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Carrier question - Do weapon skills affect Fighters?

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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Ok I am running into issues just dealing with the Parser. This is entirely because it is new to me. I am fairly certain I will not have data today. Right now I just completely got crashed out of STO and it's making my brain hurt so I am going to take a small break. I will continue working on this later.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    This is great! Mistformsquirrel & PrincessKatrina I am really interested in your findings. I have often wondered about the answer to this question: Do Captain Skills affect Fighters?

    If I may:

    Which exact skills are you testing? Near as I figure it could be any one or a combo of these:

    •Starship Energy Weapons Training
    •Starship Beam Weapons
    •Starship Disruptor Weapons

    Are you respecing all three? Also, are you using/adding any of the appropriate consoles, and if so, which:

    •Directed Energy Distribution Manifold (Beam Weapons)
    •Disruptor Induction Coil (Disruptor Weapons)

    When doing torps, which mix of these are you using:
    •Starship Projectile Weapons Training
    •Starship Torpedo Weapons
    •Starship Photon Projectiles

    •Warhead Yield Chamber (Generic Projectiles)
    •Photon Detonation Assembly (Photon Projectiles)

    You mention only fighters. What about the BoPs? Do they use Cannon skill?
    •Starship Cannon Weapons
    •Prefire Chamber (Cannon Weapons)

    Anyway, thanks again.

    /subscribed.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    In order to make certain that the data isn't corrupted, our first tests are going to keep our builds exactly as they were, excepting a shift in Disruptors skill. Disruptors is the only skill being tested at present. (Any skills that need to be moved up or down other than that will be in areas that should have no effect - like Science or something.)

    Right now I have all the skills that the game tells us affect fighters*.

    If we find that Disruptors skill does have an affect on fighter damage, then I'm going to go ahead and test Photon Torpedo skill as well. This is a bit annoying to do though** so it may be some time before I even get to that, let alone the other stuff <. .> That said, it does interest me, so I may come back and do it again anyway.

    Err, basically long story short - this may be a long time before I can answer all those questions. Right now it's just disruptors I'm worried about. >.>b but over the long haul, who knows?

    *edit* Forgot to add that console-wise, I'm using 2 Antiproton Mag Regulator Mk X white consoles. I don't believe they'll have any impact; but I won't be changing them one way or the other, since at least for now we just want to see how skills alone do.


    *Whether they in fact do or do not have an effect. This way whtether or not they have an effect, they won't corrupt the data since the levels of those skills will not change between tests.

    **Not sure why but the parser keeps quitting, so I have to throw out about half my data because it only records a small chunk of the fight - not long enough to get an adequate measure of Out DPS. I'm suspicious that it could be that if all the fighters that start the battle die, then it quits recording. Which leads to the possibility that if I put my ship into the fight first it may solve things. I'm actually going to try that since it shouldn't in any way corrupt the data (damage won't change after all).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Also, I have my With Disruptors Skill log available now:

    Disruptors Log (Numbers rounded to nearest whole - the parser gives us 3 decimal places that I don't feel are significant at all.)

    Fight 1 - Out DPS 707
    Fight 2 - Out DPS 716
    Fight 3 - Out DPS 583
    Fight 4 - Out DPS 689
    Fight 5 - Out DPS 465
    Fight 6 - Out DPS 628
    Fight 7 - Out DPS 731
    Fight 8 - Out DPS 517
    Fight 9 - Out DPS 601

    Average total Out DPS - 626.3333 (repeating decimal)

    *edit* I'm an idiot and I forgot to credit shields as damage. This should be OK overall since as long as I remember not to do it for this next set of tests, it shouldn't make a significant difference, but it does make for some mild annoyance on my end. ><

    Every fight was against a group of 3 Miranda/ShiKhar/Centaur frigates. Average fight time was about 2 minutes (1 min 45s-2min 5s roughly) The total fight time was close to 45 minutes, even though it was only half the number of fights I wanted to test. I think it's generally fairly reliable.

    Now I'm going to test without Disruptors skill to see if we see a significant drop in DPS.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Here are my no-Disruptor skill logs thus-far. I'm technically two fights short, but I've run into technical issues, and at this point I think it's becoming clear that there is no real effect.

    Non-Disruptor Skill Logs

    Fight 1 - Out DPS 549
    Fight 2 - out DPS 662
    Fight 3 - Out DPS 608
    Fight 4 - Out DPS 510
    Fight 5 - Out DPS 766
    Fight 6 - Out DPS 661
    Fight 7 - Out DPS 783

    Average Out-DPS - 648.2


    So, barring someone else coming along with much, much different data - I'm calling this myth busted.

    And yes I had to do that. >.>

    So yes, just to be absolutely 100% clear:

    Disruptors skill has no effect whatsoever on To'Duj DPS.

    This also makes me hesitant to try other things; but if I get bored I may very well give it a shot. I'm in the market for a better parser though >< if anyone has a suggestion.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    ...myth busted....

    Disruptors skill has no effect whatsoever on To'Duj DPS...
    Seems your methods are spot on and if anything you gained DPS with you removed the skill. So, yes, clearly, having points allocated to Disruptor skill does not help the To'Duj.

    Pity.

    Still, thanks for testing. It's good to know!

    SCIENCE!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Indeed. I admit I'm pretty disappointed... you hear a rumor enough; and especially for my love of carriers having a way to directly boost my fighter damage would be nice >_> but... oh well.

    At least if I see that rumor again I can squish it with some level of authoritativeness.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Is Fighter Launch associated with a skill group? Other Pet buffs are (Drones, and security escorts are). Stands to reason that fighter could be.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    To'Duj are supposedly associated with Hull Repair, Engine Maintenance and Starship Engineering Training; I may have to test that though as I'm not honestly sure if it's actually doing much of anything. I have them all maxed out, but for a long time I didn't, and I haven't noticed any difference between the two.

    It makes me almost think that the only thing that might benefit would be the repair drones a Vo'Quv can get.

    May require some testing in the future hehe >_> but not right now.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    That is interesting, I was told that Hull Repair had no known effects. Very interesting, sounds like some strange holdovers in the skill system
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Yeah, I'm really hoping that as Heretic and Co. look at Carriers, they'll address the skill issue with them as well. If nothing else removing tags that make it appear pets gain benefits from skills they don't. (Or more clearly showing how the pets gain benefits.)


    Honestly lately, doing this testing has really, really made me want to see STO's skill system completely overhauled - it's kind of a confusing mess at present, which is unfortunate.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    I do agree the skill system is rather obfuscated.I wish they would at-least release complete text on everything in it. Finally A gated tree system I think would make things much more simple and clear. However there are plenty of other things on my wish list ahead of this.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Yeah, I'm really hoping that as Heretic and Co. look at Carriers, they'll address the skill issue with them as well. If nothing else removing tags that make it appear pets gain benefits from skills they don't. (Or more clearly showing how the pets gain benefits.)


    Honestly lately, doing this testing has really, really made me want to see STO's skill system completely overhauled - it's kind of a confusing mess at present, which is unfortunate.

    I heard they want to split up the ground and space skills so you can train in both without sacrificing stuff, if they do do that, maybe they will also overhaul the system.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    Heretic's post today supports your research Mistformsquirrel:
    Heretic wrote: »
    ...As for the player skills modifying stats, I have been digging through things to confirm this, but I am fairly certain than n the vast majority of cases player stats do not, in fact, affect deployable stats. I found a couple of fairly minor exceptions, but thus far I haven't found any player skill effects in anything important other than hanger bay recharge time - certainly, weapons and shields do not appear to be affected as far as I can tell...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    so you are telling me that skills affect the ships or deploy.....
    ........
    I might have to rethink not using a carrier
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    Yeah, I'm really hoping that as Heretic and Co. look at Carriers, they'll address the skill issue with them as well. If nothing else removing tags that make it appear pets gain benefits from skills they don't. (Or more clearly showing how the pets gain benefits.)

    Honestly lately, doing this testing has really, really made me want to see STO's skill system completely overhauled - it's kind of a confusing mess at present, which is unfortunate.

    Geko is planning on doing a space review of all skills and powers to resolve exactly these kinds of questions and issues.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    Heretic wrote:
    Geko is planning on doing a space review of all skills and powers to resolve exactly these kinds of questions and issues.
    Groovy. Is this a Season 4 thing or S5+ thing?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    Groovy. Is this a Season 4 thing or S5+ thing?

    It will likely be rolled out in stages as Geko has time to dig into it; I expect at least some of the elements of this to roll out in the relatively near future. There are a number of other changes that are prerequisites and some other things that depend on it, so it's going to be a little jigsawish.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    Heretic wrote:
    It will likely be rolled out in stages as Geko has time to dig into it; I expect at least some of the elements of this to roll out in the relatively near future. There are a number of other changes that are prerequisites and some other things that depend on it, so it's going to be a little jigsawish.
    "Relatively near future"? Ooohh... That's exciting! Obviously it'll be a jigsaw, sheesh yeah. Right up there with the Ground Revamp, I'd image. Good on Geko and Team for the effort. Tell 'im we send positive thoughts! :D

    (P.S. While you guys are under the hood changing Tooltops and UI and whatnot, please don't forget to add Shield Regeneration/Damage Reduction stats. Please/thanks. :cool:)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    I am concerned about this review, b/c its clear ground review appears to have broken at least one skill group (Squad Command).
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