Efficient Impulse Engines Mk IV
This engine has a rare +5 to Weapons, Shields, and Auxiliary. Many players have seen using these engines all the way to Admiral level, due to turn rate and additional power to non-engine power.
Players can acquire this engine only as a reward from the quest Mission: Past Imperfect
The Engine is a rare item that binds on pick-up so you'll never find one on the Exchange.
It's a real shame they don't release a Mk X+ version. Of course then everyone would be using it.
sorry, but in-game i noticed that auxilary affects your turn rate (engines merely affect your speed, and slightly your defense)
Aux used to affect Turn, back when the game first came out. Then, at around Season 1.2 or Season 2 (I forget at the moment), they changed it so Engine Power affects your Turn Rate. But when I saw your post I was in game and I tested to be sure. Here's how I tested:
In System Space (in this case I was in the Kelvani Belt), I pressed U to pull up my ship's status. I then clicked the Movement accordian to view my Turn Rate. I'm flying my BoP right now and performed all tests with the Impulse slider at about 50%. Here were the results:
Attack mode (baseline): Engine Power 36/25, Aux Power 44/25, Turn Rate 36.0.
Full Aux: Engine Power 36/25, Aux 105/100, Turn Rate 36.0
Full Engine: Engine Power 100/100, Aux 44/25, Turn Rate 47.4
That seems pretty conclusive to me. If I change my Engine Power, my Turn Rate changes. Change Aux Power, nothing happens to my turn rate.
If you find otherwise Trek17, do please tell how/where you noticed this. Perhaps it's a bug?
Ships turning rate is definitely affected by Engine Power and not Auxiliary Systems Power. My Cruisers would not be half as maneuverable as they are now if turning rate was tied to Aux.
Ships turning rate is definitely affected by Engine Power and not Auxiliary Systems Power. My Cruisers would not be half as maneuverable as they are now if turning rate was tied to Aux.
Heya PatricianVetinari, thanks for the spreadsheet, I love the maths. Any plans to update it so we can punch in the new KDF ships? The Orion Cruiser has +5 to all power levels, not sure about the rest though.
EDIT: BTW, any word on if Mission Replay (planned for Season 3) will allow us to get the Efficient Engine?
Heya PatricianVetinari, thanks for the spreadsheet, I love the maths. Any plans to update it so we can punch in the new KDF ships? The Orion Cruiser has +5 to all power levels, not sure about the rest though.
EDIT: BTW, any word on if Mission Replay (planned for Season 3) will allow us to get the Efficient Engine?
Hiya Mal, it's good to hear you enjoy the maths.
Yes, I will absolutely update the guide when I get all the data on the new KDF ships!
Unfortunately, I don't yet have a KDF character I could put on Tribble to test the new ships myself, and your post is the first I've seen describing the power benefits. I am slowly leveling a KDF Tac, Eng, and Sci. Eventually I'll have access to the data myself, until then If anyone knows the the power stats for each of the new ships, and can post them here, that would be great!
Also, I have been working on adding a new feature to the guide: I want to add some kind of skill point per power point calculation. It's been slow going, as I've been very busy in Real Life, and the calculations are very complex considering points and costs (and their power affects), differ and vary so greatly over the tiers and settings.
If anyone has any thoughts or ideas how they'd like this displayed, or what specific info you'd like to see revealed, I am open to suggests...
Regardless of the new feature, it's easy to add another ship type or three and can throw out a quick Calc update when I get the Ship info. Probably, at latest, within a day or two of the ships hitting Holodeck.
I have heard talk of Mission Replay, and even heard the Efficient Engine being mentioned, but I don't have anything to add to the subject except to say I'm for it and wish we could get an Efficient Engine that scaled with us and wasn't stuck at Mark IV (of course, that would likely be too OP - HA!). :rolleyes:
Thank you for your, knowledgeable, informative, numerous and most helpful posts. I have enjoyed reading them. Your perspicuity has made up for my lack of perspicacity. Thank you again and please keep up the great work!
...Thank you for your, knowledgeable, informative, numerous and most helpful posts. I have enjoyed reading them. Your perspicuity has made up for my lack of perspicacity. Thank you again and please keep up the great work!...
You're welcome. Perspicuity and perspicacity? Excellent words, Sir!
== New Klingon Ships ==
The new ships (Varanus, Maurader, and B'rel) are to be released in game tomorrow. Can some one please confirm for me the power bonuses for these ships?
Hrmmm.. is there a way to get this data? Besides just sitting in the ship and figuring out what the power levels were on the last ship, and what they are on the new ship. Then figuring out the differences based on known information.
Hrmmm.. is there a way to get this data? Besides just sitting in the ship and figuring out what the power levels were on the last ship, and what they are on the new ship. Then figuring out the differences based on known information.
Hopefully it will be available from the holo-consoles in the Qo'noS ship yards, or posted somewhere in the forums, or even possibly in the C-Store descriptions. I'm at work and won't be able to check until tonight.
Hopefully it will be available from the holo-consoles in the Qo'noS ship yards, or posted somewhere in the forums, or even possibly in the C-Store descriptions. I'm at work and won't be able to check until tonight.
Yeah, the holo-consoles have it.
Orion Patrol Cruiser: +5 to all (awesome!)
B'Rel Refit: +15 to Weapons
Veranus Fleet Support: +10 to Aux
Now available: New version 2.4.0 of the Ship Power Calculator:
- Added new Klingon ships: ....- Brel Bird-of-Prey Retrofit: +15 to Weapons ....- Orion Patrol Cruiser: +5 to Systems ....- Varanus Fleet Support: +10 to Aux
- Clarified that the Raider ship type referred to in the Release Notes is a Bird-of-Prey.
- On the Shields tab, added a link to the 04/29/10 Release Notes.
- Made the Raw Power Gains easier to read by reducing the decimal places down to 2.
- Re-arranged the skill list on the "crunchy" Skill Level Calc page, so they match the first page and the in-game order.
- Mades some minor alignment changes to the Skill Level Calc page.
- Fixed spelling/puncuation errors.
Thanks to Malcivious for the New Ship Power info.
Sorry folks, I did not get to finish the "skill point per power level" feature to the Calc. With the busy holiday season coming up, this addition will likely have to wait until next year.
As a suggestion, on the Raw Power Gains section, it would be nice to see a Total for each of the power pre-sets.
For instance: Total:
Attack: <Weapon power gain + Shield power gain + Engine power gain + Aux power gains for the Attack preset>
Defense: <W+S+E+A for Defense preset>
Speed: Etc..
Balanced: Etc..
Custom1: Etc..
Custom2: Etc..
This way, you can easily see the total power gains from each pre-set and play around with the custom ones to maximize power gains while keeping power levels you are comfortable with.
It will allow a very quick reference to total power gain, so you can see that, as an example I punched in, the Attack pre-set would give me a total of 116.44 power gain across the board, while the Balanced preset would only give 103.03... and in total you'd be effectively losing 13.41 power points by using Balanced over Attack, which is around two Mk XI consoles!
Although, currently, it seems a 100, 50, 25, 25 preset, is the best way to maximize power gains, but if you wanted to stray from that, you can quickly see how much you'd actually be losing by looking at the combined totals. You could also use that information to quickly see how much difference Efficient Captain, and adding Efficient bridge officers, changing skill ranks, etc adds to the whole picture, and not just one power level at a time.
It's something that can easily be added too, although, where to fit it in the spreadsheet might be the hardest part.
Thanks for creating and updating this, it allows me to relish in my meta-gaming addiction. Sometimes I just have more fun playing the game when I'm not even logged in.
...It's something that can easily be added too, although, where to fit it in the spreadsheet might be the hardest part.
Thanks for creating and updating this, it allows me to relish in my meta-gaming addiction. Sometimes I just have more fun playing the game when I'm not even logged in.
Thanks for the suggestion Mal. I've actually been considering something like this. I think I want to re-layout the Raw Power adds section completely. My original intent had been to show each power type, but it's it's arranged in a "crossways" version of how the power is displayed in the game. It's confusing. Even I find it so sometimes. So yeah, am I making sense? I dunno. Anyway, yes, a Raw Power Gain, I can do that.
That said, it's the Holidays. Which means work is busy (I run an IT Helpdesk for a Retail chain), Personal Life is busy, etc. I'll try to get in an update with these changes as soon as I can.
BTW, I'm Patrician Havelock Vetinari and I too have a meta-gaming addiction.
I have been playing since open beta and there were several things I learned here as well as a healthy dose of clarity thrown on the whole mess.
I will be able to save several thousand skill points on each of my toons thanks to your efforts! That is close to 5% to put the magnitude of this in a different light.
Thank you for the time you have spent working on and maintaining the calculator.
...Can someone please tell me what the maintenance skills are for? do they affect power transfer rates, or is it just recovering from power loss...?
The Maintenance Skills help various Captain, BO, and Ship abilities. They have nothing directly to do with PTR or Power Levels, though they may affect abilities that do help those stats. You can click the Maintenance skill directly, or press P for Powers (while in System Space) and browse your existing abilities, to see what affects what.
Here is a list of the Maintenance Skills and the abilities they improve:
Starship Auxiliary Maintenance
Aux to SIF (Eng BO)
Emergency Power to Aux (Eng BO)
Engineering Fleet (Eng Captain)
Launch {Side} BoP (KDF Carrier)
Nadion Inversion (Eng Captain)
Starship Engine Maintenance
Engineering Team (Eng BO)
EPS Power Transfer (Eng Captain)
Fleet Support (All Captains)
Launch {Side} BoP (KDF Carrier)
Launch {Side} To'Duj Fighters (KDF Carrier)
Miracle Worker (Eng Captain)
Photonic Fleet (Sci Captain)
This skill also increases your ship's innate Hull Repair Rate.
Starship Shield Maintenance
Emergency Power to Shields (Eng BO)
Photonic Fleet (Sci Captain)
Reverse Shield Polarity (Eng BO)
Rotate Shield Frequency (Eng Captain)
Starship Weapon Maintenance
Aceton Field (Eng BO)
Directed Energy Modulation (Eng BO)
Emergency Power to Weapons (Eng BO)
Fleet Support (All Captains)
So if you have any of the above Captain, BO, or Ship abilities, you can improve them by improving their Maintenance skill. Clearly the Maintenance skills are most important to Engineer Captains and BOs, as you'd expect.
This list isn't complete. It is just what I've documented while using my handful of characters.
Edit: Maintenance skills get asked about a lot, so I've linked this info to the OP.
EDIT: BTW, any word on if Mission Replay (planned for Season 3) will allow us to get the Efficient Engine?
I would have to say "yes". I replayed that particular mission on the current Tribble build and received it, so unless they specifically remove it, I'm assuming it'll be there.
EDIT: BTW, any word on if Mission Replay (planned for Season 3) will allow us to get the Efficient Engine?
I would have to say "yes". I replayed that particular mission on the current Tribble build and received it, so unless they specifically remove it, I'm assuming it'll be there.
Ah yes, the Tribble Replay does allow you to replay the Past Imperfect mission and get the Efficient Impulse Engines Mk IV, which is sweet! And if you're a TOS nut, there's a new Mission Reward available for Past Imperfect: you'll be able to get a TOS Type 1 Phaser (Uncommon Ground Weapon). Not as good as the TOS weapons from the Devidian Featured Episode Night of the Comet, but neat from a TOS Trekkie point of view. A real Fan will be able to replay Night of the Comet several times and outfit their whole away team with TOS weaponry. Looks great when you deck your Team out in TOS unis too (Don't have TOS unis? Get 'em for free: Click Here). :eek: Edit: Sometime around the end of December 2010 this promotion finally ended.
How cool is that?!?
Anyway, sorry to get Off Topic. Now back to your regularlly scheduled Power discussions...
I did modify the formating of the totals column a bit, but you can do with that what you want if you just want to copy the new section over.
The only thing I modified was the power gains section.
EDIT: Fixed a little annoyance, now the Custom 1 and Custom 2 totals will show "n/a", like the Raw Gains Column if nothing is entered into the Custom entries. Also, I learned a little bit more about spreadsheets today.
So, with the new totals information, I can see that as long as you have one power setting set to 100, you maximize power gains from efficiency. So, a setting of 100/50/25/25 will give you the same overall power gain as 100/40/35/25, or any other valid combination of 100/*/*/*. You can of course put the 100 in any power setting you want (Weapons, Shields, Engines, Aux).
Balanced, is the worst for efficiency. Balanced seems to be around 90% (some quick checks were around 90-92%) as efficient as any of the other power presets. Which isn't horrible, but still, when you are getting over 100 total gains, which is pretty easy, that's around a loss of 8+ power point gain that you could be getting from efficiency. More than can be compensated for by a console.
Going up to 75 as your highest power setting will net you the same results as using the Balanced setting. Using 80 starts closing the gap. So, if you're trying to reach a goal of having high power in two settings, like Shields and Aux, try to keep one above 75 at least. Your still losing power when you drop your highest power setting below 100, but it's not as bad.
I mention it because it's just not what I expected.
Also, Patrician, with the new Borg Universal Console that's going to be available for Season 3, that grants a +5 bonus to weapons(?), you may want to change up the Consoles section. Plus, I've seen that there's some other stuff that grants bonus power too, like a deflector dish that gives bonus Aux (pre-order reward I think).
If you change Console, to "Equipment" and then Plasma Distribution Manifold to +Weapon Power, etc. then people would know where to account for that bonus power. If you want, I could update that too, and upload and you could check it over and share on your server. Don't forget the tooltips (Comments) too if you get around to it.
Comments
http://www.stowiki.org/Efficient_Impulse_Engines_Mk_IV: The Engine is a rare item that binds on pick-up so you'll never find one on the Exchange.
It's a real shame they don't release a Mk X+ version. Of course then everyone would be using it.
Is this thread a sticky yet?
Amazing work and there is not enough words to thank you for this.
*bow*
sticky please
Aux used to affect Turn, back when the game first came out. Then, at around Season 1.2 or Season 2 (I forget at the moment), they changed it so Engine Power affects your Turn Rate. But when I saw your post I was in game and I tested to be sure. Here's how I tested:
In System Space (in this case I was in the Kelvani Belt), I pressed U to pull up my ship's status. I then clicked the Movement accordian to view my Turn Rate. I'm flying my BoP right now and performed all tests with the Impulse slider at about 50%. Here were the results:
Attack mode (baseline): Engine Power 36/25, Aux Power 44/25, Turn Rate 36.0.
Full Aux: Engine Power 36/25, Aux 105/100, Turn Rate 36.0
Full Engine: Engine Power 100/100, Aux 44/25, Turn Rate 47.4
That seems pretty conclusive to me. If I change my Engine Power, my Turn Rate changes. Change Aux Power, nothing happens to my turn rate.
If you find otherwise Trek17, do please tell how/where you noticed this. Perhaps it's a bug?
EDIT: BTW, any word on if Mission Replay (planned for Season 3) will allow us to get the Efficient Engine?
Yes, I will absolutely update the guide when I get all the data on the new KDF ships!
Unfortunately, I don't yet have a KDF character I could put on Tribble to test the new ships myself, and your post is the first I've seen describing the power benefits. I am slowly leveling a KDF Tac, Eng, and Sci. Eventually I'll have access to the data myself, until then If anyone knows the the power stats for each of the new ships, and can post them here, that would be great!
Also, I have been working on adding a new feature to the guide: I want to add some kind of skill point per power point calculation. It's been slow going, as I've been very busy in Real Life, and the calculations are very complex considering points and costs (and their power affects), differ and vary so greatly over the tiers and settings.
If anyone has any thoughts or ideas how they'd like this displayed, or what specific info you'd like to see revealed, I am open to suggests...
Regardless of the new feature, it's easy to add another ship type or three and can throw out a quick Calc update when I get the Ship info. Probably, at latest, within a day or two of the ships hitting Holodeck.
I have heard talk of Mission Replay, and even heard the Efficient Engine being mentioned, but I don't have anything to add to the subject except to say I'm for it and wish we could get an Efficient Engine that scaled with us and wasn't stuck at Mark IV (of course, that would likely be too OP - HA!). :rolleyes:
Thank you for your, knowledgeable, informative, numerous and most helpful posts. I have enjoyed reading them. Your perspicuity has made up for my lack of perspicacity. Thank you again and please keep up the great work!
Plebeian Mbomber, the humble mortician
== New Klingon Ships ==
The new ships (Varanus, Maurader, and B'rel) are to be released in game tomorrow. Can some one please confirm for me the power bonuses for these ships?
Yeah, the holo-consoles have it.
Orion Patrol Cruiser: +5 to all (awesome!)
B'Rel Refit: +15 to Weapons
Veranus Fleet Support: +10 to Aux
....- Brel Bird-of-Prey Retrofit: +15 to Weapons
....- Orion Patrol Cruiser: +5 to Systems
....- Varanus Fleet Support: +10 to Aux
- Clarified that the Raider ship type referred to in the Release Notes is a Bird-of-Prey.
- On the Shields tab, added a link to the 04/29/10 Release Notes.
- Made the Raw Power Gains easier to read by reducing the decimal places down to 2.
- Re-arranged the skill list on the "crunchy" Skill Level Calc page, so they match the first page and the in-game order.
- Mades some minor alignment changes to the Skill Level Calc page.
- Fixed spelling/puncuation errors.
Thanks to Malcivious for the New Ship Power info.
Sorry folks, I did not get to finish the "skill point per power level" feature to the Calc. With the busy holiday season coming up, this addition will likely have to wait until next year.
As a suggestion, on the Raw Power Gains section, it would be nice to see a Total for each of the power pre-sets.
For instance:
Total:
Attack: <Weapon power gain + Shield power gain + Engine power gain + Aux power gains for the Attack preset>
Defense: <W+S+E+A for Defense preset>
Speed: Etc..
Balanced: Etc..
Custom1: Etc..
Custom2: Etc..
This way, you can easily see the total power gains from each pre-set and play around with the custom ones to maximize power gains while keeping power levels you are comfortable with.
It will allow a very quick reference to total power gain, so you can see that, as an example I punched in, the Attack pre-set would give me a total of 116.44 power gain across the board, while the Balanced preset would only give 103.03... and in total you'd be effectively losing 13.41 power points by using Balanced over Attack, which is around two Mk XI consoles!
Although, currently, it seems a 100, 50, 25, 25 preset, is the best way to maximize power gains, but if you wanted to stray from that, you can quickly see how much you'd actually be losing by looking at the combined totals. You could also use that information to quickly see how much difference Efficient Captain, and adding Efficient bridge officers, changing skill ranks, etc adds to the whole picture, and not just one power level at a time.
It's something that can easily be added too, although, where to fit it in the spreadsheet might be the hardest part.
Thanks for creating and updating this, it allows me to relish in my meta-gaming addiction. Sometimes I just have more fun playing the game when I'm not even logged in.
That said, it's the Holidays. Which means work is busy (I run an IT Helpdesk for a Retail chain), Personal Life is busy, etc. I'll try to get in an update with these changes as soon as I can.
BTW, I'm Patrician Havelock Vetinari and I too have a meta-gaming addiction.
HA!
I will be able to save several thousand skill points on each of my toons thanks to your efforts! That is close to 5% to put the magnitude of this in a different light.
Thank you for the time you have spent working on and maintaining the calculator.
Can someone please tell me what the maintenance skills are for? do they affect power transfer rates, or is it just recovering from power loss...?
Here is a list of the Maintenance Skills and the abilities they improve:
Starship Auxiliary Maintenance
Starship Engine Maintenance
Starship Shield Maintenance
Starship Weapon Maintenance
- Aceton Field (Eng BO)
- Directed Energy Modulation (Eng BO)
- Emergency Power to Weapons (Eng BO)
- Fleet Support (All Captains)
So if you have any of the above Captain, BO, or Ship abilities, you can improve them by improving their Maintenance skill. Clearly the Maintenance skills are most important to Engineer Captains and BOs, as you'd expect.This list isn't complete. It is just what I've documented while using my handful of characters.
Edit: Maintenance skills get asked about a lot, so I've linked this info to the OP.
I would have to say "yes". I replayed that particular mission on the current Tribble build and received it, so unless they specifically remove it, I'm assuming it'll be there.
Edit: Sometime around the end of December 2010 this promotion finally ended.
How cool is that?!?
Anyway, sorry to get Off Topic. Now back to your regularlly scheduled Power discussions...
It's quite an honor. Thanks Cyptic! :cool:
It only took them seven months. What alacrity. LOL
Maybe it just took that long for the glue to cure. :rolleyes:
https://docs.google.com/leaf?id=0B1OJukxkX-E-YTQzMzkyNWUtMTQ5Ny00ZjNjLWEwZmMtNzIzN2MyYTNhN2E2&hl=en&authkey=CNmNiTU
I did modify the formating of the totals column a bit, but you can do with that what you want if you just want to copy the new section over.
The only thing I modified was the power gains section.
EDIT: Fixed a little annoyance, now the Custom 1 and Custom 2 totals will show "n/a", like the Raw Gains Column if nothing is entered into the Custom entries. Also, I learned a little bit more about spreadsheets today.
Balanced, is the worst for efficiency. Balanced seems to be around 90% (some quick checks were around 90-92%) as efficient as any of the other power presets. Which isn't horrible, but still, when you are getting over 100 total gains, which is pretty easy, that's around a loss of 8+ power point gain that you could be getting from efficiency. More than can be compensated for by a console.
Going up to 75 as your highest power setting will net you the same results as using the Balanced setting. Using 80 starts closing the gap. So, if you're trying to reach a goal of having high power in two settings, like Shields and Aux, try to keep one above 75 at least. Your still losing power when you drop your highest power setting below 100, but it's not as bad.
I mention it because it's just not what I expected.
Also, Patrician, with the new Borg Universal Console that's going to be available for Season 3, that grants a +5 bonus to weapons(?), you may want to change up the Consoles section. Plus, I've seen that there's some other stuff that grants bonus power too, like a deflector dish that gives bonus Aux (pre-order reward I think).
If you change Console, to "Equipment" and then Plasma Distribution Manifold to +Weapon Power, etc. then people would know where to account for that bonus power. If you want, I could update that too, and upload and you could check it over and share on your server. Don't forget the tooltips (Comments) too if you get around to it.