
Power cooldown: 45s
Shared Cooldown: 30s
Skill dependency: None
Beginning rank: Ensign
Rank 3 rarity: Very Rare Bridge officer candidate
Power info: Provides you with hull damage resists for 15s, and makes you immune to tractor beams for the duration. The resists scale with power rank, skill, and aux power. Duration is fixed.
Other info: This power is reported to work inconsistently at breaking tractor beams.
Science Team
Commonly Abbreviated as: ST
Power cooldown: 30s
Shared Cooldown: 15s
Skill dependency: Starship Shield Emitters (heal)
Beginning rank: Ensign
Rank 3 rarity: Captain trained, 6 ranks in Particle Physics
Power info: Targets yourself or an ally within 10km, and clears various science debuffs for 5s, applies a shield heal, and applies a buff to starship operations training for 5s. Shield heal scales with skill and power rank.
Other info:
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
10-13-2010, 05:19 PM
Scramble Sensors
Commonly Abbreviated as: SS
Power cooldown: 60s
Shared Cooldown: 40s
Skill dependency: Starship Countermeasure Systems (duration)
Beginning rank: Lieutenant
Rank 3 rarity: Captain trained, 6 ranks in Starship Countermeasure Systems
Power info: Fires a sensor probe at a targeted enemy within 10km. When it arrives, every enemy in 3km radius will be affected by "confusion". NPCs will immediately target their allies randomly and attack them, but if there are no other enemy NPCs for them to attack, they will attack you or your allies normally. Against players, the effect makes all targets appear friendly, and attempts to switch a player's target to any targetable object on their screen. This effect allows enemy players to heal you or your allies, or target and attack their allies. The duration scales with power rank, skills, and aux power.
Other info: The confusion effect is not enforced on players. With careful attention, they can continue to target you or your allies, as well as heal themselves or their allies for the duration of the power. If there are no other targets to switch to on a player's screen, then there is effectively no effect.
Sensor Analysis
Commonly Abbreviated as: SA
Power cooldown: N/A
Shared Cooldown: N/A
Skill dependency: None
Beginning rank: N/A
Rank 3 rarity: N/A
Power info: This is an innate science ship power. As long as an enemy is targeted and within 10km, a buff to the science ship's damage and subsystem targeting will slowly stack up to a maximum of +33% after 60s with 10 stacks. This gives a buff versus that target and only that target. Switching targets has a high chance of removing the buff, as does the target moving beyond the 10km mark.
Other info:
Tachyon Beam
Commonly Abbreviated as: None (TB is too easily confused for tractor beam)
Power cooldown: 30s (35s)
Shared Cooldown: 20s
Skill dependency: Starship Flow Capacitors
Beginning rank: Ensign
Rank 3 rarity: Captain trained, 6 ranks in Starship Flow Capacitors
Power info: Fires a beam at a targeted enemy within 10km in the 90 degree forward arc of your ship that does shield damage via 10 pulses of damage to each of their shield facings over 4s. The shield damage scales with power rank, skills, and aux power. The duration does not scale.
Other info: This beam is maintained on your target within the forward 90 degree targeting arc. If they leave that arc before the 4s is up, the beam will break and the effect will end prematurely. The shield damage ignores any shield resists on the targets that would normally reduce weapon damage to shields and the damage is not affected by any damage buffs or resistance debuffs. The cooldown timer for the power itself does not actually start until the power ends its active cycle, which typically means the power cooldown is actually 34s instead of 30s.
Target Subsystems 1
Commonly Abbreviated as: TSE, TS:E, TSSE, TSS:E, BTSE, BTSS:E (E refers to target subsystems: engines)
Power cooldown: 90s
Shared Cooldown: N/A
Skill dependency: Starship Flow Capacitors (power drain), Starship Subspace Decompilers (disable)
Beginning rank: N/A
Rank 3 rarity: N/A
Power info: All science ships and the Vo'quv carrier get innate target subsystems 1 powers. This lets you target the engines, weapons, shields, or auxiliary systems of an enemy ship with your next beam attack cycle. This will do normal damage, and apply a debuff onto the enemy ship for 15 seconds that drains their power in that system by a certain amount. There is also a 20% chance to shut down that system completely for a short time, or in the case of shields, drop the shield facing you. The magnitude of the drain scales with skill only.
Other info: The drain effect stacks with any other drains like energy siphon and Tyken's rift drains, however it does not stack with other target subsystems attacks. Only the best drain will affect the target. These can also be taken as tactical ensign bridge officer powers, even as a science ship.
Tractor Beam
Commonly Abbreviated as: None (TB is easily confused for tachyon beam)
Power cooldown: 30s (40s)
Shared Cooldown: 20s
Skill dependency: Starship Graviton Generators
Beginning rank: Ensign
Rank 3 rarity: Rare Bridge officer candidates
Power info: A tractor beam reaches out from your ship to a targeted enemy within 5km and holds an enemy ship in place for 10-18s, greatly reducing their movement and turning ability, and applies a miniscule kinetic DOT for the duration. It will also cancel cloaking if used on a cloaked target, and it will deny them from cloaking for the duration. Damage scales with power rank, aux power, and skill. Duration scales with power rank.
Other info: The tractor beam will not affect the target if they move beyond 5km, however if they later come back within 5km while the tractor is still in effect, they will again be affected. The cooldown timer for the power itself does not actually start until the power ends its active cycle, which typically means the power cooldown is actually 40-48s instead of 30s, depending on rank.
Tractor Beam Repulsors
Commonly Abbreviated as: TBR
Power cooldown: 40s (50s)
Shared Cooldown: 20s
Skill dependency: Starship Graviton Generators (repel), Starship Particle Generators (damage)
Beginning rank: Lieutenant
Rank 3 rarity: Uncommon Bridge officer candidates
Power info: This power targets up to 3 enemies, dead or alive within 5km of you, and attacks them with a repulsor pulse. The pulse does damage that ignores shields and pushes them away from you. Pulses fire from your ship every second for 10s. The repel scales with skill, power rank, and aux power. The damage scales with skill and power rank. The duration is fixed.
Other info: You have no control over what the pulses attack, but it appears to be the three closest enemies. The cooldown timer for the power itself does not actually start until the power ends its active cycle, which typically means the power cooldown is actually 50s instead of 40s.
Transfer Shield Strength
Commonly Abbreviated as: TSS (sometimes also used for target subsystems, however)
Power cooldown: 45s
Shared Cooldown: 30s
Skill dependency: Starship Shield Emitters(heal)
Beginning rank: Ensign
Rank 3 rarity: Very Rare Bridge officer candidates
Power info: Targets you or an ally within 10km and gives an immediate shield heal, and a shield HOT and shield resistance for 15s. Shield healing and resistance scales with skill, aux power, and power rank. Duration is fixed.
Other info:
Tyken's Rift
Commonly Abbreviated as: TR
Power cooldown: 60s
Shared Cooldown: 30s
Skill dependency: Starship Flow Capacitors(power drain), Starship Particle Generators(damage)
Beginning rank: Lieutenant
Rank 3 rarity: Very Rare Bridge officer candidate
Power info: Creates a rift centered on a targeted enemy within 10km in the 90 degree forward arc of your ship with a 3km radius of effect for 15 seconds. It will drain power from all enemies in the area, and does damage over the duration.
Other info: The rift can be destroyed prematurely, even though it can't be targeted. Cannon scatter volley, for example, can target the rift and eventually do enough damage to destroy it.
Viral Matrix
Commonly Abbreviated as: VM
Power cooldown: 60s
Shared Cooldown: 30s
Skill dependency: Starship Subspace Decompilers
Beginning rank: Lieutenant Commander
Rank 3 rarity: Rare Bridge officer candidates
Power info: Fires a sensor probe at a targeted enemy in the 90 degree forward arc of your ship within 10km and randomly shuts down engines, weapons, and auxiliary power systems over the duration. It won't shut down shields. The duration scales with skill and power rank. Shutting down weapons prevents a target from shooting torpedoes or energy weapons. Shutting down engines prevents a target from moving. Shutting down auxiliary will stop any active auxiliary powers like tractor beam or cloaking, and prevents them from activating most science powers.
Other info:
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
10-13-2010, 05:20 PM
Part 3: Counters to science powers
This section lists counters to the effects of the various science powers. That science ship harassing you with this power? Here is what you can use to shrug it off.

Charged Particle Burst CPB is raw damage. Any shield heal will repair it, but shield resistance will not help against it. Beyond repairing the damage, staying beyond 5km will prevent the power from affecting you.

Energy Siphon Science team clears the debuff. Power buffs will mitigate it. The buff on your enemy can be cleared with Subnucleonic beam.

Feedback Pulse This returns energy weapon damage at you, so either stop shooting energy weapons at your target, or use Subnucleonic Beam to strip the buff from them.

Gravity Well Auxiliary to inertial dampners or Attack Pattern Omega will entirely negate the repel. Any hull heal and/or kinetic resist will mitigate the damage. Putting power to engines, using an engine battery, evasive maneuvers, or other speed buffs can overpower the repel and help you escape.

Hazard Emitters As a heal over time, the only way to counter it is by doing more damage, or using Subnucleonic Beam to clear the buff.

Jam Sensors Science team will remove the effect.

Mask Energy Signature A ship under MES can be found with any normal cloak detection tactics, and is generally noticeably easier to detect than true cloaking. Once found, shooting the target will force them out of MES, as will using cloak canceling powers like tractor beam or eject warp plasma.

Photonic Officer
This buff can be removed by Subnucleonic Beam.

Photonic Shockwave
Aux to inertial dampners will prevent the stun and repel from affecting you. Naturally it must be running before the science ship uses PSW. The damage can be resisted with kinetic resits and healed with hull and shield healing as appropriate. Being stunned by PSW or a tricobalt weapon will apply a buff after the stun expires that grants immunity to further stuns for 10s.

Polarize Hull
This buff can be removed by Subnucleonic Beam. The resist component is obviously also countered by shooting your target more.

Science Team This buff can be removed by Subnucleonic Beam. The shield heal is easily negated by shooting them more.

Scramble Sensors The debuff is cleared by science team. Careful targeting and awareness can let you ignore the debuff effects, however. Having no target selected will ensure your science or engineering team works on yourself every time.

Sensor Analysis This buff can be removed from the science ship by flying beyond 10km or if the science ship otherwise changes targets. Jam sensors and Scramble Sensors can help expedite target changing. The extra damage is naturally fixed with the relevant healing powers.

Tachyon Beam
Escaping the 90 degree frontal arc of the ship will prematurely end the beam. Hitting them with photonic shockwave or another stun like from tricobalt weapons can also end it prematurely. Fixing the shield damage means using a shield heal.

Target Subsystems 1 Engineering team active while the debuff is being applied will stop it from being applied at all. Using an ET after it is applied will clear it, as will miracle worker and batteries. The drain can also be mitigated by power buffs like emergency power to [whatever] or shifting power to the affected system.

Tractor Beam Polarize hull and attack pattern omega render you immune to tractor beams. Jam sensors or photonic shockwave or another stun against the tractoring ship will end the tractor beam early. Tractor beams can also be powered out of using engine power and speed buffs like evasive maneuvers.

Tractor Beam Repulsors
Polarize hull and attack pattern omega render you immune to tractor beams. The hull damage is mitigated by kinetic resistance and hull heals. Auxiliary to inertial dampners will also negate the repel, but not the damage.

Transfer Shield Strength As a heal over time, the only way to counter it is by doing more damage, or using Subnucleonic Beam to clear the buff.

Tyken's Rift Escaping the rift is done easily enough with engine power and/or speed buffs. The damage is mitigated by kinetic resistance and hull heals. The drain itself is mitigated by power buffs, and especially by good power transfer, such as an EPS console on your ship.

Viral Matrix The system shutdowns can be restored by powers that restore subsystems, like emergency power to the relevant system, engineering team, and batteries. Engineering team will prevent further shutdowns as long as it is active, however after engineering team wears off viral matrix may still apply more system shutdowns.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
10-13-2010, 05:21 PM
I can be long winded, okay?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
10-14-2010, 01:33 AM
I will just add some info...

Photonic officer

I would like just point one thing about photonic officer 3. The skill is somewhat useless. Since most powers have global cooldowns on 2/3 of the power cooldown, you will never utilize the benefit. At least I haven't found powers, which have different ratio.

Version II already is around 30-33%, which puts the cool down on your powers on global timer (like if you double ranked the power.)

The only real advantage is, that you want to free your lt.cmd slot for some III powers and sacrifice your cmd. slot instead.

Also, compared to tactical initiative, after the photonic buff expires, the speeded-up cooldows are reset back to their original numbers

Scramble Sensors
The power continuously tries to switch your target to any object currently visible on your screen. If there is no targetable object on your screen, the power does nothing.

You can rotate your viewscreen away from other objects and you wont be affected by the debuff, except for the green sparkles.

Viral Matirx
Never shut downs shield subsystem
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
10-14-2010, 03:37 AM
Photonic shockwave also affected significantly by Deflector Field.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
10-14-2010, 05:48 AM
This is very much appreciated. Now we have to figure out the factors on how skill modifier and Aux power affects the skills, too. I would really like to see if there is a "general" model for how skill values are applied. I would assume it is some kind of factor like 1 + (Skill Total / 100) x Base Effect, but I don't know. it's really difficult to figure this out "casually". I'd probably need to head to Tribble and respec a lot to figure this stuff out. I hope someone else with more time then me could do that.

This reminds me of a question - I think I know at least two STO Wikis. http://www.stowiki.org and http://sto-intel.org/. But I am not really following them - are any of you guys using them? Which seems more active or used? Because one could do the work and update information like these to those to make it accessible to more players. (Compared to non-stickied threads).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
10-14-2010, 09:48 AM
I'll update this later tonight when I have more time. Obviously there are a lot of blanks to fill in, and some descriptions need to be expanded on regardless, which may take a lot of time. But I should get all the cooldown info done today.

Ideally what I want is to have very in depth power descriptions. I want a newbie to read the info on a power, and be able to know what it does, mechanically. The exact numbers I'm not going to bother with since they vary greatly based on build.

But I want to explain what a power does, and how it does it, so you aren't mystified by the descriptions in game, or wonder what helps this power do things better, or if some things are static and won't improve with investment.

Because of the nature of science powers, two people may use the same power for entirely different reasons. One might want Gravity Well for the immobilization, another may want it for the damage. To get the most out of their builds, those two players will end up emphasizing different things, despite using the same power. Science is not as straightforward as the other classes of powers in game, so I hope to give the information here that helps show what improves what, how it works, etc.


How is the organization and format? Is it easy to read, is the information organized logically to people? Should more information be separated out like the system cooldowns and counters? Is there an entire information category missing that should be in there?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
10-14-2010, 09:44 PM
Quote:
Originally Posted by MustrumRidcully View Post
This is very much appreciated. Now we have to figure out the factors on how skill modifier and Aux power affects the skills, too. I would really like to see if there is a "general" model for how skill values are applied. I would assume it is some kind of factor like 1 + (Skill Total / 100) x Base Effect, but I don't know. it's really difficult to figure this out "casually". I'd probably need to head to Tribble and respec a lot to figure this stuff out. I hope someone else with more time then me could do that.

This reminds me of a question - I think I know at least two STO Wikis. http://www.stowiki.org and http://sto-intel.org/. But I am not really following them - are any of you guys using them? Which seems more active or used? Because one could do the work and update information like these to those to make it accessible to more players. (Compared to non-stickied threads).

I hate math. Someone else can have that fun.

As for wikis, I don't really use them personally. I haven't found a need to, but I know other people like them. If someone wants to poach the info here for the wikis, go for it.
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