I'm trying to understand what effects stack with each other, and which do not.
Devices: If I equip 2 Plasma Infusers, each with +22.5% plasma damage bonus, is my plasma bonus 45%, or capped at 22.5%?
Bridge Officer Traits: If I have 2 bridge officers at stations who both have the trait "Superior Romulan Operative" (which grants +2% critical chance, +5% critical severity, and +15% recharge after de-cloaking), what bonuses do I have?
Assigned Duty Officers: If I have 2 duty officers assigned to ground missions, and they both have a 20% chance of adding a turret, do I get 1 roll at 20/80 success/fail or 2 rolls at 20/80 success fail?
All consoles except for armors stack linearly without diminishing returns. In your case you would have +45% of your weapons' base damage - in practice that may only be ~15% of the damage on your tooltips, since this is only base damage, not the damage after skills and other effects.
Armor consoles stack in an odd way - there's diminishing returns in a way that the effective HP is roughly linear, and there's a cap that realistically you can't get except perhaps briefly with hugely stacked buffs.
Boff traits work the same - linear and without diminishing returns. However, they only apply if that boff is active in a bridge station. Cooldown effects are a bit odd, however, they're not based on the length of the cooldown, but on how frequently you can use them.
Duty officers give separate rolls. So you have two 20% chances to spawn an extra turret, but both can proc together giving you a total of three turrets. You can't slot duty officers that won't stack, each profession has a limit of 1 to 3, which is sometimes shared between different roster powers of the same specialization.
No offense, but I'd rather see something official to back up your claims. I remember seeing a Dev's post on this a long time ago but it's not coming up in the search anymore unless I'm missing it.
The dev post would have been eaten by the archived post. I've dug them up many times in the past, but it's tedious and you didn't ask nicely. But here:
Dev interview and dev-provided spreadsheet on how it works.
There is one obsolete statement, it's said that all consoles are linear except armor consoles and shield capacity consoles which don't stack at all. This was the case at the time, but shield capacity consoles were nerfed and made to stack not terribly long after.
Assigned Duty Officers: If I have 2 duty officers assigned to ground missions, and they both have a 20% chance of adding a turret, do I get 1 roll at 20/80 success/fail or 2 rolls at 20/80 success fail?
Its inconsistant.
The armoury officer (% chance extra phaser/disruptor turret) has a max number equipped of 1. The purple version has a 20% chance to proc, and when it procs, produces 2 extra turrets. When it doesnt proc, you only get the normal turret spawn, no extras.
The explosives expert (?) works the same way and has a cap of 1 equipped. You can have a turret buffing doff and a mortar buffing doff equipped at the same time. For some reason the bonus turrets from phaser/disruptor only last 60s, whereas the bonus mortars last the full 180s.
There's a Jem'Hadar transporter officer that has a % chance to beam in a shield gen when you spawn a medical gen, and a medical gen when you spawn a shield gen. You can equip multiple copies, but i've yet to see more than one generator be spawned.
For tacticals using security doffs to buff their security escort, each security doff gives a seperate chance to spawn extra security guys, and its possible to get each spawn extra security.
Basically, test everything yourself with white doffs.
Comments
Armor consoles stack in an odd way - there's diminishing returns in a way that the effective HP is roughly linear, and there's a cap that realistically you can't get except perhaps briefly with hugely stacked buffs.
Boff traits work the same - linear and without diminishing returns. However, they only apply if that boff is active in a bridge station. Cooldown effects are a bit odd, however, they're not based on the length of the cooldown, but on how frequently you can use them.
Duty officers give separate rolls. So you have two 20% chances to spawn an extra turret, but both can proc together giving you a total of three turrets. You can't slot duty officers that won't stack, each profession has a limit of 1 to 3, which is sometimes shared between different roster powers of the same specialization.
I thought the RCS consoles had diminishing returns?
I thought all consoles except tactical had diminishing returns?
No offense, but I'd rather see something official to back up your claims. I remember seeing a Dev's post on this a long time ago but it's not coming up in the search anymore unless I'm missing it.
http://www.jupiterbroadcasting.com/5953/cutting-the-cord-review-stoked-73/
Dev interview and dev-provided spreadsheet on how it works.
There is one obsolete statement, it's said that all consoles are linear except armor consoles and shield capacity consoles which don't stack at all. This was the case at the time, but shield capacity consoles were nerfed and made to stack not terribly long after.
Its inconsistant.
The armoury officer (% chance extra phaser/disruptor turret) has a max number equipped of 1. The purple version has a 20% chance to proc, and when it procs, produces 2 extra turrets. When it doesnt proc, you only get the normal turret spawn, no extras.
The explosives expert (?) works the same way and has a cap of 1 equipped. You can have a turret buffing doff and a mortar buffing doff equipped at the same time. For some reason the bonus turrets from phaser/disruptor only last 60s, whereas the bonus mortars last the full 180s.
There's a Jem'Hadar transporter officer that has a % chance to beam in a shield gen when you spawn a medical gen, and a medical gen when you spawn a shield gen. You can equip multiple copies, but i've yet to see more than one generator be spawned.
For tacticals using security doffs to buff their security escort, each security doff gives a seperate chance to spawn extra security guys, and its possible to get each spawn extra security.
Basically, test everything yourself with white doffs.