Aux also is 50% of the subsystem targetting abilities.
The boxes that are highlighted when you select subsystem beam attack highlight beam weapons and sensors. All sensor abilities in the game are boosted by aux power.
Ive tested this on my science ship and the success rate of the native attack to completely bring down a system is greatly increased whe. Both your aux and wep power are at high levels.
That is definitely not reflected in the tooltip if it is true.
If someone wants to run a statistical analysis and get back to me on that, I'll put it in, but otherwise I have no way to confirm if that is true or not. As far as the tooltip tells us, it is a fixed chance that scales with rank, 20% at rank 1, 30% for rank 2, and 40% for rank 3 versions.
Hat's off to you Foxrocks. This will need some twesking when the newer skill tress is out.:)
Very little has actually changed, with respect to aux power. The only thing of note, that I'm aware of, is that tractor beam repulsor damage no longer scales with aux, so I downgraded it to yellow.
It may be helpful to remind others that repulsor damage doesn't care about aux. The repel and damage often work contradictory to each other: I put power to aux when when I want to fling someone, I drain it low as possible when I want to actually kill something like a fleeing escort, as the repel actually lowers dps greatly.
It may be helpful to remind others that repulsor damage doesn't care about aux. The repel and damage often work contradictory to each other: I put power to aux when when I want to fling someone, I drain it low as possible when I want to actually kill something like a fleeing escort, as the repel actually lowers dps greatly.
Thanks for pointing that out. It was changed with season 5, and I apparently did not change it here. More detailed information on the powers I put in my other thread though.
I can't understate how important this sticky is for Fed PvP'ers. This is of huge importance for the ones that decide to stick with cruisers in Fed PvP. I understand how many want traditional cruisers when playing as the Feds. But Aux Power means sooooo much for their durability in PvP. PvPing both sides as Fed & KDF, it's highly distressing to see Fed cruisers get zapped in seconds. I understand if you're outrageously outnumbered, but getting destroyed in less than 5 seconds against even less than a handful players should never happen when using sturdy Fed cruisers.
Polarize Hull - Sci ability. Not a heal but strong all damage resist, as well as tractor immunity. You don't even need PH3 to make it really effective, but this is a very nice defensive boost when you feel you're about to get hit really hard. You don't even need to sink XP/points to make it strong. Just more Aux Power.
Aux Power to Structural Integrity Field (ASIF) - IMO, one of the best heal / defense abilities you can get in the game. It repairs your hull and gives a strong all damage resist. Something to keep in mind that multiple copies of ASIF is useless, since they share the exact same cooldown. All you need is the best you can get for ASIF and have a single copy.
The above 2 are my favorite for defense. There's more out there to help in your resists and such, not to mention what Aux Power will do for Sci defenses like Transfer Shield Strength. Hazard Emitters, a Sci ability, has a small hull repair HOT and resist bonus as well. There's others out there, but Aux Power will help in so many ways to Cruisers.
On a related note, you can still throw in a copy of Extend Shields to boost the defenses of a closeby ally who's getting battered. One of the things you will notice if you are tough to take down is that you will get ignored for easier targets. But throw Extend Shields to a nearby ally and now you're presenting problems to the opposition. And Ext.Shields will not conflict in cooldowns with stuff like Polarize Hull and ASIF.
But again, if you're a Fed Cruiser and not strong in Aux Power with the appropriate Eng/Sci abilities, you are weakening yourself badly.
A Fed tactical or assault cruiser should be a stalwart in battle. There's little nuances between the two, but they both can be built to last. Even more so if you're an Engineer captain. Any Federation cruiser can be a tough nut to crack without alot of concentrated effort. And their presence should boost the survival of nearby allies.
NPCs are very hard to get good test results from. They have an odd aggro mechanism that makes figuring out when they actually detected you very difficult. They also aren't something people really care much about cloaking range for.
NPCs are easy to tell when they detect you. If you have them selected, all you have to do is wait until you see them as having you as their target. You can see what they have as their target if you have them selected.
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
Could someone please tell me, what happens to your powers if you have aux running at ca. 40%? (typical for, say, an Escort). Does a skill like TSS degrade witth 60% as a result too? Or how does that work exactly?
Why does this obsolete thread exist (aside myself being bored enough to ask that)?
So, is this person saying that as of 12/27/12, the information listed for what aux power does is not accurate? I'm trying to figure out why the this is obsolete. Don't want to try to read up on this if it isn't going to help.
Aux. power doesn't help with damage from the ships however, it's supposed increase the likelihood that you get more powerful ships such as the Galaxy Dreadnaught etc.
since it hasn't been mentioned since we now have the tier 4 nukara rep ability "auxiliary power configuration"
the greater your power cap the more you get a bonus to defense or offense. I choose the defense option and with my engineering fleet ability I get a bonus 10 percent damage resistance with the already existing resistance inherent in this ability. so the higher your warp core potential the more bonus you get. I've noticed that eps power transfer doesn't give you a bonus so it goes with your actual power cap.
I thought Aux improved abilities like Eject Warp Plasma and the Aceton power too. Forgive me, but I am very new to the game (couple of days) and I'm having trouble figuring stuff out.
Comments
That is definitely not reflected in the tooltip if it is true.
If someone wants to run a statistical analysis and get back to me on that, I'll put it in, but otherwise I have no way to confirm if that is true or not. As far as the tooltip tells us, it is a fixed chance that scales with rank, 20% at rank 1, 30% for rank 2, and 40% for rank 3 versions.
Very little has actually changed, with respect to aux power. The only thing of note, that I'm aware of, is that tractor beam repulsor damage no longer scales with aux, so I downgraded it to yellow.
Thanks for pointing that out. It was changed with season 5, and I apparently did not change it here. More detailed information on the powers I put in my other thread though.
Polarize Hull - Sci ability. Not a heal but strong all damage resist, as well as tractor immunity. You don't even need PH3 to make it really effective, but this is a very nice defensive boost when you feel you're about to get hit really hard. You don't even need to sink XP/points to make it strong. Just more Aux Power.
Aux Power to Structural Integrity Field (ASIF) - IMO, one of the best heal / defense abilities you can get in the game. It repairs your hull and gives a strong all damage resist. Something to keep in mind that multiple copies of ASIF is useless, since they share the exact same cooldown. All you need is the best you can get for ASIF and have a single copy.
The above 2 are my favorite for defense. There's more out there to help in your resists and such, not to mention what Aux Power will do for Sci defenses like Transfer Shield Strength. Hazard Emitters, a Sci ability, has a small hull repair HOT and resist bonus as well. There's others out there, but Aux Power will help in so many ways to Cruisers.
On a related note, you can still throw in a copy of Extend Shields to boost the defenses of a closeby ally who's getting battered. One of the things you will notice if you are tough to take down is that you will get ignored for easier targets. But throw Extend Shields to a nearby ally and now you're presenting problems to the opposition. And Ext.Shields will not conflict in cooldowns with stuff like Polarize Hull and ASIF.
But again, if you're a Fed Cruiser and not strong in Aux Power with the appropriate Eng/Sci abilities, you are weakening yourself badly.
A Fed tactical or assault cruiser should be a stalwart in battle. There's little nuances between the two, but they both can be built to last. Even more so if you're an Engineer captain. Any Federation cruiser can be a tough nut to crack without alot of concentrated effort. And their presence should boost the survival of nearby allies.
"Scotty!!!... I need more Aux Power!" :cool:
500 years in the future and we still look like schmucks when getting our ID photos taken...
NPCs are easy to tell when they detect you. If you have them selected, all you have to do is wait until you see them as having you as their target. You can see what they have as their target if you have them selected.
Been playing STO since Open Beta, and have never regarded anything as worse than 'meh', if only due to personal standards.
Thanks.
So, is this person saying that as of 12/27/12, the information listed for what aux power does is not accurate? I'm trying to figure out why the this is obsolete. Don't want to try to read up on this if it isn't going to help.
thanks for any replies
the greater your power cap the more you get a bonus to defense or offense. I choose the defense option and with my engineering fleet ability I get a bonus 10 percent damage resistance with the already existing resistance inherent in this ability. so the higher your warp core potential the more bonus you get. I've noticed that eps power transfer doesn't give you a bonus so it goes with your actual power cap.