I wish someone can explain the game mechanics because stats don't seem to match up with action.
Example: My Nebula Class so called have more shield capacity than my Galaxy Class by defualt because its a science ship in the game, but the Galaxy Class shield last longer and more resistant to damage. My Nebula shield Cap is 14,500 HP and my Galaxy shield Cap is 12,308 HP. The Nebula has Covarient XII CAP and Plasma resistant, while the Galaxy has Covarient Cap 3 with no special resistance.
Explain to me why my Galaxy's 12,308 HP is better than 14,500 HP?
Thats why I said stats don't make sense from action. What stats should I be paying attention to? What measures, shield strength in this game, because obviously capacity doesn't?
capacity does, but a few factors change shield resistances or apparent shield strength.
like does your neb get more aggro than the galaxy (if this is happening when you solo ignore this one)?
do you have shield power set higher on the galaxy? higher shield power = bonus resist besides greater cap.
Dr. Patricia Tanis ~ "Bacon is for sycophants and products of incest."
Donate Brains, zombies in Washington DC are starving.
There are also 3 different skill tree items that have different resistances. Hull plating, armor reinforcement and and threat control. The galaxy also have more engineering consoles then the nebula meaning more armor options. Some boff abilities also give different resistance buffs as well. Poweres like aux2sif give an all damage resistance based on aux power and buff tier.
You will also need to look at those numbers in the defence tab of your ship status screen.
There are also 3 different skill tree items that have different resistances. Hull plating, armor reinforcement and and threat control. Afaik nothing to do with ship shields The galaxy also have more engineering consoles then the nebula meaning more armor options eng armor consoles got nothing to do with ship shields. Some boff abilities also give different resistance buffs as well. Poweres like aux2sif give an all damage resistance based on aux power and buff tier this got nothing to do with ship shields.
You will also need to look at those numbers in the defence tab of your ship status screen.
I agree if ur talking about EPtS and TSS and eng consoles to increase ur shield power level.
You run higher Shield power on the Cruiser, so it has higher resists, making that 12k pool last longer than the SV's 14k pool.
Probably the explanation.
My Nebula and Galaxy agro about the same. I only gain more agro if i do crowd control abilities. I have similar skill trees for both characters, they are same type captains, Tactical. I'm not talking about the hull and healing, because I know there is a big difference there. I have EPS 3 on both ships.
Galaxy:
Shield cap 12,308 hp
shield power at 77
1 purple field emitter
2 blue field generators (capacity boosting)
Nebula:
Shield cap 14,500 hp
shield power at 75
1 blue field emitter
1 blue field generator(capacity boosting)
Small difference in shield power but should the difference be so drastic in performance?
The reason the Nebula has a higher shield capacity than the Galaxy? Because while the Galaxy has a shield modifier of 1.0 (normal), the Nebula has a 1.3 modifier (hence why it's higher). You can see this modifier at any ship database, or you can consult Spidermitch's charts
The reason the Galaxy's shields last longer though? Because you have a purple Field Emitter and 77 shield power, over the Nebula's blue Field Emitter and 75 shield power. It's a small difference, yes, but you've seen the results.
That's what I think.
Edit: about this shield modifier stat, this is the general rule-of-thumb: Cruisers have normal modifier, Escorts have lower modifiers, and Science Vessels have higher modifiers. This translates into the different shield numbers you see on different ships. There are a few exceptions though, such as the Odyssey having a 1.15 modifier (when it would normally have a 1.0).
Was named Trek17.
Been playing STO since Open Beta, and have never regarded anything as worse than 'meh', if only due to personal standards.
You run higher Shield power on the Cruiser, so it has higher resists, making that 12k pool last longer than the SV's 14k pool.
Probably the explanation.
You may be on to something but does that mean capacity doesn't matter at all? I have seen escorts many time in the game in PVP out tank cruisers and they have less sheild capacity than cruisers and science ships. Do escorts come with shield power thats through the roof?
to actually test this in theory and practical, you need to remove all consoles that would buff shield abilities and capacity.
then set powerlevels to exactly the same values on both ships. don't use any abilities.
following all this conditions...the nebula should have a higher capacity with the same resiliance values.
now let somebody shoot at you in a controlled environment (private challenge) with a single weapon. measure the salvos it takes to drain your facing shield. do this on both ships.
they should be faster down on the galaxy, because it has lower SP.
if you start to use various consoles, skills, buffs etc...you will never get an acurate measurement.
if you take all this measurements as i described and the galaxy's shields last longer than those of the nebula...then you are on to something the ship description missed, maybe a shield resiliance that is build in the galaxy.
But i doubt that! If you strip your ships of the supporting consoles, use the identical shield and have exact same power levels, you will have the nebula with exactly 30% more shieldpoints than the galaxy.
and no, escorts don't have infinite power to shields...they use tac team more frequently. That means before the shield on one facing is down, you probabaly blew through 12k x 4= 48k shield points. Thats why they seem endlessly resiliant.
so shield capacity, combined with constant tac team buff, is the key to successfull shield tanking.
since resists are % based, that small margin between 75 and 77 translates into the galaxy having greater resistances, enough to counter the lower cap. also increases regen rate, while that doesn't seem significant, it's for all shield facings at once...so under tac team you're drawing from all facings and they're being regened every 6 secs by a larger amount. giving you a bit more to pump up the facing being reinforced.
Dr. Patricia Tanis ~ "Bacon is for sycophants and products of incest."
Donate Brains, zombies in Washington DC are starving.
I agree if ur talking about EPtS and TSS and eng consoles to increase ur shield power level.
While I would normally agree with you there is no way to know for sure. They never show any of the live shield stats anywhere ever for resistances or even shield regen rate. all the info we have on that is pre s5 before the skill tree revamp and there is no indication that the resistances are hull only in those descriptions or tool tip. they only say damage resists. no hull damage resist or shield damage resists. only epts and tss specifically mention resistances to shields. after they changed how the skill tree works we have no clue. Threat control is completely new. all it says is that it grants resists. Until they show shield stats we will never know if it is even working correctly.
Shield cap 12,308 hp
shield power at 77
1 purple field emitter
2 blue field generators (capacity boosting)
Nebula:
Shield cap 14,500 hp
shield power at 75
1 blue field emitter
1 blue field generator(capacity boosting)
Small difference in shield power but should the difference be so drastic in performance?
If the shield values and energy settings you're showing us are the final adjusted values as seen in space missions then your nebula's shields shouldn't be losing to the galaxy. I'd need to double check this but the 1.3 applies to inherent regeneration as well so the nebula should be smoking that galaxy at shield tanking unless the galaxy is seeing resistance bonuses that aren't immediately transparent. As previously mentioned there may be bleed over from console's or skills not expected. Try equipping all engineering/sci consoles and see which one last longer then.
The small power bonus on the galaxy shouldn't matter, it's seeing less than 1% bonus resist which is nothing to the higher base regen and cap levels of the nebula.
To be honest I think that the Galaxy's benefit at "the ultimate damage mitigation" might be what you're seeing if this is something you're noticing in PVE play.
since resists are % based, that small margin between 75 and 77 translates into the galaxy having greater resistances, enough to counter the lower cap. also increases regen rate, while that doesn't seem significant, it's for all shield facings at once...so under tac team you're drawing from all facings and they're being regened every 6 secs by a larger amount. giving you a bit more to pump up the facing being reinforced.
Funny thing is, I'm not using Tac team on the the Galaxy because lack of Tac BOFF room. On the Nebula, I have plenty of room for it since it has a LT Commander universal BOFF slot and I put a Tac BOFF in it's place.
My Nebula and Galaxy agro about the same. I only gain more agro if i do crowd control abilities. I have similar skill trees for both characters, they are same type captains, Tactical. I'm not talking about the hull and healing, because I know there is a big difference there. I have EPS 3 on both ships.
Galaxy:
Shield cap 12,308 hp
shield power at 77
1 purple field emitter
2 blue field generators (capacity boosting)
Nebula:
Shield cap 14,500 hp
shield power at 75
1 blue field emitter
1 blue field generator(capacity boosting)
Small difference in shield power but should the difference be so drastic in performance?
There is no difference. Hit points are hit points. You're simply getting hit more, and faster, in your Nebula.
How fast are you usually going in each one? How are you flying them?
Are you going three-quarter to full speed, broadside in your cruiser, along with its engine power bonus? Then you have a higher defense bonus, and are therefore getting hit less often.
If you're constantly slowing your Nebula, or even reversing it, in order to bring targets into your front 90* for some of your sci powers, or running lower engine power in favor of aux, then your bonus defense is dropping, and you're taking more hits.
In the latter case, it may seem that your shield is less efficient or weaker, but it's simply the math of accuracy vs. defense that's getting you.
Funny thing is, I'm not using Tac team on the the Galaxy because lack of Tac BOFF room. On the Nebula, I have plenty of room for it since it has a LT Commander universal BOFF slot and I put a Tac BOFF in it's place.
?hhmm...no...it doesn't...
i honestly think the problem you seem to have is a subjective problem. you seem to be be able to take more beating in the galaxy. that doesn't mean that it is really the case.
anyway...unless you don't try it with the exact same shield setup on both ships, no further speculations about this is necessary.
i honestly think the problem you seem to have is a subjective problem. you seem to be be able to take more beating in the galaxy. that doesn't mean that it is really the case.
anyway...unless you don't try it with the exact same shield setup on both ships, no further speculations about this is necessary.
They have exact same shields, I can't share same consoles because they are from different characters so they are bound. I'm am fighting Borg's cubes and spheres in Kar'rat, which are just NPC's.
There is no difference. Hit points are hit points. You're simply getting hit more, and faster, in your Nebula.
How fast are you usually going in each one? How are you flying them?
Are you going three-quarter to full speed, broadside in your cruiser, along with its engine power bonus? Then you have a higher defense bonus, and are therefore getting hit less often.
If you're constantly slowing your Nebula, or even reversing it, in order to bring targets into your front 90* for some of your sci powers, or running lower engine power in favor of aux, then your bonus defense is dropping, and you're taking more hits.
In the latter case, it may seem that your shield is less efficient or weaker, but it's simply the math of accuracy vs. defense that's getting you.
Actually the Nebula fly's faster because its lighter and it turns faster so I don't have to reverse and stop to put things in my target arc. Only the Galaxy is stuck with cursed turn rate.
They have exact same shields, I can't share same consoles because they are from different characters so they are bound. I'm am fighting Borg's cubes and spheres in Kar'rat, which are just NPC's.
oh well, but you said something else in your first post.
The Nebula has Covarient XII CAP and Plasma resistant, while the Galaxy has Covarient Cap 3 with no special resistance.
Explain to me why my Galaxy's 12,308 HP is better than 14,500 HP?
and again, with the data you provided up to now, the question cannot be answered.
what MK ist the galaxy's shield?
what are the exact consoles (those contribute to resistance and shields) you are using on both ships? (well that one was answered more or less)
BOFF powers?
DOFFs?
also i'm not convinced that kerrat is the right place to test those things.
My mistake. I recently looked and they have same type shield. Covariant [ap] [CAP]x2 MK XII plasma resistant. I'm am testing resiliance without BOFF power so much because of course the Galaxy is mostly ENG based and Nebula Science based. The only power we can test is EPS 2 and Tac team 1
Galaxy:
Shield cap 12,308 hp
shield power at 77
1 purple field emitter
2 blue field generators (capacity boosting)
Nebula:
Shield cap 14,500 hp
shield power at 75
1 blue field emitter
1 blue field generator(capacity boosting)
Small difference in shield power but should the difference be so drastic in performance?[/QUOTE]
My mistake. I recently looked and they have same type shield. Covariant [ap] [CAP]x2 MK XII plasma resistant. I'm am testing resiliance without BOFF power so much because of course the Galaxy is mostly ENG based and Nebula Science based. The only power we can test is EPS 2 and Tac team 1
Galaxy:
Shield cap 12,308 hp
shield power at 77
1 purple field emitter
2 blue field generators (capacity boosting)
Nebula:
Shield cap 14,500 hp
shield power at 75
1 blue field emitter
1 blue field generator(capacity boosting)
Small difference in shield power but should the difference be so drastic in performance?
Do yourself a favor, and actually look at your engine power setting for each. Then open the paper doll UI while you're messing around in space, and look at your defense numbers as you play each ship. You seem to think I'm joking, but I really do believe that's where you're going to find your answer. The only thing that makes one ship lose shield points faster than another is getting hit more often. So you either have low defense, or higher aggro, in one ship versus the other.
My mistake. I recently looked and they have same type shield. Covariant [ap] [CAP]x2 MK XII plasma resistant. I'm am testing resiliance without BOFF power so much because of course the Galaxy is mostly ENG based and Nebula Science based. The only power we can test is EPS 2 and Tac team 1
Galaxy:
Shield cap 12,308 hp
shield power at 77
1 purple field emitter
2 blue field generators (capacity boosting)
Nebula:
Shield cap 14,500 hp
shield power at 75
1 blue field emitter
1 blue field generator(capacity boosting)
Small difference in shield power but should the difference be so drastic in performance?
[/QUOTE]
i'm confused by the description you gave of the shield [ap] means antiproton resistance [cap]x2 means that are already 3 modifier...if it had plasma resistance too it would mean there would be a fourth [pla] modifier.
but i think it is rather [cap]x2 [pla] anyway. (just wanted to point out, that the maco shield XI is identical to that one...only it comes with a little less SP and the proc)
what is still missing, is the skillpoints invested in shield emitter, and schield systems. and your exact resistance values.
also the deflector you are using is important, if it has the 2 stats on it or not.
I still believe that your observation was just subjective, since kerrat is not the place to do accurate testing that could determine if there was some sort of inherent resistance to the galaxy that the nebula lacks.
But without the exact skill build and stats and the BOFF powers and consoles (also in the tactical and engi section)
i can only start guessing...and right now i'm guessing it was a subjective observation of yours and the nebula shields would hold out longer against plasma weapons, but for some unknown reason in that instance they did not.
PS: i'm not sure if the field generator on the nebula is any good, since it used to be the case that the shield modifier of sci ships did not stack with that type of console. But i may be wrong about it.
Comments
Thats what I said. I use Tac 1 and it used up my shields from the Nebula faster than my Galaxy.
like does your neb get more aggro than the galaxy (if this is happening when you solo ignore this one)?
do you have shield power set higher on the galaxy? higher shield power = bonus resist besides greater cap.
Donate Brains, zombies in Washington DC are starving.
Shields
Power and Subsystems
Emergency Power to Shields
Transfer Shield Strength
You will also need to look at those numbers in the defence tab of your ship status screen.
I agree if ur talking about EPtS and TSS and eng consoles to increase ur shield power level.
Probably the explanation.
Galaxy:
Shield cap 12,308 hp
shield power at 77
1 purple field emitter
2 blue field generators (capacity boosting)
Nebula:
Shield cap 14,500 hp
shield power at 75
1 blue field emitter
1 blue field generator(capacity boosting)
Small difference in shield power but should the difference be so drastic in performance?
The reason the Galaxy's shields last longer though? Because you have a purple Field Emitter and 77 shield power, over the Nebula's blue Field Emitter and 75 shield power. It's a small difference, yes, but you've seen the results.
That's what I think.
Edit: about this shield modifier stat, this is the general rule-of-thumb: Cruisers have normal modifier, Escorts have lower modifiers, and Science Vessels have higher modifiers. This translates into the different shield numbers you see on different ships. There are a few exceptions though, such as the Odyssey having a 1.15 modifier (when it would normally have a 1.0).
Been playing STO since Open Beta, and have never regarded anything as worse than 'meh', if only due to personal standards.
You may be on to something but does that mean capacity doesn't matter at all? I have seen escorts many time in the game in PVP out tank cruisers and they have less sheild capacity than cruisers and science ships. Do escorts come with shield power thats through the roof?
then set powerlevels to exactly the same values on both ships. don't use any abilities.
following all this conditions...the nebula should have a higher capacity with the same resiliance values.
now let somebody shoot at you in a controlled environment (private challenge) with a single weapon. measure the salvos it takes to drain your facing shield. do this on both ships.
they should be faster down on the galaxy, because it has lower SP.
if you start to use various consoles, skills, buffs etc...you will never get an acurate measurement.
if you take all this measurements as i described and the galaxy's shields last longer than those of the nebula...then you are on to something the ship description missed, maybe a shield resiliance that is build in the galaxy.
But i doubt that! If you strip your ships of the supporting consoles, use the identical shield and have exact same power levels, you will have the nebula with exactly 30% more shieldpoints than the galaxy.
and no, escorts don't have infinite power to shields...they use tac team more frequently. That means before the shield on one facing is down, you probabaly blew through 12k x 4= 48k shield points. Thats why they seem endlessly resiliant.
so shield capacity, combined with constant tac team buff, is the key to successfull shield tanking.
Donate Brains, zombies in Washington DC are starving.
While I would normally agree with you there is no way to know for sure. They never show any of the live shield stats anywhere ever for resistances or even shield regen rate. all the info we have on that is pre s5 before the skill tree revamp and there is no indication that the resistances are hull only in those descriptions or tool tip. they only say damage resists. no hull damage resist or shield damage resists. only epts and tss specifically mention resistances to shields. after they changed how the skill tree works we have no clue. Threat control is completely new. all it says is that it grants resists. Until they show shield stats we will never know if it is even working correctly.
If the shield values and energy settings you're showing us are the final adjusted values as seen in space missions then your nebula's shields shouldn't be losing to the galaxy. I'd need to double check this but the 1.3 applies to inherent regeneration as well so the nebula should be smoking that galaxy at shield tanking unless the galaxy is seeing resistance bonuses that aren't immediately transparent. As previously mentioned there may be bleed over from console's or skills not expected. Try equipping all engineering/sci consoles and see which one last longer then.
The small power bonus on the galaxy shouldn't matter, it's seeing less than 1% bonus resist which is nothing to the higher base regen and cap levels of the nebula.
To be honest I think that the Galaxy's benefit at "the ultimate damage mitigation" might be what you're seeing if this is something you're noticing in PVE play.
Funny thing is, I'm not using Tac team on the the Galaxy because lack of Tac BOFF room. On the Nebula, I have plenty of room for it since it has a LT Commander universal BOFF slot and I put a Tac BOFF in it's place.
There is no difference. Hit points are hit points. You're simply getting hit more, and faster, in your Nebula.
How fast are you usually going in each one? How are you flying them?
Are you going three-quarter to full speed, broadside in your cruiser, along with its engine power bonus? Then you have a higher defense bonus, and are therefore getting hit less often.
If you're constantly slowing your Nebula, or even reversing it, in order to bring targets into your front 90* for some of your sci powers, or running lower engine power in favor of aux, then your bonus defense is dropping, and you're taking more hits.
In the latter case, it may seem that your shield is less efficient or weaker, but it's simply the math of accuracy vs. defense that's getting you.
?hhmm...no...it doesn't...
i honestly think the problem you seem to have is a subjective problem. you seem to be be able to take more beating in the galaxy. that doesn't mean that it is really the case.
anyway...unless you don't try it with the exact same shield setup on both ships, no further speculations about this is necessary.
They have exact same shields, I can't share same consoles because they are from different characters so they are bound. I'm am fighting Borg's cubes and spheres in Kar'rat, which are just NPC's.
Actually the Nebula fly's faster because its lighter and it turns faster so I don't have to reverse and stop to put things in my target arc. Only the Galaxy is stuck with cursed turn rate.
oh well, but you said something else in your first post.
and again, with the data you provided up to now, the question cannot be answered.
what MK ist the galaxy's shield?
what are the exact consoles (those contribute to resistance and shields) you are using on both ships? (well that one was answered more or less)
BOFF powers?
DOFFs?
also i'm not convinced that kerrat is the right place to test those things.
Galaxy:
Shield cap 12,308 hp
shield power at 77
1 purple field emitter
2 blue field generators (capacity boosting)
Nebula:
Shield cap 14,500 hp
shield power at 75
1 blue field emitter
1 blue field generator(capacity boosting)
Small difference in shield power but should the difference be so drastic in performance?[/QUOTE]
Do yourself a favor, and actually look at your engine power setting for each. Then open the paper doll UI while you're messing around in space, and look at your defense numbers as you play each ship. You seem to think I'm joking, but I really do believe that's where you're going to find your answer. The only thing that makes one ship lose shield points faster than another is getting hit more often. So you either have low defense, or higher aggro, in one ship versus the other.
i'm confused by the description you gave of the shield [ap] means antiproton resistance [cap]x2 means that are already 3 modifier...if it had plasma resistance too it would mean there would be a fourth [pla] modifier.
but i think it is rather [cap]x2 [pla] anyway. (just wanted to point out, that the maco shield XI is identical to that one...only it comes with a little less SP and the proc)
what is still missing, is the skillpoints invested in shield emitter, and schield systems. and your exact resistance values.
also the deflector you are using is important, if it has the 2 stats on it or not.
I still believe that your observation was just subjective, since kerrat is not the place to do accurate testing that could determine if there was some sort of inherent resistance to the galaxy that the nebula lacks.
But without the exact skill build and stats and the BOFF powers and consoles (also in the tactical and engi section)
i can only start guessing...and right now i'm guessing it was a subjective observation of yours and the nebula shields would hold out longer against plasma weapons, but for some unknown reason in that instance they did not.
PS: i'm not sure if the field generator on the nebula is any good, since it used to be the case that the shield modifier of sci ships did not stack with that type of console. But i may be wrong about it.