I did a search, so it seem that resistance and shield consoles don't stack, or if they do there is a diminishing return on stacking them. Is there a list or post anywhere listing which consoles stack and which don't?
For example if I have 3 photon torpedo consoles. that are +20% each. Will they all stack givimg me +60% base damage? What about science consoles do any of them not stack or have diminishing returns?
My Tac Odyssey has three tactical console slots - actually two, since I use one for one of the special consoles, and I convinced myself to go with two phaser relays rather than a phaser relay and a quantum console, even though I do use front and rear torps to go with my six beams. My reason for that was/is that my phasers are firing a lot more than my torps are.
Am I being logical, or should I go to one phaser console and one quantum console?
Is there a list that shows which consoles stack and which don't?
Field Generators Stack 1+1
Tactical Consoles Stack 1+1
Eng resistence consoles stack 1+0.5+0.25
The rest of the consoles (EPS, RCS, Flow Capacitor, etc) don't know how they stack, but is very easy to find out, but usally there is no reason for stack more than one of those
Field Generators Stack 1+1
Tactical Consoles Stack 1+1
Eng resistence consoles stack 1+0.5+0.25
The rest of the consoles (EPS, RCS, Flow Capacitor, etc) don't know how they stack, but is very easy to find out, but usally there is no reason for stack more than one of those
In my last thread, some people recommended multiple use of the same consoles for added bonuses to my tactical stats. But now I'm confused about the use of these extra consoles - if I have phaser consoles in tactical and, say, they're blue XI versions, if you add a tactical cannon or beam booster to that, does the added console scale higher or lower than another of the blue XI phaser boosters? And do the phaser boosters apply to phaser cannons?
Back in the olden days (I know, I know) each of these things did something specific but now I have no idea what's changing and what's not. If I were to go by the read-out you get when you mouse over the weapons in sector space it looks like dual phaser banks do as much damage as dual heavy cannons and that shouldn't be right at all, should it?
Oh, and another thing...so I saved up 350,000 dilithium so I could get 1200 Cpoints and buy the Sao Paolo tactical escort only to find out that the Sao Paolo isn't a tactical escort in the same way that the Defiant is a tactical escort so the cloaking device doesn't work on the Sao Paolo. Just FYI if anyone else was going to try and have a cloaking Sao Paolo.
Oh, and another thing...so I saved up 350,000 dilithium so I could get 1200 Cpoints and buy the Sao Paolo tactical escort only to find out that the Sao Paolo isn't a tactical escort in the same way that the Defiant is a tactical escort so the cloaking device doesn't work on the Sao Paolo. Just FYI if anyone else was going to try and have a cloaking Sao Paolo.
Off topic - It does unlock the Sao Paolo skins for the T5 ship, and you can move the quad cannon to the Defiant
You can test stuff for yoru self to see if the "dimishing" returns are worth it for you.
Be in space but not sector space. IE Earth orbit for example or a deep space encounter
Hover your cursor over the weapon in the toolbar and that will tell you your actual DPS. Add or remove consoles and you will see how the DPS changes in the hover tooltip.
Its been for ever since Ive had to do it but I think other things aside from weapons are listed in the P menu in the ship stats. I know hull repair is there,
Field Generators Stack 1+1
Tactical Consoles Stack 1+1
Eng resistence consoles stack 1+0.5+0.25
The rest of the consoles (EPS, RCS, Flow Capacitor, etc) don't know how they stack, but is very easy to find out, but usally there is no reason for stack more than one of those
The resistance consoles dont' diminish of themselves. That's the whole point of the formula linked earlier in the thread - they don't need to.
Field Generators Stack 1+1
Tactical Consoles Stack 1+1
Eng resistence consoles stack 1+0.5+0.25
The rest of the consoles (EPS, RCS, Flow Capacitor, etc) don't know how they stack, but is very easy to find out, but usally there is no reason for stack more than one of those
I'm coming late to the party. But Armor consoles stack 1+1. The Diminishing returns is built into the damage resistance formula that Crypt uses. The formula is based upon to total amount of armor points that you have from consoles, traits, skills and buffs on your ship.
And just to prove a point. If End resistance consoles stack 1+ 0.5 + 0.25, how do or the UI determine which consoles is 1, which is 0.5 and which is 0.25, etc.?
I have asked before, but never got a definite answer from a GM.
What consoles stack? How can I tell? When I apply a console I do not see my ships stats change anywhere. This should be addressed in a future update. When you apply equipment you should see the effect on your stats somewhere.
I have a Escort with photon torps and tetryon cannons and is designed to run with a friend who has a Cruiser that is a torp boat cruiser.
I have stacked two Field Emitters in my OPS Consoles Section (+Shield Settings)
I have one Field Gen, one Shield Emit in my SCI Consoles Section (+Regen, + Cap)
And I stacked two Tetryon Pulse Generators, and two Photon Detonation Assemblies (+ Weap Dmg) in my TAC Consoles Section
I assume at least the TAC Consoles stack, it would be dumb otherwise, but what about my Field Emitters?
The question is easy to answer now. ALL console stack their full amount. Some stills may be affected by diminishing returns based upon the total skill bonus amount. That's taking into account, you Captain's skills, equipment bonuses, console bonuses, and buffs from abilities. And the curves that Cryptic typically uses are very soft at lower to average levels. The curves only really get steep in the absurdly high total ranges that player don't typically run at. It takes some dedicated builds and stacking buffs to get there.
The only two diminishing return stats that we really know of are Hull Damage Resistance and Accuracy vs Defense in stackship combat. Damage Resistance is a infinite curve approaching 75% which is the absolute hard cap. The curve isn't too bad up to around 60-75 Armor points. But it really starts to flatten out above that range. Accuracy vs Defense has diminishing returns are thes extremes (High Acc vs Low Def or Low Acc vs High Def). In the mid ranges it's a one for one trade off.
I've crunched some numbers pertaining to the field emitter console, and derived a neat little formula.
s = the number of shield points on your shield item for your ship class (the number you see on the tooltip).
f = percentage increased by your field emitter consoles
m = your ship's shield multiplier
X = your total amount of shield points per facing.
(s*f)+(s*m)=X
So, let's take my ship as an example. I have a MACO shield MK XII, three field emitter mk XI blues, on a science ship. The shield is worth 8,790.1 points, the field emitters add 17.5% each. The science ship shield multiplier is 1.3x.
(8,790.1*[.175+.175+.175])+(8,790.1*1.3) = X
(8,790.1*.525)+(8,790.1*1.3) = X
(8,790.1*.525)+(8,790.1*1.3) = X
4,614.8 + 11,427.1 = X (note: 11,427 is exactly the number of shield points I have with no field emitters equipped)
16,041.9 = X (note: 16,042 is exactly the number of shield points I have with three field emitters equipped)
So the field emitters do stack without diminishing returns. It's just that the effect is on your shields without the ship class multiplier.
Personally I wish they go to a system of "only the best bonus of each type applies", or multiply the stacking instead of adding them:
For example: if you start at 100 pts, adding a +50% console would take you to 150, adding a second +50% console would take you to 175.
A + (B x C)
A = base
B = largest bonus %
C = second largest bonus %
etc.
Granted this is just my opinion, but I see too many ships flying around that have huge bonus to X, but then become totally useless to the team when in situation Y.
Sarcastic I.E. "Great, your Battleship can turn on a dime... but you have no armor, crappy shields, and weapons that do less damage than a squirt gun... thanks for the help".
D&D DM/Player since 1982 - all versions except the despised 4e
Personally I wish they go to a system of "only the best bonus of each type applies", or multiply the stacking instead of adding them:
For example: if you start at 100 pts, adding a +50% console would take you to 150, adding a second +50% console would take you to 175.
A + (B x C)
A = base
B = largest bonus %
C = second largest bonus %
etc.
Granted this is just my opinion, but I see too many ships flying around that have huge bonus to X, but then become totally useless to the team when in situation Y.
Sarcastic I.E. "Great, your Battleship can turn on a dime... but you have no armor, crappy shields, and weapons that do less damage than a squirt gun... thanks for the help".
This is multiplicative scaling, and to my knowledge is how only Shield Generators work.
Weapons are Additive scaling
How to prove this:
1. Take our all your Tac Consoles.
2. Write down your DPS
3. Put on a Tac Console
4. Write down your DPS
Do this until you write down the DPS with 4/5 Tac Consoles.
Find the difference between them by percentages of the original. If they're constant you have Additive stacking.
Ok so can someone give me a quick answer for my TACT consoles...
Is it better to have 4 of the same or 2 the same with 2 of the canon power consoles?
As I would like to go extreme and get all XII consoles for my new ship.
Cheers.
Cannon power consoles are most useful if you're using multiple energy types (So, 1 Polaron Cannon, 1 Phaser Cannon, and 1 Tetryon, for example). If you're only using one energy type (and that's really ideal), then the energy type tactical consoles would provide the largest benefit. So, for example, if you were using only Phaser weapons, then the Phaser Relay Tactical Consoles will give you the highest damage boost.
Comments
They do stack but the numbers diminish with each console you stack on.
It is still however, the best way to do the most damage. So everyone stacks tactical consoles.
I use 3 to 4 phaser relays and 1 torp console usually.
yes, they do. Field gens stack 1+1, tactical consoles too.
My mistake then, but from what I read in the forums didn't they nerf that?
Like I said, I don't know the numbers.
http://www.stowiki.org/Damage_resistance
Now you know the numbers.
Am I being logical, or should I go to one phaser console and one quantum console?
That's the math for damage resistance and not for how the consoles multiply through stacking.
Is there a list that shows which consoles stack and which don't?
I know you can just do it yourself and learn from trial and error. (which is what ive been doing)
Field Generators Stack 1+1
Tactical Consoles Stack 1+1
Eng resistence consoles stack 1+0.5+0.25
The rest of the consoles (EPS, RCS, Flow Capacitor, etc) don't know how they stack, but is very easy to find out, but usally there is no reason for stack more than one of those
So they do diminish
Thanks for the info!
http://www.stowiki.org/Console_-_Science_-_Field_Generator
Back in the olden days (I know, I know) each of these things did something specific but now I have no idea what's changing and what's not. If I were to go by the read-out you get when you mouse over the weapons in sector space it looks like dual phaser banks do as much damage as dual heavy cannons and that shouldn't be right at all, should it?
Oh, and another thing...so I saved up 350,000 dilithium so I could get 1200 Cpoints and buy the Sao Paolo tactical escort only to find out that the Sao Paolo isn't a tactical escort in the same way that the Defiant is a tactical escort so the cloaking device doesn't work on the Sao Paolo. Just FYI if anyone else was going to try and have a cloaking Sao Paolo.
Off topic - It does unlock the Sao Paolo skins for the T5 ship, and you can move the quad cannon to the Defiant
BWAHAHAHAHAHAHAHAHA!!!! HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA!!!!!!!!!
*Breathes*
BWAHAHAHAHAHAAAAAAAAHAHAHAAHAHAHAH!!!!
This is a game that forces one to go to a THIRD PARTY WIKI to get most conclusive info, ffs.
But I agree.
Be in space but not sector space. IE Earth orbit for example or a deep space encounter
Hover your cursor over the weapon in the toolbar and that will tell you your actual DPS. Add or remove consoles and you will see how the DPS changes in the hover tooltip.
Its been for ever since Ive had to do it but I think other things aside from weapons are listed in the P menu in the ship stats. I know hull repair is there,
200% +80% = 280
280+80 = 360, etc etc.
No diminishing returns :]
The resistance consoles dont' diminish of themselves. That's the whole point of the formula linked earlier in the thread - they don't need to.
I'm coming late to the party. But Armor consoles stack 1+1. The Diminishing returns is built into the damage resistance formula that Crypt uses. The formula is based upon to total amount of armor points that you have from consoles, traits, skills and buffs on your ship.
And just to prove a point. If End resistance consoles stack 1+ 0.5 + 0.25, how do or the UI determine which consoles is 1, which is 0.5 and which is 0.25, etc.?
What consoles stack? How can I tell? When I apply a console I do not see my ships stats change anywhere. This should be addressed in a future update. When you apply equipment you should see the effect on your stats somewhere.
I have a Escort with photon torps and tetryon cannons and is designed to run with a friend who has a Cruiser that is a torp boat cruiser.
I have stacked two Field Emitters in my OPS Consoles Section (+Shield Settings)
I have one Field Gen, one Shield Emit in my SCI Consoles Section (+Regen, + Cap)
And I stacked two Tetryon Pulse Generators, and two Photon Detonation Assemblies (+ Weap Dmg) in my TAC Consoles Section
I assume at least the TAC Consoles stack, it would be dumb otherwise, but what about my Field Emitters?
The only two diminishing return stats that we really know of are Hull Damage Resistance and Accuracy vs Defense in stackship combat. Damage Resistance is a infinite curve approaching 75% which is the absolute hard cap. The curve isn't too bad up to around 60-75 Armor points. But it really starts to flatten out above that range. Accuracy vs Defense has diminishing returns are thes extremes (High Acc vs Low Def or Low Acc vs High Def). In the mid ranges it's a one for one trade off.
s = the number of shield points on your shield item for your ship class (the number you see on the tooltip).
f = percentage increased by your field emitter consoles
m = your ship's shield multiplier
X = your total amount of shield points per facing.
(s*f)+(s*m)=X
So, let's take my ship as an example. I have a MACO shield MK XII, three field emitter mk XI blues, on a science ship. The shield is worth 8,790.1 points, the field emitters add 17.5% each. The science ship shield multiplier is 1.3x.
(8,790.1*[.175+.175+.175])+(8,790.1*1.3) = X
(8,790.1*.525)+(8,790.1*1.3) = X
(8,790.1*.525)+(8,790.1*1.3) = X
4,614.8 + 11,427.1 = X (note: 11,427 is exactly the number of shield points I have with no field emitters equipped)
16,041.9 = X (note: 16,042 is exactly the number of shield points I have with three field emitters equipped)
So the field emitters do stack without diminishing returns. It's just that the effect is on your shields without the ship class multiplier.
For example: if you start at 100 pts, adding a +50% console would take you to 150, adding a second +50% console would take you to 175.
A + (B x C)
A = base
B = largest bonus %
C = second largest bonus %
etc.
Granted this is just my opinion, but I see too many ships flying around that have huge bonus to X, but then become totally useless to the team when in situation Y.
Sarcastic I.E. "Great, your Battleship can turn on a dime... but you have no armor, crappy shields, and weapons that do less damage than a squirt gun... thanks for the help".
This is multiplicative scaling, and to my knowledge is how only Shield Generators work.
Weapons are Additive scaling
How to prove this:
1. Take our all your Tac Consoles.
2. Write down your DPS
3. Put on a Tac Console
4. Write down your DPS
Do this until you write down the DPS with 4/5 Tac Consoles.
Find the difference between them by percentages of the original. If they're constant you have Additive stacking.
Is it better to have 4 of the same or 2 the same with 2 of the canon power consoles?
As I would like to go extreme and get all XII consoles for my new ship.
Cheers.
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Cannon power consoles are most useful if you're using multiple energy types (So, 1 Polaron Cannon, 1 Phaser Cannon, and 1 Tetryon, for example). If you're only using one energy type (and that's really ideal), then the energy type tactical consoles would provide the largest benefit. So, for example, if you were using only Phaser weapons, then the Phaser Relay Tactical Consoles will give you the highest damage boost.
For calculations on damage output, check this out: http://sto-forum.perfectworld.com/showthread.php?t=438561
To answer your question, 4 Phaser Relay Tactical Consoles are better than 2 Phaser Relays plus 2 Cannon Tactical Consoles.