test content
What is the Arc Client?
Install Arc

What are our real stats?

bridgernbridgern Member Posts: 711 Arc User
Two of the biggest issues I have with STO are that you don't know what your real stats are because of diminishing returns and that your weapons modifiers don't count when you got to check your stats out.

For example:

https://dl.dropboxusercontent.com/u/46248799/Defiant.jpg

All weapons are [ACC]x3, but it only shows me that I have 25% Accuracy, the same with Critical Severity, or Critical hit Chance this is a big design flaw of the game and needs to be addressed.

The second big problem is that you have no idea how a console will benefit your ship, yes you get the tooltip +25% or +25 but in fact you don't know until you have put the console on your ship, thanks to diminishing returns.
The problem here is if it works it is great if not you have wasted Fleet Credits or Dilithium or both.

There are two options:

1.) Allow us to test the consoles for an hour and if we don't like them allows us to sell them to a vendor on our Starbase so we can get our recourses back and the fleet gets the token back.

2.) Make tribble a real test sever where we can really test builds gear and equipment max out the Starbases and their holdings with unlimited tokens.
Bridger.png
Post edited by Unknown User on

Comments

  • tenkaritenkari Member Posts: 2,906 Arc User
    edited July 2013
    the biggest difference in stats comes from when you look at it. if you look at ground stats while in space, they will be off, same with space stats on the ground., sector space has them wrong as well.

    only way to tell the full stats is to check them when on the appropriate type of map.
  • bridgernbridgern Member Posts: 711 Arc User
    edited July 2013
    That is only partially true becuase when I made the screenshot I was in a space and again it does not display my real stats.

    In theory I should have 235% Accuracy but I don't know becuase of diminishing returns and that and my real and full stats are not displayed.
    Bridger.png
  • stostargatewarsstostargatewars Member Posts: 179 Arc User
    edited July 2013
    Any weapon mod will never been show on the character sheet of the ships stat as it only affects the weapon it is on.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2013
    The accuracy displayed, the +25% is your Accuracy. It's independent of weapons. There's not diminishing returns on Accuracy...as far as the bonus number is represented. You have +25% Accuracy. You have an [Acc]x3 weapon. You have +55% Accuracy with that weapon.

    It's not too much of Cryptic for them to ask their playerbase be able to add 25 and 30...the same goes for CrtH and CrtD.

    As for the consoles, well - that's going to depend. Yes, hull damage resistance consoles are subject to diminishing returns. A Tac console is not subject to DR though. Most are not subject to DR. There's definitely a fundamental misunderstanding about where the bonus damage provided by a console comes into play.

    Some of the stuff (the Accuracy thing) is very simple. Some of the stuff (hull damage resistance and shield damage reduction) gets complicated. Some of the stuff (Tac consoles, skills, mark, rarity, weapon power, various abilities, debuffs, drain mechanics, resistances) can get very complicated.

    I'm not sure why you keep saying there are diminishing returns on Accuracy...because that's not the case.

    There are diminishing returns on the difference between Accuracy and Defense...and how that affects To-Hit. But that would be a diminishing return on Defense - not Accuracy. The larger the difference between somebody's Defense and somebody's Accuracy, further increasing that gap results in smaller and smaller changes to the To-Hit. There's a limit in place as you approach a min To-Hit. There's no diminishing returns on Accuracy though. Heck, look at Accuracy overflow for when Acc surpasses Def, eh?

    No, Cryptic is not updating "your" Accuracy to reflect the weapons - why would they? The [Acc]x3 on Weapon #1 doesn't make you more accurate with Weapon #2. Even the Nukara console that gives a +10% Acc to Beam Weapons is not going to boost "your" Accuracy display...because it's only to Beam Weapons. It's not making your Cannons or Torps more accurate.
    bridgern wrote: »
    In theory I should have 235% Accuracy but I don't know becuase of diminishing returns and that and my real and full stats are not displayed.

    Um, see...that's where your problem is. They're Weapon Mods. They're not improving your Accuracy - they're improving your Accuracy with those Weapons.

    Base Accuracy is 100%.
    Accurate gives you +10%.
    9 in Targeting gives you +15%.
    That Bonus Accuracy you see is the +25% from the Trait and Skills.

    You're at 125% Accuracy.

    If you've got a Weapon with [Acc]x3, that doesn't mean you have 155% Accuracy - it means you have 155% Accuracy with that Weapon. With another Weapon, you may have no [Acc] mods - you'll be at 125% Accuracy with it.

    edit: And don't forget that 125% is not your To-Hit. You have to compare it against the target's Defense. As long as your Accuracy is equal to or above the target's Defense, then you'll have a 100% chance To-Hit (as well as potential Accuracy Overflow). If you Accuracy is below their Defense, well - then you're To-Hit is going to vary. Shooting at a standard Escort sporting +80% Defense, you're looking at a 64.5% To-Hit.

    There's a Jedi Counsel post out there somewhere pointing to a podcast where it was discussed a couple of year's ago.

    edit2: Here's the link to the thread: http://sto-forum.perfectworld.com/showthread.php?t=218273

    It has a link to the STOked podcast and even a little spreadsheet you can download from the podcast to work through the math to determine potential To-Hit numbers as well as what can happen with your Accuracy Overflow.
  • tc10btc10b Member Posts: 1,549 Arc User
    edited July 2013
    bridgern wrote: »
    In theory I should have 235% Accuracy but I don't know becuase of diminishing returns and that and my real and full stats are not displayed.

    How do you work out 235% accuracy?

    Accurate trait = +10%
    9 Points in Targeting systems = +15% (Omega Deflector can boost this slightly)
    Acc x 3 weapons = +30%
    Nukara console (assuming only beams) = +10%

    That's nowhere near 235%. Even assuming you had 100% accuracy as base and that the effects are cumulative you're still only talking 165% with each individual weapon.
  • bridgernbridgern Member Posts: 711 Arc User
    edited July 2013
    Ok apparently I completely miss understood the modifier thing but I am sure that everything that is % has diminishing returns.
    Bridger.png
  • stostargatewarsstostargatewars Member Posts: 179 Arc User
    edited July 2013
    bridgern wrote: »
    Ok apparently I completely miss understood the modifier thing but I am sure that everything that is % has diminishing returns.

    about the only thing that has diminishing returns are resist skills/mods.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2013
    bridgern wrote: »
    Ok apparently I completely miss understood the modifier thing but I am sure that everything that is % has diminishing returns.

    Like what?

    Generally speaking, with hull damage resistance - it's when it doesn't have a % and is just a number that diminishing returns kick in. You can read about DR and hull damage resistance at the STO wiki (formerly STOwiki, now STO gamepedia - but still titled the Star Trek Online wiki): http://sto.gamepedia.com/Damage_resistance

    There's a nifty formula they have there.

    Shield damage reduction has a form of diminishing returns in the way that the math is calculation is done...it's not additive. Here's a nifty post by hilbert on the math: http://sto-forum.perfectworld.com/showthread.php?p=7213421#post7213421

    Don't forget the 0.9 part (many folks do, but you have to take into account the bleedthrough portion of the damage as well).

    Tac consoles, Tac abilities - they don't have diminishing returns. They might have unexpected returns because of the way the math works, but that's not diminishing returns. I used to have one of the threads bookmarked where bareel continued the earlier work from other folks...the thing to keep in mind with Tac consoles is that they're boosting the base damage of a TRIBBLE version of the weapon.

    For example:

    +30% Tac console for a Beam Array? Beam Array has 100 damage base. That +30% console is adding 30 damage. Course, that's before Weapon Power is applied and before any Tac abilities are applied after the Weapon Power.

    Wish I still had that bookmarked, but I lost my bookmarks again recently...meh. I'll see if I can hunt it down though...

    edit: Found it. He was actually replying to me on something I was not getting, and he offered a pretty good explanation...on the next page he actually lists the base damages to make it even easier: http://sto-forum.perfectworld.com/showthread.php?p=8519821#post8519821
  • russell1997russell1997 Member Posts: 34 Arc User
    edited July 2013
    bridgern wrote: »
    Two of the biggest issues I have with STO are that you don't know what your real stats are because of diminishing returns and that your weapons modifiers don't count when you got to check your stats out.

    For example:

    https://dl.dropboxusercontent.com/u/46248799/Defiant.jpg

    All weapons are [ACC]x3, but it only shows me that I have 25% Accuracy, the same with Critical Severity, or Critical hit Chance this is a big design flaw of the game and needs to be addressed.

    The second big problem is that you have no idea how a console will benefit your ship, yes you get the tooltip +25% or +25 but in fact you don't know until you have put the console on your ship, thanks to diminishing returns.
    The problem here is if it works it is great if not you have wasted Fleet Credits or Dilithium or both.

    There are two options:

    1.) Allow us to test the consoles for an hour and if we don't like them allows us to sell them to a vendor on our Starbase so we can get our recourses back and the fleet gets the token back.

    2.) Make tribble a real test sever where we can really test builds gear and equipment max out the Starbases and their holdings with unlimited tokens.

    STO Dev team, IMPLEMENT THIS!
  • bridgernbridgern Member Posts: 711 Arc User
    edited July 2013
    Thank you for the links they are very helpful, I think it is bad that those info's are so very well hidden in the forum. Again thank you for completely explaining everything, but I think point two is still valid about testing things.

    As you said you can calculate everything, but I don't want to spend my free time calculating.
    The second big problem is that you have no idea how a console will benefit your ship, yes you get the tooltip +25% or +25 but in fact you don't know until you have put the console on your ship, thanks to diminishing returns.
    The problem here is if it works it is great if not you have wasted Fleet Credits or Dilithium or both.

    There are two options:

    1.) Allow us to test the consoles for an hour and if we don't like them allows us to sell them to a vendor on our Starbase so we can get our recourses back and the fleet gets the token back.

    2.) Make tribble a real test sever where we can really test builds gear and equipment max out the Starbases and their holdings with unlimited tokens.

    Bridger.png
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2013
    bridgern wrote: »
    As you said you can calculate everything, but I don't want to spend my free time calculating.

    Oh, please don't get me wrong - I'm definitely one of the crowd that thinks Cryptic needs to be less cryptic about our stats. Folks shouldn't need all sorts of formulas, spreadsheets, and the like for some of the basic info...no doubt about that.
    bridgern wrote: »
    Thank you for the links they are very helpful, I think it is bad that those info's are so very well hidden in the forum.

    Heh, about the explanation about how Perception and Stealth works then, eh?

    http://sto-forum.perfectworld.com/showthread.php?t=579331

    Post #5 in that thread, Bort begins the explanation of the math.

    That thread? March 8th Tribble patch notes...lol, talk about buried, eh? :o

    But yeah, I'm definitely all in for us having more information - more basic stat information and more basic information about those stats...as well as stickied threads with more detailed information for those that want it.

    Heh, they could start with fixing even the info that's supposed to be showing but doesn't, eh? How about Shield Regen? How many folks have that field blank, eh? Meh, oh well...
  • ahilles7ahilles7 Member Posts: 0 Arc User
    edited July 2013
    I support this.
  • hrci2907hrci2907 Member Posts: 648 Media Corps
    edited July 2013
    bridgern wrote: »
    Two of the biggest issues I have with STO are that you don't know what your real stats are because of diminishing returns and that your weapons modifiers don't count when you got to check your stats out.

    For example:

    https://dl.dropboxusercontent.com/u/46248799/Defiant.jpg

    All weapons are [ACC]x3, but it only shows me that I have 25% Accuracy, the same with Critical Severity, or Critical hit Chance this is a big design flaw of the game and needs to be addressed.

    The second big problem is that you have no idea how a console will benefit your ship, yes you get the tooltip +25% or +25 but in fact you don't know until you have put the console on your ship, thanks to diminishing returns.
    The problem here is if it works it is great if not you have wasted Fleet Credits or Dilithium or both.

    There are two options:

    1.) Allow us to test the consoles for an hour and if we don't like them allows us to sell them to a vendor on our Starbase so we can get our recourses back and the fleet gets the token back.

    2.) Make tribble a real test sever where we can really test builds gear and equipment max out the Starbases and their holdings with unlimited tokens.


    Please implement this, it will save us a ton of time!
    "This is your ultimate STO Youtube channel!"
    https://youtube.com/user/MyBalkanGaming
  • martok73martok73 Member Posts: 11 Arc User
    edited July 2013
    The accuracy displayed, the +25% is your Accuracy. It's independent of weapons. There's not diminishing returns on Accuracy...as far as the bonus number is represented. You have +25% Accuracy. You have an [Acc]x3 weapon. You have +55% Accuracy with that weapon.

    It's not too much of Cryptic for them to ask their playerbase be able to add 25 and 30...the same goes for CrtH and CrtD.

    As for the consoles, well - that's going to depend. Yes, hull damage resistance consoles are subject to diminishing returns. A Tac console is not subject to DR though. Most are not subject to DR. There's definitely a fundamental misunderstanding about where the bonus damage provided by a console comes into play.

    Some of the stuff (the Accuracy thing) is very simple. Some of the stuff (hull damage resistance and shield damage reduction) gets complicated. Some of the stuff (Tac consoles, skills, mark, rarity, weapon power, various abilities, debuffs, drain mechanics, resistances) can get very complicated.

    I'm not sure why you keep saying there are diminishing returns on Accuracy...because that's not the case.

    There are diminishing returns on the difference between Accuracy and Defense...and how that affects To-Hit. But that would be a diminishing return on Defense - not Accuracy. The larger the difference between somebody's Defense and somebody's Accuracy, further increasing that gap results in smaller and smaller changes to the To-Hit. There's a limit in place as you approach a min To-Hit. There's no diminishing returns on Accuracy though. Heck, look at Accuracy overflow for when Acc surpasses Def, eh?

    No, Cryptic is not updating "your" Accuracy to reflect the weapons - why would they? The [Acc]x3 on Weapon #1 doesn't make you more accurate with Weapon #2. Even the Nukara console that gives a +10% Acc to Beam Weapons is not going to boost "your" Accuracy display...because it's only to Beam Weapons. It's not making your Cannons or Torps more accurate.



    Um, see...that's where your problem is. They're Weapon Mods. They're not improving your Accuracy - they're improving your Accuracy with those Weapons.

    Base Accuracy is 100%.
    Accurate gives you +10%.
    9 in Targeting gives you +15%.
    That Bonus Accuracy you see is the +25% from the Trait and Skills.

    You're at 125% Accuracy.

    If you've got a Weapon with [Acc]x3, that doesn't mean you have 155% Accuracy - it means you have 155% Accuracy with that Weapon. With another Weapon, you may have no [Acc] mods - you'll be at 125% Accuracy with it.

    edit: And don't forget that 125% is not your To-Hit. You have to compare it against the target's Defense. As long as your Accuracy is equal to or above the target's Defense, then you'll have a 100% chance To-Hit (as well as potential Accuracy Overflow). If you Accuracy is below their Defense, well - then you're To-Hit is going to vary. Shooting at a standard Escort sporting +80% Defense, you're looking at a 64.5% To-Hit.

    There's a Jedi Counsel post out there somewhere pointing to a podcast where it was discussed a couple of year's ago.

    edit2: Here's the link to the thread: http://sto-forum.perfectworld.com/showthread.php?t=218273

    It has a link to the STOked podcast and even a little spreadsheet you can download from the podcast to work through the math to determine potential To-Hit numbers as well as what can happen with your Accuracy Overflow.



    The link is from 2011, as is the podcast, my question is that information still accurate and up to date seeing as it is now July 2013? Has the way Acc vs Def works remained the same the last 2 yrs or has it changed any? Do all NPC ships fall under the same rule as player ships when it comes to Defense value, movement, etc? In other words, if you are firing at a Borg Cube that's moving slower than a snail is it possible to miss?
Sign In or Register to comment.