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Insights into the STO game mechanic that should be assembled together.

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited May 2014 in The Academy
There are always a few recurring questions coming up in this game, some have been answered before by the devs. This is an attempt to collect these information and the sources.

Maybe as a format, it could work as a FAQ.

Q: My skills don't do anything! I respecced/equipped something/adjusted my energy levels and the values on the "paper doll" for my ship don't change!

A: Make you you are in a system, not in Sector Space. E.g. around Sol or Qu'onos, in Ker'Rat and so on.

Q: How do armor consoles work? The number listed on t he console don't seem to be the resistance I get?

A: The armor console displays a resistance value that first has to be used in a formula to gain an actual resistance percentage.
The formula is roughly: 1 - (100/(100 + Resist value)). (This gives a fractional value, multiply it with 100 to get a percentage.) So an armor mod of +50 (or two of +25) gives only about 33 % of resistance. Remember that you might have passive resists from accolades or other sources (powers.) This is just a simplified version of the formula, the actual one is more complicated and also ensures the resistance cap of 75 %. Details are attached to this STOKed podcast with Al "CaptainGeko" Reviera: http://www.jupiterbroadcasting.com/5953/cutting-the-cord-review-stoked-73/

Q: How do shield resistances (or Shield Damage Reduction) work?

Recently the discussion came up on how Shield Resistances work and stack. Some tests and a clarification by snix provided the answer.
Shield resistance are described in percentages, e.g. by how much the damage your shields take are reduced. Shield Resistances stack multiplicative. If you have value of n % as shield resistance, the damage you receive is multiplied by 1 - (n / 100). For example, if you have 25 % Shield Resistance, you have 1 - (25/100) = 0.75 as damage mutlpilier. If you have 2 shield resistance sources, you multiply these values. So, if you have 15 % shield resistance from shield power and 20 % from a shield resistance granting power, the effective value is 0.85 * 0.8 = 0.68 or 32 % damage reduction. There is also a 75 % cap for the final value of your resistance.
Note on terminology: Since Armor and Shield have different formuals on stacking and how the yare applied overall, I and others prefer to refer to shield resistance as "Shield Damage Reduction" (SDR).

Q: How do accuracy and defense rating work?
According to snix, accuracy and defense works like this: Accuracy - Defense = Hit Chance, minimum 25 %.
But this is a gross oversimplification of the actual system. A STOked podcast featuring the Cryptic developer Al Revira/CaptainGeko revealed more, and the poster BigRedJedi worked out what it means:
Podcast: http://www.jupiterbroadcasting.com/6611/meet-al-rivera-stoked-76
BigRedJedi's post: http://forums.startrekonline.com/showthread.php?t=218273


Q: How do turn rate consoles and other turn boosters work? I don't seem to get the turn rate I expect?

A: Modifiers from the relevant skill and modifiers from the consoles are added seperately and based on your ships base turn rate. So if your ship has a base turn rate of 8 and your skills raise this to 11, a 30 % turn rate buff from a console or a BO ability would not increase it to 14.4, it would only raise it to 13.4. But, once again, it's actually a little more complicated than that, and various tests show that the base turn rate given for your ship is not used for such percentage buffs, but the turn rate -3.

Q: How do energy levels affect my ship? What does energy drain from weapon fire do?
A:
  1. Weapons: Affects the damage caused by your energy weapons (beams and cannon). It does not affect projectile weapons (torpedoes and mines). At 50 power your energy weapons do listed damage, at 100 power you get double damage. (Formula: Base Damage * (Power/50) ).
  2. Shields: Affects the regeneration level of your shields. Below 25 power your shields do not regenerate. At 25 you get half rate, 50 gives you listed rate. Each point of power increases your shield regeneration rate by 4%, So at 100 shield power your shields regenerate at triple their listed rate. Also, higher shield power increases shield damage resistance, 125 power is 35 % resistance. (Formula = 0,28 x power level)
  3. Engines: ower controls your speed and affects your turn rate. *formula?*
  4. Aux: Affects various abilities including, most of them Science BO or Science Captain abilities but also a few Engineering skills. Aux abilities are scaled to be 50% effective at 25 power, 100% effective at 100 power in general.
See also these threads for detailed information on power levels:
PatricianVetinari's Ship Power Level Calculator
Nagorak's Guide to Weapon performance

Q: How do my Captain skills affect Bridge Officer abilities and Captain abilities?
Good question. It depends. Some Captain Skills have passive abilities, some (especially Science) only affect Bridge Officer or Captain abilities. A complete list with the actual effects would be too long here, and would better be reserved for another thread. The skills now describe rather well which skills they affect and what component.

Q: How do the weapon skills affect my damage?
Each weapon has a base damage, which it does at MK0 (Standard Issue). Weapon damage is based on two separate components: Equipment Mark and Skill Level. These are added to the base damage, and are completely independent from one another (ex: you'll get the same skill bonus whether you have an MK I or MK XI weapon). At Max Equipment mark/Skill Level (ignoring consoles) your damage will be 320% of the base.
  • Equipment Mark = 10% increase on the base damage per MK (Max 120% at MK XII).
  • Weapon Skill = 1% increase on the base damage per skill point. Consoles keep adding damage in this same way.
(Provided by Nagorak)
The effective total damage is thus: MK0 Base Damage * (1 + (Weapon Skill / 100) + (Mark * 0.1)).
CaptainGeko provides even more details on damage - there are several modifiers we're usually unaware of: Click Here


Q: What are the base stats of the various ships?
There are two excellent sources for this information:
http://forums.startrekonline.com/showthread.php?t=172816
http://forums.startrekonline.com/showthread.php?t=88822
Be careful though, sometimes these infos are not 100 % up-to-date since there are always tweaks going on. (Same applies ultimately to other information). If in doubt, test it out. ;)

Q: How do cooldowns work?
There are 3 types of cooldowns in space:
  1. Power Cooldown. Each power has its own cooldown.
  2. System Cooldown: A 15 second cooldown shared between different powers that are somehow thematically linked (Like weapon types, ship components)
  3. Global Cooldown. A variable cooldown that powers with the same name share independent of rank.
The last big overview on this was posted here: http://forums.startrekonline.com/showthread.php?t=157669

Q: What skills are trainable?

BigRedJedi has a nice list posted in this very thread: http://forums.startrekonline.com/showpost.php?p=3315792&postcount=14
Or use the Wiki: http://www.stowiki.org/Bridge_officer_powers

How do the different types of Impulse Engines and the Ship-specific Impulse modifiers affect my speed?
A indepth discussion can be found in this thread:
http://forums.startrekonline.com/showthread.php?t=202436
Standard Impulse and Hyper Impulse Engines speed exceed Combat Impulse Engines beyond the following Power Levels:
  • Imod 0.15 - Cruisers and Most Science: Impulse at 58+ Engine Power; Hyper at 57+ Engine Power
  • Imod 0.17 - DSSV and NX: Impulse and Hyper at 52+ Engine Power
  • Imod 0.18 - Type-8: Impulse at 49+ Engine Power, Hyper at 48+ Engine Power
  • Imod 0.20 - Escorts: Impulse and Hyper-Impulse at 44+ Engine Power

Q: I don't really seem to get better drops on advanced or elite difficulty. Is this even working?
A: Yes it is, but the effects are small and it will require some playtime to actually notice the differences. These values were given by the designers on what is changed:
Dev Post: http://forums.startrekonline.com/showpost.php?p=2612467&postcount=22
Advanced:
  • Skill points and Bridge Officer Skill points: +25%
  • Green Items: 1.5 times increase in drop rate
  • Blue Items: 10 times increase in drop rate
  • Purple Items: 20 times increase in drop rate
Elite:
  • Skill points Bridge Officer Skill points: +75%
  • Green Items: 3 times increase in drop rate
  • Blue Items: 20 times increase in drop rate
  • Purple Items: 30 times increase in drop rate
Keep in mind that the drop rate for purple items is low, so even increasing it by a factor of 30 doesn't make it a common occurance.
Post edited by Unknown User on
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Sounds good to me.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    one vote for sticky... i get asked this stuff way too often, even by players who've been around a while.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    I'll say, this would be vary useful.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    I searched for the drop rate modifier post and added the information and link.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Q: Will I get laid more if I make a Klingon Tactical Captain or an Orion Science Captain?
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    This bring allot of real good info into one place it should get a sticky. Thank you Mustrum.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Mekvar wrote:
    Q: Will I get laid more if I make a Klingon Tactical Captain or an Orion Science Captain?
    A: Klingons Tactical. Everyone knows that Orions Scientists just dance and use mental abiltiies to drop you unconcious and dissect you for scientific purposes, while Klingon Tacticals like to hang out on after-battle-parties and are pretty "open" after a few kegs of bloodvine (or Prun Juice even.)
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    I have added the link to http://forums.startrekonline.com/showthread.php?t=157669 to my first post. Might be useful for some people that are trying to learn the cooldown mechanics.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Good post, you might want to add

    Q: How do I know what skills increase my abilities?
    A: For equipment you can right click an item and read the "info," but most importantly check your toon's skills window, and select to highlight the ability you are curious about.

    *to be filled: Photonic theory does not affect photonic fleet, etc.

    Feel free to edit

    While we're at it: *THIS IS INCOMPLETE*

    Q: Where can I get a TSS3 BO?
    A: On the Exchange, other level three skills can be trained by captains. If you have a free Bridge Officer slot you can train someone's BO and trade them. You cannot train a non commissioned BO.

    The trainable space skills are:
    TAC: CRF3, TT3?, Target Subsystem X 3,
    SCI: SS3, ST3, GW3, TR3,
    ENG: ET3, DEM3, EWP3, EPt?? 3,

    The trainable ground skills are: ??
    TAC:?
    SCI:?
    ENG:?
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    havam wrote:
    The trainable space skills are:
    TAC: CRF3, BO3, TT3?, Target Subsystem X 3, ...
    Wait a second...BO3 trainable? How? What skill do you max to achieve this.

    I've only ever been able to get BO3 from random drop candidates.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    BTW, snix recently revealed how shield resistance really work (and other posters had found this out before due to testing). They stack multiplicative. I'll later write down a formula to understand what this means a little better. ;)
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    BTW, snix recently revealed how shield resistance really work (and other posters had found this out before due to testing). They stack multiplicative. I'll later write down a formula to understand what this means a little better. ;)


    Shield Damage Reduction (SDR) is calculated with:

    SDR = 1 - ( [1-x] * [1-y]* [1-z] * ....... etc.)

    Wherein x, y, and z are Shield Damage Reductions granted by various BOff powers and the Shield Power Level (SPL) bonus SDR (which, as MustrumRidcully has already mentioned, should be equal to SPL/500... However, it should be noted that, due to a presumed bug, at VA-level, the current formula for SPL's SDR is (SPL-50}/500.)

    Hope that helps,
    -Big Red
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    havam wrote:
    The trainable space skills are:
    TAC: CRF3, TT3?, Target Subsystem X 3,
    SCI: SS3, ST3, GW3, TR3,
    ENG: ET3, DEM3, EWP3, EPt?? 3,


    Ummm... Trainable skills are as follows (at least as far as I remember, Science is a little fuzzy, as I haven't played one enough to remember them all... Got one up to Captain, though, and working on her. ;) ) Things like Beam: Overload 3, Beam: Target Subsystem X 3, Tyken's Rift 3, etc. will only be found on Rare and Very Rare BOffs.

    Tactical Space:
    • Cannon: Rapid Fire 3
    • Beam: Fire at Will 3
    • Mine: Dispersal Pattern Alpha 3
    • Torpedo: High Yield 3
    • Attack Pattern Beta 3
    • Attack Pattern Omega 3
    • Tactical Team 3

    Tactical Ground:
    • Suppressing Fire 3
    • Photon Grenade 3
    • Leg Sweep 3
    • Stealth Module 3
    • Fire on My Mark 3
    • Stun Grenade 3
    • Target Optics 3
    • Overwatch 3

    =================================================

    Engineering:
    • Emergency Power to X 3
    • Engineering Team 3
    • Directed Energy Modulation 3
    • Eject Warp Plasma 3
    • Extend Shields 3

    Engineering Ground:
    • Chroniton Mine Barrier 3
    • Shield Generator 3
    • Shield Recharge 3
    • Cover Shield 2
    • Quick Fix 3
    • Phaser Turret Fabrication 3
    • Combat Supply 1
    • Equipment Diagnostics 2
    • Support Drone 1

    =================================================

    Science Space:
    • Tachyon Beam 3
    • Jam Sensors 3
    • Tractor Beam 3
    • Feedback Pulse 3
    • Scramble Sensors 3
    • Hazard Emitters 3
    • Charged Particle Burst 3
    • Photonic Shockwave 3
    • Gravity Well 3

    Science Ground:
    • Medical Tricorder 3
    • Tricorder Scan 3
    • Hypospray - Dylovene 3
    • Gravimetric Shift 3
    • Neural Neutralizer 3
    • Sonic Pulse 3
    • Nanite Health Monitor 1
    • Dampening Field 3
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Thanks BigRedJed! While you were writing this, I was having my lunch and then added the information on shield resistances to my post. ;)

    The trainable skill list is great but long, so I think I'll put a link to your post in the OP.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011

    Q: How do the weapon skills affect my damage?
    *to be filled later*

    Each weapon has a base damage, which it does at MK0 (Standard Issue). Weapon damage is based on two separate components: Equipment Mark and Skill Level. These are added to the base damage, and are completely independent from one another (ex: you'll get the same skill bonus whether you have an MK I or MK XI weapon). At Max Equipment Mark/Skill Level (ignoring consoles) your damage will be 320% of the base.

    Equipment Mark = 10% increase on the base damage per MK (Max 120% at MK XII).
    Weapon Skill = 1% increase on the base damage per skill point. Consoles keep adding damage in this same way.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    wrote:
    Each weapon has a base damage, which it does at MK0 (Standard Issue). Weapon damage is based on two separate components: Equipment Mark and Skill Level. These are added to the base damage, and are completely independent from one another (ex: you'll get the same skill bonus whether you have an MK I or MK XI weapon). At Max Equipment mark/Skill Level (ignoring consoles) your damage will be 310% of the base.

    Equipment Mark = 10% increase on the base damage per MK (Max 110% at MK XI).
    Weapon Skill = 1% increase on the base damage per skill point. Consoles keep adding damage in this same way.
    Thanks, Nagorak! I added it to the initial post.

    Am I correct in assuming that energy levels affect the final total damage?
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Thanks, Nagorak! I added it to the initial post.

    Am I correct in assuming that energy levels affect the final total damage?

    Yes, once you have the modified base damage, then it's multiplied by the energy multiplier, with listed damage being done at 50, twice as much at 100, etc.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    What kind of modules are used for shield resistances or Shield Damage Reduction?
    I know that alloys, plating, and armor are used for hull resistance, but I don't know about shield resistances.

    Thanks...
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Thanks Bigredjedi for clearing this up
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    What kind of modules are used for shield resistances or Shield Damage Reduction?
    I know that alloys, plating, and armor are used for hull resistance, but I don't know about shield resistances.

    Thanks...

    Engineering consoles
    Shield Emitters ( increase shield power setting)
    Shield Emitter Amplifier ( increase shield regeneration rate)
    Field Generator ( increase maximum shield capacity)

    There are science consoles that help as well by boosting your science skill levels that correspond to shields. The Collimator Console being one such item, I believe.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    What kind of modules are used for shield resistances or Shield Damage Reduction?
    I know that alloys, plating, and armor are used for hull resistance, but I don't know about shield resistances.

    Thanks...

    There are no consoles for shield resistance directly. You get shield resistance from Bridge Officer abilities and from Shield Power.
    • Emergency Power to Shield (Engineering BO Ability)
    • Transfer Shield Strength (Science BO Ability)
    • Extend Shields (Engineering BO ability) (for an allied target only, not yourself)
    • Rotate Shield Frequency (Engineering Captain Ability)
    • Shield Power Level
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Mustrum, You may want to add this link for the question on which Bridge Officer Skills are Trainable...

    http://www.stowiki.org/Bridge_officer_powers
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    There are no consoles for shield resistance directly. You get shield resistance from Bridge Officer abilities and from Shield Power.

    oops, reading Comp fail on my part. Missed that when I made the list in my post.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    /+1 Vote for Sticky.

    /Subscribed.

    Excellent work Archancellor! I get asked these questions all the time and it will be good to have a single go-to/reference point!

    Also, I appreciate the plug/post to my Ship Power Calculator Thread. Thank you.
    Q: How do accuracy and defense rating work?
    According to snix, this works like this: Accuracy - Defense = Hit Chance, minimum 25 %.
    Keep in mind that base accuracy starts at 95 %, and bonuses from weapons only apply for that weapon. Defense is affected by your speed (with a limit on how much you can gain), certain Captain traits and skills and equiment (currently only Aegis Set). A Defense higher then 70 % is useful against enemies that have accuracy bonuses. Accuracy bonuses are granted by Captain Traits and Skills as well as by weapons with the [ACC] modifier (for that weapon only).
    To elaborate further... Any Hit Chance over 100% is added to your Critical Severity ([CrtD]) modifier. Which is why Crits are all the worse when you're held standing still.

    Example:
    - Captain A has a Defense of 40% while moving.
    - Captain B has the Accuracy trait (+10% to hit with Space Weapons) and is firing an Rare Phaser with an [Acc]x2 bonus (another +20%).
    Each shot goes like this: (95%+10%+20%) - 40% = 85% Chance To Hit.

    If Captain A is hit with a Tractor Beam or otherwise forced to stop and loses his Defense, then Captain B gets 100% chance To Hit and also gets +25% extra damage if he happens to get a Critical Hit (Crits are rolled separately upon each successful hit, they use a different base number, which I think is 2%).

    Also, I'd like to point out I find the best way to get Powers info is by pressing P for Powers and looking at each power in the list. Click the Power on the left and look at the details on the right. You typically get more info than you do from the Tool Tip Pop-up in the Power Tray. You also get a more accurate listing of which skill supports which power.

    Unfortunately, some of the info is hidden. For example, to see exactly how much damage your Beam Overload or Cannon Rapid Fire is going to do, or how much of a drain your Target Subsystem is going to inflict, you don't look at BO or CRF or TSS, but rather, you look at your Beam or Cannon icon and scroll down. So it does take some looking. Naturally, for Space Powers you need to look at this while in System Space.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    I updated my skill scaling explanation if you could update it in the OP. I had only calculated to MK XI, not MXII for the max damage.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    wrote:
    I updated my skill scaling explanation if you could update it in the OP. I had only calculated to MK XI, not MXII for the max damage.
    Done.

    Also moved one of the questions around, as it didn't seem to fit into the "flow" of the questions.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Great thread. I can't believe I'm only just seeing it.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    wrote:
    Mustrum, You may want to add this link for the question on which Bridge Officer Skills are Trainable...

    http://www.stowiki.org/Bridge_officer_powers
    Oh, missed this suggestion. Added. ;)
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Unfortunately, some of the info is hidden. For example, to see exactly how much damage your Beam Overload or Cannon Rapid Fire is going to do, or how much of a drain your Target Subsystem is going to inflict, you don't look at BO or CRF or TSS, but rather, you look at your Beam or Cannon icon and scroll down. So it does take some looking. Naturally, for Space Powers you need to look at this while in System Space.

    You can also activate the power and mouse over the appropriate weapon icon to view the effects.

    This also works for abilities that are affected by power level. For example, you can easily see how much your TSS3 or HE3 will do at various Aux settings. Or, adjust your weapons power to see the different damage output of your weapons.

    /subscribe
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    /+1 Vote for Sticky.


    To elaborate further... Any Hit Chance over 100% is added to your Critical Severity ([CrtD]) modifier. Which is why Crits are all the worse when you're held standing still. [

    It adds to your Critical Hit ([CritH]) chance too. Not moving is really, really bad. Anyone shooting at you is going to start Criting left and right and for insane amounts of damage.
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