test content
What is the Arc Client?
Install Arc

Aegis engine gives +10 to Combat Maneuvers. Do we need skill points in it?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
If the Aegis engines gives you +10 to combat maneuvers, is it necessary to spend any points into the Combat Maneuver skill? Or does it max out at 10?

If it maxes out at 10 anyway, maybe it's beneficial to take those skill points out and put them elsewhere. But if it doesn't max out at 10, maybe it's worthwhile to keep 7 or 8 points in it?

Thoughts?
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Ten point to the final ability as it appears in your toon UI skills list I would think is what it means.
    Much like the LB BO gives +5 to certain skill totals.

    Yes, you can afford to spend less in that skill now and let the +10 points fill the gap.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    And yet another reason as to why the Devs need to revamp the Skill Tree UI as well as actually list how a power effects you and to what extant. I mean seriously how hard would it be to show us a base stat then show that stat growing as you level up skills, so we can actually tell what the Hell is going on when we put points into Starship Sensor Probes.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Except i would imagine that those +10 points are even more useful if you are already maxed in that field. :p
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Alexraptor wrote: »
    Except i would imagine that those +10 points are even more useful if you are already maxed in that field. :p

    I think people are discussing the depreciating returns from the skill points invested.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Bsranger wrote: »
    I think people are discussing the depreciating returns from the skill points invested.

    And unfortunately there is no good way to tell how those work and to what effect. Maximizing your Skills in STO is a pain in the TRIBBLE.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Bsranger wrote: »
    I think people are discussing the depreciating returns from the skill points invested.

    I never understood why it was created this way. Surely it would have made more sense to have it go up as you invest skillpoints.

    So the first skill point does +5 say then +7 and so on. This would encourage specialisation and make us more varied. Instead we are encouraged to be the jack of all trades. :rolleyes:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    wrote:
    Ten point to the final ability as it appears in your toon UI skills list I would think is what it means.
    Much like the LB BO gives +5 to certain skill totals.

    Yes, you can afford to spend less in that skill now and let the +10 points fill the gap.
    Yeah, I guess that would make more sense...having a free 10 ranks in a skill would be insane, come to think of it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Each rank represents a numerical bonus. For Combat Maneuvers each rank represents a 0.5% bonus in Defense and Turn. 9 ranks thus gives a 4.5% bonus. 10 ranks for the set item represents and additional 5% on top of the 4.5% gotten from the skill.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    If the Aegis engines gives you +10 to combat maneuvers, is it necessary to spend any points into the Combat Maneuver skill? Or does it max out at 10?

    If it maxes out at 10 anyway, maybe it's beneficial to take those skill points out and put them elsewhere. But if it doesn't max out at 10, maybe it's worthwhile to keep 7 or 8 points in it?

    Thoughts?

    More points always better, I would assume they have extra 'room' to account for bonuses
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Presbytier wrote: »
    And yet another reason as to why the Devs need to revamp the Skill Tree UI as well as actually list how a power effects you and to what extant. I mean seriously how hard would it be to show us a base stat then show that stat growing as you level up skills, so we can actually tell what the Hell is going on when we put points into Starship Sensor Probes.

    What he said - 110%
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Presbytier wrote: »
    And unfortunately there is no good way to tell how those work and to what effect. Maximizing your Skills in STO is a pain in the TRIBBLE.

    QFT

    /needmorecharacters
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Captains should be jacks of all trades, but there is specialization still. Look at a cruiser captains skill tree, then look at an escort.

    Hell, look at a support/healing cruiser captain skill tree, then look at a pure tanking cruiser skill tree. They are completely different too.

    Specialization is just more subtle in this game.
Sign In or Register to comment.