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Question on Scaling Ships

snowpiercer#1188 snowpiercer Member Posts: 77 Arc User
Are the stats like Shield and Hull Modifiers also scaled down on these ships and when will they achieve their full stated values? I figure they must because my shields aren't anywhere near what I think they should be. The ship has a shield modifier of 1.45 and my shields are 10,574.9, plus I have Shield Tech space trait (+10%) as well as a science console of +10% and my shield strength in Stats (Planetary Space) is only 12,690. I am currently level 40. This means that my effective shield modifier is only 1.0, not 1.45.

At what level will I get the 1.45 modifier? Oh yeah, my shield regen is also only about 60% of what the shield reports.

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    sci321sci321 Member Posts: 150 Arc User
    westmetals wrote: »
    I believe the T6 scaling ships top out at level 50, but I might be wrong about that.

    Nope. The level-based hull cap modifier on T6 ships scales all the way to level 65.
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    foxrockssocksfoxrockssocks Member Posts: 2,482 Arc User
    The answer is yes, they scale down, and won't reach full power until 65.
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    snowpiercer#1188 snowpiercer Member Posts: 77 Arc User
    The answer is yes, they scale down, and won't reach full power until 65.

    So, at level 40, being only 1.0 Shield Modifier could be normal on a ship with 1.45?

    BTW, the ship is the Sui'Mor Temporal Science ship.
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    protoneousprotoneous Member Posts: 2,985 Arc User
    BTW, the ship is the Sui'Mor Temporal Science ship.
    omg what a beautiful ship I'm sooo jealous enjoy your full stats at level 65

    #spacemagicisfun
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    foxrockssocksfoxrockssocks Member Posts: 2,482 Arc User
    The answer is yes, they scale down, and won't reach full power until 65.

    So, at level 40, being only 1.0 Shield Modifier could be normal on a ship with 1.45?

    BTW, the ship is the Sui'Mor Temporal Science ship.

    I don't know, but probably. There is very little info on how leveling ships actually work because its just very easy and quick to level, with STO being largely played at endgame.
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    snowpiercer#1188 snowpiercer Member Posts: 77 Arc User
    edited January 2021
    The answer is yes, they scale down, and won't reach full power until 65.

    So, at level 40, being only 1.0 Shield Modifier could be normal on a ship with 1.45?

    BTW, the ship is the Sui'Mor Temporal Science ship.

    I don't know, but probably. There is very little info on how leveling ships actually work because its just very easy and quick to level, with STO being largely played at endgame.

    Well, something is wrong or it's more "Cryptic Math" because I am 65 now and my shields are short by my calculations about 3000 per facing:

    Shields Core Capacity: 11,870.8 (these are only Rare Mk XIII at the moment)
    Extra Shield Console: Science Field Generator: +10% Max Shield Capacity
    Personal Space Trait: Shield Technician: +10% Max Shield Capacity

    10% of 11,870.8 = 1187.08
    Shield Modifier of 1.45 should be +5341.86

    11,870.8
    5341.86
    1187.08
    1187.08
    ____________
    19,586.82

    My stats show 16,659.

    The way I calculate the shield modifier, it's only 1.2, not 1.45.

    What is wrong with this picture?




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    snowpiercer#1188 snowpiercer Member Posts: 77 Arc User
    edited January 2021
    westmetals wrote: »
    The answer is yes, they scale down, and won't reach full power until 65.

    So, at level 40, being only 1.0 Shield Modifier could be normal on a ship with 1.45?

    BTW, the ship is the Sui'Mor Temporal Science ship.

    I don't know, but probably. There is very little info on how leveling ships actually work because its just very easy and quick to level, with STO being largely played at endgame.

    Well, something is wrong or it's more "Cryptic Math" because I am 65 now and my shields are short by my calculations about 3000 per facing:

    Shields Core Capacity: 11,870.8 (these are only Rare Mk XIII at the moment)
    Extra Shield Console: Science Field Generator: +10% Max Shield Capacity
    Personal Space Trait: Shield Technician: +10% Max Shield Capacity

    10% of 11,870.8 = 1187.08
    Shield Modifier of 1.45 should be +5341.86

    11,870.8
    5341.86
    1187.08
    1187.08
    ____________
    19,586.82

    My stats show 16,659.

    What is wrong with this picture?




    What shield are you using? Because they don't all have the same base value.

    Also is it possible that 11870.8 value is including one or both of those +10%s?

    No, the shield value is the same whether it's on the ship or in inventory and the total shield capacity drops even lower with the console and trait removed. It is only 14,244 with them removed.

    The shields are Rare Mk XIII Paratrinic Shield Array.

    {EDIT} I just upgraded the shields to MK XV, but they are still Rare. It's amazing how expensive upgrading is. I must have burned through about 20m EC and 35,000 Dilithium just for two levels without a quality improvement.
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    foxrockssocksfoxrockssocks Member Posts: 2,482 Arc User
    Well, I'll have a look at shield values later and see if I can figure out what the math is.

    For upgrades, however, I don't know what you're spending EC on, but you really shouldn't need to. I hope you weren't buying the standard crafted upgrade kits. Those are basically pointless nowadays. 40k dilithium would have bought you a set of 10 phoenix boxes which can be turned into phoenix upgrade kits, probably 15-20 if you're lucky.
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    foxrockssocksfoxrockssocks Member Posts: 2,482 Arc User
    Okay, so looking at some shields, first some raw data. I have taken off certain consoles to eliminate extra variables.

    I'm looking at a level 65 character with VR mk XV iconian rep [cap]x2 shields, and various skills, including from deflector, for a total of 138 shield capacity skill. This is in a Damar science dreadnought, for 1.25 shields and 1.25 hull rating. 138 skill rating should translate to 41.4% shield capacity.

    Because the ship has the same mods on hull and shields I'll list hull stats here too for useful comparison. 127 hull capacity skills. 127 skill should translate to 38.1% hull capacity. Base hull on the wiki lists 56250 for level 65.

    In sector space, which is known for not applying certain stat buffs, it shows 10295.6 shields the shields themselves and 10296 in the statistics dropdown, with 64687 hull.

    Orbiting Qo'nos which should have everything properly calculated, shields are showing 10295.6 on the actual item, and 17116 for the final per facing amount. Hull is at 86097.

    First thing to note, this ship normally runs the House Martok set console which gives 11.9% HP, and 8.9% shield capacity, and equipping that in sector space changes hull to 71360 but doesn't change shields. Is that even proper? 64687*1.119=72384.8 so that can't be quite right. Instead if we try 71360-64687, we get 6673, the difference the console makes. What a little division shows us is that 6673/56250=11.9. That's useful as we see how it is done.

    So what is 64687 calculated from? Doing the same math, 64687-56250, we get 8437, and 8437/56250=14.9%. Where is that coming from? Well its sector space data, and we know it doesn't count everything it should, however we do know that the only other thing affecting the ship hull stats is skill rating. So how much skill is being counted? 14.9/.3 = 49.7, which I can't account for anywhere. The character has 2 ranks in actual hull skill, the perk for +10 from 10 engineering skills, and some more from the deflector and none of those add up to 49.7. No choice but to ignore it.

    Using orbit data which calculates everything as intended, we have 86097 hull without the console. If I put the console on, I get 92770, which is 6673, the same number as before. That means a +% hull or shields console should be calculating from the base value. I'm skipping to shields for now, because of other problems.

    So lets check shields value. That same console gives +8.9% shield capacity. As noted above, I get 17116 with it off, and 18033 with the console on. 18033-17116=917. 10296*.089=916.3 close enough for various rounding errors, and thus fair to assume it is using the base item value to calculate from.

    So how do I get 17116 shields without the console? Well if I take 10295.6*1.664, I get 17132.5, which I think is close enough. How did I get 1.664, though? Easy, above I determined 41.4% extra shields from skill rating, but we have a shield modifier of 1.25, so if that is additively 25%, we can add 41.4 and 25 for 66.4%. Is that right? Lets add another console.

    Now I will add in a console that gives +25% shield capacity itself. So if things are right above, 66.4+25=91.4%. Then 10296*1.914=19706. Does it give me that when I slot it? Not quiet, I get 19690. Close enough, right?

    Therefore, we can guess that the formula for calculating shields is to take the base item tooltip data and multiply it by the sum of all other % modifiers, with the ship's shield modifier also added into that sum. There may be something else going on there, but the values I calculated are close enough that I think it suffices.

    The problem though, is I can't apply that to hull. I can't figure out how the hull is actually calculated, so I might be missing something there. Bottom line is if we do the same thing for hull, taking the 38.1% skill modifier and add in 25% from the ship's hull modifier and add them up to 63.1%, it doesn't work right. To get the observed 86097 number for hull and that modifier, that would imply a base hull of 52787, which is obviously wrong, or to use the modifier from 56250 base hull, I should get 91743. Yet, the console adding hull capacity worked exactly as expected. So something is missing here and I've spent too much time playing with numbers.

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