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?
The Power Traits, Skills and Consoles effect only power settings. Those items don't directly affect the power levels of your subsystems.. Power levels are affected by power boosts (i.e. Batteries), power drains (e.g. firing energy weapons, Beam: Target Subsystem X, Beam Overload X, etc). and power drain resistance(e.g. Nadion Inversion).
Power Boosts will directly +X to the power level of the subsystem(s) *up to the limit of their power setting). Power Drains will directly remove -X from the power level of the subsystem(s). Power Drain Resistance will reduced the magnitude of any power drains. For example 50% power drain resistance would reduce the -50 Power Drain of a Beam Overload attack to -25.
Power Settings are different from Power Levels. Power levels change at a natural rate of +/- 5 power/second. So when you shift power scheme (i.s. Speed to Offense), the power settings change instantly to their new values. But the power levels only change at the Power Transfer Rate. That means it would take 10 seconds (50 / 5) for Weapons Power to recover after a Beam Overload attack (-50 Weapon Power). EPS Flow Regulator Engineering Console will increase the Power Transfer Rate. (Note: Drains from Energy Weapon firing are an exception to the above mechanics. The Power Drain from an energy weapon firing is restored instantly after the firing cycle of the weapon finishing.)
And to further illustrate Power Settings and Power levels let us take the Red Matter Capacity (RMC) console. The RMC will adding +25 Power Settings to each subsystem. However, that leave a 25 power void Normally It would take the ship 5 seconds to fill up that void (Power Transfer Rate of 5 power /second). That isn't very useful in combat as the power setting bonus only lasts 10 seconds. However, the RMC will also add +25 Power to each system to instantly fill that power void. So you instance have higher power settings and the power levels to go along with them.
(Note: Drains from Energy Weapon firing are an exception to the above mechanics. The Power Drain from an energy weapon firing is restored instantly after the firing cycle of the weapon finishing.)
This is what I am questioning, though. In my experience the power level is not restored after the firing cycle, despite having a 110 power setting I am never above a power level of 40 or 50 in a battle due to my beam arrays firing. And I have checked to make sure I'm not missing it going higher.
This is what I am questioning, though. In my experience the power level is not restored after the firing cycle, despite having a 110 power setting I am never above a power level of 40 or 50 in a battle due to my beam arrays firing. And I have checked to make sure I'm not missing it going higher.
The drain for weapon fire is instant. The isseu you are seeing is because the weapon fire is starggered instead of everythign at the same instant. And if you are using mixed energy weapon types, the length of the firing cycle is different for each weapon. And also the number of weapons you are firing also enter into the mix. As you can see there are lot of complex interactions going on.
Nanorak has a thread in which he has done a lot of work in mapping out weapon fire, weapon power, number of weapons, etc to get overall DPS chart for a wide range of conditions. And he has also written a Ship DPS calculator which takes skills, weapons, power levels, etc into account to calculate DPs for you ships. As soon as I find them, I link them into this post.
...Nanorak has a thread... I link them into this post.
Fuzun, thanks for stepping in with the extra commentary here, I appreciate it! Nagorak's posts are links in the second post in this thread (along with one of your threads).
Dang it! I knew I have should have looked it up before posting. I always misremember names.
LOL, no worries mate! If it makes you feel any better whenever I post your name I can't help but think "funzun" (which reads in my head as "fun zone" lol)... I have may times mistyped your name adding the 'n' in the middle and had to go back and edit it out (I usually catch it right away). :rolleyes:
Only been playing for about a fortnight so i'm still learning alot about the game, i'm currently lvl 47 and am playing a Joined Trill with Warp Theorist & Techie, you mentioned that the Bonus' Efficient Captain & Joined Symbiote dont stack, what I was wondering is what is the difference between these 2 traits? Which is the better trait to go for when I make my next charecter and how much of a difference they have?
Only been playing for about a fortnight so i'm still learning alot about the game, i'm currently lvl 47 and am playing a Joined Trill with Warp Theorist & Techie, you mentioned that the Bonus' Efficient Captain & Joined Symbiote dont stack, what I was wondering is what is the difference between these 2 traits? Which is the better trait to go for when I make my next charecter and how much of a difference they have?
Thanx in advance
Sheriden.
Welcome to STO Sheriden!
To be clear, it's not so much that Joined Trill and Efficient Captain don't stack, as much as they can not be taken on the same character. If you play a JT, you do not have EC on your list of available traits. JT will stack with one or more Efficient BOs, though, BTW.
Thank you its great to be here and thank you for a speedy reply.
I had a look at the Efficient BO's an 34 million credits was the cheapest, so i'm a bit off getting any of those just yet, I also bought a Delta Flyer instead of a Borg BO so gotta wait to get 1 of them too haha.
Thank you its great to be here and thank you for a speedy reply... Efficient BO's an 34 million credits was the cheapest...
You're welcome. I got the Amazon Borg with my original offer and then got two other Uncommon Saurians for my main character sometime last May or so... I paid 8.8M EC for one and I think like 12M EC for the other (not sure on the last one). The price certainly has gone up!
I'm begining to wonder myself. I played around with the formula itself, not using any of the spreadsheet's wizardry, and your stats, and I get the same calculated values. I can't duplicate the ingame result atm as I don't have a character with those traits and that Borg equipment...
I have some Questions to help me narrow down the problem:
What are your In-Game and Calculated values when:
1) You use the default settings like Attack, Defense, Speed, Balanced?
2) Use a different Custom Setting, like say 50/25/75/50
3) You remove your Borg components? Try to use non-set items (no Borg, no Aegis).
4) In a different ship type (non-escort)?
Trace, that's my initial guess, but it's never really been an issue before with Power settings, since the display always rounded down. So perhaps they've changed that...
A starship generates power from its warp core and applies this power to four subsystems: Weapons, Shields, Engines, and Auxiliary (Aux).
Weapons power controls the damage caused by your energy weapons (beams and cannon). It does not affect projectile weapons (torpedoes and mines). At 50 power your energy weapons do listed damage, at 100 power you get double damage.
Shield power affects the regeneration level of your shields. Below 25 power your shields do not regenerate. At 25 you get half rate, 50 gives you listed rate. Each point of power above 50 increases your shield regeneration rate by 4%, So at 100 shield power your shields regenerate at triple their listed rate. Also, higher shield power increases shield damage resistance. 50 Power is 10% resistance, 100 is 20% (formula is power level/500).
Engine power controls your speed and affects your turn rate. If your effective engine power is normally low, you'll want a Combat-Impulse Engine. If it's normally high, you'll get better performance out of a Hyper-Impulse Engine. In between? Stick to a standard Impulse Engine.
Aux power is used to boost various abilities including Auxiliary to SIF, Dampening Field, Energy Siphon, Hazard Emitters, Jam Sensors, Nadion Inversion, Sensor Scan, and Tractor Beam. Cloaking/Battle Cloak strength is also affected. Aux abilities are scaled to be 50% effective at 25 power, 100% effective at 100 power.
* I added a "testing procedure" in post #89 that can help you see just what Aux Power does.
* A second test regarding Eng/Aux Power and Turn Rates has been added in post #128.
The way power is assigned to your subsystems is controlled by the player via your ship's HUD, and can be changed at will (though a shift in power may take a few seconds to complete as affected by your Power Transfer Rate). There are four preset modes: Attack, Defense, Speed, and Balanced. Custom changes can be made temporarily or saved, altering any subsystem in 5 point increments (never below 25 or above 100).
All ships gets a base 200 power points. This can be increased by several factors:
Skills in the Starship Engineering branch. All are usable by any captain regardless of profession (not just engineers). Warp Core Training affects all subsystems. The Efficiency and Performance skills only affect their specific system (ie Starship Engine Efficiency only helps your Engine power levels). The Warp Core Training and Efficiency skills only affect power levels when a subsystem is set below 75 (ie less than or equal to 70) and are most effective closer to 25. Performance skills will improve a power at all levels.
- Warp Core Training
- Starship Auxiliary Systems Efficiency
- Starship Energy Weapon Efficiency
- Starship Engine Efficiency
- Starship Shield Efficiency
- Starship Engine Performance
- Starship Shield Performance
- Starship Auxiliary Systems Performance
- Starship Weapon Systems Performance
Note that there are also similarly named "Maintenance" skills in this branch, these do not affect power levels. For more information on the Maintenance skills, see post #143.
Racial traits (determined at character creation and can't be changed once play begins) include:
- Efficient Captain: +10 to each of the four subsystem Efficiency skills. Can not be combined with Joined Symbiote.
- Joined Symbiote: +3.3 to your Warp Core Training skill. Can not be combined with Efficient Captain.
- Warp Theorist: +10 to your Warp Core Training skill.
Special Bridge Officers with the Efficient space trait. These BOs give a +5 to each of your Captain's subsystem Efficiency skills and are stackable with the Efficient Captain trait and other Efficient BOs.
- Amazon Collector's Edition Borg Bridge Officers(Also available for purchase in the C-Store.)
- Some (random) Uncommon Saurian Bridge Officers(Buy your's today from the Exchange at prices starting in the 10s of millions!) :eek:
* Note about the Captain/BO Efficiency traits: The skill/power bonuses take affect at Ensign/Lieutenant thru Lieutenant Commander, before you can access the Commander-level Efficiency skills. You retain the bonus for your Efficiency skills at higher ranks even if you continue to invest 0 skill points. :cool:
Ship power bonus:
- Federation Cruisers and the KDF Orion Patrol Cruiser get +5 to each of the four subsystems.
- Federation Escorts and KDF Raiders (Bird-of-Prey)/Raptors (including the Brel Retrofit) get +15 to their Weapons power.
- Federation Science Vessels and the KDF Varanus Fleet Support Vessel get +10 to Aux power.
- Federation Light Escorts gets +5 Weapons power.
- KDF Battle Cruisers get +10 to each Weapons and Engine power levels.
- KDF Carriers get +5 to each Weapons and Aux power levels.
- KDF Nausicaan Guramba Siege Destroyer is unique with two Power Settings: Innate +10 to Weapons Power and +5 to Engine Power. Siege Mode +10 Weapons, +5 Shield, and -5 Engine.
- Federation Light Cruisers have no bonus.
- Efficient Impulse Engine Mk IV provide a +5 to each Weapon, Shield, and Aux power (details).
- Engineering Consoles (Bonus varies by mark/rarity):
Plasma Distribution Manifold increase Weapon power. Field Emitter for Shield power. Injector Assembly Engines. Booster Modulator Aux.
Neodymium Deflector Dish +8 Aux power.
- Also note that Batteries, Red Matter Devices and some Captain/Bridge Officer Abilities will temporarily increase your power levels. Because these affects are temporary and (usually) clearly described in-game, the calculator does not incorporate them.
The system can be overwhelming. The STO Power Calculator planning tool is designed to help you make sense of all the above. Download this Excel file, input your current stats into the green fields, and you'll see your power levels displayed in the blue. Play with the numbers and watch how different stats affect your power and help determine what would work best for your play style.
Associated Programs:
This file has been made with MS Excel 2000. It is tested compatible with Excel 2003-2007. You can also use this with the free Open Office v3.1.1 (http://www.openoffice.org/). Use WinZip or 7-Zip (free here: http://www.7-zip.org/) to unzip the archive, as needed.
Research in this post was done by myself. Original formula and power info can be credited to Binkenstein, Kiala, and Tiran_Diaz.
Please post suggestions, comments, compliments, complaints (gasp), or questions. When changes occur in the game I will make updates and post them here. Thanks for stopping by and may the Solar Winds always fill your sails!!
Current version: 4.1.0, last updated 02/10/11 (details).
Continued in next post...
Thank You very much for doing this Bob.
I am blessed that I get to take advantage of this all of the time since my Son only lives a few doors down from me.......
Of course it could be rounding... but why did this not show up during the tests with different settings?
Unfortunately Verjigorm I've been too busy to do any kind of real analysis, but the only thing I can do is agree with CrustyMac, it appears to be related to how the game is now rounding numbers. It always rounded down before, but no longer, it would seem.
My PC does not have excel. Any free downloads for it anywhere? I was able to use your calculator at work though and it rocks.:)
Excell might not be free but Open Office has a program that can open Excell files and that is free.
Hiya Roach, yes, as Dragarr (thanks!) pointed out you can use Open Office. I just double-checked my OP and it's in there under "Associated Programs" -:cool:
I'm not sure what you mean about this... The last time I tried OO (granted it was version 3.1.1) it worked fine for the PowerCalc. Can you be more specific in describing the problem you're having?
Comments
The Power Traits, Skills and Consoles effect only power settings. Those items don't directly affect the power levels of your subsystems.. Power levels are affected by power boosts (i.e. Batteries), power drains (e.g. firing energy weapons, Beam: Target Subsystem X, Beam Overload X, etc). and power drain resistance(e.g. Nadion Inversion).
Power Boosts will directly +X to the power level of the subsystem(s) *up to the limit of their power setting). Power Drains will directly remove -X from the power level of the subsystem(s). Power Drain Resistance will reduced the magnitude of any power drains. For example 50% power drain resistance would reduce the -50 Power Drain of a Beam Overload attack to -25.
Power Settings are different from Power Levels. Power levels change at a natural rate of +/- 5 power/second. So when you shift power scheme (i.s. Speed to Offense), the power settings change instantly to their new values. But the power levels only change at the Power Transfer Rate. That means it would take 10 seconds (50 / 5) for Weapons Power to recover after a Beam Overload attack (-50 Weapon Power). EPS Flow Regulator Engineering Console will increase the Power Transfer Rate. (Note: Drains from Energy Weapon firing are an exception to the above mechanics. The Power Drain from an energy weapon firing is restored instantly after the firing cycle of the weapon finishing.)
And to further illustrate Power Settings and Power levels let us take the Red Matter Capacity (RMC) console. The RMC will adding +25 Power Settings to each subsystem. However, that leave a 25 power void Normally It would take the ship 5 seconds to fill up that void (Power Transfer Rate of 5 power /second). That isn't very useful in combat as the power setting bonus only lasts 10 seconds. However, the RMC will also add +25 Power to each system to instantly fill that power void. So you instance have higher power settings and the power levels to go along with them.
This is what I am questioning, though. In my experience the power level is not restored after the firing cycle, despite having a 110 power setting I am never above a power level of 40 or 50 in a battle due to my beam arrays firing. And I have checked to make sure I'm not missing it going higher.
The drain for weapon fire is instant. The isseu you are seeing is because the weapon fire is starggered instead of everythign at the same instant. And if you are using mixed energy weapon types, the length of the firing cycle is different for each weapon. And also the number of weapons you are firing also enter into the mix. As you can see there are lot of complex interactions going on.
Nanorak has a thread in which he has done a lot of work in mapping out weapon fire, weapon power, number of weapons, etc to get overall DPS chart for a wide range of conditions. And he has also written a Ship DPS calculator which takes skills, weapons, power levels, etc into account to calculate DPs for you ships. As soon as I find them, I link them into this post.
Only been playing for about a fortnight so i'm still learning alot about the game, i'm currently lvl 47 and am playing a Joined Trill with Warp Theorist & Techie, you mentioned that the Bonus' Efficient Captain & Joined Symbiote dont stack, what I was wondering is what is the difference between these 2 traits? Which is the better trait to go for when I make my next charecter and how much of a difference they have?
Thanx in advance
Sheriden.
To be clear, it's not so much that Joined Trill and Efficient Captain don't stack, as much as they can not be taken on the same character. If you play a JT, you do not have EC on your list of available traits. JT will stack with one or more Efficient BOs, though, BTW.
As for what's better on your next character, I recently commented on that in another thread, here:
http://forums.startrekonline.com/showthread.php?p=3368543#post3368543
I had a look at the Efficient BO's an 34 million credits was the cheapest, so i'm a bit off getting any of those just yet, I also bought a Delta Flyer instead of a Borg BO so gotta wait to get 1 of them too haha.
Sheriden.
After entering my tacs setup, there's a difference of 1 between calculated and ingame Aux and Engine Setting:
Efficient Captain: YES
Warp Theorist: YES
Warp Core Training: 7
All Efficiency / Performance skills (except Energy Weapons Efficiency): 9
Ship Type: ESCORT
Assimialted Graviton Deflector Array: YES
Assimilated Module (Universal Console): YES
Assimilated Subtranswarp Engines: YES
I'm flying a custom setting: 95 / 50 / 30 / 25
My calculated values are: 124 / 68 / 60 / 56
My ingame values are: 124 / 68 / 61 / 57
Any idea, where the difference's coming from?
I'm begining to wonder myself. I played around with the formula itself, not using any of the spreadsheet's wizardry, and your stats, and I get the same calculated values. I can't duplicate the ingame result atm as I don't have a character with those traits and that Borg equipment...
I have some Questions to help me narrow down the problem:
What are your In-Game and Calculated values when:
1) You use the default settings like Attack, Defense, Speed, Balanced?
2) Use a different Custom Setting, like say 50/25/75/50
3) You remove your Borg components? Try to use non-set items (no Borg, no Aegis).
4) In a different ship type (non-escort)?
Also, what rank are you?
This is the first bunch of setting to help you tracking down the problem:
Borg Set equipped
Attack Preset
125 / 68 / 57 / 57
125 / 68 / 56 / 56
Defense Preset
84 / 109 / 57 / 57
83 / 109 / 56 / 56
Speed Preset
64 / 52 / 114 / 73
63 / 51/ 114 / 73
Balanced Preset
84 / 68 / 73 / 73
83 / 68 / 73 / 73
Another custom (50 / 25 / 50 / 75)
84 / 52 / 73 / 89
83 / 51 / 73 / 89
Borg Set unequipped, nothing else equipped
Attack Preset
124 / 68 / 52 / 52
124 / 68 / 51 / 51
Defense Preset
79 / 109 / 52 / 52
78 / 109 / 51 / 51
Speed Preset
59 / 52 / 109 / 68
58 / 51 / 109 / 68
Balanced Preset
79 / 68 / 68 / 68
78 / 68 / 68 / 68
My personal custom (95 / 50 / 30 / 25)
119 / 68 / 56 / 52
119 / 68 / 55 / 51
Another custom (50 / 25 / 50 / 75)
79 / 52 / 68 / 84
78 / 51 / 68 / 84
test with another ship coming in a few minutes...
Borg Set equipped on Assault Cruiser
Attack Preset
119 / 73 / 62 / 62
119 / 73 / 61 / 61
Defense Preset
74 / 114 / 62 / 62
73 / 114 / 61 / 61
Speed Preset
54 / 57 / 119 / 78
53 / 56 / 119 / 78
Balanced Preset
74 / 73 / 78 / 78
73 / 73 / 78 / 78
My personal custom (95 / 50 / 30 / 25)
114 / 73 / 66 / 62
114 / 73 / 65 / 61
Another custom (50 / 25 / 50 / 75)
74 / 57 / 78 / 94
73 / 56 / 78 / 94
Borg Set unequipped, nothing else equipped on Assault Cruiser
Attack Preset
114 / 73 / 57 / 57
114 / 73 / 56 / 56
Defense Preset
69 / 114 / 57 / 57
68 / 114 / 56 / 56
Speed Preset
49 / 57 / 114 / 73
48 / 56 / 114 / 73
Balanced Preset
69 / 73 / 73 / 73
68 / 73 / 73 / 73
My personal custom (95 / 50 / 30 / 25)
109 / 73 / 61 / 57
109 / 73 / 60 / 56
Another custom (50 / 25 / 50 / 75)
69 / 57 / 73 / 89
68 / 56 / 73 / 89
guess that's enough for one day. It's past midnight here, so I'll check back later this day and see what has happened.
oh.. forgot my rank: Vice Admiral 1
Trace, that's my initial guess, but it's never really been an issue before with Power settings, since the display always rounded down. So perhaps they've changed that...
They're called dual cannons...
It's not a matter of training skills, but the shiptype itself, i.e. they work on escorts, Excelsior-R but not on sci-ships etc.
Thank You very much for doing this Bob.
I am blessed that I get to take advantage of this all of the time since my Son only lives a few doors down from me.......
Rounding, maybe?
Of course it could be rounding... but why did this not show up during the tests with different settings?
I was able to use your calculator at work though and it rocks.:)
Excel is not free! You can however download a demo from Microsoft's website.
NERDS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
http://youtu.be/tZVdR19E5mU
I'm in bussiness at home PC. Thanks!:D
I spoke too soon!! Its "read-only"
Outstanding!!!
I'm not sure what you mean about this... The last time I tried OO (granted it was version 3.1.1) it worked fine for the PowerCalc. Can you be more specific in describing the problem you're having?