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Ship Power Level Calculator

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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Hellspawny wrote: »
    Two glitches I've just noticed:

    - The Jem'Hadar has a +15 bonus to weapons ingame (not +10 and +5 to engines as posted in the Dev Blog)

    - The Info links got mixed up starting with D40 (link to efficient Impulse Engine, should be in D41, Breen Engine is missing)

    The calculations work fine, many thanks for adjusting the spreadsheet to season 5. :)
    Thanks for the update/bug find. I'll get those revised/fixed (likely in the next day or two).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    STOPowerCalc.xls v5.1.03 is now available.

    Release Notes:
    - Updated Jem'Hadar bugship power bonus (from +10W, +5E to +15W)
    - Fixed equipment Info links.
    - Thanks to Hellspawny for spotting these two.
    - Fixed Jem'Hadar Engines that were not giving their flat +2.5W power.
    - Thanks to me for finding/fixing this boo-boo. :D


    Announcement Edit:
    By the by, while working on the Season 5 Power Calc update I noticed a change (mostly nerf) in character power traits. In a nutshell I found that the Efficiency Traits got an overall small buff (+~16%), but Joined Trill and Warp Theorist both got severe nerfs (about -70%). Last Monday (03/19/12) I posted this break down in the "Is this Working as Intended" thread:
    http://forums.startrekonline.com/showthread.php?p=4107492

    BorticusCryptic gave me the following response:
    The short answer on Traits in general is that they are working as intended for now. Unless we get the ability to offer Retrait Tokens (which we can make NO promises on), it's tricky business to muck about with Trait mechanics, and something we're generally avoiding.

    That said, it was not the intention, generally speaking, to reduce the effectiveness of any Traits when they were translated to the new skill system. I've copied the information above for my own testing references at a later point in time. If any changes come, they won't be over the short term.

    http://forums.startrekonline.com/showthread.php?p=4111353

    So, just an FYI at this point, and it is something I plan to keep tabs on in the future. :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    STOPowerCalc.xls v5.1.03 is now available.

    Nice. Thanks. :)

    Edit: Answered my question indirectly. Enough to work around having more power than intended after moving my engineer to a different ship.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    AuntKathy wrote:
    Nice. Thanks. :)

    Edit: Answered my question indirectly. Enough to work around having more power than intended after moving my engineer to a different ship.
    Hiya AuntKathy, you're welcome, of course.

    Out of curiosity, what was your question?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Hiya AuntKathy, you're welcome, of course.

    Out of curiosity, what was your question?

    My question was whether or not having shield power greater than what was displayed would affect regeneration. Weapons, apparently, get zero value. Shields seem to be somewhat of an unknown.

    Ultimately, I ended up settling on the logic that the 6 extra points of power (over 125) wasn't really all that relevant. I moved 5 of them (since I don't seem to be able to do this except in increments of 5) from shields to weapons on the ship that is currently listing as well over the mark while in defensive configuration. 1.4% possible additional shield damage mitigation (if it works that way with shield power levels over 125 - and a comparable amount of shield regeneration) OR 10% definite increase in energy weapon damage? That made it a simple choice.

    Edit: To give you an idea, I have a Joined Trill Eng VA with Warp Theorist as a trait (I think Astrophysicist too, but I'd have to check). I also have a Borg BO. With all the proficiency/efficiency skills maxed except Aux power.

    I was testing configuration between a Tac Odyssey and a Sci Odyssey. Eng, to me, seemed to be too weak compared to either of them and was thus never a consideration.

    While in defensive configuration on either the Eng or Tac versions, I never ran into power levels greater than +1 over. This is fine, you can't really move 1 point around (my ui won't let me anyway). In the Science version, I ended up buffing my damage through both power redirection (5 to weapons from shields) while in defensive as well as through Sensor Analysis. While my energy weapon damage was relatively unchanged (slightly in favor of the Sci ship by like 2%-10% {with the max end being on long living targets where it would stack the Sensory Analysis buff}), what was buffed (easily visible) was the torpedo damage went up due to said Sensor Analysis.

    Shield capacity hardly changed at all. But, the increase in shield power (from Tac to Sci or even Eng to Sci), reduced incoming damage to shields. So, that was a net change of zero. Ultimately, this ended up increasing my damage without reducing my survival while in defensive configuration. This made it so that boss ships (like in the Borg Alerts and FAs) would more easily focus on me instead of other folks. I can survive with greater threat with nothing but a ship change. A win/win for my Eng VA.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    AuntKathy wrote:
    My question was whether or not having shield power greater than what was displayed would affect regeneration. Weapons, apparently, get zero value. Shields seem to be somewhat of an unknown... ...While in defensive configuration on either the Eng or Tac versions, I never ran into power levels greater than +1 over. This is fine, you can't really move 1 point around (my ui won't let me anyway)... ...A win/win for my Eng VA.
    Ok, so yeah, sounds l ike you've got a handle on it, and glad you ended up with a win-win. That's one of the reasons I build the Calc, was to help myself (and eventually people in general) to realize these sort of "easy" gains.

    The only bit of advice I can make, and it's really a min/max deal here, but you can (if you really care to), effectively "re-route" that +1 of over-cap power:
    Respec and reduce your Performance Skill Rank in that one subsystem by one. If I understand you correctly, this would me you could bring your Shield Performance from 9 to 8 which in theory (*) should bring that power from 126 to 125. You wouldn't actually lose shield power (as anything above the 125 hardcap is, as far as I know/have ever been able to test/confirm, wasted anyway), but would gain 2500 skill points to apply somewhere else (for example Threat Generation which would boost your "Hey Lookie Me" stats against critters and give you a small hull resistance buff).

    * I say in theory because I don't have my Calc with me at the moment and don't know all your stats exactly either, so best suggestion would be to test the build/config on Tribble first.

    Anyway, just a suggestion for min/maxing. :cool:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    STOPowerCalc.xls v5.1.05 is now available.

    Release Notes:
    - Added Ferengi D’Kora Class Starship (+5 to all Subsystems Power)
    - Added Ferengi Na'Far Shuttle (+5 Engine Power)

    Enjoy!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    STOPowerCalc.xls v5.1.05 is now available.

    Release Notes:
    - Added Ferengi D’Kora Class Starship (+5 to all Subsystems Power)
    - Added Ferengi Na'Far Shuttle (+5 Engine Power)
    Ship Power Calculator v5.1.05
    >>>> Download Here <<<<
    Enjoy!

    one question. if i use Honor Guard Shield array+borg (console, engines, deflector) is the same values than Aegis shield array??

    is my first use of calculator

    thx in advanced
    :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    tarsudo wrote:
    one question. if i use Honor Guard Shield array+borg (console, engines, deflector) is the same values than Aegis shield array??...:)
    No, I wouldn't expect so. As far as ship's power is concerned, the Aegis shield is "better" than the HG shield. Figuring specific/only regarding ship's power, the Borg shield is even better. Considering other factors (like shield capacity, regeneration, and other non-power related features), you're on your own to decide which is better/worse.

    I don't have an Honor Guard Shield myself, but according to STOWiki, by itself, the HG Shield offers no boost to ship's power, which is why it's not an option on the Calculator.

    The Aegis Shield does improve ship's power (through a buff to the your Shield Performance skill), and therefore is covered by the Calc.

    If you had two matching pieces of the HG set, you would get a boost to your Aux power. At present the Power Calc does not take set abilities into consideration. Perhaps I might add that feature if there's enough demand for it... ???
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    thanks for your quickly answer. That explain me sometings about it. :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    tarsudo wrote:
    thanks for your quickly answer. That explain me sometings about it. :)
    No problem. Happy to help.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Wrong Topic.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    milner62 wrote:
    I have a few questions that I cant exactly figure out and I want to be as accurate as possible on testing...
    Hello Milner62. Uhm... Those questions don't really apply to my Ship Power Calculator. Were your questions perhaps meant for Nagorak's DPS Calculator (here)?

    :o
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Hello Milner62. Uhm... Those questions don't really apply to my Ship Power Calculator. Were your questions perhaps meant for Nagorak's DPS Calculator (here)?

    :o

    They were, the webpage said couldnt be found hit refresh and this came up. So far I sent a message but I dont know if it went through to one of the mods asking if the topic could be moved.

    It appears that my message didnt go through so I will do this. I will erase my post and make a post on the weapons calculator.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    No problem. Happy to help.

    Hi, i do that is very soon but... i want ask you: Would you can include the new Caitan Carrier? :)

    Thanks for all
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    tarsudo wrote:
    ...Would you can include the new Caitan Carrier? :)

    Thanks for all
    Of course! Here ya go:
    STOPowerCalc.xls v5.1.06 is now available.

    Release Notes:
    - Added Caitian Atrox (Carrier) Starship (+5 Shields, +10 Aux)

    Enjoy!
    :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Daya wrote: »
    ...Also on the power levels calculator, would be really neat if you could include how many shield modifiing consoles people have on their ships. You know the ones for more shield capacity and more shield regen. ..just saying..
    This was a comment to me from another thread on another topic, but I wanted to answer it here:

    The chief purpose of the Ship Power Calculator is to calculate ship's power levels based mainly on skills and "gear". I made it at first for myself because skill effects were nebulous (moreso back in the day), and it was costly to respec. I wanted to know where my XP were going. Once I got it all working, I put it up for others, and I'm honored/proud of the response.

    That being said, the Power Calc is not meant to be a full "virtual ship". It's just about power (ok... mostly).

    Regen is affected by power. It is not visible in the UI (at least not a dynamically accurate display), and requires a "magic formula" to calculate. Long ago there were threads/discussions about shield power/regeneration, including various Dev posts showing the formulas for the basic regen rate. I added it more as a lark. Adding regen consoles? It's been requested before (I even said then, that I'd add it). The problem is that their effects are based on more "Cryptic magic", and I don't know the forumla. I'm none too keen to test/figure it out for myself - again - I actually did some testing with them before (see post 55 in this thread), but my results were inconclusive.

    Provide me with a workable formula and I'll see if I can add it in. :)

    As for the capacity consoles... First, power doesn't affect capacity. And, afaik, those cap consoles are straight forward additive. If it's +20%, you get 20% more cap. Easy math is easy. Doesn't need a calculator. I could throw those fields in and add 'em together for you... I suppose, if there was enough "demand" for it... :cool:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    I just downloaded the latest version and it seems to have a formula error on the Ships sheet, in line 16 that is related to your last change (Catian carrier).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Vaiks wrote: »
    I just downloaded the latest version and it seems to have a formula error on the Ships sheet, in line 16 that is related to your last change (Catian carrier).

    Confirmed, tried using it for both KDF and special ships and it broke it immediatly, (didn't need to select a ship, came up with the #REF error)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Vaiks wrote: »
    I just downloaded the latest version and it seems to have a formula error on the Ships sheet, in line 16 that is related to your last change (Catian carrier).
    Ooiue wrote: »
    Confirmed, tried using it for both KDF and special ships and it broke it immediatly, (didn't need to select a ship, came up with the #REF error)
    Sorry guys. Fixed.
    STOPowerCalc.xls v5.1.07 is now available.

    Release Notes:
    - Fixed broken formula in Ship Selector.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Hey! I just realized my STO Ship Power Calculator has been around for (just over) two years.

    I just took a trip down memory lane and re-read this thread. That was neat! :cool: Some fun facts:
    My original post, and the calc itself, were put up May 6, 2010. There wasn't much to that first post, it wasn't really a guide or anything (I kept it here, if you care to see.).

    The first Calc didn't include KDF ships (I didn't have a KDF character at the time, didn't know there was anything different about their ships). I should try to find the first version on my home computer and post it so we can point and laugh at it. lol

    It took seven months and 145 posts before I got stickied. That was (and still is) quite an honor.

    I've been updating the Calc ever since. :D

    Good times, good times... Thanks everyone!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Working perfectly now. Thank you for this amazing spreadsheet!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Vaiks wrote: »
    Working perfectly now. Thank you for this amazing spreadsheet!
    You're most welcome. Thank you for the feedback and kind words!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Good times, good times... Thanks everyone!

    Thanks for making this, and for keeping it updated.
    It's been very helpful.

    I've been using a slightly tweaked version that includes extra power from Emergency Power to Shields and the Plasmonic Leech console (both of which are hard to predict as they're affected by gear and skillpoints...) plus the buffs from the KHG engine and two-piece KHG set bonus. It's been invaluable in letting me see where I should put extra subsystem "performance" skillpoints for maximum benefit on my Klingon Sci officer.

    Can I offer a slight correction to the power bonuses for the Klingon Guramba Siege Destroyer?

    In "Normal" mode they should be:
    Weapons: 10, Shields: 0, Engines: 5, Aux: 0

    In "Siege" mode (which adds 10 Weapons + 5 Shields but subtracts 10 Engine Power) they should be:
    Weapons: 20, Shields: 5, Engines: -5, Aux: 0
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Probably easiest just to have 2 ship entires for the Gurumba. Siege Mode and Normal Mode.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    fuzun wrote: »
    Probably easiest just to have 2 ship entires for the Gurumba. Siege Mode and Normal Mode.

    It has this already, but the values for siege mode are incorrect.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Maelwys wrote:
    fuzun wrote: »
    Probably easiest just to have 2 ship entires for the Gurumba. Siege Mode and Normal Mode.
    It has this already, but the values for siege mode are incorrect.
    Maelwys is right, there are two entries for the Guramba. :)

    I have the G on one of my KDF toons. I used the Calc while leveling/building him, and the Calc was right then. I wonder if Cryptic snuck in a change to the G's power settings... :rolleyes:

    >shrug<

    Thanks for the info. Next time* I'm in game I'll load up that character and verify what's-what and get an updated Calc out to you.

    * Please note that it might be a while before I really play again. I've been "taking a break" from STO. Not to put too fine a point on it, but I'm rather bored with the game of late. I expect to get on this weekend to get the 3rd Lobi Accolade on my main toon. I'll try to remember to log in my KDF Guramba Captain then too. :o
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Hi Patrician,

    i look and verified, for Ferengi D`kora Marauder in Defensive Mode the values in the spreadsheet are correct, but in Attack Mode (i choose this when i go for any stf or similar), these are the values change:

    +10 weapon power, +5 engine power, -5 auxiliary power

    if you wish please verify, if i am in the correct setting in Attack Mode please include these in the spreadsheet

    Thanks a lot for your work


    :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    There is a little bug with jem'hadar attack ship, the energy bonus is +10 weapons and +5 engines, no +15 weapons
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    playhard88 wrote:
    There is a little bug with jem'hadar attack ship, the energy bonus is +10 weapons and +5 engines, no +15 weapons

    I think it's +15 and +5.

    I've got 125 weapon power with 100 + Assimilated Module (+5) + 9 points SWCE (+0) + 9 points SWCP (+5) + 0 pints SWP = 110.

    With just +10 from the ship I'd end up with 120.
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