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Passive hull repair rate mainly depends on ship class - but why is this a hidden stat?

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  • alcyoneserenealcyoneserene Member Posts: 2,412 Arc User
    Starship mastery was the first thing I thought about in response to your question. To me what's written in there is clear enough, and I assume outside of that there aren't any other hidden ship stats, although I don't remember how it was before delta rising and how ships differed from one another beyond class based stats such as consoles, boff seating, and the standard displayed ship values.

    On the side topic, I do care about passive healing abilities, and they're also a part of starship masteries. After testing I'm confident for my playstyle and way of having fun with the game to make use of 1/3 points in passive shield and hull regen as I've found them effective enough at least while cloaked or when retreating out of combat to re-enter the battle without waiting around too long - useful when everything's on cool-down and getting overwhelmed with enemies, and this includes reciprocity, AHOD, temporal negotiator, batteries, etc.
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  • kyle223catkyle223cat Member Posts: 584 Arc User
    Starship mastery may have something to do with it but I've noticed different levels of hull regeneration rates on ships where there shouldn't be any difference. My Recluse has higher hull regeneration than my science command cruiser, and they should be the same.
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  • dabelgravedabelgrave Member Posts: 979 Arc User
    I'm wondering if it might have something to do with base hull values combined with this S11.5 change:
    • Hitpoint and Shield Scaling is now as follows:
      • T1 and T2 were 0.0957%, and have been increased to 0.3%.
      • T3 was 0.1993%, and has been increased to 0.3%.
      • T4 was 0.2512%, and has been increased to 0.3%.
      • T5 and T6 were 0.3031%, and have been decreased to 0.3%.
    • Speed and Turn Rate Scaling is now as follows:
      • T1, T2 and T3 were 0.2525%, and have been increased to 0.4%.
      • T4 was 0.3181%, and has been increased to 0.4%.
      • T5 and T6 were 0.3838%, and has been increased to 0.4%.
    If passive hull regen is now an actual base stat, it should be available for us to see.​​
  • snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    dabelgrave wrote: »
    If passive hull regen is now an actual base stat, it should be available for us to see.​​

    I'll throw my support in with this request, which is the base core topic of this thread. Nothing wrong with displaying more statistics, imo.

    Now of course I'm far more fascinated with the rest of this thread's discussion to find out more about the differences being seen between ships.

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  • alcyoneserenealcyoneserene Member Posts: 2,412 Arc User
    sophlogimo wrote: »
    Nope, it's not mainly Mastery that's responsible here.

    That is strange, and disheartening too. I mean, all the tribble testing, and now live testing of specific skills to try to get a handle on what each one does to respec properly, and now it seems even those values are suspect.

    Also would like to know what the base values are here, so fully support this request to find out the hidden numbers. Respec tokens aren't cheap! We need to know.
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  • pottsey5gpottsey5g Member Posts: 4,177 Arc User
    sophlogimo wrote: »
    Nope, it's not mainly Mastery that's responsible here.

    That is strange, and disheartening too. I mean, all the tribble testing, and now live testing of specific skills to try to get a handle on what each one does to respec properly, and now it seems even those values are suspect.

    Also would like to know what the base values are here, so fully support this request to find out the hidden numbers. Respec tokens aren't cheap! We need to know.
    Just go on tribble. Sci ships get a bonus to shield hitpoints and regen, Crusiers get a bonus to hull hitpoints and regen. Escorts lose hitpoints and shields but gain Inertia, speed, defense plus gain cannons.
  • pottsey5gpottsey5g Member Posts: 4,177 Arc User
    sophlogimo wrote: »
    pottsey5g wrote: »
    Just go on tribble. Sci ships get a bonus to shield hitpoints and regen, Crusiers get a bonus to hull hitpoints and regen. Escorts lose hitpoints and shields but gain Inertia, speed, defense plus gain cannons.

    Could you give a source for that, and possibly a place where the exact numbers are given?
    It used to be common knowledge and part of the rules on what makes a cruiser, sci or escort ship but got lost over the years across all the website revamps. You can see it yourself fit a shield and note its hitpoints and regen. Swap ship type and make sure power levels are the same and the hitpoints and regen change.

    The Shield Modifier is per ship type and listed in the wiki and I think its listed in the ingame ship store. For the most part sci ships have a better shield modifier and cruisers have a better hull modifier which is why cruisers have more hull hitpoints and better passive hull regen but weaker shields. You can do the same but with shields on sci ships, stack up shield regen and get a crazy high regen. The wiki page still mentions how Cruisers have strong hulls but average shields but I have no idea where it ended up on the main website if its even there anymore..

  • dabelgravedabelgrave Member Posts: 979 Arc User
    pottsey5g wrote: »
    sophlogimo wrote: »
    pottsey5g wrote: »
    Just go on tribble. Sci ships get a bonus to shield hitpoints and regen, Crusiers get a bonus to hull hitpoints and regen. Escorts lose hitpoints and shields but gain Inertia, speed, defense plus gain cannons.

    Could you give a source for that, and possibly a place where the exact numbers are given?
    It used to be common knowledge and part of the rules on what makes a cruiser, sci or escort ship but got lost over the years across all the website revamps. You can see it yourself fit a shield and note its hitpoints and regen. Swap ship type and make sure power levels are the same and the hitpoints and regen change.

    The Shield Modifier is per ship type and listed in the wiki and I think its listed in the ingame ship store. For the most part sci ships have a better shield modifier and cruisers have a better hull modifier which is why cruisers have more hull hitpoints and better passive hull regen but weaker shields. You can do the same but with shields on sci ships, stack up shield regen and get a crazy high regen. The wiki page still mentions how Cruisers have strong hulls but average shields but I have no idea where it ended up on the main website if its even there anymore..
    Impulse mods and shield mods and those other stats we do know since they show up in the ship vendor, and are listed in numerous external sources. The problem with passive hull regen is the system greatly changed with the removal of crew, and the other stats did not change to accommodate that. This suggests that a new hidden stat was created, or perhaps crew remains as a hidden stat. In either case, it appears that something we do not know about is affecting the passive hull regen.​​
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