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Purpose of Engineering console on Escorts?

jestersagejestersage Member Posts: 8 Arc User
edited June 2013 in The Academy
One thing I noticed is that most of the powerful escorts have a more eng console slot in comparison to sci console slot (usually is a 3-2-4 configuration). Now, currently I am putting hull armor in there (and 1x RCS), but I am wondering if I should put something else instead.

In terms of PvP, what would best be in there? Should I even bother with hull armor, or should I just put all the universal in there instead?
Post edited by jestersage on

Comments

  • cptjhuntercptjhunter Member Posts: 2,288 Arc User
    edited June 2013
    Neutronium is your friend, and I toss in an Ablative, for the plasma damage resist.Makes the glass cannon, less glass.(Stacking armor consoles increase the damage resist %)
  • xalexkxxalexkx Member Posts: 193 Arc User
    edited June 2013
    neutroniums/rcs
    To boldly go where no FAWer has ever FAWed before.
  • baudlbaudl Member Posts: 4,060 Arc User
    edited June 2013
    any console that boosts dmg...
    the sci console slots are full with shield boosts or embassy consoles...so 3 places are already needed for the assimilated, zero point and tachokynetic...so in the last remaining slot i put a armor console, or for PVE the point defense turret.
    still remaining: plasmonic leech, or some other console...


    honestly i find armor consoles a waste of console space for 99% of the pve content on any setup...since absolutely nothing should get through your shields, and in PVP if your shields drop you are dead anyway in an escort.
    armor consoles do close to nothing for you while your shields are up, and they should never get down, period.

    on a related subject: i think it would be nice to have diminishing returns on tac consoles (weapon type consoles) aswell...probably not very popular with many, but still a way to bring the tactical capabilitys of all ship classes closer together.
    Go pro or go home
  • smokeybacon90smokeybacon90 Member Posts: 2,252 Arc User
    edited June 2013
    baudl wrote: »
    on a related subject: i think it would be nice to have diminishing returns on tac consoles (weapon type consoles) aswell...probably not very popular with many, but still a way to bring the tactical capabilitys of all ship classes closer together.

    Highly agree, and I have suggested that in the past. Needless to say it did not take long for the rabid horde of escort and bop jockeys to come and vent their spleens at me. :rolleyes:
    EnYn9p9.jpg
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited June 2013
    baudl wrote: »
    any console that boosts dmg...
    the sci console slots are full with shield boosts or embassy consoles...so 3 places are already needed for the assimilated, zero point and tachokynetic...so in the last remaining slot i put a armor console, or for PVE the point defense turret.
    still remaining: plasmonic leech, or some other console...


    honestly i find armor consoles a waste of console space for 99% of the pve content on any setup...since absolutely nothing should get through your shields, and in PVP if your shields drop you are dead anyway in an escort.
    armor consoles do close to nothing for you while your shields are up, and they should never get down, period.

    on a related subject: i think it would be nice to have diminishing returns on tac consoles (weapon type consoles) aswell...probably not very popular with many, but still a way to bring the tactical capabilitys of all ship classes closer together.


    I hate diminishing returns, and I want them taken out from the whole game.

    Also, tactical consoles do have diminishing returns too.
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • praxi5praxi5 Member Posts: 1,562 Arc User
    edited June 2013
    1 Armor (usually Neutronium) is clutch.

    It really does increase your survivability in a noticeable way.
  • praxi5praxi5 Member Posts: 1,562 Arc User
    edited June 2013
    tpalelena wrote: »
    I hate diminishing returns, and I want them taken out from the whole game.

    Also, tactical consoles do have diminishing returns too.

    Without diminishing returns, you could easily have 100% resistance to do damage...
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited June 2013
    praxi5 wrote: »
    Without diminishing returns, you could easily have 100% resistance to do damage...

    I doubt that.
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • verline1verline1 Member Posts: 0 Arc User
    edited June 2013
    tpalelena wrote: »
    I doubt that.

    Any 5 engi slot crusier/BC could do it easy with 5 armors in, just 4 slots would put you at around 90 without counting boff skills.

    Engineers at one point could do this too shields, which is why they hard capped shield res, 100% perfect shields, and just ignore things.

    and I'm pretty sure tac consoles arnt subject to diminishing returns, though I'm also fairly sure they only ever amplify the base weapon damage, not the current buffed damage, but id have to do some digging or in game checking to be absolutely sure.

    The whole reason diminishing returns went in for armor consoles though was that resistances were getting too high between the consoles and boff skills.

    Now I will say that I don't like the fact that they are triggered by anything that adds res, so skills, consoles, boff abilities, doesn't matter the source.
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited June 2013
    Well the tactical console's diminishing returns are not as drastic as the armor ones.
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • deaftravis05deaftravis05 Member Posts: 4,885 Arc User
    edited June 2013
    Are you kidding me? I've seen cruisers stack those armour. I take their shields down easily, their hull? not so much
  • wolfpack12cwolfpack12c Member Posts: 242 Arc User
    edited June 2013
    Armor has a deminishing return weapons do not. Make a new char lvl him to 50 with 0 skill points given. Then put weapon power at 50 and watch what a weapon con gives it will give you the % then put another and it will add the same number it works like this

    (100) base damage at 50 power +30% for 1 cons

    (100) base damage at 50 power +60% for 2 cons

    And so on


    Armor works like in eve the higher it gets the more points it takes to get it up a %
    -"There is no such thing as an I win button!" "Um, Sir. Whats this button that says (I win) for then?"
  • frtoasterfrtoaster Member Posts: 3,354 Arc User
    edited June 2013
    tpalelena wrote: »
    Also, tactical consoles do have diminishing returns too.
    tpalelena wrote: »
    Well the tactical console's diminishing returns are not as drastic as the armor ones.

    Tactical consoles do not have diminishing returns. They add a percentage of the base damage. They stack additively, not multiplicatively. Consider a simplified example. If your base damage is 100 and you equip two consoles that give 20% bonus to damage, then your resulting damage will be 100*(0.2 + 0.2) = 140, not 100*1.2*1.2 = 144. (This example does not take into account weapon power, skills, and tactical buffs.) The stacking of tactical consoles is actually well designed, because multiplicative stacking can quickly get out of hand.

    Armor consoles do have diminishing returns. The damage resistance ratings are summed and then used to compute the damage resistance percentage using a non-linear curve. See the link below for reference.

    http://sto.gamepedia.com/Damage_resistance

    Damage resistance percentages should not stack linearly, because stacking 4 consoles that each reduce damage by 25% will make you immune to damage. However, I do not like the damage resistance curve in this game, because it is awkward and penalizes you at the high end of the curve. I would have designed armor consoles differently: instead of reducing a percentage of your incoming damage, they would add a percentage of your base hitpoints. That way, diminishing returns are not necessary.
    Waiting for a programmer ...
    qVpg1km.png
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited June 2013
    frtoaster wrote: »
    Tactical consoles do not have diminishing returns. They add a percentage of the base damage. They stack additively, not multiplicatively. Consider a simplified example. If your base damage is 100 and you equip two consoles that give 20% bonus to damage, then your resulting damage will be 100*(0.2 + 0.2) = 140, not 100*1.2*1.2 = 144. (This example does not take into account weapon power, skills, and tactical buffs.) The stacking of tactical consoles is actually well designed, because multiplicative stacking can quickly get out of hand.

    Armor consoles do have diminishing returns. The damage resistance ratings are summed and then used to compute the damage resistance percentage using a non-linear curve. See the link below for reference.

    http://sto.gamepedia.com/Damage_resistance

    Damage resistance percentages should not stack linearly, because stacking 4 consoles that give 25% damage resistance will give you 100% damage resistance, making you immune to damage. However, I do not like the damage resistance curve in this game, because it is awkward and penalizes you at the high end of the curve. I would have designed armor consoles differently: instead of reducing a percentage of your incoming damage, they would add a percentage of your base hitpoints. That way, diminishing returns are not necessary.

    They did have a little one a few months ago when I tested it. Mind, the reduce in damage bonus was very minor, like 5% per each console added.
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • the1tiggletthe1tigglet Member Posts: 1,421 Arc User
    edited June 2013
    praxi5 wrote: »
    Without diminishing returns, you could easily have 100% resistance to do damage...

    Wonder if they'll have diminishing returns on the new kinetic damage bonuses from all the new sets coming.
  • frtoasterfrtoaster Member Posts: 3,354 Arc User
    edited June 2013
    tpalelena wrote: »
    They did have a little one a few months ago when I tested it. Mind, the reduce in damage bonus was very minor, like 5% per each console added.

    Are you expecting tactical consoles to stack multiplicatively? My guess is that you are doing the following:

    1. Equip one tactical console. Look at the tooltip to see the current damage X of your weapon.

    2. Equip a second tactical console. Suppose this one gives 20% bonus to damage. Now, look at the tooltip again to see the new damage Y of your weapon.

    You expect to see Y = 1.2 * X. But tactical consoles do not stack that way; that does not mean they have diminishing returns. Part of the problem is that the term "diminishing returns" is imprecise. This is how I see most people use the term in threads that go into the mathematics of the game mechanics:

    1. If the output depends linearly on the input, then there are no diminishing returns.

    2. If the output depends sublinearly on the input, then there are diminishing returns.

    3. If the output depends superlinearly on the input, then the term "diminishing returns" is not used at all.

    Tactical consoles belong to category 1 above. If tactical consoles stacked multiplicatively instead of additively, then they would belong to category 3. Consoles that increase damage by a percentage should not stack multiplicatively. The reason is that each additional console would increase damage by more than previous.
    Waiting for a programmer ...
    qVpg1km.png
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited June 2013
    No, what I checked was the actual numerical addition.

    First one added like +50 damage, the second +47 or so, and so on.
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • frtoasterfrtoaster Member Posts: 3,354 Arc User
    edited June 2013
    tpalelena wrote: »
    No, what I checked was the actual numerical addition.

    First one added like +50 damage, the second +47 or so, and so on.

    I just checked in game. Damage varies linearly with the number of tactical consoles.

    Skills and equipment
    Starship Weapons Training: 129
    Starship Energy Weapon Training: 99
    Phaser Beam Array Mk XI [Acc]x3
    Up to 3 blue Mk XI phaser relays

    The damage of the beam array varies with the number of phaser relays as follows:

    0 phaser relays: 818.2 damage (654.6 DPS)
    1 phaser relay: 882.6 damage (706.1 DPS)
    2 phaser relays: 947 damage (757.6 DPS)
    3 phaser relays: 1011.3 damage (809.1 DPS)

    As far as I know, tactical consoles have always stacked additively.
    Waiting for a programmer ...
    qVpg1km.png
  • verline1verline1 Member Posts: 0 Arc User
    edited June 2013
    Armor has a deminishing return weapons do not. Make a new char lvl him to 50 with 0 skill points given. Then put weapon power at 50 and watch what a weapon con gives it will give you the % then put another and it will add the same number it works like this

    (100) base damage at 50 power +30% for 1 cons

    (100) base damage at 50 power +60% for 2 cons

    And so on


    Armor works like in eve the higher it gets the more points it takes to get it up a %

    I wouldn't equate it to eve, their scale works backwards, your getting % of the rest you don't have, not of the res you have, thus the higher you are, the less you get.

    Im not sure why they went that rout other then it self regulates to a degree. nthough not enough that they didn't also add a diminishing returns system.
  • carrowcanarycarrowcanary Member Posts: 160 Arc User
    edited June 2013
    Highly agree, and I have suggested that in the past. Needless to say it did not take long for the rabid horde of escort and bop jockeys to come and vent their spleens at me. :rolleyes:
    Doubt it, most BoPs only have 3 tac consoles, and the most any have (fleet issues) is 4.

    The ones that'll whine will be the Fleet Tac Escort Retro and Kumari pilots, with their 5 tac slots.
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