test content
What is the Arc Client?
Install Arc

Guest Blog: Skill Planning

pwebranflakespwebranflakes Member Posts: 7,741
edited April 2013 in Galactic News Network [PC]
Attilio, a veteran member of the community and Site Manager of STOAcademy.com, has written a Guest Blog about skill planning.


Link to the blog.
Post edited by pwebranflakes on

Comments

  • mikenight00mikenight00 Member Posts: 101 Arc User
    edited April 2013
    This post has been edited to remove content which violates the Perfect World Entertainment Community Rules and Policies . ~BranFlakes
    [SIGPIC][/SIGPIC]
    Never Forget 5/21
  • burstdragon323burstdragon323 Member Posts: 853 Arc User
    edited April 2013
    Nice blog, very useful, especially to any newer players.

    But where are the LoR blogs? There hasn't been one all week so far.
  • eisenw0lfeisenw0lf Member Posts: 0 Arc User
    edited April 2013
    Yes, more LoR blogs please.
  • thomas12255thomas12255 Member Posts: 0 Arc User
    edited April 2013
    Don't be rude guys the expansion isn't out for over a month, plenty of time for more blogs.
    [SIGPIC]http://stosignatures.ufplanets.com/Thomas45-STO.png[/SIGPIC]

    {UFP}Thomas45 - Thomas Nixon U.S.S. Majesty Unbound
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited April 2013
    It's a great site. The skill planner has come a long way - it's an awesome tool. The speed at which he keeps it up to date - adds features - yes, definitely something to be commended.

    9 in Driver Coils though?

    /picard

    That's 9k SP that can be better spent...anywhere...on any build. Outside of somebody that's leveling, is poor, and hates travel times - something that they'll regret later when they respec out of it...or...outside of somebody that's a Tour ***** - it's probably the worst skill on the list. It definitely needs some love to be competitive in the least with any skill on their - space or any ground career...
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited April 2013
    Atillo's planner's is one of the top player driven resources available to any STO player.

    A completely invaluable tool.


    Also, it should be accompanied by this page which is also an invaluable resource (and also regularly updated).



    Well done Atillo, please keep up the good work. If you ever decide to leap into PvP, please do not put skill ranks in Driver Coils. :P
  • lordhavelocklordhavelock Member Posts: 2,248 Arc User
    edited April 2013
    Nice article Attilio. It's been a while since I used your planner, but I've seen more and more people refer to it, I'll have to check it out.

    You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
  • toivatoiva Member Posts: 3,276 Arc User
    edited April 2013
    This is definitely an area where new players are completely lost (I was too, took me two characters and one respec to get a hang of it).

    So great you made a blog, and great to link the skill planner (nice to just wonder what ship one might get next, and what to do with it).

    Also, good point by USSUltimatum, this skill points effects page has plenty uses.
    TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class.
    Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
    Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.

    Don't make ARC mandatory! Keep it optional only!
  • snakeswar2snakeswar2 Member Posts: 245 Arc User
    edited April 2013
    this is a good blog about skill planning. was hoping they wouldve waitied till monday to reliese it and did a lor blog and have 3 lor blogs up each week like they did last week
  • vesolcvesolc Member Posts: 244 Arc User
    edited April 2013
    It's a great site. The skill planner has come a long way - it's an awesome tool. The speed at which he keeps it up to date - adds features - yes, definitely something to be commended.

    9 in Driver Coils though?

    /picard

    That's 9k SP that can be better spent...anywhere...on any build. Outside of somebody that's leveling, is poor, and hates travel times - something that they'll regret later when they respec out of it...or...outside of somebody that's a Tour ***** - it's probably the worst skill on the list. It definitely needs some love to be competitive in the least with any skill on their - space or any ground career...

    He has written that is his personal chose.:rolleyes:
  • lordmalak1lordmalak1 Member Posts: 4,681 Arc User
    edited April 2013
    Shouldn't this wait till after the skills revamp, since alot of the current info will no longer apply.

    Just sayin...
    :P
    KBF Lord MalaK
    Awoken Dead
    giphy.gif

    Now shaddup about the queues, it's a BUG
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited April 2013
    lordmalak1 wrote: »
    Shouldn't this wait till after the skills revamp, since alot of the current info will no longer apply.

    Just sayin...
    :P


    Do you mean trait revamp?
  • lordmalak1lordmalak1 Member Posts: 4,681 Arc User
    edited April 2013
    Do you mean trait revamp?

    I was sure I read something about a skills revamp in the upcoming season without a name. Oh well, nevermind.
    KBF Lord MalaK
    Awoken Dead
    giphy.gif

    Now shaddup about the queues, it's a BUG
  • noshufflenoshuffle Member Posts: 271 Arc User
    edited April 2013
    Why not integrating the personal doff missions to the skill planner ??? Now you have a bunch of those that are granting you occassionally a critical success with the mention that extra skill points will be added to (for example) shield emitters, energy weapons, hull repair and so on, but in fact, it's not been added at all. This is even told by one of your devs. So go figure, clicking in the hope it will be helpful in raising skills, but left behind like a fool. I would rather see that these personal doff missions, when they have a critical success result, are integrated into the skill planner.
    OK, if I have to stay here for a while, your cieling ... looks idious.:D
  • born2bwild1born2bwild1 Member Posts: 1,329 Arc User
    edited April 2013
    many of my skills are over 100 - so that means I get extra right? The system does not stop counting effects at 99?
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited April 2013
    vesolc wrote: »
    He has written that is his personal chose.:rolleyes:

    If you spent less time rolling your eyes, they might not be so dusty, and you could see how easy it would be for somebody that didn't know better - to take what he said as a recommendation. It's a terrible recommendation for the majority of players.

    Big paragraph on the 'rule'...do you have to follow the 'rule'...no...here's an example.

    Driver Coil?

    http://home.comcast.net/~amicus/Skill%20Point%20Effects.htm

    Look through the list... look at going from 6 to 9.

    Do you see where it might have been possible to give a few examples to the new player, different ideas, and then perhaps add in Driver Coil as a preference (with the reason why and what the opportunity cost is for making that choice instead of spending those points anywhere else)...?
  • lordhavelocklordhavelock Member Posts: 2,248 Arc User
    edited April 2013
    many of my skills are over 100 - so that means I get extra right? The system does not stop counting effects at 99?
    In general, yes. There is no hard cap on the results of skills. However, depending on the skill, the result may be lowered by diminishing effects on the application side, but you do still see added benefit for skills ranking higher than 99.

    You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited April 2013
    many of my skills are over 100 - so that means I get extra right? The system does not stop counting effects at 99?

    Correct. The numbers work out to flat bonus per point. On the ~amicus list, you'll see what appears to be diminishing returns - but keep in mind - that comes from the amount of skill you receive per rank as you increase that rank.

    1-3 is 18 skill per rank
    4-6 is 10 skill per rank
    7-9 is 5 skill per rank

    Going from 7-9 doesn't even provide you the amount of skill you get from going 0-1.

    There's diminishing returns on what each rank/level gives you.

    But you can keep on adding points - some folks that min/max will be at 250+ in a skill.

    Certain skills - which tie into systems with diminishing returns - will experience those. There's DR on hull damage resistance - there's not a DR on damage you're doing to that hull though.
  • captiandata1captiandata1 Member Posts: 0 Arc User
    edited April 2013
    for me space combat is what i enjoy in star trek online the most but because i can only put 300,000 points into space which is about 75% out of a total of 360,000 skill points so i end up putting 66,000 skill point into ground because i have to not that i want to. it would be nice if the skill points could be either more flexible to to 90% of skill points in to space or if the skill points could be unlimited or simply increase skill point to 400,000 to 500,000 skill points to finish current skill points tree?
  • tacofangstacofangs Member Posts: 2,951 Cryptic Developer
    edited April 2013
    As a n00b who never understands his skills, so he just clicks wildly into the air. . . er . . . buttons, thank you from the bottom of my tostada!
    Only YOU can prevent forum fires!
    19843299196_235e44bcf6_o.jpg
  • lordhavelocklordhavelock Member Posts: 2,248 Arc User
    edited April 2013
    for me space combat is what i enjoy in star trek online the most but because i can only put 300,000 points into space which is about 75% out of a total of 360,000 skill points so i end up putting 66,000 skill point into ground because i have to not that i want to. it would be nice if the skill points could be either more flexible to to 90% of skill points in to space or if the skill points could be unlimited or simply increase skill point to 400,000 to 500,000 skill points to finish current skill points tree?
    Heh... Pre-Season 5 we were able to put 100% in to Space (or Ground), but when they revamped the Skill Tree w/F2P (S5), they forced players to at least partially skill in both.

    Cryptic stated that knowing everyone had at least some skill in both Space/Ground, would allow them to build better balanced content. At the time, there were also complaints: People felt Ground combat was too hard (and conversely, Space combat too easy), the lack of Ground spec'ing was blamed. Further, Cryptic didn't want new (F2P) players to ragequit when they hit a wall they couldn't overcome because they weren't properly skilled in that portion of the game.

    Their solution was to force players to put a required percentage of XP into each Ground/Space.

    You're welcome. :P

    I mock, but really I personally never did much mind, because while I mostly spec'd for Space (as I think most players did/do), I would still put a little XP into Ground. So things didn't change much for me. :cool:

    You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
  • vegeta50024vegeta50024 Member Posts: 2,336 Arc User
    edited April 2013
    tacofangs wrote: »
    As a n00b who never understands his skills, so he just clicks wildly into the air. . . er . . . buttons, thank you from the bottom of my tostada!

    Haha, that's supposed to be a joke right Tacofangs? If you were that confused, you could just ask one of your fellow developers for help on skills. After all, they know the most about what will work best since they designed the skills.

    TSC_Signature_Gen_4_-_Vegeta_Small.png
  • paxfederaticapaxfederatica Member Posts: 1,496 Arc User
    edited April 2013
    My skill planning philosophy is fairly simple: 6 levels on all skills that unlock a BOff training ability for my type of captain, and 3 levels on everything else, then add to other useful skills for my ships and playing style, one level at a time until I hit the threshold for the next rank.

    This broad-based approach is because each of my toons will have their own Odyssey cruiser, Vesta sci, Andorian escort and Chimera destroyer in their respective fleets when they make VA, and I don't want my captains to end up completely useless aboard ships that don't match their skill set.
  • wildweasalwildweasal Member Posts: 1,053 Arc User
    edited April 2013
    This post has been edited to remove content which violates the Perfect World Entertainment Community Rules and Policies . ~BranFlakes
    3ondby_zpsikszslyx.jpg
  • mbomber2mbomber2 Member Posts: 0 Arc User
    edited April 2013
    I tried to post on the blog but perhaps i was too long winded. Ill put it here instead. Basically im very thankful to players like Attilio, Hilbert, SpiderMitch, etc... that put such time and effort into the little extras that add to the game as a whole and also to the game people for recognizing their contributions.


    This is one of the most useful and pleasing blogs I have read. There are several excellent contributions to the game from talented, dedicated players but Attilio?s are second to none. His web presence keeps growing in both quantity and quality and helps countless players enjoy STO by simplifying the complex and elucidating the obscure. The skill planer is unparallel and has almost become a part of the game. I am very grateful for the hard work you have put in to this and it is an extremely positive reflection on cryptic that they have highlighted your accomplishment, kudos to you both. Portia popped into my mind as I read the guest blog grateful to the powers that be that they commissioned it. Thrice blest is more applicable in this case as the player community itself benefits most when the game developers put the spot light on such invaluable tools as the skill planner.
    Portia: The quality of mercy is not strain'd, It droppeth as the gentle rain from heaven Upon the place beneath. It is twice blest: It blesseth him that gives and him that takes. The Merchant Of Venice Act, scene 1, 180?187
    [SIGPIC][/SIGPIC]
  • vesolcvesolc Member Posts: 244 Arc User
    edited April 2013
    If you spent less time rolling your eyes, they might not be so dusty, and you could see how easy it would be for somebody that didn't know better - to take what he said as a recommendation. It's a terrible recommendation for the majority of players.

    Big paragraph on the 'rule'...do you have to follow the 'rule'...no...here's an example.

    Driver Coil?

    http://home.comcast.net/~amicus/Skill%20Point%20Effects.htm

    Look through the list... look at going from 6 to 9.

    Do you see where it might have been possible to give a few examples to the new player, different ideas, and then perhaps add in Driver Coil as a preference (with the reason why and what the opportunity cost is for making that choice instead of spending those points anywhere else)...?


    You might be wondering if you need to follow this ?rule? all the time. The answer is ?no.? For example, I like putting 9 points into the Driver Coil skill because I enjoy the extra warp speed boost in sector space that it gives, but that?s just a personal preference. I recommend putting 6 points into the skills you will use first, and then when you?re done you can use the extra points as filler.
  • nicha0nicha0 Member Posts: 1,456 Arc User
    edited April 2013
    Our fleet does a lot of training of members, and I can tell you a few things that most people totally TRIBBLE up in their skills

    1. People don't read what a skill does, if they explode a lot then they will pick the shield performance skill all the way to red to help their shields. Except shield performance affects power levels, not your shields directly. IF you go through most people's skills, you'll see a very common pattern of people putting points into the skills with names of what they do poorly in. Whether or not the skills they spec actually do what they think the name says is another story.

    People don't read.


    2. Most skill charts are very focused. Lots of red, maxed out skills. When you ask people about it, they have not the faintest idea that the red area is only giving them 30% of what the green area does.

    People don't read


    3. Power calculations are tricky, virtually nobody does them, but you can be efficient with skill points if you plan in Warp core potential , efficiency and traits along with Boffs.

    4. Nobody actually examines how they do in battle to see what does what. People over spec into torps when the reality is most people have torpedos doing <10% of their damage, thats a lot of wasted skill points and it isn't bringing you up to 11%. The effects are similar for most science skills as well
    Delirium Tremens
    Completed Starbase, Embassy, Mine, Spire and No Win Scenario
    Nothing to do anymore.
    http://dtfleet.com/
    Visit our Youtube channel
Sign In or Register to comment.