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Minimum timer for tactical skills?!

aftulusaftulus Member Posts: 668 Arc User
I'm trying to use three tactical skills. Beam overload, Cannon Scatter volley, and torpedo high yield.

I thought I used to have a 16 second timer when using torpedo high yield 1 and cannon scatter volley 1. Now it's always 20 with BOI and scatter volley.

I have:

1 krenim female tactical officer (10%) reduction
3 points in tactical readiness (100/ 20%) reduction
1 bio gel pack 7% reduction
1 Guardian drones 7.5% reduction
1 Chroniton I skill trait. 7.5% (recharge)
Edit:
1 5% recharge bonus m.a.c.o. (recharge)

did they change the global in the last patch? Are the consoles broken?!

I just checked. All combinations produce 20 second cd's... In sol that is. I went to a combat area and still got 20 second with previous tests. Unless I missed something.

I wanted to get all three skills to a 15 second CD so I could use the 14 seconds and 15 second increased duration to have a constant uptime for the beam/turret skills.
Post edited by baddmoonrizin on

Comments

  • aftulusaftulus Member Posts: 668 Arc User
    edited March 2021
    Can anyone tell me if it's possible to get a 15 second cd on high yield, cannon scatter volley, or beam overload now?

    when did they nerf it from 15 seconds? why can't we do the constant up time builds anymore. Why do they get rid of it every time they make it available? Is this because they just gave away withering barrage and they decided to nerf the ability to use it so free players can't enjoy it?!

    When did they change this and why? It appears to be 20 seconds minimum now. Is this a glitch or are they this underhanded they can't let people enjoy this game as they want to without spending money and being invisible nerfed before none payers get their hands on it.

    I've added m.a.c.o.'s 5% recharge speed also and it's still 20 seconds?! When and why was this changed?
  • husanakxhusanakx Member Posts: 1,673 Arc User
    15s is still the global as far as I see. I have never tried to get to global with a bunch of gear, don't know perhaps they messed something up with one of the things you are running. Cryptic is well known to break items/traits by accident. I would suggest taking things off/on one at a time to figure out what isn't working.

    If you want to know if tac global is unchanged just pop tac init on a tac toon... should hit global on all.

    I normally use a combo of traits/borg doffs/or photonic officer to hit globals. That all still seems to work on my end.
  • peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    You get 15 secs in all fire modes but fire at will (it has 20) easily. At the moment the most used means are

    - 2 copies of aux2bat with 3 technician doffs reducing cd for everything
    - lt photonic Officer with improved photonic officer starship trait
    - lt Commander photonic Officer

    There are countless other ways but peeps found the three solutions from above to work best for the time being.
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  • aftulusaftulus Member Posts: 668 Arc User
    edited March 2021
    Shouldn't the stats I'm running easily clear 15 seconds?!

    I will get in game in a bit and take off stuff. Not sure what is happening. I think it was 16 just before the patch. I really hope it's a bug. If not my entire build I"m working on is now junk. 8(

    Do any devs or mods read this would could find out what happened. Is it just me. I'm on linux via proton, but I would think that couldn't affect the game on that level. Is anyone else getting lower than 20 seconds atm?

    It's almost like it's not applying the tactical readiness from my skills.

    30*.9*.8*.93*.925/1.075/1.05 = 16.46192691029900332226

    30*.9*.93*.925/1.075/1.05 = 20.57740863787375415282

    The second number is what I'm getting. The first is what I should be getting with current stats.
    Post edited by aftulus on
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  • protoneousprotoneous Member Posts: 3,298 Arc User
    aftulus wrote: »
    Shouldn't the stats I'm running easily clear 15 seconds?
    Have you tried throwing what you have into the cooldown calculator from https://reddit.com/r/stobuilds/. These folks do math. Super handy tool.

    Link -> https://reddit.com/r/stobuilds/comments/bf1gp6/sto_cooldown_reduction_calculator_30/
  • aftulusaftulus Member Posts: 668 Arc User
    edited March 2021
    It's rotating like a clock. Interesting, I never knew that existed. (or it's been so long I forgot.)

    I'm either calculating the times wrong or it may not be applying something like the readiness skill.

    Is there something that can make readiness from skills not apply. Like not having a lower skill or something odd. I only have 3 points in it in tactical. Everything else is science and engineering.
  • protoneousprotoneous Member Posts: 3,298 Arc User
    It showed 19.32 seconds after adding everything you have but forgot to include attrition warfare 2. That brought things down to 15.39s for CSV and THY with BFAW still at 20s.
  • tom61stotom61sto Member Posts: 3,711 Arc User
    Traits are falling off constantly nowadays, make sure "Chroniton I skill trait" is actually still slotted and not empty or replaced by something else.

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  • aftulusaftulus Member Posts: 668 Arc User
    protoneous wrote: »
    aftulus wrote: »
    Shouldn't the stats I'm running easily clear 15 seconds?
    Have you tried throwing what you have into the cooldown calculator from https://reddit.com/r/stobuilds/. These folks do math. Super handy tool.

    Link -> https://reddit.com/r/stobuilds/comments/bf1gp6/sto_cooldown_reduction_calculator_30/

    I'm going over it. I may have been woefully short on understanding how it's calculated. I'm working on a ship design now with more focus on tactical readiness. Finding fun stuff I never knew existed in the game.
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  • aftulusaftulus Member Posts: 668 Arc User
    edited March 2021
    I'm going to run liberated borg doffs to try to get cd's down. Hopefully it works. Didn't know they even did that.

    Here is the updated build: https://skillplanner.stoacademy.com/dc9ae0d498c98d65fea5c4eb43415aa5
    Here is the spreadsheet if it's visible: https://docs.google.com/spreadsheets/d/1nRbJP_FXaiGLnofUK4JyQTibF-MK75J7HKqCymehyJc/edit?usp=sharing

    BTW, Dyson proton defaults to cannon scatter volley over beam overload. The morphogenic gun does the opposite and prioitizes beam overload. So, they are an interesting mix.

    Any idea what a good engine and secondary deflector would be. I need one point of +50 engineering readiness potentially. (At least) If I use my extra point in skills I can remove the engine. I currently have the maco one. And i know several others have control and other stats like delta. Assuming I don't need more readiness in practice. I could probably change the warpcore also.

    I was considering putting plasmonic leech on it also. Not sure what the best way to get energy maxed out is.

    Ideally I would use imperial rift set and then add more engineering readiness to make up for it. Sadly I don't have it and may never get it... 8\ That is the worst game concept in the world. I hope it gets added to pheonix like prolonged does and can be unlocked or simply bought.

    Edit:

    I have the skill set up so:
    CDs: (in seconds)
    Tactical: 15
    Temporal: 15
    Intel: 30
    Science: 30 (approx.)

    Is it better to have free associated liberated boff crossing the 15 and 30 second timers together?(tac-temp/sci-int) Or have tactical suport the intel 30 second timers? I'm not sure how this works out realistically. Or if it will really solve the cd problems completely.

    I think using borgs 41 and 47 cost about 107 mill atm. But sci to temp is around 200 mill or more. Just not sure which ones would actually work.
    Post edited by aftulus on
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