I have been trying to figure out the speed formula.
Things I have found out so far.
1. The Tier Mod is gone
2. The Impulse Mod alters how much more speed you receive per power level.
3. Your ship type affects how much speed you see on your impulse engine; with Cruisers and Science Vessels seeing 75% of what an Escort would see.
4. Starship Impulse Thrusters also affects the FSpd shown on the engine.
5. Engine rarity plays no factor in Flight Speed, unless of course, that engine has a Spd mod.
I am currently having trouble progressing in my research though. I am missing one engine from being able to gather the data. I have all Mk versions for the (regular) Impulse Engines (including the Standard Issue) and Hyper-Impulse Engines; but I am still missing a Mk I Combat Impulse Engine. For the last week I have been running a low level character hoping to get one as a drop, but no luck so far. None have been listed on the exchange without the Spd mod (or Turn mod, I am hoping to figure out the new Turn formula as well) and sadly no vendors sell them.
If anyone happens to have one available I would greatly appreciate it.
"I'm not big on telepaths myself. I'm not big on guns either. But if everyone else has them, I want to make sure I can get my hands on the biggest one I can."
0
Comments
STO Resources: <Ship Comparison - All Tiers + Small Craft + Hangar Pets> <Damage Resistance>
<R&D + Upgrade Costs> <Duty Officer Finder> <Suliban Doff Reqs> <Fleet Costs> <Rep Costs>
<Keybind Tour the Galaxy> <Fleet / Armada Management> <Currency Exchange> <Other STO Links>
While I prefer not to, for accuracy of data, that is what I am going to have to do.
STO Resources: <Ship Comparison - All Tiers + Small Craft + Hangar Pets> <Damage Resistance>
<R&D + Upgrade Costs> <Duty Officer Finder> <Suliban Doff Reqs> <Fleet Costs> <Rep Costs>
<Keybind Tour the Galaxy> <Fleet / Armada Management> <Currency Exchange> <Other STO Links>
Rouge Sto Wiki Editor.
But as an update of progress, I see how the speed traits fit in, though Advanced Engines has an anomaly where it for some reason grants an additional speed bonus on top of what is expected and only after 65 Engine Power. Will have to do more analysis to see if I can figure that out.
Edit: I should note that the turn bonus of 25% is constant and does not telescope as the Speed bonus does.
I am doing my testing on Tribble, so once I get the basics down with Mk I through XII, I will be taking advantage of the free ECs and Dilithium there to upgrade the Mk XII engines to Mk XIII and Mk XIV.
From Mk I to Mk XII, there is about increase to Flight Speed of about roughly four. Mk XIII has an increase of about 1.5 and Mk XIV has an increase of 1.6. That is, of course, on the ground and having an escort as my ship.
The T6 Advanced Heavy Cruiser was adding a point of power here and there for no apparent reason. I had the Engine power set for 20/15, but it would bump up to 21 for some reason. I double checked the other power levels I used, and while it doesn't add the extra point of Engine Power every single time, it did it enough to mess up the numbers.
I have discovered something interesting though with the Light Cruiser and the TOS Constitution. The Impulse Modifier for both is listed as 0.2, but the math says it is 0.15 like most other cruisers. Also, the 11.4 turn rate (from the wiki) and the for the TOS Constitution is not supported by the math, it is actually 10.2 which is closer to 10 turn rate listed in-game.
I am currently comparing Tier vs Tier and Mark vs Mark, hopefully I will have this completed in a week.
On a final note, keep up the good work, I'm certainly interested in seeing the results.
I just respeced the character out of Warp Core Potential, Warp Core Efficency, Impulse Thrusters, and Engine Performance. The toon I am using has 12 respecs available, never used one on him, so he is the perfect candidate to facilite the research. The only gear on the ships I am using are the various Impulse Engines that I am using for the research, 78 of them. I didn't have anything else equipped, trait slotted, or specialization active that could have such an effect. While I did equip an RCS Accelerator, Neutronium (+Turn), and Tachyokinetic Converter to see how they each interacted with the numbers; but that was something I had done earlier in testing and not since.
One of the first things I found out was that the Turn mod is set and was not affected by skill training, mark level, engine type, or ship type. So after I got that figured out, no more testing with Turn mod engines. Down to 73 engines. Next was the Speed mod. Again, it was not affected by anything either. Down to 37 engines. Then added 6 more, common Mk XIII and Mk XIV versions of impulse, combat and hyper.
With the numbers I got from last night, it looks like I may be able to go from using 6 tiers of escorts and 6 tiers of cruisers to 3 tiers of escorts and 3 tiers of cruisers. I was also using 6 tiers of science vessels, but found they were essentially cruisers in terms of speed. Will do more data gathering at the next skill level before I do that though, just to be sure.
https://youtube.com/watch?v=VcTzMM0fwZo
On topic keep up the good work
E'Mc2 : Science Reman torp T'Varo, deadly annoyance :P
Kunmal: Tactical fed Klingon, ground specialist, USS Kanewaga
Ka -tet Tier 5 fleet fully completed Starbase and fleet property
Garibaldi actually, but he was saying it it Sheridan.
However, considering the recently announced Skill System Revamp, I will be stopping until after it goes live. Whatever formula I would come up with would be rendered useless afterwards.