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Ship Power Level Calculator

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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Alright, I went ahead and made the changes mentioned above to the Consoles section and tweaked the UI adding a Radio button for Efficient Captain and Joined Trill, so you can easily switch between the two if you're trying to decide on which traits/race for a new character. I also added a checkbox to the Efficient Engines option, the Warp Theorist trait so you can toggle them on or off with 1 click (instead of selecting the field, typing in y, and hitting enter).

    Added some Data Validation too, and the Skill options can be done with a drop down, so, you can choose your skill level from 0-9 with a mouse, or just type it in like you did before. If you type in an invalid value, you get a warning. Same with the custom power fields.

    The ship selection also got a drop down too, I turned off data validation on that though, as if you typed in lower case c, if gave a validation error (although your formula was okay with lower cases). So, typing in values works, as well as selecting from the drop down, but you can enter an invalid entry with no warnings.

    I also changed the Efficient BO part so you just choose the number of Efficient BO's you have (0 to 5). Just a few less clicks to get what you want. If you type in a value above 5 though, you get a warning.

    Moved Custom 1 to above Custom 2, as one of the columns it was using was resized, and Custom 1 and 2 were different widths which looked clunky. This also gives some space under the Misc area to add specific devices so they are only 1 click to toggle. Although, I noticed that the Efficient engine is integrated into the big math formula unfortunately, so it might be nicer to pull it out of there at some point and put it into the Ship bonus section so the big formula doesn't have to be modified if we want to add something under Misc.

    I checked quite a few times to make sure I didn't break any of the maths.

    I've also updated the About... section with the changes I've made.
    https://docs.google.com/leaf?id=0B1OJukxkX-E-OGUwMmI4NTEtNTYzMS00OTQ3LTljNjItNDRjNGExNDNlNmYx&hl=en&authkey=CKfe8LoC

    EDIT: Had Efficient bonus set to 15, set it back to 10 (I thought it was 15, but don't have any confirmation handy).

    EDIT: Just as a note, I'm mainly tweaking the spreadsheet with options I'd like to see added and just making it available to Patrician so he can check them out and use them, or not, as well as anyone else who might like the changes. This is not an official version by Patrician, this is just my tweaks as a fan of his work.

    EDIT: Fixed the link so now it points to version b, which has the UI tweaks, had the link to version a which only had the addition of Total Raw Power gains.

    EDIT: Okay, added the checkbox for Efficient Engines but forgot to modify the logic so it was added in. New upload now works.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Okay, here's a new version available. Again, this is a version I tweaked with changes I want to see and not an official Patrician version (Patrician is of course free to use it as he see's fit though).

    This version is mostly a behind the scenes tweaking. I wanted to make it easier to add equipment, in case of future updates to the game that include equipment with bonuses to any of the power settings. What I did was take the power bonus calculation for all equipment (ship type, consoles and so far Efficient Engines) and did the math in the Equipment Gains section on the lower right. Then changed the formula in the Raw Gains section to get the bonus power from the Equipment Gains sum instead of looking all over for it.

    It cleans up the formulas a bit, and most importantly, if you want to add something that gave, as a made up example, +5 power to Sheilds and +5 Power to Aux, you only have to modify the Equipment Gains section in those two fields, instead of what was done for the Efficient engines and checking for it in 6 different formulas for each power (in other words, I would of had to change 12 fields instead of 2 to add the imaginary +Shield/Aux console mentioned above).

    I also checked the Shield Regen tab to make sure I didn't break anything there, and it looks good, no changes were needed.

    Download version 2.4.0c:
    https://docs.google.com/leaf?id=0B1OJukxkX-E-YmUzMWJhYmEtMjFlYS00NWIzLWE1MzMtN2YyZmVjMTA0YjYw&hl=en&authkey=CPvE-LYM
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    It's always nice to see a creation gain legs of it's own. :D I'm pleased with your "Get 'er Done" attitude Malcivious. I do appreciate it. I haven't had a chance to look at the new versions you've posted until now, and here at work they've blocked my access to file sharing sites (ie GoogleDocs), so I can't download it here. So I still haven't seen 'em. Heh. I will try to find time by this weekend to grok your changes/suggestions. They sound most impressive!

    I especially like the idea of radio buttons. I didn't know that could be done in Excel. I'm anxiously looking forward to seeing your file to deconstruct the method (and learn how it's done)!

    I'd never thought about the Neodymium Deflector Dish Aux bonus, I don't have one and it's so seldom mentioned here on the forums (for example, no one's brought it up in this thread until now). Plus it was short-sighted of me to think they wouldn't later add other items that boost Ship's power (such as the Borg STF gear). I'm sure combining the ship equipment formulation is good thinking.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    There's a Tutorial for Radio Buttons and Check Boxes here:
    http://office.microsoft.com/en-us/excel-help/add-a-check-box-option-button-or-toggle-button-to-a-worksheet-HP010236677.aspx

    It's not exactly something you can just see and figure out how it was implemented. It's a bit clunky I think, since they don't actually reside inside a cell, but I think I implemented them in an decent way. My main goal was to make it easier to toggle values so you can decide how important a skill or device is by seeing the results with and without it quickly.

    The latest version I made ship selection available by a drop down, but I don't think its overall better because, while it's nice to choose "Battle Cruiser" instead of looking at the key, and typing in BC, I don't really like the way the drop down boxes are working. When I click on a cell with a drop down box, I want it to expand automatically and allow me to choose my selection with a mousewheel, or arrow key, and that doesn't work. :| So as far as Ship Selection as a Drop Down List Box, I'm on the fence about that.

    The data validation is nice though, because you don't have to check to make sure it's right in the formula, but as far as drop down functionality, it's not as smooth as I'd like.

    EDIT: Also, all the latter versions have changes from the previous versions. I just kept a and b available in case there was something about the latest change(s) that you didn't like. So, c currently has all the changes I've implemented.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I'm working on a new Calculator that includes the Aegis and Borg gear, and the new KDF Nausicaan ship. There will be some other updates/changes that I'd been working on before too. I hope to have this out today, tomorrow at the latest.

    Alas, I have been unable to see the check boxes/drop-downs in Malcivious' versions. According to the tutorial link he provided (thanks!), these features are from Office 2007, which I don't have access to at the moment. (I'm sorry, I only have Office 2000 at home and 2003 at work) :(
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Now available: New version 3.0.0 of the Ship Power Calculator:
    - Modified layout and arrangement to compensate for additions and future improvements.
    - Added new Klingon ship:
    - Nausicaan Guramba Siege Destroyer Innate: +10 Weapons, +5 Engines
    - Nausicaan Guramba Siege Destroyer Siege Mode: +10 Weapons, +5 Shields, -5 Eng
    - Added Aegis and Assimilated (Borg) Equipment Sets.
    - Added "Info" link to STO Wiki for Efficient Impulse Engine and Sets.
    - Renamed and modified "Skill Level Calc" page to support additional formulas.
    - Reworked the formula tables on the new "Calculations" page.
    - Moved instructions to the About page, and modified it's layout.
    - Updated notes about respec to include Honor as a valid alternate currency.
    - Made the Raw Power Gains easier to read by reducing the decimal places down to 2.
    - Rearranged the Raw Power Gains charts to match the Power Settings. Added a "Total" field to display the overall amount of added power per setting.
    - Restored some missing updates.
    - Renamed the "Updates" zone to "Change Log"
    - Various formula, phrasing, and display changes.

    Let me know what you think of the changes...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Awesome! I can't wait to check it out when I get off work. Thanks for keeping up the great work! :cool:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Alas, I have been unable to see the check boxes/drop-downs in Malcivious' versions. According to the tutorial link he provided (thanks!), these features are from Office 2007, which I don't have access to at the moment.

    Aww.. well foo. I didn't realize that was such a new feature. Well, the new changes sound great. I'll have to check it out.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Victory275 wrote: »
    Awesome! I can't wait to check it out when I get off work. Thanks for keeping up the great work!
    You're welcome. :)
    Malcivious wrote:
    Aww.. well foo. I didn't realize that was such a new feature. Well, the new changes sound great. I'll have to check it out.
    Yeah! I couldn't be more disappointed, myself!! Radio buttons and drop-down boxes with validity checks... Those sounded great! :(

    And dagnabbit! Thinking about you and your suggestions I just realized I forgot to add the Neodymium Deflector Dish you reminded me about! >slaps own forehead< :o DUH! ...I'll have to get that added asap.

    Edit: Now available: New version 3.0.3 of the Ship Power Calculator:
    - Added the Neodymium Deflector Dish to Ship Equipment (+8 Aux Power).
    - Corrected a spelling error on the About page.
    - Added a Title to the main page.
    - Special thanks to Malcivious for his support and suggestions/inspirations.

    12/27 Edit: Uploaded v3.0.3 fixing a broken formula in one of the Aux calculations.

    With the v3 calculation/formula changes, it's much easier to add new items/ships now. :D (Thanks to Mal for the inspiration on that one.)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I have a problem. Perhaps it is my understanding of things, but if you can help shed light on it, I would be greatful.

    My captain is a Liberated Borg.
    I have a Liberated Borg Engineer assigned to my ship.

    I did have the engine reward that applies +5 to your ship's power except shields I think.

    The absolute most I have ever seen on my stats is +10 or +9 on my auxillery. And +4 or so on my engines and shields.

    When by my rough math I should have a lot more. Is there a soft cap or something I am not seeing? I try to run my ship with average power levels increasing weapons or Aux as needed as I fly a Science ship.

    Thanks again for any explaination.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I found a bug in v3.02, I quickly corrected and uploaded fix (v3.03, links are the same)... I haven't time to update notes or reply to Commander Hawk, will do so later today.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Thanks. I havent looked or download the spreadsheet (work) I was just going by my rough math.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Thanks. I havent looked or download the spreadsheet (work) I was just going by my rough math.
    Ok... Commander, I'd need to know more about your character to help. For starters, what rank are you?

    Let's start with Aux: You said you're Efficient (Lib Borg Captain), have an Efficient BO, and Efficient Engine in a Science Ship. What are your Auxiliary Systems Efficiency and Auxiliary Systems Performance skill levels? Also, what is your Aux Power level set to? For example, by default the Attack Preset would have Aux at 25. Considering your traits, ship, and engine, if you have zero points invested in those two skills, then your Aux will be 42/25. That's +17. Put 5 levels in each of those two skills and you get 55/25 (+30). Max out both Aux Eff. and Perf. and you get 60/25 or +35!

    Granted, if you set your Aux higher than 25 you will have a higher rating, but you'll get diminishing returns on your Efficiency Skill (and Traits) up to a starting level of 70, at which point only your Perf. skill still chips in (and your ship/equipment).

    Your Shield and Engine stats will work similarlly, except neither are helped by a Science Ship, and Engine power isn't helped by the Efficient Engine.

    Download the Power Calc and have a go playing with the numbers. I think you'll find it very helpful. Let me know if you still have questions.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Ok, I think that was the problem. When I went over 70 I had diminishing returns until 75 when it was no returns at all, except the aux which was 10.

    Thanks a lot for the help! You are awesome dude!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Ok, I think that was the problem. When I went over 70 I had diminishing returns until 75 when it was no returns at all, except the aux which was 10.

    Thanks a lot for the help! You are awesome dude!
    Woot! Glad I could help. :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Now available: New version 3.1.0 of the Ship Power Calculator:
    - Added Light Cruiser (Miranda Class, TOS Constitution) to the available ship types.
    - Added Light Escort (NX Class Enterprise Replica) to the available ship types.

    I recently found out that the NX Class Enterprise Replica (Light Escort) ship adds +5 to Weapons Power. So I've added that to the Calculator. And while I was adding it, I went ahead and put in the Light Cruiser as well. It doesn't give a bonus, but at least people can put it in the Ship Type field as a place holder. Just a nod to us OCD/completists out there. Heh. :D

    I hope everyone had a great Holiday Season and will have a Happy New Year!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Vetinari didn't want to be my friend :(

    After all I've done for you!

    Edit: Yay! ^.^
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Kiala wrote: »
    Vetinari didn't want to be my friend :(

    After all I've done for you!
    Kiala! :eek: Welcome back to the Forums!

    When did I not want to be your friend? Of course I would. I just sent you a request. Wow. I haven't seen you post in months. Have you been playing STO? Are you back?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    I blind friend requested you back in August without saying anything and you declined it, haha.

    I've been playing I just don't post that much anymore :x

    I think I'm going to have to though, I need to do a writeup refuting the 7-7-9 theory. It's absolutely worthless in T1 to do 7. You can make a stronger argument in T2 but I still have problems with it. Problem is to get the tabulated data I need to make alts -.-
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Now available: New version 4.0.0 of the Ship Power Level Calculator:
    - Updated Science/Carrier power bonuses per 02/02/11 patch.
    .....- Fed Science Ships & KDF Varanus now get +15 Aux Power
    .....- KDF Vo'quv now gets +10 Aux Power instead of +5 Weapons & Aux.
    - Updated Shields tab. New formula is PL * 28% (per 02/02/11 patch).
    - Added notes about Shield Regen/SDR stat inaccuracy.
    - Removed Shield Emitter stat description since it is no longer part of the UI.
    - Corrected Kar'Fi Battle Carrier's Power Bonus stats (+10 Weapons, +5 Aux)
    - Drop Down Boxes:
    .....- Ship Type can now be selected from a drop-down list.
    .....- Traits and Ship Equipment Y/N field choices are selectable from a drop-down.
    .....- As inspired by the work of Malcivious.
    - Added Shuttlecraft to ship type.
    - Added validation to some of the entry fields.
    - Rearranged the main page, and made some format changes.

    I hope you all like the new drop down boxes. Although I've still never seen the Calc version created by Malcivious, it was his inspiration that lead me to research the new feature. Thank you Sir!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Now available: New version 4.1.0 of the Ship Power Level Calculator:
    - Added a conditional format to the Efficient BO Qty fields so they are only visible when the Y/N cell C8 is set to "Yes."
    - Renamed Shield Damage Removal to Shield Damage Reduction.
    - Made some minor fomatting changes on the main page.
    - Fixed Aegis Covariant Shield Array skill bonus formula.
    - Altered ship type bonus formulas to be more efficient.
    - Separated BoP and Raptor ship types.
    - Added Vulcan D'Kyr (Science Ship) to available ship types (+15 Aux Power).
    - Added ship type dividers for "Fed Ships" and "KDF Ships".
    - Removed Shuttlecraft, and added: Danube, Delta Flyer, Type-8, and Toron.
    - Correctly noted that Type-8 has -10, and Delta Flyer +10, to Shield Power.

    >snip<
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    hi, and thank you for this great tool.

    i post here to submit to you some error that this program daes.
    here my toon details:

    VA1 tactical in assault cruiser.
    efficient and warp theorist trait
    3 booster modulator of +7 wich give me +21 aux power
    i have the aegis set ( entirely ) and the borg universal consol
    my power slider are as follow
    W 100
    S 25
    E 25
    A 50

    and skill point are like this (for now)

    Warp Core Training: 9
    Auxiliary Systems Efficiency: 6
    Energy Weapon Efficiency: 0
    Engine Efficiency: 0
    Shield Efficiency: 9
    Engine Performance: 7
    Shield Performance: 8
    Auxiliary Systems Performance: 9
    Weapon Systems Performance: 9

    put this information on your program give me this

    with version 4.0.0
    W 119/100
    S 61/25
    E 46/25
    A 93/50

    with version 4.1.0
    W 119/100
    S 62/25
    E 46/25
    A 93/50




    but IN GAME it give me this

    W 119/100
    S 62/25
    E 47/25
    A 93/50

    note that the version 4.1.0 corrected the shield slider but the engine are still wrong
    there is also something strange with the weapon performance skill, that i put 8 or 9 point in it it still give me 119 power
    so either it is normal behavier of the game and that cool ( allow me to put 500 skillpoint elswhere ) or it is a bug that also have to be checked out
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    NEO_NX wrote:
    hi, and thank you for this great tool.

    i post here to submit to you some error that this program daes...
    Hello Neo!

    1) Weapon Systems Performance: When Tier 3-5 skills, such as Weapon Systems Performance, increase above level 5, they do so at only a +4 skill bonus per level. Going from level 5 to 6 equals a skill bonus from +36 to +40, 6 to 7 (40 to 44), 7 to 8 (44 to 48), and 8 to 9 (48 to 52). If you look at the Raw Power Gains box in the orange, you'll see that each +4 grants an increase of 0.75 power. On levels 6, 7, and 8 there's enough previously left over so that each 0.75 increase appears to be a full Power Point increase on your display. When you go from 8 to 9 your power increase changes from 19.01 to 19.76. The game rounds down (mostly, see below), so you appear in game to only get the same +19 to your power.

    In reality the game is still counting that additional 0.75 power... Your weapon damage would be greater, for example. So yeah, this is normal behavior. Is it worth 500 XP for 0.75 power? That's for you to judge.

    2) Engine Power Anomaly: Looking again at the Raw Power Gains, you'll see your Engine Power is being improved by 21.92 points. It seems like the game may be rounding up. I've recently noticed this anomaly on one of my alts with their Shield Power and their increase also ended in .92 and yet the display showed a whole point.

    There was a broken formula in cell F17 that prevented the Aegis Covariant Shield Array from getting it's +5 skill bonus to Shield Performance skill, and that was the fix you mentioned between v4 and v4.1. Other than that, I have checked and re-checked the formulas in the spreadsheet and they all appear sound. So I've no explaination for why the game is now rounding up .92-ending raw power gains.

    I'm open to any suggestions? :confused:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    thank you for this quick and well explain answer
    500 skillpoint in weapon system performance is worth if the game daes compt it so i will regreatably not spending them elswhere:(

    and i think that your right in the round up of the game with number 0.92
    i haven't took a look at this data in your program but now i will be watching them very closely
    anyway you help me a great deal to figure it out:)

    hope to have more version of your program
    but what would be really good is a program like this for telling you the effect of cruiser, escort skill ect...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Please remember that "bumps" count as spam, and can earn you infraction points.

    Thanks,

    GMMeeko
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    I've just downloaded this to have a look at in work tomorrow, look forward to trying it out! Thanks PV!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    GMMeeko wrote:
    Please remember that "bumps" count as spam, and can earn you infraction points.

    Thanks,

    GMMeeko
    Duly noted GMMeeko. I shouldn't think they'd be necessary anyway since the thread has been Stickied since early December. I hope my version updates aren't considered bumps (?). :confused:
    MynOpias wrote: »
    I've just downloaded this to have a look at in work tomorrow, look forward to trying it out! Thanks PV!
    Shame on your playing with STO stuff at work! :p HA! Just kidding of course... How did you find out about this thread? And I look forward to your thoughts.

    Just a Heads-Up to all... Captain and BO Space Traits aren't working on Tribble right now, and I fear that after tonight's patch, they'll be broken on Holodeck too. This would mean that Captain and BO Efficiency, Warp Core Theorist and likely Joined Trill (though I haven't been able to test this last one yet), will not work, so you won't get a Power Bonus out of them. :eek:

    http://forums.startrekonline.com/showthread.php?t=202741

    Hopefully either A) This won't affect Holodeck, and/or if it does then B) They get it fixed ASAP. :o

    Edit: Traits have been fixed and will be patched shortly:
    http://forums.startrekonline.com/showpost.php?p=3369053&postcount=35
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    I found it through Google I think, I've seen it a few times but only just got round to having a look. Fantastic calculator :)

    One quick question for you actually if you don't mind: whilst, for example, the Energy Weapon Efficiency skill has no effect on my weapon power in attack mode, would I benefit from it during combat due to my power levels being lowered with each attack, often ending up <50?

    I apologise if this has been covered already!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    MynOpias wrote: »
    I found it through Google I think, I've seen it a few times but only just got round to having a look. Fantastic calculator :)

    One quick question for you actually if you don't mind: whilst, for example, the Energy Weapon Efficiency skill has no effect on my weapon power in attack mode, would I benefit from it during combat due to my power levels being lowered with each attack, often ending up <50?

    I apologise if this has been covered already!
    Google, eh? Interesting. Cool. Glad you've found it useful. Never feel concerned about asking questions, at least with me. I like to help people, whenever I can. :D

    As you know, if your weapon power is at or above 75 you get no help from Efficiency in a general setting sense. Weapon power is supposed to recover immediately after being fired (except BO), so I don't know if during that fraction of a second you are below 75 if your Efficiency helps at all. My guess is no, or if it does it's so fractionally small as to mean the points spend on Weap Eff could better be spent elsewhere. A person who would have a better idea might be Nagorak. Check out his links in the second post in this thread.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    It's interesting you say a fraction of a second, as I regularly find myself hovering around 30 power on attack mode when I'm getting a full broadside attack in - this can go on for a few seconds before it begins to move back up, but rarely reaches 100 again.
This discussion has been closed.