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(duty officers) DOFFs stacking up abilities / skills

malazancommandermalazancommander Member Posts: 0 Arc User
edited June 2014 in The Academy
I was looking online for an answer, but I did not want to necro a two year thread.
http://sto-forum.perfectworld.com/showthread.php?t=248405

I was unsure about one thing that thread was saying, at least I found it unclear.

For example, imagine I have 5 Purple DOFFs who all have the same ability -
20% chance: Improve recharge time by 5 sec

If I have two missiles equipped in two slots, does this mean that each missile gets
"20% chance x 5" to potentially reload after 1 second? OR does this mean that it stacks to 100%? OR does it simply NOT stack up in either aforementioned situations, and that the end result would be 20% chance for every missile?
Post edited by malazancommander on

Comments

  • starsword1989starsword1989 Member Posts: 0 Arc User
    edited June 2014
    Yes the timing and proc rate stacks.

    Even though they do stack, there is a max amount of the same doffs you can slot. For your example, assuming you're referring to projectile weapons officer, you can only slot up to 3 of the same doff. However, you can increase the proc rate by using 2 or more torps. I have forgotten how to calculate the specific calculation of the stacked proc rates, but usually it procs 90% of the time.

    Other stackable doffs include technicians, which reduces bridge officer abilities recharge time by 10% each, but you can only stack 3 of the same doffs maximum.
  • malazancommandermalazancommander Member Posts: 0 Arc User
    edited June 2014
    Yes the timing and proc rate stacks.

    Even though they do stack, there is a max amount of the same doffs you can slot. For your example, assuming you're referring to projectile weapons officer, you can only slot up to 3 of the same doff. However, you can increase the proc rate by using 2 or more torps. I have forgotten how to calculate the specific calculation of the stacked proc rates, but usually it procs 90% of the time.

    Other stackable doffs include technicians, which reduces bridge officer abilities recharge time by 10% each, but you can only stack 3 of the same doffs maximum.

    So basically, instead of 20%, therefore 60%? I can deal with that, as it's more than 50% :)
  • mightybobcncmightybobcnc Member Posts: 3,354 Arc User
    edited June 2014
    In general terms there are two types of doffs. Those whose effects always happen 100% of the time when an ability is activated (such as the aux to battery technicians) and those who only have a % chance to happen (such as projectile weapons officers).

    For the former category, if you have multiples of a type of Doff in your active roster, their effects all stack (e.g. having 3 A2B Technicians will reduce boff power cooldowns by a total of 30% when you activate A2B).

    For the latter category, each doff rolls their chance individually (e.g. if you have 3 active Projectile Weapons Officers and fire a torpedo, doff 1 rolls their 20% chance to reduce cooldown, then doff 2 rolls their chance, then doff 3 rolls their chance; all 3 could hit success, or none of them could, or any combination in between).

    So your example would be the second type. Every time any missile is fired all 5 of those doffs would roll their individual 20% chance one right after the other ("20% chance x 5") in a fraction of a second. So it's possible (although improbable) that all 5 could roll a success.


    However it's important to note that you can't reduce anything below global cooldowns. So if you had an ability called "Uber Missile Spamz" that had a regular cooldown of 30 seconds, and a global cooldown of 15 seconds, and you had 2 doffs that had a 20% chance to reduce the cooldown of UMS by 15 seconds, and then both if them rolled success on their 20% chance, it would still only reduce the cooldown by 15 seconds instead of instantly reducing the whole 30 seconds because it's not allowed to reduce below the globals.

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  • woodwhitywoodwhity Member Posts: 2,636 Arc User
    edited June 2014
    The chance to proc (at least once) per Torp would be 1-0.8^3, since you can only have three slotted. Damage control engineers proc similar. There are other, who dont have a chance, but decrease a certain ability at use (like Connofficers or Technicians), those sum up the reduce-time-
  • malazancommandermalazancommander Member Posts: 0 Arc User
    edited June 2014
    In general terms there are two types of doffs. Those whose effects always happen 100% of the time when an ability is activated (such as the aux to battery technicians) and those who only have a % chance to happen (such as projectile weapons officers).

    For the former category, if you have multiples of a type of Doff in your active roster, their effects all stack (e.g. having 3 A2B Technicians will reduce boff power cooldowns by a total of 30% when you activate A2B).

    For the latter category, each doff rolls their chance individually (e.g. if you have 3 active Projectile Weapons Officers and fire a torpedo, doff 1 rolls their 20% chance to reduce cooldown, then doff 2 rolls their chance, then doff 3 rolls their chance; all 3 could hit success, or none of them could, or any combination in between).

    So your example would be the second type. Every time any missile is fired all 5 of those doffs would roll their individual 20% chance one right after the other ("20% chance x 5") in a fraction of a second. So it's possible (although improbable) that all 5 could roll a success.


    However it's important to note that you can't reduce anything below global cooldowns. So if you had an ability called "Uber Missile Spamz" that had a regular cooldown of 30 seconds, and a global cooldown of 15 seconds, and you had 2 doffs that had a 20% chance to reduce the cooldown of UMS by 15 seconds, and then both if them rolled success on their 20% chance, it would still only reduce the cooldown by 15 seconds instead of instantly reducing the whole 30 seconds because it's not allowed to reduce below the globals.


    That makes more sense and is well explained :) Though I am confused about one thing: the other person was saying a max of 3 same doffs could be activated, while you seem to be saying 5. Is there truly a maximum of 3? Or should I get 5 doffs?
  • policestate76policestate76 Member Posts: 1,424 Arc User
    edited June 2014
    That makes more sense and is well explained :) Though I am confused about one thing: the other person was saying a max of 3 same doffs could be activated, while you seem to be saying 5. Is there truly a maximum of 3? Or should I get 5 doffs?

    5 is the maximum number of doffs you can have slotted (6 if you have the updgrade of your fleet spire)

    But then, within that number, you cant have 5 of the same category. With category i mean, security, science, tactical, operations, etc. I think every category has its limits, fore example, you can have only 3 projectile officers, and i think you can have only 1 operations doff, and so on.
  • woodwhitywoodwhity Member Posts: 2,636 Arc User
    edited June 2014
    5 is the maximum number of doffs you can have slotted (6 if you have the updgrade of your fleet spire)

    But then, within that number, you cant have 5 of the same category. With category i mean, security, science, tactical, operations, etc. I think every category has its limits, fore example, you can have only 3 projectile officers, and i think you can have only 1 operations doff, and so on.

    Nope, category doesnt matter, you can have 5 from Operations or Tactical or or or. Only thing that matters is the doffs specialization, e.g. Damage control negineer, warp core engineer, projectile officer etc. Most can be slotted 3 times, but some, like warp core engineer or gravimetrics specialist can only be slotted once.
  • policestate76policestate76 Member Posts: 1,424 Arc User
    edited June 2014
    woodwhity wrote: »
    Nope, category doesnt matter, you can have 5 from Operations or Tactical or or or. Only thing that matters is the doffs specialization, e.g. Damage control negineer, warp core engineer, projectile officer etc. Most can be slotted 3 times, but some, like warp core engineer or gravimetrics specialist can only be slotted once.

    Yes you right, that is what i meant. I mixed both things lol.
  • malazancommandermalazancommander Member Posts: 0 Arc User
    edited June 2014
    Oh ok! That makes sense! Thanks for the clarification :)
  • lilchibiclarililchibiclari Member Posts: 1,193 Arc User
    edited June 2014
    To elaborate on how percentage chances stack, let's take the 20% example. The computer rolls a virtual 100-sided die (the actual process is technical but it's equivalent to this). If the number is 20 or lower, the DOFF skill is triggered.

    If you have multiple DOFFs with the same skill equipped, then each DOFF gets a separate roll of the dice, independent of the others, and you get the skill triggered if ANY ONE OR MORE of the dice gets a hit (i.e. if any of the dice rolled 20 or lower in our example). It's like in the board game Risk, where you win a combat round if any one of your dice is higher than your opponent's highest. More DOFFs simply means more dice rolls.
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