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Working Right? Hull Resistances…WTF???

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited June 2012 in PvP Gameplay
Now I understand why there is a penalty placed on stacking starship hull resistances when using more than one Console of the same type, however, why are things like Polarize Hull Plating, Attack Patter Delta and Auxiliary power to Structural Integrity Field being penalized as well with the resistance stacking penalty on hull armor?


I noticed yesterday in Kerrat, while trying a new tank build, that when I used Attack Pattern Delta-I, which states that it will give me +20% all damage resistance for 15 seconds, and then I use Auxiliary power to Structural Integrity Field-III; which states that it will give me +36% all damage resistance for 10 seconds.

I would have expected, on top of my +26 all damage resistance base stats, due to skills and consoles, to have maxed out my hull damage resistances at 75% for at least 10 seconds. However, this is not at all what happened. Instead, my resistances were somewhere around 51%. That is a loss of 31% all damage resistance somewhere along the line!!! That is also without even using polarizing hull plating which would add even more resistances. So what is the deal? Is this indeed intended? :mad:

Why the HELL should I use defensive Bridge Officer abilities that provide hull resistances if the return on those invested skills are penalized into uselessness? Tactical skills are not penalized in this way! As far as I can tell, you can increase your damage well over +700%. There are no diminishing returns on increasing your damage… and there is no Hard Cap on how much damage you can do. So again, why can’t I bring my hull resistances up to the hard cap of 75% temporarily with Bridge Officer Abilities? Anyone got the answer?
Post edited by Unknown User on
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Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Yes, it is working as intended.

    All hull resists are only a +value (not a +%) that is then entered in a formula which calculates the effective resist. Hull resists from skills, consoles and abilities are all treated the same way. They all have to go through the formula.


    And how do you get +700% damage? Is this comparing fully buffed damage at 125 power to unbuffed damage at 25 power with Mk 1 weapons?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Because Cryptic seems to have this wierd proactive diminishing returns on anything you stack ingame to effect.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    mancom wrote:
    Yes, it is working as intended.

    All hull resists are only a +value (not a +%) that is then entered in a formula which calculates the effective resist. Hull resists from skills, consoles and abilities are all treated the same way. They all have to go through the formula.

    So the +20 number is in fact NOT a percentage to resistance but a modifier to perhaps the hull resistance skill? Hmmph!!!! I'll have to go look for the formula so that I can better design a new build i'd like to try out.
    And how do you get +700% damage? Is this comparing fully buffed damage at 125 power to unbuffed damage at 25 power with Mk 1 weapons?

    @ 125 power to include buffed damage. % is caculated at base damage of MK-0/1 White gear. So yes!
    Roach wrote: »
    Because Cryptic seems to have this wierd proactive diminishing returns on anything you stack ingame to effect.

    Well, except when it comes to dealing damage.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    mancom wrote:
    Yes, it is working as intended.

    All hull resists are only a +value (not a +%) that is then entered in a formula which calculates the effective resist. Hull resists from skills, consoles and abilities are all treated the same way. They all have to go through the formula.

    QUOTE]

    First, sorry for double post... do you know what the formula is or where to find it? I'm rather upset that I can't seem to get my resistances past 56% using three Bridge Officer Abilities, maxed skills in hull resistances and with armor consoles.

    I might just have to go back to shield tanking only. :rolleyes:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Iirc the formula is:
    1 - 1 / (1 + x/100)
    with x as the resist value (skills+consoles+abilities). This gives a value between 0 and 1.

    Example:

    1 - 1/(1+900/100) = 0.9 = 90%, the resist of the ablative armor skill.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    mancom wrote:
    Iirc the formula is:
    1 - 1 / (1 + x/100)
    with x as the resist value (skills+consoles+abilities). This gives a value between 0 and 1.

    Example:

    1 - 1/(1+900/100) = 0.9 = 90%, the resist of the ablative armor skill.

    Thank you so much. This explains perfectly why I can't get beyond 56% with my current setup.

    Aux-SI +36 Resistance Value
    PH +37 Resistance Value
    APD +20 Resistance Value
    Armor +26 Resistance Value
    Skill Hull Plating +9.9 Resistance Value
    Totaling: 128

    Plugging that into the formula 1 - (100/ (100 + Resist value))
    (1-(100 / (100 + 128)) * 100 = 56.14% all damage resistance.

    I also found out that there is absolutely no hard Cap on Hull Damage resistance. So to get up to 75% all damage resistance on your hull, you need a resistance value of 300. I don’t know that that is really feasible. I’m much better of going back to shield tanking. Thank you again for the formula!

    Now, if they changed the formula to say: 1-(100 / (250 +Resist Value) we would be able to reach 75% all resistance. Oh well.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Roach wrote: »
    Because Cryptic seems to have this wierd proactive diminishing returns on anything you stack ingame to effect.

    except that the weird thing about it is that a lot of games use this approach with a few variations to keep people from becoming invulnerable. It's actually an extremely common formula. Games do this because after 50% damage reduction, effective health becomes substantially larger at smaller intervals. Health is doubled at 50%, 75%, 87.5%, 93.75%, 96.875%, so on and so fourth. Without diminishing returns, you could easily go invulnerable from just about anything.

    Here are some other common variations:
    League of Legends: ( 1 - ( 100 / ( 100 + armor) ) )
    Guild Wars: fD = iD * ( (.5) * (armor-60)/40)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    just tell me how you get +700% damage and I'll buy you a drink
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Teleon wrote: »
    Thank you so much. This explains perfectly why I can't get beyond 56% with my current setup.

    Aux-SI +36 Resistance Value
    PH +37 Resistance Value
    APD +20 Resistance Value
    Armor +26 Resistance Value
    Skill Hull Plating +9.9 Resistance Value
    Totaling: 128

    Plugging that into the formula 1 - (100/ (100 + Resist value))
    (1-(100 / (100 + 128)) * 100 = 56.14% all damage resistance.

    I also found out that there is absolutely no hard Cap on Hull Damage resistance. So to get up to 75% all damage resistance on your hull, you need a resistance value of 300. I don’t know that that is really feasible. I’m much better of going back to shield tanking. Thank you again for the formula!

    Now, if they changed the formula to say: 1-(100 / (250 +Resist Value) we would be able to reach 75% all resistance. Oh well.

    Keep in mind there are stacking Sci Capt abilities which give large AoE resists and high aux HE also gives a large resists. Atm, there are far too many large heals in the game from boff powers, to sets, to doffs to be able to justify large resists. If they did away w/the heals, then resist spiking would be an alternative. But, that would change a lot about the design and require a lot of quality testing, planning, and communication of the when and why the changes are being made.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Iamid wrote:
    Keep in mind there are stacking Sci Capt abilities which give large AoE resists and high aux HE also gives a large resists. Atm, there are far too many large heals in the game from boff powers, to sets, to doffs to be able to justify large resists. If they did away w/the heals, then resist spiking would be an alternative. But, that would change a lot about the design and require a lot of quality testing, planning, and communication of the when and why the changes are being made.

    you justify large heals with large resists because ships have zero natural resistance (generally speaking). Other games have stuff like armor that naturally reduces incoming damage. In this game, you either react immediately or die.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    faithborn wrote:
    you justify large heals with large resists because ships have zero natural resistance (generally speaking). Other games have stuff like armor that naturally reduces incoming damage. In this game, you either react immediately or die.

    I agree it can be a twichy game, but w/the intro of Shield Dist/Hazzard Doffs, Team cooldown Doffs, and STF shields the need for coordinated cross healing went down. More recently the RSP changes and shield %18 boost consoles made this even moreso. This doesn't even count all the ways to boost power levels now. Personally, I'd hate to think of trying to break 5 good crossing Fed carriers running maco+3 part borg+ET doffs/bfi doffs/warp core eng doff.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    mancom wrote:
    Iirc the formula is:
    1 - 1 / (1 + x/100)
    with x as the resist value (skills+consoles+abilities). This gives a value between 0 and 1.

    Example:

    1 - 1/(1+900/100) = 0.9 = 90%, the resist of the ablative armor skill.

    I believe it's even more complicated, there is after all a 75 % cap and only ablative armor gets to break that rule. I think my "Some Insight into STO Game Mechanics that Should be Assembled Together" thread in my signature has the complete formula, or a link to the complete formula.

    There was a STOKed interview with Captain Geko: http://www.jupiterbroadcasting.com/5953/cutting-the-cord-review-stoked-73/
    Attached to the podcast are also some information notes.
    STOKed wrote:
    MATH

    Co-Hosted by Al “CaptainGeko” Rivera (Lead Designer and “Keeper of the Maths”)

    Why do diminishing returns exist?
    Why does a 5% item only give 4.something%?
    Explain the difference between Damage Resistance Magnitude and Damage Resistance?
    Cap = 75%. WITH EXCEPTIONS (Intrepid Armor = 90%)

    Curved Value = (1/(1-DamRes%Max))-1-(((1/(1- DamRes%Max))-1)/(1+(MAG/((1/(1- DamRes%Max))-1))+((MAG/((1/(1- DamRes%Max))-1))^2)))
    Dam Res=-((1/(1+SumOfAllDiminishedMags))-1)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    faithborn wrote:
    except that the weird thing about it is that a lot of games use this approach with a few variations to keep people from becoming invulnerable. It's actually an extremely common formula. Games do this because after 50% damage reduction, effective health becomes substantially larger at smaller intervals. Health is doubled at 50%, 75%, 87.5%, 93.75%, 96.875%, so on and so fourth. Without diminishing returns, you could easily go invulnerable from just about anything.

    Here are some other common variations:
    League of Legends: ( 1 - ( 100 / ( 100 + armor) ) )
    Guild Wars: fD = iD * ( (.5) * (armor-60)/40)
    Indeed. 90 % damage resistance means that your enemies have to deal 10 times as much damage as they'd need without resistances. 95 % means 20 times as much damage is required for the same affect.

    A cap and a diminishing return formula seems unavoidable if you don't want to hand out invulnerabilities all the time...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Iamid wrote:
    I agree it can be a twichy game, but w/the intro of Shield Dist/Hazzard Doffs, Team cooldown Doffs, and STF shields the need for coordinated cross healing went down. More recently the RSP changes and shield %18 boost consoles made this even moreso. This doesn't even count all the ways to boost power levels now. Personally, I'd hate to think of trying to break 5 good crossing Fed carriers running maco+3 part borg+ET doffs/bfi doffs/warp core eng doff.

    While the need for coordinated cross healing may have gone down, it still doesn't address the fact that the game is incredibly twitchy. Ships have almost no natural resistance to damage, as opposed to games where there is a passive mitigation ala Armor or Magic Resist. It creates a very interesting dynamic of 'ping-ponging' between alive and dead.

    In a game with 0 intrinsic and passive defense, the 5% intrinsic and passive defense will be king.

    Also, armor consoles SUCK so don't even mention them. They've never been a viable option for passive defenses.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    faithborn wrote:
    except that the weird thing about it is that a lot of games use this approach with a few variations to keep people from becoming invulnerable. It's actually an extremely common formula. Games do this because after 50% damage reduction, effective health becomes substantially larger at smaller intervals. Health is doubled at 50%, 75%, 87.5%, 93.75%, 96.875%, so on and so fourth. Without diminishing returns, you could easily go invulnerable from just about anything.

    Here are some other common variations:
    League of Legends: ( 1 - ( 100 / ( 100 + armor) ) )
    Guild Wars: fD = iD * ( (.5) * (armor-60)/40)

    I find it wierd becuase it diminishes even if you just equip a single Armor piece.
    Wierd to me, but not a system I dislike.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Roach wrote: »
    I find it wierd becuase it diminishes even if you just equip a single Armor piece.
    Wierd to me, but not a system I dislike.

    Ah, it actually works this way regardless of almost all systems - % or # based - because the formula doesn't account for individual pieces. As a general rule of thumb, each effective value number should add the same amount of effective health to your base. If the system didn't automatically diminish them then it would become more effective to add a single high value and then get the rest as health.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    I think a lot of ppl are confused and dont understand the fact that diminishing returns are per POINT that you have in resistance, not per console or power being used. We're lucky to have ppl in our community with the kind of knowledge to tell us what the exact formula is, because if we just relied on cryptic to tell us, or put a tooltip somewhere so we could figure it out, I think we'd always be in the dark.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Cpt_Duck wrote:
    just tell me how you get +700% damage and I'll buy you a drink

    easy.
    Step 1. remove all but 1 weapon from your ship as well as all tac consoles.
    Step 2. record damage
    Step 3. add all the weapons and tac slots back in
    Step 4. record damage.

    easily +700% possibly more.

    now where's my drink? (next time remember to specify parameters lol)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    The diminishing return formula is a good thing....

    Honesty use it to your advantage....

    People complain they need to be Jerky and have lighting reflexes in this game which is 100% WRONG.

    Design your build to ROLL your defensive buffs...

    Yes if you pop everything you can get your resists from 36 up to 50.... as you know that isn't a massive improvement. Frankly I love when people BLOW all there buffs at once... it means all I have to do is hold my offensive buffs until I see there buffs drop off... sometimes when I am being a TRIBBLE (granted no one hears me but me) I count out loud... lol 5 4 3 2 1... and buff and 1 2 3 RESPAWN. lol
    Don't be a blow everything before you pop in 4 seconds, chicks don't dig it.

    However you could also ROLL your skills and ALWAYS have 30-40% hull resist up....

    All you need to tank shields is in this game is

    Emergency Power to Shields 1 (yes 1 is all you need)
    Emergency Power to Weapons 1 (Yes to tank with)
    Transfer Shield Strength

    The Key is keeping your hull resists UP... so lets Consider running a couple Hull resists here.

    Polarized Hull 1
    Hazards
    Brace For Impact (Which can also be made to be a Shield Heal these Days)
    Aux to Damp / Or Aux to ID

    The roll goes like this

    Engage The enemy
    Full Wepaon Power Mode
    Engage - Emergency Power to Shields 1
    Engage - Polarized Hull
    Engage Aux to Damp or Aux to ID


    15 Seconds In to Fight
    Us TSS if needed.... if not wait for another 15 seconds
    Engage Hazards


    30 Seconds in to Fight
    Switch Power to Shield mode
    Engage Emergency Power to Weapons
    Use TSS if you saved it


    45 Seconds in to Fight
    Be ready to use Brace for impact if you loose a shield facing
    Use your aux to damp and ID
    Slot a Sub Space Field Mod (from the devidian Mission and use it here if you need it


    60 Seconds in to Fight
    Go back to 10

    With this roll your shield and weapon power are always North of 100... your hull resists are always up in the 40s... and you shouldn't have to worry to much about massive spike dmg killing you. Be ready to evasive if things get harry (not out of combat just to a better facing and get the massive defense bonus from evasive... and break arcs ect.)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    faithborn wrote:
    While the need for coordinated cross healing may have gone down, it still doesn't address the fact that the game is incredibly twitchy. Ships have almost no natural resistance to damage, as opposed to games where there is a passive mitigation ala Armor or Magic Resist. It creates a very interesting dynamic of 'ping-ponging' between alive and dead.

    In a game with 0 intrinsic and passive defense, the 5% intrinsic and passive defense will be king.

    Also, armor consoles SUCK so don't even mention them. They've never been a viable option for passive defenses.

    Being twitchy has nothing to do with it. Shield resists relate to shield power. Any player can move their power to full shields at the start of a match and gain significant shield resists/regen.

    As a previous poster mentioned you can roll resists easily for both armor and shields. This included chaining EPtS for extra shield defenses. If you include warp core eng doff then you're getting boosted by up to 25 power per subsystem at a decent proc rate. This gives you boosts to aux (to boost heals) and engines (boosts defense and turnrate/speed). None of this is twitchy.

    If you're worried about being a target of a quick strike, get 1-3 shield distribution doffs (each proc would be more HPs then TSS3) and 1-2 hazzard doffs for +15 all resistance @ green. Then you just need to know to use BFI when you see your shield drop (step one of twitchy response). Step 2 is use tac team or turn and distrubute shield (1-2 clicks). So, all a player needs is to hit 2-3 buttons to survive most high alphas. Or alternatively use APO/PH & RSP, 1-2 clicks. You could potentionally survive a subnuke by chaining these things. We haven't even gotten to team heals ...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    yogurt21 wrote:
    easy.
    Step 1. remove all but 1 weapon from your ship as well as all tac consoles.
    Step 2. record damage
    Step 3. add all the weapons and tac slots back in
    Step 4. record damage.

    easily +700% possibly more.

    now where's my drink? (next time remember to specify parameters lol)

    one Ruffi-colada coming right up ;)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    10 +20% = 12

    20% of 10 + 10 = 12.

    Windows XP Calculator 10 + 20% = 2

    Any Diminishing Returns?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Husanak wrote: »
    Yes if you pop everything you can get your resists from 36 up to 50.... as you know that isn't a massive improvement. Frankly I love when people BLOW all there buffs at once... it means all I have to do is hold my offensive buffs until I see there buffs drop off... sometimes when I am being a TRIBBLE (granted no one hears me but me) I count out loud... lol 5 4 3 2 1... and buff and 1 2 3 RESPAWN. lol
    Don't be a blow everything before you pop in 4 seconds, chicks don't dig it.

    However you could also ROLL your skills and ALWAYS have 30-40% hull resist up....

    All you need to tank shields is in this game is

    Emergency Power to Shields 1 (yes 1 is all you need)
    Emergency Power to Weapons 1 (Yes to tank with)
    Transfer Shield Strength

    The Key is keeping your hull resists UP... so lets Consider running a couple Hull resists here.

    Polarized Hull 1
    Hazards
    Brace For Impact (Which can also be made to be a Shield Heal these Days)
    Aux to Damp / Or Aux to ID

    The roll goes like this…
    … SNIP …
    I respectfully have to disagree with the setup you provided. With a couple very simple changes it could be made better and more efficient.

    Skills required: Hazard Emitters-II, Auxiliary Power to Structural Integrity Field III, Attack Patter Delta-I, Tactical Team I, Emergency Power to Weapons-I x2, Transfer Shield Strength-I and Emergency Power to Shields-III x2:

    How to roll powers:
    @ 00 seconds: EPTS-III, TT-I, APtSIF
    @ 15 seconds: EPTW-I, TT-I, APtSIF
    @ 30 Seconds: EPTS-III, TT-I, APtSIF
    @ 45 Seconds: EPTW-I, TT-I, APtSIF
    Repeat…

    Use APD if a shield facing falls for added resistance.
    Use TTS-I and HE-II as needed. I usually use HE-II to clean hazards off of me like radiation or warp plasma.

    In the event that you are sub-nuked by Sci- Use Evasive Maneuvers to put distance between you and your assailant. If you are really smart, immediately after being sub-nuked you will have at least TSS-I available and Brace for impact. Just remember, Brace for impact is a kinetic damage resistance only buff.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Husanak wrote: »

    Emergency Power to Shields 1 (yes 1 is all you need)
    Emergency Power to Weapons 1 (Yes to tank with)

    To clarify; Are you saying we only need EPTS1/EPTW1 or we only neeed a single EPTS1/EPTW1?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Teleon wrote: »
    I respectfully have to disagree with the setup you provided. With a couple very simple changes it could be made better and more efficient.

    Skills required: Hazard Emitters-II, Auxiliary Power to Structural Integrity Field III, Attack Patter Delta-I, Tactical Team I, Emergency Power to Weapons-I x2, Transfer Shield Strength-I and Emergency Power to Shields-III x2:

    How to roll powers:
    @ 00 seconds: EPTS-III, TT-I, APtSIF
    @ 15 seconds: EPTW-I, TT-I, APtSIF
    @ 30 Seconds: EPTS-III, TT-I, APtSIF
    @ 45 Seconds: EPTW-I, TT-I, APtSIF
    Repeat…

    Use APD if a shield facing falls for added resistance.
    Use TTS-I and HE-II as needed. I usually use HE-II to clean hazards off of me like radiation or warp plasma.

    In the event that you are sub-nuked by Sci- Use Evasive Maneuvers to put distance between you and your assailant. If you are really smart, immediately after being sub-nuked you will have at least TSS-I available and Brace for impact. Just remember, Brace for impact is a kinetic damage resistance only buff.

    Respectfully, I think the example he provided is more broadly available to any ship, not just cruisers like the improvements you suggest. I'm not disputing that higher level abilities like Aux to SIF3 would be better, it is just that they aren't widely available to every class. Both examples do demonstrate the basics well though.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Teleon wrote: »
    I respectfully have to disagree with the setup you provided. With a couple very simple changes it could be made better and more efficient.

    Skills required: Hazard Emitters-II, Auxiliary Power to Structural Integrity Field III, Attack Patter Delta-I, Tactical Team I, Emergency Power to Weapons-I x2, Transfer Shield Strength-I and Emergency Power to Shields-III x2:

    How to roll powers:
    @ 00 seconds: EPTS-III, TT-I, APtSIF
    @ 15 seconds: EPTW-I, TT-I, APtSIF
    @ 30 Seconds: EPTS-III, TT-I, APtSIF
    @ 45 Seconds: EPTW-I, TT-I, APtSIF
    Repeat…

    Use APD if a shield facing falls for added resistance.
    Use TTS-I and HE-II as needed. I usually use HE-II to clean hazards off of me like radiation or warp plasma.

    In the event that you are sub-nuked by Sci- Use Evasive Maneuvers to put distance between you and your assailant. If you are really smart, immediately after being sub-nuked you will have at least TSS-I available and Brace for impact. Just remember, Brace for impact is a kinetic damage resistance only buff.

    With a build like this, can I assume that your two lt engy slots would be rsp1 x2 then? Also, if your running TT's every 15, do you mean you have 2x TT1's or a TT doff to get the cd's down to 15secs? This seems like a really good team build. I may have to try it when I get the dkora myself
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    fallout23 wrote: »
    With a build like this, can I assume that your two lt engy slots would be rsp1 x2 then?

    Actually no, I am not using RSP because frankly I’m being selfish enough running two copies of EPTS-III. In the two available lieutenant engineering slots I am currently using Auxiliary power to inertial dampeners-I for situational purposes and extend shields-I for team value added for having this ability. Trust me, no escort will every complain that you used it on them.
    fallout23 wrote: »
    Also, if your running TT's every 15, do you mean you have 2x TT1's or a TT doff to get the cd's down to 15secs? This seems like a really good team build. I may have to try it when I get the dkora myself

    Yes, it is specifically a Team build. Yes, I’m using two Conn Officers to reduce the recharge time on tactical team down to 15 seconds. In fact, mine is down to 14 second! This way, I only need a single copy of it. I then use the duty officer that PROC’s +15 to all subsystem power on use of emergency power to subsystem abilities. I use two of them. My final duty officer that I use is another Conn officer that reduces the recharge time of evasive maneuvers. I use that ability often.

    Note: If you however do find yourself not wanting to use Extend Shields I, swap it out for RSP-I. I’d leave the Auxiliary Power to Inertial Dampeners however because it has its uses.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Teleon wrote: »
    Actually no, I am not using RSP because frankly I’m being selfish enough running two copies of EPTS-III. In the two available lieutenant engineering slots I am currently using Auxiliary power to inertial dampeners-I for situational purposes and extend shields-I for team value added for having this ability. Trust me, no escort will every complain that you used it on them.



    Yes, it is specifically a Team build. Yes, I’m using two Conn Officers to reduce the recharge time on tactical team down to 15 seconds. In fact, mine is down to 14 second! This way, I only need a single copy of it. I then use the duty officer that PROC’s +15 to all subsystem power on use of emergency power to subsystem abilities. I use two of them. My final duty officer that I use is another Conn officer that reduces the recharge time of evasive maneuvers. I use that ability often.

    Note: If you however do find yourself not wanting to use Extend Shields I, swap it out for RSP-I. I’d leave the Auxiliary Power to Inertial Dampeners however because it has its uses.

    K, so what about a lt tac ability?

    If I got this right:

    EptW1, Aux2Damp1, EptS3, Aux2Sif
    EptW1, Rsp1 (or extend), EptS3
    TSS1, HE2
    TT1, ???

    And just constantly rotate the emergency powers and the aux2sif on myself every 15 secs and use the tss and HE on myself when the **** hits the fan? Seems like having the rsp is a better bet than the extend in case I get SNB'd since I dont have a ST to clear it, doesnt it?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    fallout23 wrote: »
    K, so what about a lt tac ability?

    If I got this right:

    EptW1, Aux2Damp1, EptS3, Aux2Sif
    EptW1, Rsp1 (or extend), EptS3
    TSS1, HE2
    TT1, ???

    And just constantly rotate the emergency powers and the aux2sif on myself every 15 secs and use the tss and HE on myself when the **** hits the fan? Seems like having the rsp is a better bet than the extend in case I get SNB'd since I dont have a ST to clear it, doesnt it?

    In the Lieutenant Tactical Station I’m using Attack Pattern Delta. I say so above. RSP is good if you plan to solo your enemy. However, in team play, which is what my build is for, I would highly recommend using Extend shields. Also, you need to rotate TT-I, EPT___ and Aux-SIF every 15 seconds when you are the focus of attack. Otherwise, send your TT-I and Aux-SIF-III to an ally who is being attacked. Make sure to close range and also provide an Extend Shields!!! Otherwise, always be rotating your Emergency Power to Subsystem abilities between weapons and Shields so that both Weapons and Shields always have power.

    When the focus of enemy fire, it is very important that tactical team stays up as often as you can use it. Especially against the Borg! Tactical Team removes Borg Assimilation parties that disrupt your systems.

    That is why this build excludes Science Team, because having tactical team up often is more important. Furthermore, I actually used skill points on passive resistances and rely on my team mates flying science to give me a Science Team when I need one.

    My weapon setups is 3 Beams Fore and 1 Torpedo and 3 Beams aft and 1 torpedo.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Teleon wrote: »
    I also found out that there is absolutely no hard Cap on Hull Damage resistance. So to get up to 75% all damage resistance on your hull, you need a resistance value of 300.

    Hmm... A sci ship running max PH3, and all consoles, that get APD3 from an escort, AtoSIF3 from a cruiser, HE3 from another sciship etc. (phaps even multiple copies?) Could get close... especially if they stack :)
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