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The Tactical Console Mystery

peevil31peevil31 Member Posts: 0 Arc User
This post is outdated. Thanks to all the informative comments I've since changed my views. Thank you all for taking the time to respond.
Post edited by peevil31 on
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  • futurepastnowfuturepastnow Member Posts: 3,660 Arc User
    edited July 2013
    There are no diminishing returns on tactical consoles. They all apply a flat number bonus based on the base damage of the weapon. They've always worked that way. There's no mystery, no conspiracy, and no reason to get upset.
  • asardetemplariasardetemplari Member Posts: 447 Arc User
    edited July 2013
    On my Fleet Tactical Escort Retrofit, I have 3 Phaser Relays, 1 Prefire Chamber and the Cloaking Device, and it feels better than 5 phaser relays.
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  • saxfiresaxfire Member Posts: 558 Arc User
    edited July 2013
    There are no diminishing returns on tactical consoles. They all apply a flat number bonus based on the base damage of the weapon. They've always worked that way. There's no mystery, no conspiracy, and no reason to get upset.

    Do you happen to know if the bonus dmg tactical consoles give is boosted by damage boosts such as weapon power, apa, apo, tf, gdf, gamma, or skills, eptw etc. i know this would be easy to test but.. the server is down :)
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  • peevil31peevil31 Member Posts: 0 Arc User
    edited July 2013
    There are no diminishing returns on tactical consoles. They all apply a flat number bonus based on the base damage of the weapon. They've always worked that way. There's no mystery, no conspiracy, and no reason to get upset.

    Clearly I'm missing some vital piece of information. According to all the forum reading research I've done, there is, in fact a diminish.

    What source are you quoting? Where did you get this information? A link perhaps, with irrefutable, easy to digest explanation/definition?
  • stonedpenguinstonedpenguin Member Posts: 57
    edited July 2013
    The are diminishing returns. You can see that by equiping in space, my 5th consoles only gives me 100dps. a prefire instead of the 5th gives 80dps.
  • jadensecurajadensecura Member Posts: 660 Arc User
    edited July 2013
    peevil31 wrote: »
    Clearly I'm missing some vital piece of information. According to all the forum reading research I've done, there is, in fact a diminish.

    What source are you quoting? Where did you get this information? A link perhaps, with irrefutable, easy to digest explanation/definition?

    I've tested it myself, each identical console does indeed give the same bonus to damage, with no diminishing returns. Now, because it is the same bonus for each one, each additional one gives a smaller percentage boost to your total damage, which may be where you're getting confused. That is, say your weapons are 800 DPS without tac consoles, and each console adds 50 DPS (those aren't accurate numbers, just an illustration of how it works), that means that the first one is giving a 50/800=6.25% boost, the second is a 50/850=5.88% boost, the third is a 50/900=5.56% boost, etc. There is an actual formula for this stuff out there somewhere, but I don't know what it is.
  • ga1enga1en Member Posts: 1 Arc User
    edited July 2013
    100 dps is better than 80 dps. Why would you go with the weaker prefire instead of the stronger 5th console. in any case go to space (not sector space). look at the weapon tooltip. add 1 console. check numbers. add second console. check numbers. you will find that they give the same boost. keep adding consoles. they will all have the same boost.

    my source? i went out and started adding consoles in space to see what the boosts were.
  • peevil31peevil31 Member Posts: 0 Arc User
    edited July 2013
    I've tested it myself, each identical console does indeed give the same bonus to damage, with no diminishing returns. Now, because it is the same bonus for each one, each additional one gives a smaller percentage boost to your total damage, which may be where you're getting confused. That is, say your weapons are 800 DPS without tac consoles, and each console adds 50 DPS (those aren't accurate numbers, just an illustration of how it works), that means that the first one is giving a 50/800=6.25% boost, the second is a 50/850=5.88% boost, the third is a 50/900=5.56% boost, etc. There is an actual formula for this stuff out there somewhere, but I don't know what it is.

    I think you and perhaps a lot of other people are missing my point. My console reads, in the description, 'Increases Antiproton damage by 26%'. In what universe, under what non-newtonian laws does that make sense or even approach reality in?

    Copied from your text above: "(those aren't accurate numbers, just an illustration of how it works)". The parenthesis'd waver of any factual representation also leads me to believe you're just quoting some other person's intelligent seeming post and not, as you said "tested it".

    Then again, I've been wrong about more important things. Either way it's a TRIBBLE shoot way to have things represented on Cryptic's developers part. No?
  • ga1enga1en Member Posts: 1 Arc User
    edited July 2013
    I've tested it myself, each identical console does indeed give the same bonus to damage, with no diminishing returns. Now, because it is the same bonus for each one, each additional one gives a smaller percentage boost to your total damage, which may be where you're getting confused. That is, say your weapons are 800 DPS without tac consoles, and each console adds 50 DPS (those aren't accurate numbers, just an illustration of how it works), that means that the first one is giving a 50/800=6.25% boost, the second is a 50/850=5.88% boost, the third is a 50/900=5.56% boost, etc. There is an actual formula for this stuff out there somewhere, but I don't know what it is.

    sigh and this is where i wonder at why people insist on complexity instead of simplicity. the formula is very simple. boost = console percent * base damage. for multiple boost consoles it's still the same. say 4 consoles.

    [console percent * base damage] + [console percent * base damage] + [console percent * base damage] +[console percent * base damage] + base damage = final damage number.

    with your example its : [50] + [50] + [50] + [50] + 800 = 1000 final damage number

    as for powers/skills they modify the base damage which is why a ship with more tac slots is always better than a ship with less.

    how do i know this? get a torpedo. add one console. check the number. activate high yield. check number. add second console. check number. activate high yield.
    you will see that the final number will be higher than it should if it just modifies the final damage number. the maths is a bit convoluted but the final numbers only work if the high yield skill is modifying the base number. then the consoles boosts are added based on that modified base number.

    ps the descriptors on the various consoles are false. they used to be true long ago pre free to play but not anymore.
  • canisanubiscanisanubis Member Posts: 187 Arc User
    edited July 2013
    The formula for the effect of skill and consoles is perfectly straightforward. To understand how it works, realize this: All skills, consoles and set bonuses are a percentage adder to the BASE damage of your weapon. The mark bonuses are added to that base. So that Mark XII purple tactical console adds the exact same amount of damage to a Mark I weapon that it does to a Mark XII Elite Fleet Weapon.

    Mk 0 damage * (skills + consoles + set bonuses / 100) + Mk bonus damage

    That figure is your base weapon damage, which is then multiplied by double your current weapon power (for energy weapons. Projectiles are unaffected by weapon power).
  • peevil31peevil31 Member Posts: 0 Arc User
    edited July 2013
    ga1en wrote: »

    how do i know this? get a torpedo. add one console. check the number. activate high yield. check number. add second console. check number. activate high yield.
    you will see that the final number will be higher than it should if it just modifies the final damage number. the maths is a bit convoluted but the final numbers only work if the high yield skill is modifying the base number. then the consoles boosts are added based on that modified base number.

    Insert Sarcasm: No console then add console, take tally. There's no way Crytpic's in-game depiction of DPS change could be completely untrue.

    Without a "punching bag" scenario. We will never know for sure. STO, when compared to other MMOs is ridiculously hard to accurately parse.

    How come, in almost all the threads relating to this subject, there are a multitude of people who state that NOT having max number allowed of Energy-Specific consoles 'seems' better to them? You've clearly stated that this is not the case.

    Could it be that the 'hover over DPS' value is about as viable as saying, "Star Trek Online is glitch free!"?
  • mrtsheadmrtshead Member Posts: 487 Arc User
    edited July 2013
    peevil31 wrote: »
    Insert Sarcasm: No console then add console, take tally. There's no way Crytpic's in-game depiction of DPS change could be completely untrue.

    Without a "punching bag" scenario. We will never know for sure. STO, when compared to other MMOs is ridiculously hard to accurately parse.

    How come, in almost all the threads relating to this subject, there are a multitude of people who state that NOT having max number allowed of Energy-Specific consoles 'seems' better to them? You've clearly stated that this is not the case.

    Could it be that the 'hover over DPS' value is about as viable as saying, "Star Trek Online is glitch free!"?

    There is a punching bag scenario - just go to Infected the conduit with some like-minded testers, clear the first cube and spheres, then have the tester sit under the gate and fire up into it while it continually heals. If you are positioned right, you can be below the gate, something like 1.5 k away, and still not be shot in return, so you can just sit and plink away.


    I admire your zest for actual testing - I strongly suspect, however, that you will find that consoles work as has been explained (linear modifiers to base damage), as that has always appeared to be the case to me. More testing never hurt, though.
  • nicha0nicha0 Member Posts: 1,456 Arc User
    edited July 2013
    This is very easy to test, and its been done enough times, we know the answer already. If you believe anyone that "feels" something that is statistically worse than something else you are going to get nowhere ever.
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  • arctcwolfarctcwolf Member Posts: 242 Arc User
    edited July 2013
    Hypothetical...what if we assume the energy damage modifier and weapon type damage modifiers are not the same?

    what if instead of stacking 30% and 20% equal 50%...we get a multiplier...30% and then the total boosted another 20%?

    examples...4x 30% energy consoles stack up to 120% added damage, or 220% total

    3x energy with a multiplied 30% would be 190% for the base energy...then with an additional 20% on top...creating 228%...a gain of 8%

    2x energy would be 160%...then with 2x weapon damage at 40%...224%...so diminishing returns

    now lets see 5 tac slots...

    5x 30% is 150%...so 250% before starship power lvls mods

    4x 30% is 220% then multiplied by 20%...264%

    3x 30% is 190% then multiplied by 40%...266%

    past that...you get diminishing returns...

    and again, this is ASSUMING that a disruptor coil works on a separate modifier than a prefire console...
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2013
    peevil31 wrote: »
    After reading about 10 threads on the subject and trying to wrap my head around all the numbers being thrown around, I've come to this conclusion:

    -No one knows, exactly, how the energy specific tactical consoles work. Period.-

    /sigh
    bareel wrote: »
    It goes off of DPV. I will use beam arrays as an example because they are easy to work with.

    *Please note this is mostly from memory so exact values may be off
    *edit addon, base is the value of a Mk 0 item which simply does not exist*

    Base DPV of beam array = 100

    These are added to that calculated as a % of it, all are additive.
    - Consoles as listed
    - Skill bonus .5
    - Mark bonus .1
    - Rarity bonus .025 per
    - Dmg bonus .05 per

    So let us say we have skill maxed (99.9 btw) mk 12 ultra rare 3 dmg mod beam array with say +50% from consoles cause that is easy math.

    100 (base)
    +49.5 (Skill (.999 *.5) * 100)
    +120 (Mark 1.2 * 100)
    +10 (Rarity)
    +15 (Dmg Mod)
    +50 (Console Mod)
    344.5 Base DPV

    That then gets multiplied by any multipliers. Let us say we have 100 weapon power (+100% damage) and an APA at 50%

    344.5 (Base DPV)
    * 2 (Power Mod)
    * 1.5 (APA Mod)
    1033.5 DPV for that beam

    Now to get DPS it is simple, the beam array fires 4 times over a 5 second cycle.

    1033.5 * (4/5) = 826.8

    And yes that is how it does the math even in that order of operations. Special thanks to Queue who did most of the discovery.

    Bareel has posted that in multiple threads. I've reposted it in multiple threads while giving examples of certain things.

    If anything, I'm usually posting about them in regard to how folks buying VR Mk XIIs are usually getting ripped off...lol.

    Yeah, it would be nifty if somebody could write something up that was pretty - but I've no idea how you could go 10 hours without finding something.

    Say I go over to the Search. I type in: tac console energy damage

    What's the first post on the second page?
    While it has limited use outside of PvP or perhaps as part of a decloak alpha where you're looking to get some more damage - you can actually have a little fun with a pair of torp abilities since you're cloaked. Which you may know already, but others reading may not.

    Pop Tx. The length of Tx's buff is longer (twice as long) as the triggered CD caused by Tx on Ty. Pop Ty. But you don't fire your torps yet. You wait until Tx's buff has almost worn off (which will be near the same time that the triggered CD on Tx caused by Ty will wear off). Leave yourself that second or so for the activation on the torps. You fire the torps. You get Tx on the first and Ty on the second...and...Tx is ready again. Tx + Ty + Tx - tada!

    Definitely easier to pull off while cloaked, imho - since you don't have any distractions of something firing at you.



    With the +45% Accuracy those particular beams would have with the Nukara console, you'd be looking at the following dependent on the target's +Def (given that folks don't really need Acc for PvE in general, have to figure that +Def is going to be low - so I'll just give numbers between 0 to 45 - every 15 or so to keep it short):

    vs. +0 Def: 100% To-Hit, +3.9% CrtH & +15.5% CrtD
    vs. +15 Def: 100% To-Hit, +2.8% CrtH & +11.5% CrtD
    vs. +30 Def: 100% To-Hit, +1.6% CrtH & +6.5% CrtD
    vs. +45 Def: 100% To-Hit, No Accuracy Overflow

    At +35% Accuracy instead:

    vs. +0 Def: 100% To-Hit, +3.2% CrtH & +12.96% CrtD
    vs. +15 Def: 100% To-Hit, +2.1% CrtH & +8.3% CrtD
    vs. +30 Def: 100% To-Hit, +0.6% CrtH & +2.4% CrtD
    vs. +45 Def: 90.1% To-Hit

    As an aside, that +45 Def is interesting - because that's the amount of +Def a target has if it is moving at 24 impulse or faster. One covers the pesky EPtE and the other likely doesn't. But that's an aside.

    Before continuing, let's take a look at what the damage of one of those arrays would be, eh?

    Base = 100 (100 is the DPV of a TRIBBLE/Mk 0 Beam Array)
    + (100 * (1.299 * 0.5)) = 164.95 (Weapon Training - 9 Skill Levels +30 from the Omega Weapon Training passive)
    + (100 * (0.999 * 0.5)) = 214.9 (Energy Weapons - 9 Skill Levels)
    + (100 * 1.2) = 334.9 (Mark XII)
    + (100 * (4 * 0.025)) = 344.9 (Very Rare)
    * (1 + ((125-50) * 0.02))) = 862.25 (@125 Weapon Power)

    So let's see what that would be with 4x VR Mk XII Infusers and with 3x...

    w/4x
    Base = 100 (100 is the DPV of a TRIBBLE/Mk 0 Beam Array)
    + (100 * (1.299 * 0.5)) = 164.95 (Weapon Training - 9 Skill Levels +30 from the Omega Weapon Training passive)
    + (100 * (0.999 * 0.5)) = 214.9 (Energy Weapons - 9 Skill Levels)
    + (100 * 1.2) = 334.9 (Mark XII)
    + (4 * (100 * 0.30)) = 454.9 (4x VR Mk XII Infusers)
    + (100 * (4 * 0.025)) = 464.9 (Very Rare)
    * (1 + ((125-50) * 0.02))) = 1162.25 (@125 Weapon Power)

    w/3x
    Base = 100 (100 is the DPV of a TRIBBLE/Mk 0 Beam Array)
    + (100 * (1.299 * 0.5)) = 164.95 (Weapon Training - 9 Skill Levels +30 from the Omega Weapon Training passive)
    + (100 * (0.999 * 0.5)) = 214.9 (Energy Weapons - 9 Skill Levels)
    + (100 * 1.2) = 334.9 (Mark XII)
    + (3 * (100 * 0.30)) = 424.9 (3x VR Mk XII Infusers)
    + (100 * (4 * 0.025)) = 434.9 (Very Rare)
    * (1 + ((125-50) * 0.02))) = 1087.25 (@125 Weapon Power)

    So before any abilities/buffs/debuffs, the additional +30% console is providing ~+6.9% DPV/DPS.

    Okay then, against a non-moving target (there are a few out there) - what would be the difference in damage provided just by the +CrtD from the Accuracy Overflow?

    4x: 1162.25 non-crit, 1894 crit (base 50% +12.96% from the Accuracy Overflow)
    3x: 1087.25 non-crit, 1799.4 crit (base 50% +15.5% from the Accuracy Overflow)

    But wait, that's still ~+5.3% more damage from the 4x over the 3x.

    Cause that's not the whole picture. Let's add up all the +CrtD and +CrtH we've got going on, eh?

    4x no Tachyo
    CrtH (+18.51%)
    +2.5% Base
    +3.2% Accuracy Overflow
    +1.09% Energy Weapon Specialization
    +3.0% Precision (New Rom Rep)
    +0.92% Borg Console
    +1.8% 0Point Console
    +4.0% (2x Sup Op)
    +2.0% ([CrtH] mod on the array)

    CrtD (+95.76%)
    +50% Base
    +12.96% Accuracy Overflow
    +13.6% Energy Weapon Specialization
    +9.2% Borg Console
    +10.0% (2x Sup Op)


    3x Tachyo/Nukara
    CrtH (+19.97%)
    +2.5% Base
    +3.9% Accuracy Overflow
    +1.09% Energy Weapon Specialization
    +3.0% Precision (New Rom Rep)
    +0.92% Borg Console
    +1.8% 0Point Console
    +4.0% (2x Sup Op)
    +2.0% ([CrtH] mod on the array)
    +0.76% Tachyo Console

    CrtD (+105.9%)
    +50% Base
    +15.5% Accuracy Overflow
    +13.6% Energy Weapon Specialization
    +9.2% Borg Console
    +10.0% (2x Sup Op)
    +7.6% Tachyo Console

    So all that for a +1.46% CrtH and +10.14% CrtD?

    The damage would be...

    4x Crit: 2275.2
    3x Crit: 2238.7

    The 4x is still ~+1.6% better and you've done all this math? Are you crazy? Heh, a little flaky perhaps - but I'm not actually talking to myself there - I'm talking to myself on behalf of anybody reading this who might be asking, "Are you crazy?"

    Hey, I took a +30% console that was giving +6.9% and reduced it to +1.6%...I think that's pretty good so far. ;)

    Besides, that's ignoring that it has a +1.46% better chance to crit.

    4x non-Crit: 1162.3
    3x Crit: 2238.7

    That gives the 3x +92.6% the damage of the 4x...er...if that +1.46% ever comes into play.

    But that's against a stationary target - that's biased/haxmath!

    Okay, so let's go with a moving target - a target moving at 24 impulse or more, eh? That takes us back to the +6.9%...VD, you're losing us here (speaking for you - I don't hear voices). Yep, that takes us back to the +6.9%...but don't forget, the 4x only has 90.1% chance to hit while the 3x has a 100% chance to hit. That 9.9% chance to miss means 0 damage on the missed shot.

    So all of this was just to point out the potential gamble of going with the Nukara 3x doing more damage than the 4x Tac? Gambling on a +1.46% CrtH and a possible To-Hit that may or may not ever come into play as long as the target never has more than +35% Defense?

    Like I said...different things for different folks. If there's no concern about the target's defense being over +35 and +1.46% is too small of a bonus to CrtH....well then, I'd have to agree with not going with the Nukara console over a 4th Tac console - based solely on the above, mind you.

    Don't forget what else I changed and the overall build design goals. That +5 Shield Power - means that +5 Subsystem Power can be applied elsewhere. The goal being to have all four Subsystems over 75 all the time for the +13.3% All Damage boost from the [AMP] mod on the EF Core. There's also wanting to boost Aux outside of that, just for the little additional damage that it would provide for the Aux Power Config - Offense passive from the Nukara Rep.

    Yeah, if that +5 Shield resulted in +5 being pumped to Aux, that would mean +1 added to Weapon Training, Energy Weapons, and Projectile Weapons. @125 Weapon Power...that would mean...? Would mean? +2.5 damage... /cough Really? Yep, 0.5 damage from Weapon Training and 0.5 damage from Energy Weapons....1 damage, *2.5 from Weapon Power for +2.5 damage per volley (only +2 DPS). Laugh if you will, but that drops it from +6.9% to +6.7% - muahahahaha!

    Yeah, I'm not going to rework any of the other math to include the +13.3%, the +2.5 damage, etc, etc, etc.

    Again, it was just to show how different folks might look at it - without one necessarily being crazy...just more of a risk taker with regard to Crits and less of a risk taker with regard to To-Hits.



    My bad if it wasn't clear - wasn't a case of saying there wasn't a need on your build - was a case of saying there wasn't a need on the build I threw together there.



    While I pushed for the change to Infusers (and pushed for them to reverse the similar change they were going to do for the Rom Sci [Pla]) - I got nowhere with the 2pc Rom Harness bonus. So yeah, there's the "rainbow" effect going on with mixing energy/projectile.

    Also, there's been reports/chatter regarding several bugs involving TS/THY. Such as...

    TS never misses.
    THY can miss - unless it's a targetable, because targetables never miss either.

    Fun stuff...fun stuff.

    I do run the Omega as well as the Hyper along with the KCB, Experimental, and 4x Rom Arrays on my Eng's Chel Grett - but again, he's got 8 weapon slots instead of 7. Could definitely see if somebody didn't think the 3pc "near" invulnerability's proc rate justified it and simply went with another Rom Array. I've been doing that on another boat, where I've been trying to decide on that 3pc proc or another Tet array. I've had some close calls without the 3pc when dancing with the cube and gate at the same time - usually a case of remembering to save Nimbus for those instances.

    Speaking of having both the Omega and Hyper on my alt build...



    Since it's mainly a beam boat - thus mainly a broadside boat - the ability to flip fore/aft 90 arcs faster for the two torps can be helpful. It's a constant zig-zag thing...sometimes a duck and weave thing - a general positioning thing.

    Again, so much of it all - something I kept trying to reiterate - was how it's different things for different folks. Wasn't a case of saying your build was bad - here's a better one - or anything like that in the least...

    I'm a wheeeeee pilot that likes to be missed, likes not to miss, and likes to crit - and generally likes an overall balanced vessel. I'm never going to try to get into the 20k Club with any build that I'd fly - that's just not my thing.

    Heck, what I remember from my last parse wasn't the damage (outside of being the highest DPS - but that was complete /facepalm, there's no way that Tet JHEC should have been) - but the stats that I remember were that I took twice the base damage of anybody else while only taking ~19% of that damage as actual damage and the Borg averaging a 24.6% miss rate.

    Yep, it allows me to fly around going wheeeeee - which would be reflected in the alt build I offered there.

    Admittedly, that build was a little different than what I would fly - it was more of a "sharing" build - which I tend not to do much of, ahem. Yep, generally speaking I'd go with the 4th Tac Console, drop the two Rom Sci consoles, slot the Nukara, and add a rare Mk XI Field Gen. I'd wheeeee just as much - but others might not have as much fun, ahem.

    That was 5 days ago...
  • wilbor2wilbor2 Member Posts: 1,684 Arc User
    edited July 2013
    i believe there only add to your base dmg not to each others mod e,g so if you add 1 console that adds 50 dmg the 2nd console adds 50 the 3rd ads 50 n so on
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  • vesterengvestereng Member Posts: 2,252 Arc User
    edited July 2013
    Way I see it is some of the sets give bonus to energy types so that's basically it.

    As far as testing it shouldn't be harder than 1 vs 1 and swap consoles around
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2013
    wilbor2 wrote: »
    i believe there only add to your base dmg not to each others mod e,g so if you add 1 console that adds 50 dmg the 2nd console adds 50 the 3rd ads 50 n so on

    Yep, if you've got a +30% console and are running beams - each console adds 30 damage before weapon power (which comes before buffs/abilities/etc). If you're sporting DHCs, each +30% console adds 52.2 damage before weapon power/etc.

    Bareel posted the following to make it easier for folks to do it quickly:
    bareel wrote: »
    Base DPV of weapons
    BA: 100
    DBB: 130
    DHC: 174
    DC: 87
    Cannon: 67
    Turret: 45

    That base DPV is of a TRIBBLE/Mk 0 weapon - since the rarity and Mk contribute to the formula as well.

    They're not boosting the base damage shown in the tooltip when hovering over a weapon - that number is already boosted.
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited July 2013
    peevil31 wrote: »
    I've just spent the better part of 2 hours trying to figure out how the 'energy specific' tactical consoles ... work.

    I was looking for a simplified, mathematically relevant description to illustrate exactly how the whole "Diminishing Returns" concept affects me and my 5 Tactical Slot Kumari. After reading the forums I noticed something. This involves a LOT of math. So much so, in fact, that it reads more like a mathematical thesis than an involved discussion.

    I also noticed that there is no sticky thread demystifying these consoles. That in and of itself struck me as the most odd. DPS is, sadly, the most discussed aspect of Star Trek Online and to not have a thread devoted to it's prime equipment modifier seemed almost a mistake.

    At first.

    After reading about 10 threads on the subject and trying to wrap my head around all the numbers being thrown around, I've come to this conclusion:

    -No one knows, exactly, how the energy specific tactical consoles work. Period.-

    I'm even leaning towards the assumption that Cryptic, also, doesn't have a clue as to the inner workings of these enigmas. Insert: Conway's thrackle conjecture.

    My advice: Spend a billion Ecs on every type of tactical console and configuration of multiple consoles. Try them out. See what "feels" right and stick with it. That is, until Cryptic comes along and slaps it off kilter again.

    Addendum: We need a "Brick Wall" in STO. A constant, static, inert, unkillable, unmovable punching bag that we can test things out on. But wait, Cryptic won't do that. That would just prove, yet again, how full of TRIBBLE these console descriptions are.

    My 2 cents,
    -Pellina@Peevil31 [Pride of the Federation]

    Many people don't know how tac consoles work and spread misinformation. A few people do know how they work; they are usually the ones that post the long "mathematical theses". Look at the post by bareel that virusdancer quoted above. I'm not sure what you are complaining about here. To understand how the math behind tac consoles work, you need math.

    Tac consoles do not have diminishing returns. Each tac console adds a percentage of the base damage of a common Mk 0 version of the weapon. See the post by bareel quoted above for specifics.

    To be fair, whenever Cryptic says something buffs a stat by a percentage, that percentage is usually a percentage of a base value that is seldom shown in the tooltips. This makes it difficult for players to figure out how things work. A few players have reverse engineered some of the game's mechanics and posted the results of their work. Unsurprisingly, those posts involve math. I don't see any way around that. Of course, things would be simpler if Cryptic gave us better tooltips.
    Waiting for a programmer ...
    qVpg1km.png
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited July 2013
    peevil31 wrote: »
    Clearly I'm missing some vital piece of information. According to all the forum reading research I've done, there is, in fact a diminish.

    What source are you quoting? Where did you get this information? A link perhaps, with irrefutable, easy to digest explanation/definition?

    There are no diminishing returns on tactical consoles. They all apply a flat number bonus based on the base damage of the weapon. They've always worked that way. There's no mystery, no conspiracy, and no reason to get upset.

    Seriously. A noob (in general) will sometimes find tactical consoles confusing, thinking they have diminishing returns, not understanding tact consoles work off of base dmg. So, the noob will fit a second purple Mk XII console, and think "Hey, I'm not getting an extra 30%! Diminishing returns!!" Not so. To give an example. Assume a base dmg of 100. Then add 1 purple Mk XII console:

    100 -> 130

    Now add 3 more purple Mk XII consoles:

    130 -> 160
    160 -> 190
    190 -> 220

    So, in the last case, you're not getting 30% of 190 (= 57), but still only +30.
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  • originpioriginpi Member Posts: 0 Arc User
    edited July 2013
    This is kind of a silly debate regardless. They don't have diminishing returns, but as I tell people who ask about this all the time: if they did, would you really do anything differently?

    Since pretty much all that matters is DPS is most content in the game, who cares if a console gives you + 30% or +8%, its still a + in the right direction.
  • smokeybacon90smokeybacon90 Member Posts: 2,252 Arc User
    edited July 2013
    The only diminishing thing about tactical consoles is in the number of people that actually know what they do. There is no mystery. They stack perfectly based on the original damage rating.
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  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited July 2013
    originpi wrote: »
    This is kind of a silly debate regardless. They don't have diminishing returns, but as I tell people who ask about this all the time: if they did, would you really do anything differently?

    Since pretty much all that matters is DPS is most content in the game, who cares if a console gives you + 30% or +8%, its still a + in the right direction.

    I disagree. With diminishing returns, it would soon be worthwile to fit another type of tact console (maybe to boost your torp/mine dmg?). Like you don't typically fit 4x Neutroniums: they have diminishing returns; so, past 3 you're probably better off fitting something else useful (plasmonic leech, maybe?).

    My point being: with diminishing returns, it's no longer a simple matter of "It's still a + in the right direction." So, if tact consoles had diminishing returns too, it would not at all be a foregone conclusion that just fitting all tact consoles with the same dmg type were always the best and only choice.
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  • ankokunekoankokuneko Member Posts: 318 Arc User
    edited July 2013
    Flat bonus is flat
    http://puu.sh/2KqGu
    http://puu.sh/2KqHH
    http://puu.sh/2KqJq
    http://puu.sh/2KqKC
    http://puu.sh/2KqLV

    Flat addition according to percentage of base damage.

    I dont get why people just dont try things themselves instead of raising a fuss in the forums

    As for punching bag, just make a foundry mission
    jFriX.png
  • oschwoschw Member Posts: 10 Arc User
    edited July 2013
    ankokuneko wrote: »
    Flat bonus is flat
    http://puu.sh/2KqGu
    http://puu.sh/2KqHH
    http://puu.sh/2KqJq
    http://puu.sh/2KqKC
    http://puu.sh/2KqLV

    Flat addition according to percentage of base damage.

    I dont get why people just dont try things themselves instead of raising a fuss in the forums

    As for punching bag, just make a foundry mission

    Because people suffer from delusions of grandeur and think some ****ty "4 dmg type consoles build" MUST be better then a pure build, so they go all lengths, even disregarding KNOWN and PROVEN facts, to "justify" their very own, very wrong, ideas of how things work.
  • baudlbaudl Member Posts: 4,060 Arc User
    edited July 2013
    i personally think it is cryptics fault not not give accurate information on many dps related topics.
    no diminishing returns on tac consoles (consoles that buff only cannons or beams suck compared to energy type consoles)
    but diminishing returns on armor consoles...

    imo this all makes no sense. There should be a diminishing return on tac consoles, to make a torpedo - energy weapon mix much more viable. Never should there be more than 3 consoles of the same type on a ship. would make ships with less than 4 tac console slots a lot more viable.
    Go pro or go home
  • originpioriginpi Member Posts: 0 Arc User
    edited July 2013
    meimeitoo wrote: »
    I disagree. With diminishing returns, it would soon be worthwile to fit another type of tact console (maybe to boost your torp/mine dmg?). Like you don't typically fit 4x Neutroniums: they have diminishing returns; so, past 3 you're probably better off fitting something else useful (plasmonic leech, maybe?).

    But we're not talking about Neutroniums, we are talking about energy damage consoles. Operating under the assumption you are trying to simply max dps (and I understand not everyone does this, but that is my audience), unless you've got more than 5 universal consoles that are helping you in this regard, any dps is good dps.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2013
    meimeitoo wrote: »
    I disagree. With diminishing returns, it would soon be worthwile to fit another type of tact console (maybe to boost your torp/mine dmg?). Like you don't typically fit 4x Neutroniums: they have diminishing returns; so, past 3 you're probably better off fitting something else useful (plasmonic leech, maybe?).

    I quit with one Neut, because of the DR. The combination of skills/buffs, more than one and it's eating pretty heavy DR.

    Right off the back, it's important to know how much DR one is actually getting from say a blue Neut Mk XI with its +17.5...

    DR=(3*(0.25-(75/(150+DRM))^2)) is the formula for determining DR.

    So, +17.5 DRM/DRR gives us: 14.9% DR.

    A second +17.5 and our DR is 25.7%.

    A third +17.5 and our DR is 33.8%.

    From one to two is an increase of 10.8%. From two to three is an increase of 8.1%.

    But that's with no skills or buffs. How about just some skills and accolade, eh? Looking at Energy DR...

    +2 DRR (Accolade)
    +5.4 DRR (3 levels of Threat Control)
    +12.6 DRR (6 levels of Hull Plating)

    So our DR to start would be 16.6%.

    Add that first Neut and it's 27.0%. That first Neut provided a boost of +10.4% instead of +14.9%.

    Add the second to get 34.9% - a gain of +7.9%.

    Add the third to get 40.9% - a gain of +6%.

    But hey, 40.9% is good even if the third is only giving +6%, right? Depends on the build and the buffs/abilities one has. APO, APD, AtS, HE, Scattering Field, BFI for Kinetic, PH, etc, etc, etc, etc...

    ...folks need to look at what they're flying, which means breaking out a calculator and doing the math.

    Note, the previous wasn't directed at you specifically by any means - was just a little info for somebody that might have read what you said and decided they needed to run 3x Neut.
    meimeitoo wrote: »
    My point being: with diminishing returns, it's no longer a simple matter of "It's still a + in the right direction." So, if tact consoles had diminishing returns too, it would not at all be a foregone conclusion that just fitting all tact consoles with the same dmg type were always the best and only choice.

    One can play with the language some, to say that they have diminishing returns regarding overall DPV/DPS - but they do not have diminishing returns in of themselves. A +30 is always a +30, unlike with the Neut - where they've got DR right off the back - even the first is not giving you the number it shows.

    For example, from that other thing that I quoted myself on earlier in the thread - looking at a VR Mk XII Beam Array for somebody with 9 levels of Weapon Training, 9 levels of Energy Weapons, and the Omega Weapon Training passive...and then adding VR Mk XII Tac consoles (keep in mind, this is without buffs which would further increase damage and require recalculations):

    w/0 Consoles
    Base = 100 (100 is the DPV of a TRIBBLE/Mk 0 Beam Array)
    + (100 * (1.299 * 0.5)) = 164.95 (Weapon Training - 9 Skill Levels +30 from the Omega Weapon Training passive)
    + (100 * (0.999 * 0.5)) = 214.9 (Energy Weapons - 9 Skill Levels)
    + (100 * 1.2) = 334.9 (Mark XII)
    + (100 * (4 * 0.025)) = 344.9 (Very Rare)
    * (1 + ((125-50) * 0.02))) = 862.25 (@125 Weapon Power)

    And so we see what our "base" DPV would be...

    w/1 Console
    Base = 100 (100 is the DPV of a TRIBBLE/Mk 0 Beam Array)
    + (100 * (1.299 * 0.5)) = 164.95 (Weapon Training - 9 Skill Levels +30 from the Omega Weapon Training passive)
    + (100 * (0.999 * 0.5)) = 214.9 (Energy Weapons - 9 Skill Levels)
    + (100 * 1.2) = 334.9 (Mark XII)
    + (1 * (100 * 0.30)) = 364.9 (1x VR Mk XII console)
    + (100 * (4 * 0.025)) = 374.9 (Very Rare)
    * (1 + ((125-50) * 0.02))) = 937.25 (@125 Weapon Power)

    So, we can see that a +30 console gave us +8.7% DPV up through this point (no buffs/debuffs/etc).

    w/2 Consoles
    Base = 100 (100 is the DPV of a TRIBBLE/Mk 0 Beam Array)
    + (100 * (1.299 * 0.5)) = 164.95 (Weapon Training - 9 Skill Levels +30 from the Omega Weapon Training passive)
    + (100 * (0.999 * 0.5)) = 214.9 (Energy Weapons - 9 Skill Levels)
    + (100 * 1.2) = 334.9 (Mark XII)
    + (2 * (100 * 0.30)) = 394.9 (2x VR Mk XII consoles)
    + (100 * (4 * 0.025)) = 404.9 (Very Rare)
    * (1 + ((125-50) * 0.02))) = 1012.25 (@125 Weapon Power)

    Adding the second +30 console gave us an additional +8.0% DPV through this point. Aha, the appearance of diminishing returns, eh?

    w/3x Consoles
    Base = 100 (100 is the DPV of a TRIBBLE/Mk 0 Beam Array)
    + (100 * (1.299 * 0.5)) = 164.95 (Weapon Training - 9 Skill Levels +30 from the Omega Weapon Training passive)
    + (100 * (0.999 * 0.5)) = 214.9 (Energy Weapons - 9 Skill Levels)
    + (100 * 1.2) = 334.9 (Mark XII)
    + (3 * (100 * 0.30)) = 424.9 (3x VR Mk XII consoles)
    + (100 * (4 * 0.025)) = 434.9 (Very Rare)
    * (1 + ((125-50) * 0.02))) = 1087.25 (@125 Weapon Power)

    A third console? Well, that adds +7.4% more DPV. More pesky diminishing returns.

    w/4 Consoles
    Base = 100 (100 is the DPV of a TRIBBLE/Mk 0 Beam Array)
    + (100 * (1.299 * 0.5)) = 164.95 (Weapon Training - 9 Skill Levels +30 from the Omega Weapon Training passive)
    + (100 * (0.999 * 0.5)) = 214.9 (Energy Weapons - 9 Skill Levels)
    + (100 * 1.2) = 334.9 (Mark XII)
    + (4 * (100 * 0.30)) = 454.9 (4x VR Mk XII consoles)
    + (100 * (4 * 0.025)) = 464.9 (Very Rare)
    * (1 + ((125-50) * 0.02))) = 1162.25 (@125 Weapon Power)

    With a fourth, we get +6.9% out of it. This is undeniably a case of diminishing returns, no?

    How about a quick example with some buffs? 0->1->2, with APO1 & EPtW1, eh?

    w/0 Consoles
    Base = 100 (100 is the DPV of a TRIBBLE/Mk 0 Beam Array)
    + (100 * (1.299 * 0.5)) = 164.95 (Weapon Training - 9 Skill Levels +30 from the Omega Weapon Training passive)
    + (100 * (0.999 * 0.5)) = 214.9 (Energy Weapons - 9 Skill Levels)
    + (100 * 1.2) = 334.9 (Mark XII)
    + (100 * (4 * 0.025)) = 344.9 (Very Rare)
    * (1 + ((125-50) * 0.02))) = 862.25 (@125 Weapon Power)
    New Base = 862.25
    + (862.25 * 0.142 ) = 984.6895 (APO1)
    + (862.25 * 0.1) = 1070.9145 (EPtW1)

    That's our new "base" buffed DPV...

    w/1 Console
    Base = 100 (100 is the DPV of a TRIBBLE/Mk 0 Beam Array)
    + (100 * (1.299 * 0.5)) = 164.95 (Weapon Training - 9 Skill Levels +30 from the Omega Weapon Training passive)
    + (100 * (0.999 * 0.5)) = 214.9 (Energy Weapons - 9 Skill Levels)
    + (100 * 1.2) = 334.9 (Mark XII)
    + (1 * (100 * 0.30)) = 364.9 (1x VR Mk XII console)
    + (100 * (4 * 0.025)) = 374.9 (Very Rare)
    * (1 + ((125-50) * 0.02))) = 937.25 (@125 Weapon Power)
    New Base = 937.25
    + (937.25 * 0.142) = 1070.3395 (APO1)
    + (937.25 * 0.1) = 1164.0645 (EPtW1)

    So the single +30 console is still giving us the +8.7%, right? More or less, there might be some rounding issues here and there. But that's the way the formula works. We should see the same +8% increase for the second console as we did without buffs.

    w/2 Consoles
    Base = 100 (100 is the DPV of a TRIBBLE/Mk 0 Beam Array)
    + (100 * (1.299 * 0.5)) = 164.95 (Weapon Training - 9 Skill Levels +30 from the Omega Weapon Training passive)
    + (100 * (0.999 * 0.5)) = 214.9 (Energy Weapons - 9 Skill Levels)
    + (100 * 1.2) = 334.9 (Mark XII)
    + (2 * (100 * 0.30)) = 394.9 (2x VR Mk XII consoles)
    + (100 * (4 * 0.025)) = 404.9 (Very Rare)
    * (1 + ((125-50) * 0.02))) = 1012.25 (@125 Weapon Power)
    New Base = 1012.25
    + (1012.25 * 0.142) = 1155.9895 (APO1)
    + (1012.25 * 0.1) = 1257.2145 (EPtW1)

    Tada, the same (roughly) +8.0% that the second provided without the buffs. It's just the way the formula works (and it's also why there is an increasing issue between Beam Arrays and DHCs - DHCs have a 1.74:1 DPV ratio vs. Beams - as the damage increases, the amount reflected by that ratio increases It's +74 at 100 dmg, 740 at 1000 dmg, etc, etc - so while a fixed ratio may look good, it's going to cause problems in the long run...imho, separate issue).

    So...

    ...while it is fine to say:

    Neuts have diminishing returns because of the way they affect the end value.
    Tac consoles do not have diminishing returns because they always add the same value.

    ...it's also fine to say:

    Neuts do not have diminishing returns because they always add the same value.
    Tac consoles have diminishing returns because of the way they affect the end value.

    It's apples and oranges, both are right as long as you're comparing like with like. Since we're generally concerned with those end values though...

    Both Neuts and Tac consoles have diminishing returns.

    How about some bonus fun, eh? Sure, I'm waiting on the CD for "Flying High" - so let's have some more fun.

    Say you've got two weapons and two Tac consoles - rainbow is horribad, right? Let's stick with arrays and VR Mk XIIs (that way I can just use the numbers from above - I'm going unbuffed, as we saw the % increase was the same - reason I actually did that):

    2x w/0 Consoles: 1724.5
    2x w/1 Console: 1874.5
    2x w/2 Consoles: 2024.5

    That was the simple part. Let's make it more complicated. I'll use A for the Weapon#1 and B for Weapon#2.

    A w/0 Consoles: 862.25
    B w/0 Consoles: 862.25
    Total: 1724.5

    A w/1 Console: 937.25
    B w/0 Console: 862.25
    Total: 1799.5

    So you can see that's a loss of ~4.2% DPV.

    A w/2 Consoles: 1012.25
    B w/0 Console: 862.25
    Total: 1874.5

    So you can see that's a loss of ~8.0% DPV.

    What about...

    A w/1 Console: 937.25
    B w/1 Console: 937.25
    Total: 1874.5

    So you can see that's a loss of...oh...wait, there's no loss compared to the 2x w/2 Consoles.

    How about we try 2 weapons with 4 consoles vs. 2 different weapons with 2 consoles each?

    2 w/4 Consoles: 2324.5

    A w/2 Consoles: 1012.25
    B w/2 Consoles: 1012.25
    Total: 2024.5

    So we can see that's a loss of 14.8%...sheesh!

    So outside of having 2 Tac consoles and an even number of weapons, going with two energy types will obviously have an adverse affect on your DPS. Does that mean if you've got 2 Tac consoles and 6 or 8 weapons, that it's okay or a good thing to go with two types? That's going to get into decreased probability of various procs - which in turn could have that adverse affect on your DPS...but again, you're only running 2 Tac consoles...how much are you concerned with DPS? But still, that gets into weighing your options on those procs. Do you mind less probability for having two or would you prefer more probability with one?

    It can get pretty complicated...but that's what makes it fun for some of us.

    Consider the following weapon loadout, eh?

    Torp, 2x DHC, DBB fore and 3x Turrets aft...then consider the BOFF abilities...and yeah, it can be loads of fun breaking out a spreadsheet, calculator, and some caffeine.
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited July 2013
    I quit with one Neut, because of the DR. The combination of skills/buffs, more than one and it's eating pretty heavy DR.

    1 Neutronium is the absolute minimum for me. Usually I fit 2 'enhanced' ones now, like on a Recluse, that come with extra, built-in turn rate -- adding new considerations into the mix.

    As for the rest, your numbers are impressive, as always; so, thank you for those! :)
    3lsZz0w.jpg
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2013
    meimeitoo wrote: »
    1 Neutronium is the absolute minimum for me. Usually I fit 2 'enhanced' ones now, like on a Recluse, that come with extra, built-in turn rate -- adding new considerations into the mix.

    Oh yeah, couldn't quit with one on my builds if I didn't have the one there. :)

    It's definitely going to vary from person to person from build to build. Heh, it's just my builds don't vary that much. The 9 guys, all of them have the same 220-240k (can never remember) SP out of the 300k I spend on Space skills. 8 of the 9 have AtS (one's AtB). All have HE. They're either sporting APO (sometimes multiple copies) or they're sporting APD. And they've all got one Neut.

    Both the E-Neuts and E-RCS look pretty nifty. If I didn't take care of my RCS needs with a single Tachyo, I'd be curious to take a look at a mix of a E-Neut [+Turn] and E-RCS [+AllRes]...some folks rung multiple RCS with their Neut, so for them - it could be interesting to Tachyo, E-RCS, E-Neut.

    Hrmm...+31.8 DRR & + (+42.5% & +21.2% Turn) vs. +42.4 DRR & + (2x +21.2% Turn) vs. +21.2 DRR & + (2x +42.5% Turn)...

    I'd try to do the math, but for the life of me I can't remember how the turn formula works, lol...
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