I mean so far im enjoying the undine PVE, except for those bubble things, very annoying.
So reputation stuff is actually easier for me to do now so...is the Undine rep worth doing, idk if anyone has the specs for any of the armor, shields or special weapon for that rep. I have started Voth rep on my romulan awhile ago and is at tier 3.
Anyway is the undine rep worth doing if anyone has a clue?
I mean so far im enjoying the undine PVE, except for those bubble things, very annoying.
So reputation stuff is actually easier for me to do now so...is the Undine rep worth doing, idk if anyone has the specs for any of the armor, shields or special weapon for that rep. I have started Voth rep on my romulan awhile ago and is at tier 3.
Anyway is the undine rep worth doing if anyone has a clue?
The Space Set is a Buff for Phasers / Disruptors. If you use those, this is the proper set for it.
Ground Set is, I believe, based around a gun that fires sticky grenades. Or delayed Exploding Clouds. Same-Difference. I think this is the one that has a ranged weapon but buffs melee. Not really sure what they were thinking with that.
I mean so far im enjoying the undine PVE, except for those bubble things, very annoying.
So reputation stuff is actually easier for me to do now so...is the Undine rep worth doing, idk if anyone has the specs for any of the armor, shields or special weapon for that rep. I have started Voth rep on my romulan awhile ago and is at tier 3.
Anyway is the undine rep worth doing if anyone has a clue?
I agree with the later. Unless you are going to do a phaser - Fed tanker usually or disruptor - KDF tanker don't waste your time.
If you do it, do till what you need for a good build. I suppose a science or engineering ship can use the T5 buff.
My answer is NO. None of the reps are actually worth it.
My Old Blog about things that could and should have been added when I wrote it. Not sure what I want to do with it now. I'll just keep it available now that most of it is outdated.
If you have to ask yourself that ques- NO. It is not worth it. Don't bother to even log in anymore. Just go find something else to do that's worth your time.
rattler2Member, Star Trek Online ModeratorPosts: 58,588Community Moderator
edited April 2014
At the very least... its worth the dilithium you'll most likely get for claiming T5. Not to mention the ECs you make from selling unwanted gear from the boxes.
Space Snot lol THanks for that Jayce. Anyways it depends. I am going after the rep console and phaser turret for my vesta and the deflector/engines for my falchion.
Defending The Galaxy By Breaking One Starfleet Regulation After The Next.
Anyway is the undine rep worth doing if anyone has a clue?
Note: Some of the numbers may reflect skills/gears/etc. Seriously, some of the numbers will not match based on skill builds/gear builds/etc as well as being viewed as projects. Not listing the damage for the weapons in general.
Very Rare Counter-Command Personal Shield Mk XII (1/4 Counter-Command Elite Ground Set)
+43.6 Psionic Damage Resistance Rating
+38.4 Root Resistance Rating
+38.4 Knockback Resistance Rating
407.4 Maximum Shield Capacity
Full regenerates after not taking damage for 3 secs.
When hit by Energy attacks, you have a 2% chance to release an Energy Repulsion Wave that deals 25% of the damage of the attacker to enemies within 7.5 yards as well as knocking them back. Trigger chance is doubled when hit by Psionic attacks. This effect cannot be triggered more than once every 2 seconds.
Console - Universal - Hydrodynamics Compensator (1/4 Counter-Command Ordnance Space Set)
+3 Engine Power Setting
+3 Auxiliary Power Setting
+17.3 Starship Targeting Systems
+23.1% Flight Turn Rate
Very Rare Counter-Command Deflector Array Mk XII (1/4 Fluidic Counter Assault Space Set)
+5% Accuracy
+8.8 Starship Energy Weapon Training
+17.5 Starship Projectile Weapon Training
+17.5 Starship Structural Integrity
+8.8 Starship Shield System
+17.5 Starship Inertial Dapers
+26.2 Starship Particle Generator
Very Rare Enhanced Bio-Molecular Photon Torpedo Launcher Mk XII (1/4 Counter-Command Ordnance Space Set)
+10% Acc
+2% CrtH
+20% CrtD
Bio-Molecular Incubation:
-23.1 runspeed for 8 sec
On Expiration 712.4 Radiation Damage (Ignores Shields) (Double Damage vs. Undine)
8472 Counter-Command Tier 3
Empathic Adaptation (Ground Trait)
When suffering damage, 20% chance to reduce Damage to Shields by 5% for 15 sec. This chance is doubled when hit by Psionic Damage.
Empathic Reverberation (Ground Trait)
When hit by Energy attacks, you have a 5% chance to reflect 50% of incoming Energy Damage back at the attacker. Also grants a 10% chance to reflect Psionic Damage.
Very Rare Counter-Command Bio-Molecular Phaser Rifle MK XII (1/4 Counter-Command Elite Ground Set)
+20% Damage vs. Undine
5% chance Bio-Molecular Incubation:
-16.7 runspeed for 8 sec
On Expiration 146.1 Radiation Damage (Ignores Shields) to target and up to 5 foes within 7.5 meters (Double damage vs. Undine)
Very Rare Counter-Command Bio-Molecular Disruptor Rife Mk XII (1/4 Counter-Command Elite Ground Set)
+20% Damage vs. Undine
5% chance Bio-Molecular Incubation:
-16.7 runspeed for 8 sec
On Expiration 146.1 Radiation Damage (Ignores Shields) to target and up to 5 foes within 7.5 meters (Double damage vs. Undine)
Very Rare Counter-Command Hyper Impulse Engines Mk XII (1/4 Fluidic Counter Assault Space Set)
+5 Inertia
+5% Defense
+21.4 Flight Speed (Efficient at High Power Levels)
+1.1 Flight Turn Rate
Counters the negative effect on friction in Fluidic Space
Very Rare Engineering Kit Module - Nanite Medical Generator Mk XII
Creates a level 54 Nanite Medical Generator IV for 180 sec
+18 Hit Points/sec
+15 All Damage Resistance Rating
+30 Psionic Damage Bonus Resistance Rating
+30 Toxic Damage Bonus Resistance Rating
Very Rare Science Kit Module - Nantite Sonic Pulse Mk XII
157.4 Radiation Damage (50% Shield Penetration)
+20% Damage vs. Undine
Knocks Back 21.3 meters vs. Non-Undine
Interrupt
-66% Runspeed for 15.2 sec
+1.2 Stun for 4.6 sec vs. Undine
Very Rare Tactical Kit Module - Bio-Molecular Photon Grenade Mk XII
283.8 Kinetic Damage (50% Shield Penetration; Damage reduces from epicenter)
Applies Bio-Molecular Incubation:
-16.7 runspeed for 8 sec
On Expiration 33 Radiation Damage (Ignores Shields) (Double damage vs. Undine)
8472 Counter-Command Tier 4
Nanoprobe Field Generator (Space Trait)
When suffering damage, 10% chance to reduce Damage to Shields by 5% for 15 sec. The chance is doubled vs. Undine. Can be stacked up to 5 times.
Nanoprobe Feedback (Space Trait)
When hit by Directed Energy attacks, you have a 10% chance to reflect 100% of incoming Directed Energy Damage at the attacker. (Reflected Damage is Doubled vs. Undine.) This effect cannot be triggered more than once every 10 seconds.
Very Rare Counter-Command Hyper Injection Warp Core Mk XII (1/4 Fluidic Counter Assault Space Set)
+7.5 additional Engine Power (Bonus increases at low Engine Power)
+5 Maximum Engine Power (Allows your Engine Power to exceed 125)
Maximum Warp Factor 10
+17.5 Starship Engine Performance
Adds 7.5% of your Engine Power to your Weapon Power as bonus power
50% Reduced Cooldown on Transwarp
50% recharge time reduction to Slipstream Drive
+33% Engine Power Drain Resistance
Counters the debuffs on starship movement in Fluidic Space
Engine Capacitor: Repairs disabled Engines/+15 Engine Power Setting for 10 sec
Very Rare Counter-Command Hyper Injection Singularity Core Mk XII (1/4 Fluidic Counter Assault Space Set)
+5 to 15 Engine Power, based on your Singularity Charge level
Maximum Warp Factor 10
Reduces the cooldown time on Singularity Power use by 10%
50% Reduced Cooldown on Transwarp
50% recharge time reduction to Slipstream Drive
+33% Engine Power Drain Resistance
Counters the debuffs on starship movement in Fluidic Space
Improved Singularity Overcharge: While Singularity Overcharge is active, you gain 20% Crit Severity
Singularity Engines Capacitor: Drains your Singularity power to augment your Engine Power. Repairs disabled engines. Gives up to 30 Engine power, based on your Singularity level.
Very Rare Heavy Bio-Molecular Phaser Turret Mk XII (1/4 Counter-Command Ordnance Space Set)
+10% Accuracy
4.5% chance Bio-Molecular Incubation:
-16.7 runspeed for 8 sec
On Expiration 455.1 Radiation Damage (Ignores Shields) (Double damage vs. Undine)
Very Rare Heavy Bio-Molecular Disruptor Turret Mk XII (1/4 Counter-Command Ordnance Space Set)
+10% Accuracy
4.5% chance Bio-Molecular Incubation:
-16.7 runspeed for 8 sec
On Expiration 455.1 Radiation Damage (Ignores Shields) (Double damage vs. Undine)
8472 Counter-Command Tier 5
Bio-Molecular Shield Generator (Space Active)
Creates a level 50 Bio-Molecular Shield Generator for 30 sec.
The following applies to allies in a 2.5km radius:
779.6 Shield Regeneration/sec
Reduces Damage to Shields by 22%
Very Rare Counter-Command Exo-Armor Mk XII (1/4 Counter-Command Elite Ground Set)
+30% Physical Damage
+59.1 Physical Damage Resistance Rating
+59.1 Kinetic Damage Resistance Rating
+118.2 All Energy Damage Resistance Rating
+55.4 Toxic Damage Resistance Rating
+55.4 Psionic Damage Resistance Rating
For 3 seconds after performing a roll gain:
+25% Dodge
+50% Avoidance
+25% Runspeed
0 Health Regeneration (Increases as health decreases)
Very Rare Counter-Command Covariant Shield Array Mk XII (1/4 Fluidic Counter Assault Space Set)
7751 Maximum Shield Capacity
135.5 Shield Regeneration every 6 seconds
Reduces Antiproton Damage to Shields by 20%
When hit by Directed Energy attacks, you have a 2.5% chance to drain 10 Weapon Power from the Attacker
Counter-Command Elite Ground Set
2/4 - Bio-Molecular Conduits
unknown, don't have any
3/4 - Unstable Bio-Molecular Personal Shield/Bio-Molecular Instability
unknown, don't have any
4/4 - Toxin Innoculent
unknown, don't have any
Counter-Command Fluidic Counter Assault Space Set
2/4 - Bio-Molecular Enhanced Defense
unknown, don't have any
3/4 - Bio-Molecular Fluidic Space Counter Blast
unknown, don't have any
4/4 - Bio-Molecular Reactive Shielding System/Bio-Molecular Enhanced Precision
unknown, don't have any
Counter-Command Ordnance Space Set
2/4 - Bio-Molecular Instability
+7.5% Bonus Phaser and Disruptor Energy Weapon Damage
2% increased chance for Bio-Molecular weapons to apply their Incubation debuffs
3/4 - Heavy Bio-Molecular Turret Barrage
Targets Self - 3 min recharge
Upgrades your Heavy Bio-Molecular Turret to deal damage to foes within 5km. Applies Bio-Molecular Incubation to all affected targets.
4/4 - Degenerative Wave Signature
Energy Weapons have a 1% chance to:
Reduce Hull Healing by 50% for 10 sec
Disable Hull Regeneration for 10 sec
Remove one active Heal-Over-Time Effect
Max Once per 10 seconds.
Debuff effect does not stack.
(Chanceincreases to 10% vs. Undine)
8472 Store Unlocks
T1 - Very Rare Bio-Molecular Rife Ground Weapons Mk XII
T2 - Very Rare Bio-Molecular Assault Ground Weapons Mk XII
T3 - Very Rare Bio-Molecular Projectile Space Weapons Mk XII
T4 - Very Rare Bio-Molecular Space Beam/Cannon Weapons Mk XII
T5 - Very Rare Bio-Molecular Kit Frame Mk XII
Rifles/Assault available in Phaser and Disruptor with 2 mods.
5% chance Bio-Molecular Incubation:
-16.7 runspeed for 8 sec
On Expiration 146.1 Radiation Damage (Ignores Shields) (Double damage vs. Undine)
Space Energy Weapons available in Phaser and Disruptor with 2 mods.
4.5% chance Bio-Molecular Incubation:
-16.7 runspeed for 8 sec
On Expiration 455.1 Radiation Damage (Ignores Shields) (Double damage vs. Undine)
Projectiles are Photon with 2 mods.
Torps: Bio-Molecular Incubation
-23.1 runspeed for 8 sec
On Expiration 712.4 Radiation Damage (Ignores Shields) (Double damage vs. Undine.
Mines: 33% chance Bio-Molecular Incubation
-23.1 runspeed for 8 sec
On Expiration 422.8 Radiation Damage (Ignores Shields) (Double damage vs. Undine)
So if somebody can link the 2/4, 3/4, 4/4 for the Ground and Space (Ship) sets...that's pretty much it. There was no way I was going to grind out the Marks for the gear on Tribble...ZzzZzzZzz.
So, 13% phaser damage from the console.
7% phaser damage from a 2 piece set.
About 20% total.
Or 31% phaser damage from a fleet console.......
Um, yeah, nope. Set is still worthless on a phaser based ship.
13.1% base/strength/pre-Weapon Power Phaser
7.5% non-base/bonus/post-Weapon Power Phaser
26.2% Photon
26.2% Radiation
6.5% chance to Incubate (for snare/Rad damage)
vs. 31.9% Phaser & +1.6% CrtH or +8% CrtD
Depending on the build..it may or may not be worth it - if you're running the Bio-Molecular Phasers and have the Bio-Molecular Torp. If you're not running them, well - yeah - the math can get a bit complicated, so like anything else - it's going to come down to looking at the build.
edit: arintal was nice enough to point out that as I pointed out earlier, the 7.5% is bonus and not strength.
The Space Set is a Buff for Phasers / Disruptors. If you use those, this is the proper set for it.
Ground Set is, I believe, based around a gun that fires sticky grenades. Or delayed Exploding Clouds. Same-Difference. I think this is the one that has a ranged weapon but buffs melee. Not really sure what they were thinking with that.
This is a bigger deal for Feds, IMO. The ONLY space set that buffs Phasers is from the 8472 rep. There's also alot of Feds that use Phasers still despite the other very good energy weapon choices that do get assorted buffs. It also buffs Photon Dmg. Oh, hey, guess what torp type is the favorite Torp these days?
KDF / KDF-Rom that sport Disruptors will like it even more, but due to the lack of Phaser boosting options for the Feds, the set is very relevant to their interests.
My answer is NO. None of the reps are actually worth it.
They're so much easier to do en masse right now. One daily for each rep and then forget about rep till the next day. The costs are so much lower. Marks pile up a bit easier even being casual about it.
I'd say they're just about right in terms of casually grinding them at your leisure.
Depending on the build..giving up 11.3% base (cause it is just base) damage might be worth it - if you're running the Bio-Molecular Phasers and have the Bio-Molecular Torp. If you're not running them, well - yeah - wouldn't make much sense to run the console or 2pc.
Counter-Command Ordnance Space Set
2/4 - Bio-Molecular Instability
+7.5% Bonus Phaser and Disruptor Energy Weapon Damage
2% increased chance for Bio-Molecular weapons to apply their Incubation debuffs
Underlined and bolded why you are so wrong.
Think why?
Going 4->5 vulnerability consoles increases damage by 6.9%. See that set bonus it alone increases by 7.5%.
Counter-Command Ordnance Space Set
2/4 - Bio-Molecular Instability
+7.5% Bonus Phaser and Disruptor Energy Weapon Damage
2% increased chance for Bio-Molecular weapons to apply their Incubation debuffs
Underlined and bolded why you are so wrong.
Yep, bonus != strength. The 13.1% is base while the 7.5% is non-base.
Going 4->5 vulnerability consoles increases damage by 6.9%. See that set bonus it alone increases by 7.5%.
Heh, you really want to do that dance? Cause your numbers are wrong. They'll only be correct in specific scenarios. It may be the case for your build - but it's not universal.
The 5th console will add an additional 31.9% base damage. That amount will be modified by weapon power. @125 Weapon Power, you're looking at 79.75% strength/base damage. Guess what...using any bonus buffs/abilities? Got EPtW1 up and running? That 31.9% is now providing 87.725% base damage. Want to work some other buffs into that? Want to add in a Crit? Want to add in some debuffs?
I can do the math for this until your eyeballs fall out.
Yep, no doubt I went through and just went off of what the person said that I was replying to instead of the information that I had typed out. My brain kind of turned to mush typing that all out for folks.
One could have simply pointed out the error with the 7.5% being bonus (as per what I typed out) rather than strength (as suggested by the person I replied to there)...would have been a "doh" moment for me, corrected, and everybody would have gone on their merry way...
...but you chose to go the way you did? That's a trip...a serious trip. Have to figure you mistakenly posted on your main forum account rather than another account where I somehow ticked you off - or - perhaps I ticked you off by ticking off a friend.
But thanks, lol...I needed the laugh.
edit: How about this one, eh? Skip the CCTac Console, go with the 5th ATVx, grab the Hydro and Heavy Turret, figure int +Eng Power and +Turn, helping you stay on target for increased DPS uptime, figure in the +Aux and how it affects your T4 Nukara and if it helps you get Aux to 75 for [AMP] Synergy, look at what the +7.5% is giving you off the ATVx instead of the CCTac, address the higher CrtH or CrtD you have based on the ATVx you're sporting, then work in the potential debuffs that you or those on your team have added in...while dealing with any of the other strength boosts coming from skills/gear, additional bonus boosts coming from abilities, and then do the same thing with the CCTac instead of the 5th ATVx, eh? What Starship Weapon Training, Starship Energy Weapons, Starship Energy Weapon Specialization, Starship Attack Patterns, Starship Targeting, Starship Weapon Performance, what Personal Traits, what Rep Traits, what DOFFs, what BOFF traits, and what other gearing do we have going into it all, eh?
Do we *know* that it is non-base extra damage? In other words, do we know that it works like the anti-proton set 10% bonus, and unlike the dominion polaron damage bonus? I'm not saying I don't believe you. I'm just wondering whether it has been confirmed either by the devs, or through testing, etc.
Thanks VD. As always, I appreciate your thorough (if overly verbose) contributions to STO knowledge
Do we *know* that it is non-base extra damage? In other words, do we know that it works like the anti-proton set 10% bonus, and unlike the dominion polaron damage bonus? I'm not saying I don't believe you. I'm just wondering whether it has been confirmed either by the devs, or through testing, etc.
Thanks VD. As always, I appreciate your thorough (if overly verbose) contributions to STO knowledge
I believe it's a matter of the wording chosen for the tooltips, though I don't know what wording was actually used and what means which.
Aren't the different terms "damage strength" and "damage bonus"?
I believe virusdancer is actually the author of the explanations for this.
It's good to see others have taking over the flame of BigRedJedi and others.
Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
Compare 7.6% to plasma from the Romulan set and 9.6% per embassy science console. You're still better off using plasma unless you only have one science console. Also, the Romulan 0 power beam array easily beats the Undine turret in this age of BFAW.
To me the Rep is worth doing for a couple reasons. I usually like to see if there is story progression after each Tier. The stat bonuses are nice as well. And the reward after Tier 5 is usually great as well. As for the gear it depends. Sometimes I get stuff sometimes I don't.
USS Casinghead NCC 92047 launched 2350
Fleet Admiral Stowe - Dominion War Vet.
To me the Rep is worth doing for a couple reasons. I usually like to see if there is story progression after each Tier. The stat bonuses are nice as well. And the reward after Tier 5 is usually great as well. As for the gear it depends. Sometimes I get stuff sometimes I don't.
You can look up the story cutscenes on youtube. The whole point of the trainwreck that is the new rep system is that you don't get any more stat bonuses, just "options," just like the 16 other "options" you already had and now can't use because you only got 4 slots. And its faster to just grind the 50k dil or whatever for yourself than do the rep hoping for a T5 reward.
There's nothing left but the gear, and it doesn't impress.
It's good to see others have taking over the flame of BigRedJedi and others.
Lol...if BRJ was giving a talk, I wouldn't even be in the same building as him...I'd be lost out in the parking lot somewhere. :P
Much of the information comes from bareel, queue38, frtoaster, vonamicus, lordhavelock, thissler, (and did you see the formula that rbaker82 did for the DRR/DBRR? that was some serious heinous stuff) and countless others that I hope I haven't insulted by missing their names.
I'm just a little more active on the forums than they are (lol, a little more active than they are combined...meh) - I just do simple math, I just do grunt work on some of the numbers and get data...those are the guys that have the brains to figure most of it out where I just drag my knuckles across the keyboard and drool a little.
edit: As for the terms "bonus" and "strength" - Bort actually shared that in one of his posts. I'd been itching for some time to try to find "unified" terms for explanations; since some folks were fine with base and non-base, some preferred pre-Weapon Power and post-Weapon Power, and others had terms of their own. They're not the only boosts done in the calculations...but it definitely helps separate these two. They even started adding them to the tooltips. Kind of like what they did with the Damage Resistance Rating stuff...there's both Damage Resistance Rating and Damage Bonus Resistance Rating (that rbaker82 formula is pretty damn nifty in the diminishing returns thread). Don't recall if they rewrote the other tooltips to take into account "Bonus" or not. Hawk had said they were looking at the tooltips here and there...it's a big complaint from some of us about how confusing they can be at times.
edit2: Damn, that first edit's a fugly wall of text...
I'm currently contemplating if the whole set can be integrated into my Aventine build. At the moment I have the experimental romplas, 3 romplas beam arrays, 1 fleet quantum torpedo launcher on each end and the rommie console. Most of my stuff can easily be replaced with the new set, but it would reduce me to 3 beam arrays and one turret. Weaker broadside and aft damage, weaker FaW, slightly more damage in the forward arc. Do the set bonuses make up for that or should a science broadsider ignore the Counter-Command Ordnance?
FKA K-Tar, grumpy Klingon/El-Aurian hybrid. Now assimilated by PWE.
Sometimes, if you want to bury the hatchet with a Klingon, it has to be in his skull. - Captain K'Tar of the USS Danu about J'mpok.
You can look up the story cutscenes on youtube. The whole point of the trainwreck that is the new rep system is that you don't get any more stat bonuses, just "options," just like the 16 other "options" you already had and now can't use because you only got 4 slots. And its faster to just grind the 50k dil or whatever for yourself than do the rep hoping for a T5 reward.
There's nothing left but the gear, and it doesn't impress.
Watching things on YouTube isn't the same as seeing them yourself.
My Mogh has disruptor beam and photon torpedoe build, and that set will be great for it. But again i am just not doing any undine reputation. Im done with it. Really tired of the same things over and over again with no sense at all. Of course a lot of people will do the reputation even if they are upset with the new season. Those are the guys who are making cryptic to keep going with their stupid updates. Unfortunately.
Compare 7.6% to plasma from the Romulan set and 9.6% per embassy science console. You're still better off using plasma unless you only have one science console. Also, the Romulan 0 power beam array easily beats the Undine turret in this age of BFAW.
I'm using the aux phaser DHC on my vesta, so I'm interested by this set on my sci character. Otherwise, I sadly agree.
Lol...if BRJ was giving a talk, I wouldn't even be in the same building as him...I'd be lost out in the parking lot somewhere. :P
Much of the information comes from bareel, queue38, frtoaster, vonamicus, lordhavelock, thissler, (and did you see the formula that rbaker82 did for the DRR/DBRR? that was some serious heinous stuff) and countless others that I hope I haven't insulted by missing their names.
I'm just a little more active on the forums than they are (lol, a little more active than they are combined...meh) - I just do simple math, I just do grunt work on some of the numbers and get data...those are the guys that have the brains to figure most of it out where I just drag my knuckles across the keyboard and drool a little.
edit: As for the terms "bonus" and "strength" - Bort actually shared that in one of his posts. I'd been itching for some time to try to find "unified" terms for explanations; since some folks were fine with base and non-base, some preferred pre-Weapon Power and post-Weapon Power, and others had terms of their own. They're not the only boosts done in the calculations...but it definitely helps separate these two. They even started adding them to the tooltips. Kind of like what they did with the Damage Resistance Rating stuff...there's both Damage Resistance Rating and Damage Bonus Resistance Rating (that rbaker82 formula is pretty damn nifty in the diminishing returns thread). Don't recall if they rewrote the other tooltips to take into account "Bonus" or not. Hawk had said they were looking at the tooltips here and there...it's a big complaint from some of us about how confusing they can be at times.
edit2: Damn, that first edit's a fugly wall of text...
You talk a lot - but you are being overly humble about your knowledge:P "I just drag my knuckles across the keyboard and drool a little".:)
Comments
The Space Set is a Buff for Phasers / Disruptors. If you use those, this is the proper set for it.
Ground Set is, I believe, based around a gun that fires sticky grenades. Or delayed Exploding Clouds. Same-Difference. I think this is the one that has a ranged weapon but buffs melee. Not really sure what they were thinking with that.
I agree with the later. Unless you are going to do a phaser - Fed tanker usually or disruptor - KDF tanker don't waste your time.
If you do it, do till what you need for a good build. I suppose a science or engineering ship can use the T5 buff.
But honestly no.
I use phasers so yeah I may do it lol. Easy enough anyway.
Defending The Galaxy By Breaking One Starfleet Regulation After The Next.
Note: Some of the numbers may reflect skills/gears/etc. Seriously, some of the numbers will not match based on skill builds/gear builds/etc as well as being viewed as projects. Not listing the damage for the weapons in general.
Feature Episode "Surface Tension"
Console - Tactical - Counter-Command Multi-Conduit Energy Relay (1/4 Counter-Command Ordnance Space Set)
+13.1% Phaser Damage
+13.1% Disruptor Damage
+26.2% Radiation Damage
+26.2% Photon Projectile Weapon Damage
8472 Counter-Command Tier 1
Mental Acuity (Ground Trait)
+10% Bonus Damage While Aiming
Mental Conditioning (Ground Trait)
+20 Psionic Damage Bonus Resistance Rating
+15 Control Resistance Rating
Very Rare Counter-Command Personal Shield Mk XII (1/4 Counter-Command Elite Ground Set)
+43.6 Psionic Damage Resistance Rating
+38.4 Root Resistance Rating
+38.4 Knockback Resistance Rating
407.4 Maximum Shield Capacity
Full regenerates after not taking damage for 3 secs.
When hit by Energy attacks, you have a 2% chance to release an Energy Repulsion Wave that deals 25% of the damage of the attacker to enemies within 7.5 yards as well as knocking them back. Trigger chance is doubled when hit by Psionic attacks. This effect cannot be triggered more than once every 2 seconds.
Console - Universal - Hydrodynamics Compensator (1/4 Counter-Command Ordnance Space Set)
+3 Engine Power Setting
+3 Auxiliary Power Setting
+17.3 Starship Targeting Systems
+23.1% Flight Turn Rate
8472 Counter-Command Tier 2
Tactical Precision (Space Trait)
+3% Accuracy for 15 sec (Stacks 5 times)
Crucial Component Redistribution (Space Trait)
+20 Antiproton Damage Bonus Resistance Rating
+15 Control Resistance Rating
Very Rare Counter-Command Deflector Array Mk XII (1/4 Fluidic Counter Assault Space Set)
+5% Accuracy
+8.8 Starship Energy Weapon Training
+17.5 Starship Projectile Weapon Training
+17.5 Starship Structural Integrity
+8.8 Starship Shield System
+17.5 Starship Inertial Dapers
+26.2 Starship Particle Generator
Very Rare Enhanced Bio-Molecular Photon Torpedo Launcher Mk XII (1/4 Counter-Command Ordnance Space Set)
+10% Acc
+2% CrtH
+20% CrtD
Bio-Molecular Incubation:
-23.1 runspeed for 8 sec
On Expiration 712.4 Radiation Damage (Ignores Shields) (Double Damage vs. Undine)
8472 Counter-Command Tier 3
Empathic Adaptation (Ground Trait)
When suffering damage, 20% chance to reduce Damage to Shields by 5% for 15 sec. This chance is doubled when hit by Psionic Damage.
Empathic Reverberation (Ground Trait)
When hit by Energy attacks, you have a 5% chance to reflect 50% of incoming Energy Damage back at the attacker. Also grants a 10% chance to reflect Psionic Damage.
Very Rare Counter-Command Bio-Molecular Phaser Rifle MK XII (1/4 Counter-Command Elite Ground Set)
+20% Damage vs. Undine
5% chance Bio-Molecular Incubation:
-16.7 runspeed for 8 sec
On Expiration 146.1 Radiation Damage (Ignores Shields) to target and up to 5 foes within 7.5 meters (Double damage vs. Undine)
Very Rare Counter-Command Bio-Molecular Disruptor Rife Mk XII (1/4 Counter-Command Elite Ground Set)
+20% Damage vs. Undine
5% chance Bio-Molecular Incubation:
-16.7 runspeed for 8 sec
On Expiration 146.1 Radiation Damage (Ignores Shields) to target and up to 5 foes within 7.5 meters (Double damage vs. Undine)
Very Rare Counter-Command Hyper Impulse Engines Mk XII (1/4 Fluidic Counter Assault Space Set)
+5 Inertia
+5% Defense
+21.4 Flight Speed (Efficient at High Power Levels)
+1.1 Flight Turn Rate
Counters the negative effect on friction in Fluidic Space
Very Rare Engineering Kit Module - Nanite Medical Generator Mk XII
Creates a level 54 Nanite Medical Generator IV for 180 sec
+18 Hit Points/sec
+15 All Damage Resistance Rating
+30 Psionic Damage Bonus Resistance Rating
+30 Toxic Damage Bonus Resistance Rating
Very Rare Science Kit Module - Nantite Sonic Pulse Mk XII
157.4 Radiation Damage (50% Shield Penetration)
+20% Damage vs. Undine
Knocks Back 21.3 meters vs. Non-Undine
Interrupt
-66% Runspeed for 15.2 sec
+1.2 Stun for 4.6 sec vs. Undine
Very Rare Tactical Kit Module - Bio-Molecular Photon Grenade Mk XII
283.8 Kinetic Damage (50% Shield Penetration; Damage reduces from epicenter)
Applies Bio-Molecular Incubation:
-16.7 runspeed for 8 sec
On Expiration 33 Radiation Damage (Ignores Shields) (Double damage vs. Undine)
8472 Counter-Command Tier 4
Nanoprobe Field Generator (Space Trait)
When suffering damage, 10% chance to reduce Damage to Shields by 5% for 15 sec. The chance is doubled vs. Undine. Can be stacked up to 5 times.
Nanoprobe Feedback (Space Trait)
When hit by Directed Energy attacks, you have a 10% chance to reflect 100% of incoming Directed Energy Damage at the attacker. (Reflected Damage is Doubled vs. Undine.) This effect cannot be triggered more than once every 10 seconds.
Very Rare Counter-Command Hyper Injection Warp Core Mk XII (1/4 Fluidic Counter Assault Space Set)
+7.5 additional Engine Power (Bonus increases at low Engine Power)
+5 Maximum Engine Power (Allows your Engine Power to exceed 125)
Maximum Warp Factor 10
+17.5 Starship Engine Performance
Adds 7.5% of your Engine Power to your Weapon Power as bonus power
50% Reduced Cooldown on Transwarp
50% recharge time reduction to Slipstream Drive
+33% Engine Power Drain Resistance
Counters the debuffs on starship movement in Fluidic Space
Engine Capacitor: Repairs disabled Engines/+15 Engine Power Setting for 10 sec
Very Rare Counter-Command Hyper Injection Singularity Core Mk XII (1/4 Fluidic Counter Assault Space Set)
+5 to 15 Engine Power, based on your Singularity Charge level
Maximum Warp Factor 10
Reduces the cooldown time on Singularity Power use by 10%
50% Reduced Cooldown on Transwarp
50% recharge time reduction to Slipstream Drive
+33% Engine Power Drain Resistance
Counters the debuffs on starship movement in Fluidic Space
Improved Singularity Overcharge: While Singularity Overcharge is active, you gain 20% Crit Severity
Singularity Engines Capacitor: Drains your Singularity power to augment your Engine Power. Repairs disabled engines. Gives up to 30 Engine power, based on your Singularity level.
Very Rare Heavy Bio-Molecular Phaser Turret Mk XII (1/4 Counter-Command Ordnance Space Set)
+10% Accuracy
4.5% chance Bio-Molecular Incubation:
-16.7 runspeed for 8 sec
On Expiration 455.1 Radiation Damage (Ignores Shields) (Double damage vs. Undine)
Very Rare Heavy Bio-Molecular Disruptor Turret Mk XII (1/4 Counter-Command Ordnance Space Set)
+10% Accuracy
4.5% chance Bio-Molecular Incubation:
-16.7 runspeed for 8 sec
On Expiration 455.1 Radiation Damage (Ignores Shields) (Double damage vs. Undine)
8472 Counter-Command Tier 5
Bio-Molecular Shield Generator (Space Active)
Creates a level 50 Bio-Molecular Shield Generator for 30 sec.
The following applies to allies in a 2.5km radius:
779.6 Shield Regeneration/sec
Reduces Damage to Shields by 22%
Very Rare Counter-Command Exo-Armor Mk XII (1/4 Counter-Command Elite Ground Set)
+30% Physical Damage
+59.1 Physical Damage Resistance Rating
+59.1 Kinetic Damage Resistance Rating
+118.2 All Energy Damage Resistance Rating
+55.4 Toxic Damage Resistance Rating
+55.4 Psionic Damage Resistance Rating
For 3 seconds after performing a roll gain:
+25% Dodge
+50% Avoidance
+25% Runspeed
0 Health Regeneration (Increases as health decreases)
Very Rare Counter-Command Covariant Shield Array Mk XII (1/4 Fluidic Counter Assault Space Set)
7751 Maximum Shield Capacity
135.5 Shield Regeneration every 6 seconds
Reduces Antiproton Damage to Shields by 20%
When hit by Directed Energy attacks, you have a 2.5% chance to drain 10 Weapon Power from the Attacker
Counter-Command Elite Ground Set
2/4 - Bio-Molecular Conduits
unknown, don't have any
3/4 - Unstable Bio-Molecular Personal Shield/Bio-Molecular Instability
unknown, don't have any
4/4 - Toxin Innoculent
unknown, don't have any
Counter-Command Fluidic Counter Assault Space Set
2/4 - Bio-Molecular Enhanced Defense
unknown, don't have any
3/4 - Bio-Molecular Fluidic Space Counter Blast
unknown, don't have any
4/4 - Bio-Molecular Reactive Shielding System/Bio-Molecular Enhanced Precision
unknown, don't have any
Counter-Command Ordnance Space Set
2/4 - Bio-Molecular Instability
+7.5% Bonus Phaser and Disruptor Energy Weapon Damage
2% increased chance for Bio-Molecular weapons to apply their Incubation debuffs
3/4 - Heavy Bio-Molecular Turret Barrage
Targets Self - 3 min recharge
Upgrades your Heavy Bio-Molecular Turret to deal damage to foes within 5km. Applies Bio-Molecular Incubation to all affected targets.
4/4 - Degenerative Wave Signature
Energy Weapons have a 1% chance to:
Reduce Hull Healing by 50% for 10 sec
Disable Hull Regeneration for 10 sec
Remove one active Heal-Over-Time Effect
Max Once per 10 seconds.
Debuff effect does not stack.
(Chanceincreases to 10% vs. Undine)
8472 Store Unlocks
T1 - Very Rare Bio-Molecular Rife Ground Weapons Mk XII
T2 - Very Rare Bio-Molecular Assault Ground Weapons Mk XII
T3 - Very Rare Bio-Molecular Projectile Space Weapons Mk XII
T4 - Very Rare Bio-Molecular Space Beam/Cannon Weapons Mk XII
T5 - Very Rare Bio-Molecular Kit Frame Mk XII
Rifles/Assault available in Phaser and Disruptor with 2 mods.
5% chance Bio-Molecular Incubation:
-16.7 runspeed for 8 sec
On Expiration 146.1 Radiation Damage (Ignores Shields) (Double damage vs. Undine)
Space Energy Weapons available in Phaser and Disruptor with 2 mods.
4.5% chance Bio-Molecular Incubation:
-16.7 runspeed for 8 sec
On Expiration 455.1 Radiation Damage (Ignores Shields) (Double damage vs. Undine)
Projectiles are Photon with 2 mods.
Torps: Bio-Molecular Incubation
-23.1 runspeed for 8 sec
On Expiration 712.4 Radiation Damage (Ignores Shields) (Double damage vs. Undine.
Mines: 33% chance Bio-Molecular Incubation
-23.1 runspeed for 8 sec
On Expiration 422.8 Radiation Damage (Ignores Shields) (Double damage vs. Undine)
Kit Frames
Bio-Molecular Engineering Kit Mk XII [Gens][Turret]
4 Fabrication Module Slots, 1 Mechanic Module Slot
+25 Toxic Damage Bonus Resistance Rating
+25 Psionic Damage Bonus Resistance Rating
+26.2 Generators
+26.2 Turrets and Drones
Bio-Molecular Engineering Kit Mk XII [Turret][Weapon]
3 Fabrication Module Slots, 2 Mechanic Module Slots
+25 Toxic Damage Bonus Resistance Rating
+25 Psionic Damage Bonus Resistance Rating
+26.2 Weapon Proficiency
+26.2 Turrets and Drones
Bio-Molecular Engineering Kit Mk XII [Repair][Weapon]
2 Fabrication Module Slots, 3 Mechanic Module Slots
+25 Toxic Damage Bonus Resistance Rating
+25 Psionic Damage Bonus Resistance Rating
+26.2 Weapon Proficiency
+26.2 Repairs
Bio-Molecular Engineering Kit Mk XII [Repair][Demo]
1 Fabrication Module Slot, 4 Mechanic Module Slots
+25 Toxic Damage Bonus Resistance Rating
+25 Psionic Damage Bonus Resistance Rating
+26.2 Demolitions
+26.2 Repairs
Bio-Molecular Science Kit Mk XII [Medic][Phys]
4 Medic Module Slots, 1 Research Module Slot
+25 Toxic Damage Bonus Resistance Rating
+25 Psionic Damage Bonus Resistance Rating
+26.2 Medic
+26.2 Physiology
Bio-Molecular Science Kit Mk XII [Medic][Weapon]
3 Medic Module Slots, 2 Research Module Slots
+25 Toxic Damage Bonus Resistance Rating
+25 Psionic Damage Bonus Resistance Rating
+26.2 Weapon Proficiency
+26.2 Medic
Bio-Molecular Science Kit Mk XII [Part][Weapon]
2 Medic Module Slots, 3 Research Module Slots
+25 Toxic Damage Bonus Resistance Rating
+25 Psionic Damage Bonus Resistance Rating
+26.2 Weapon Proficiency
+26.2 Particle Physics
Bio-Molecular Science Kit Mk XII [Part][Logic]
1 Medic Module Slot, 4 Research Module Slots
+25 Toxic Damage Bonus Resistance Rating
+25 Psionic Damage Bonus Resistance Rating
+26.2 Probability Logistics
+26.2 Particle Physics
Bio-Molecular Tactical Kit Mk XII [Combat][Grenade]
1 Strategic Module Slot, 4 Assault Module Slots
+25 Toxic Damage Bonus Resistance Rating
+25 Psionic Damage Bonus Resistance Rating
+26.2 Grenades
+26.2 Combat Specialist
Bio-Molecular Tactical Kit Mk XII [Combat][Weapon]
2 Strategic Module Slots, 3 Assault Module Slots
+25 Toxic Damage Bonus Resistance Rating
+25 Psionic Damage Bonus Resistance Rating
+26.2 Weapon Proficiency
+26.2 Combat Specialist
Bio-Molecular Tactical Kit Mk XII [Squad][Weapon]
3 Strategic Module Slots, 2 Assault Module Slots
+25 Toxic Damage Bonus Resistance Rating
+25 Psionic Damage Bonus Resistance Rating
+26.2 Weapon Proficiency
+26.2 Squad Command
Bio-Molecular Tactical Kit Mk XII [Squad][Tactics]
4 Strategic Module Slots, 1 Assault Module Slot
+25 Toxic Damage Bonus Resistance Rating
+25 Psionic Damage Bonus Resistance Rating
+26.2 Squad Command
+26.2 Advanced Tactics
So if somebody can link the 2/4, 3/4, 4/4 for the Ground and Space (Ship) sets...that's pretty much it. There was no way I was going to grind out the Marks for the gear on Tribble...ZzzZzzZzz.
7% phaser damage from a 2 piece set.
About 20% total.
Or 31% phaser damage from a fleet console.......
Um, yeah, nope. Set is still worthless on a phaser based ship.
13.1% base/strength/pre-Weapon Power Phaser
7.5% non-base/bonus/post-Weapon Power Phaser
26.2% Photon
26.2% Radiation
6.5% chance to Incubate (for snare/Rad damage)
vs. 31.9% Phaser & +1.6% CrtH or +8% CrtD
Depending on the build..it may or may not be worth it - if you're running the Bio-Molecular Phasers and have the Bio-Molecular Torp. If you're not running them, well - yeah - the math can get a bit complicated, so like anything else - it's going to come down to looking at the build.
edit: arintal was nice enough to point out that as I pointed out earlier, the 7.5% is bonus and not strength.
This is a bigger deal for Feds, IMO. The ONLY space set that buffs Phasers is from the 8472 rep. There's also alot of Feds that use Phasers still despite the other very good energy weapon choices that do get assorted buffs. It also buffs Photon Dmg. Oh, hey, guess what torp type is the favorite Torp these days?
KDF / KDF-Rom that sport Disruptors will like it even more, but due to the lack of Phaser boosting options for the Feds, the set is very relevant to their interests.
Turn speed and radiation damage that deals a significant amount of damage. It looks better than the protonic Polaron weapons.
They're so much easier to do en masse right now. One daily for each rep and then forget about rep till the next day. The costs are so much lower. Marks pile up a bit easier even being casual about it.
I'd say they're just about right in terms of casually grinding them at your leisure.
You are so wrong.
Console - Tactical - Counter-Command Multi-Conduit Energy Relay (1/4 Counter-Command Ordnance Space Set)
+13.1% Phaser Damage
+13.1% Disruptor Damage
+26.2% Radiation Damage
+26.2% Photon Projectile Weapon Damage
Counter-Command Ordnance Space Set
2/4 - Bio-Molecular Instability
+7.5% Bonus Phaser and Disruptor Energy Weapon Damage
2% increased chance for Bio-Molecular weapons to apply their Incubation debuffs
Underlined and bolded why you are so wrong.
Think why?
Going 4->5 vulnerability consoles increases damage by 6.9%. See that set bonus it alone increases by 7.5%.
So wrong? Nah...not really. Off? Sure...the amount is off. But so wrong? Lol...
Yep, bonus != strength. The 13.1% is base while the 7.5% is non-base.
You might want to think yourself, eh?
Heh, you really want to do that dance? Cause your numbers are wrong. They'll only be correct in specific scenarios. It may be the case for your build - but it's not universal.
The 5th console will add an additional 31.9% base damage. That amount will be modified by weapon power. @125 Weapon Power, you're looking at 79.75% strength/base damage. Guess what...using any bonus buffs/abilities? Got EPtW1 up and running? That 31.9% is now providing 87.725% base damage. Want to work some other buffs into that? Want to add in a Crit? Want to add in some debuffs?
I can do the math for this until your eyeballs fall out.
Yep, no doubt I went through and just went off of what the person said that I was replying to instead of the information that I had typed out. My brain kind of turned to mush typing that all out for folks.
One could have simply pointed out the error with the 7.5% being bonus (as per what I typed out) rather than strength (as suggested by the person I replied to there)...would have been a "doh" moment for me, corrected, and everybody would have gone on their merry way...
...but you chose to go the way you did? That's a trip...a serious trip. Have to figure you mistakenly posted on your main forum account rather than another account where I somehow ticked you off - or - perhaps I ticked you off by ticking off a friend.
But thanks, lol...I needed the laugh.
edit: How about this one, eh? Skip the CCTac Console, go with the 5th ATVx, grab the Hydro and Heavy Turret, figure int +Eng Power and +Turn, helping you stay on target for increased DPS uptime, figure in the +Aux and how it affects your T4 Nukara and if it helps you get Aux to 75 for [AMP] Synergy, look at what the +7.5% is giving you off the ATVx instead of the CCTac, address the higher CrtH or CrtD you have based on the ATVx you're sporting, then work in the potential debuffs that you or those on your team have added in...while dealing with any of the other strength boosts coming from skills/gear, additional bonus boosts coming from abilities, and then do the same thing with the CCTac instead of the 5th ATVx, eh? What Starship Weapon Training, Starship Energy Weapons, Starship Energy Weapon Specialization, Starship Attack Patterns, Starship Targeting, Starship Weapon Performance, what Personal Traits, what Rep Traits, what DOFFs, what BOFF traits, and what other gearing do we have going into it all, eh?
Do we *know* that it is non-base extra damage? In other words, do we know that it works like the anti-proton set 10% bonus, and unlike the dominion polaron damage bonus? I'm not saying I don't believe you. I'm just wondering whether it has been confirmed either by the devs, or through testing, etc.
Thanks VD. As always, I appreciate your thorough (if overly verbose) contributions to STO knowledge
I believe it's a matter of the wording chosen for the tooltips, though I don't know what wording was actually used and what means which.
Aren't the different terms "damage strength" and "damage bonus"?
I believe virusdancer is actually the author of the explanations for this.
It's good to see others have taking over the flame of BigRedJedi and others.
Compare 7.6% to plasma from the Romulan set and 9.6% per embassy science console. You're still better off using plasma unless you only have one science console. Also, the Romulan 0 power beam array easily beats the Undine turret in this age of BFAW.
USS Casinghead NCC 92047 launched 2350
Fleet Admiral Stowe - Dominion War Vet.
There's nothing left but the gear, and it doesn't impress.
Lol...if BRJ was giving a talk, I wouldn't even be in the same building as him...I'd be lost out in the parking lot somewhere. :P
Much of the information comes from bareel, queue38, frtoaster, vonamicus, lordhavelock, thissler, (and did you see the formula that rbaker82 did for the DRR/DBRR? that was some serious heinous stuff) and countless others that I hope I haven't insulted by missing their names.
I'm just a little more active on the forums than they are (lol, a little more active than they are combined...meh) - I just do simple math, I just do grunt work on some of the numbers and get data...those are the guys that have the brains to figure most of it out where I just drag my knuckles across the keyboard and drool a little.
edit: As for the terms "bonus" and "strength" - Bort actually shared that in one of his posts. I'd been itching for some time to try to find "unified" terms for explanations; since some folks were fine with base and non-base, some preferred pre-Weapon Power and post-Weapon Power, and others had terms of their own. They're not the only boosts done in the calculations...but it definitely helps separate these two. They even started adding them to the tooltips. Kind of like what they did with the Damage Resistance Rating stuff...there's both Damage Resistance Rating and Damage Bonus Resistance Rating (that rbaker82 formula is pretty damn nifty in the diminishing returns thread). Don't recall if they rewrote the other tooltips to take into account "Bonus" or not. Hawk had said they were looking at the tooltips here and there...it's a big complaint from some of us about how confusing they can be at times.
edit2: Damn, that first edit's a fugly wall of text...
Sometimes, if you want to bury the hatchet with a Klingon, it has to be in his skull. - Captain K'Tar of the USS Danu about J'mpok.
You talk a lot - but you are being overly humble about your knowledge:P "I just drag my knuckles across the keyboard and drool a little".:)