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...
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.
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
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:
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
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.
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)...?
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.
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.
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?
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.
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.
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.
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
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.
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.
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
Comments
But where are the LoR blogs? There hasn't been one all week so far.
{UFP}Thomas45 - Thomas Nixon U.S.S. Majesty Unbound
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...
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
You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
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.
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!
He has written that is his personal chose.:rolleyes:
Just sayin...
:P
Awoken Dead
Now shaddup about the queues, it's a BUG
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.
Awoken Dead
Now shaddup about the queues, it's a BUG
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 can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
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.
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.
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.
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.
My Foundry missions | My STO Wiki page | My Twitter home page
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
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.
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
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