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Power Level Questions

SystemSystem Member, NoReporting Posts: 178,019 Arc User
I have been searching for some consolidated list on the effect the power level have on the different systems, but cannot seem to find one. I have found the shield recharge rates at different power levels, but not much else.

More specically, I would like to know if the Weapon power level affects the damage the weapon deals, or if that is absolute and if the weapon power drains then you can't fire?
Post edited by Unknown User on

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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Yes power levels have a direct effect to whatever system you are pumping up the juice in. So you can see for yourself, start with power setting equal, mouse over one of your weapons, and look at its damage, now crank weapon power up to max, and mouse back over that same weapon, now see your new damage potential. Now with the aux setting, stuff that uses the deflectors/sensors etc, the time duration is longer with a higher setting. So yes power settings do have a direct effect.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Weapon power affects damage output
    Shield power affects recharge rate
    Engine power affects speed and turn rate
    Auxiliary power affects science abilities
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Weapon Power = Simple, the higher the setting the more damage you do. It's quite dramatic too, at 25 power it can take a over minute to kill a low level BoP in a light cruiser and at 125 it takes less than 5 seconds to do the same thing (no abilities included). You should also note that using multiple energy weapons (it says how much on each weapon) drains this power fast, you need EPS flow regulators (engineering console) to counter this, as they increase the rate of power regeneration/transfer.

    Shield Power = Increases the rate which shield regeneration happens (the amount is decided by the shield itself). You will really start to notice anything below 40 will yield almost negligible regeneration in battle whilst anything over 70 (in PvE anyway) will keep all your shields white no trouble.

    Engine Power = The higher it is the faster your ship goes (note Full Impulse is un-effected by this). Note: there is an effect in game which gives your ship a higher defence status the faster you are going.

    Auxiliary Power = The higher this is the better turn rate your ship has. Also the better certain powers are (mostly Science powers).

    General Advice (Of course your build may end up ignoring all of this, experiment for yourself) -

    Aux is considered the most worthless of these, so people run with 25-35. Unless you are flying a Science ship then you actually need it (40-60).

    Shield is useful for Cruisers and Science (40-60 range) but has no real use to Escorts (what's the point in shield regeneration when you can throw the point in weapons and kill everything in seconds?) who run it in the 40-25 range.

    Engine is useful for Escorts as the speed defence rating helps them most of all and it helps the hit & run style (45-70). Cruisers and Science not so much 40-25 range.

    Weapon is considered the most useful power everyone running 70-100, Escorts petty much all running 100+.

    You should also know that at some point turn rate is going to be switched over from Aux to Engines at some point, making it even more worthless to non-Science Ships.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Weapon power scales Damage pretty directly

    Shield Power effects shield regen rate and damage resistance. 25 Power- no regen, 50 power- normal regen, 75 power 2x regen, 100 power- 3x regen, I don't remember the formula for resistance, but I think 60 shield power (my setting) is around 30 % resistance

    Engines- Effects speed and turn rate and through speed, defense (the chance that enemy fire will hit you), if engine power reaches 0 (from a subsystem attack), engines will stall and turn rate will be drastically impaired

    Auxiliary- effects the power of Science skills
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Awesome, Thanks all.

    I have an escort and had been running engines a 25 and all others at 55/60 base (no buffs, BO's, BS.)

    Now I think I will go back to 100+ for weapons, etc.

    I do have a questions to do with Deflectors/Sensors etc, but I will put that in a new thread.

    Cheers
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010

    Engine Power = The higher it is the faster your ship goes (note Full Impulse is un-effected by this). Note: there is an effect in game which gives your ship a higher defence status the faster you are going.

    That magic number is 26 or above. With the right engine you can get your weapon power to 101 and have a speed of 27.50. Works great for your strafing runs and you take many less hits. Then swap power over to engines once you pass over them, hit the second rapid fire for the turrets, and drop the rear torp.
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