Ok, before everyone tells me my ship build is TRIBBLE, I know it is. I am very new to the game and I'm still working on getting my ship up and playing with different things to fit my play style. ...
With that, I noticed that some of my equipment mods/bonus stats are not showing up in my ship stats. Again, maybe I am new and just reading things wrong, but any advice would be great.
I have a recon Science vessel... which I thought had a 1.3 shield modifier. My shield currently has 9,395 max capacity. With a 1.3 shield modifier my shield stats should be 12,213.5, but they show as 9,395 and the shield doesn't change on a non-science ship, and none of my stats change with a positron deflector either.
My Neutronium Alloy consoles are +17.5 & +16.2 all energy & kinectic dmg resist, so all my resist stats should be 33.7% but it only shows 25.0%. The 17.5 only changes my resists to 14.9 & the 16.2 is 13.9.
My +20 accuracy doesn't show up, and the +60 crit severity only shows as 50%
I'm just confused. I spent well over 10mil on these items, and plan to spend more, but what's the point if it not going to change anything (I REALLY need the shield increase!)
Ok, before everyone tells me my ship build is TRIBBLE, I know it is. I am very new to the game and I'm still working on getting my ship up and playing with different things to fit my play style. ...
If somebody tells you that it's TRIBBLE, give them the finger...er...at the screen, don't type it out. The mods won't like that.
Your issues aren't with the build, so their opinion on that overall build aspect don't matter at this point. If you want help with the build, you'll ask for it...right?
With that, I noticed that some of my equipment mods/bonus stats are not showing up in my ship stats. Again, maybe I am new and just reading things wrong, but any advice would be great.
That's what folks should be doing...offering some friendly advice.
I have a recon Science vessel... which I thought had a 1.3 shield modifier. My shield currently has 9,395 max capacity. With a 1.3 shield modifier my shield stats should be 12,213.5, but they show as 9,395 and the shield doesn't change on a non-science ship, and none of my stats change with a positron deflector either.
As coffeemike asked, where are you viewing this? On Ground? Normal space (orbit around a planet, mission, battlezone sort of thing)? Sector space?
My Neutronium Alloy consoles are +17.5 & +16.2 all energy & kinectic dmg resist, so all my resist stats should be 33.7% but it only shows 25.0%. The 17.5 only changes my resists to 14.9 & the 16.2 is 13.9.
The damage resistance doesn't stack directly in that fashion. There's brain-melting post by rbaker82 that covers it in great detail, but to start with we should probably take a look at this page on STOwiki: http://sto.gamepedia.com/Damage_resistance
There are diminishing returns on damage resistance. So stacking additional damage resistance rating will get you an amount smaller than you might expect without knowing about the diminishing returns angle.
My +20 accuracy doesn't show up, and the +60 crit severity only shows as 50%
Sounds like you're talking about the mods on weapons. [Acc]x2 here, [CrtD]x3 there...that sort of thing. The boosts from individual weapons will not add to your displayed values. Those displayed values will only show your independent values. You have to calculate the overall numbers manually.
So like with that 50% CrtD you see displayed, if you have a [CrtD]x3 weapon giving +60% Critical Severity - you have to do the math yourself to see that it is 110%.
The bonuses from weapons are not cumulative, they don't add up like they would from Tac Consoles or other gearing choices. If you have an [Acc]x2 weapon and a [CrtD]x3 weapon, the [Acc]x2 weapon does not benefit from the [CrtD]x3 weapon's critical severity boost and and that [CrtD]x3 weapon does not benefit from the [Acc]x2 weapon's accuracy boost.
So the displayed values for Accuracy, Critical Chance, Critical Severity will not reflect the bonuses from your weapons. Also, you won't see any weapon type/class bonuses either (say from various gear set bonuses or even Captain skills like Starship Energy Weapon Specialization or Starship Projectile Weapon Specialization) - because they are specific rather than general.
I'm just confused. I spent well over 10mil on these items, and plan to spend more, but what's the point if it not going to change anything (I REALLY need the shield increase!)
The shield capacity...yeah, that's going to depend on what shield it is - where you were looking at it, if there are any skills or traits involved.
Some of it sounds like a case of viewing the stats on Ground or Sector space, where they're not going to display in the correct manner as they would if you were in Normal space (say you were in orbit of ESD or the like). Would definitely be the place to start for any further investigation into what's going on there...
did you look at your stats in sector space? stats in sector space are not shown.
did you count [mods] on you weapons? they are not shown anywhere...so that is infact normal.
damage resistance has a diminishing return, which means that the more consoles you stack the less each console adds to you overall resistance value.
So if you skill your resi in the skilltree and add consoles on top, the consoles suffer already quite a bit from this diminishing return.
I was on the ground when I was looking. So a lot of the stats did change, TY.
There are some that aren't as high as the should be, but I think it might be me reading it wrong, since it seems to be console related. Here is what I currently have...
Rare Positron Deflector Array MK XII [ShdS][Em]
Very Rare Combat impulse Engines MK XII [Full][Spd][Turn]
Field Stabilizing WC MK XI [SSR] (still trying to find a better one)
Rare Covariant Shield Array MK XII [Cap]x2
2 Very Rare Tetryon Beam Array MK XII [CrtD][Dmg]x2
2 Very Rare Refracting Tetryon Beam Array MK XII [Acc]x2
2 Very Rare Quantum Torpedo Launchers MK XII [CrtD][CrtH][Dmg]
Engineering Consoles -
Uncommon & Rare Neutronium Alloy MK XI (16.2 + 17.5 All Damage Resist)
Science Consoles-
Rare (Universal) Sabotage Probe Launcher
Very Rare Shield Refrequencer MK XII [+Emit]
Rare Emitter Array MK XII
Rare Particle Generator MK XII
Tactical Consoles -
Rare Zero Point Quantum Chamber MK XII
2 Rare Tetryon Generator MK XII
I could also use some advice on Bridge Officers. I have 2 Tactical, 1 Engineering & 2 Science (+ 1 Science on my shuttle). I typically use the following:
Tactical - Fire at Will I, Torpedo Spread III & Torpedo High Yeild II
Science - Grav Well II, Tyken's Rift II, Polarize Hull I, Tachyon Beam III, Shield Strength II & Hazard Emitters II
Engineering - Emergency Power to Shelds I & Reverse Polarity II
Comments
What shield are you using?
If somebody tells you that it's TRIBBLE, give them the finger...er...at the screen, don't type it out. The mods won't like that.
Your issues aren't with the build, so their opinion on that overall build aspect don't matter at this point. If you want help with the build, you'll ask for it...right?
Okay then...
That's what folks should be doing...offering some friendly advice.
As coffeemike asked, where are you viewing this? On Ground? Normal space (orbit around a planet, mission, battlezone sort of thing)? Sector space?
The damage resistance doesn't stack directly in that fashion. There's brain-melting post by rbaker82 that covers it in great detail, but to start with we should probably take a look at this page on STOwiki: http://sto.gamepedia.com/Damage_resistance
There are diminishing returns on damage resistance. So stacking additional damage resistance rating will get you an amount smaller than you might expect without knowing about the diminishing returns angle.
Sounds like you're talking about the mods on weapons. [Acc]x2 here, [CrtD]x3 there...that sort of thing. The boosts from individual weapons will not add to your displayed values. Those displayed values will only show your independent values. You have to calculate the overall numbers manually.
So like with that 50% CrtD you see displayed, if you have a [CrtD]x3 weapon giving +60% Critical Severity - you have to do the math yourself to see that it is 110%.
The bonuses from weapons are not cumulative, they don't add up like they would from Tac Consoles or other gearing choices. If you have an [Acc]x2 weapon and a [CrtD]x3 weapon, the [Acc]x2 weapon does not benefit from the [CrtD]x3 weapon's critical severity boost and and that [CrtD]x3 weapon does not benefit from the [Acc]x2 weapon's accuracy boost.
So the displayed values for Accuracy, Critical Chance, Critical Severity will not reflect the bonuses from your weapons. Also, you won't see any weapon type/class bonuses either (say from various gear set bonuses or even Captain skills like Starship Energy Weapon Specialization or Starship Projectile Weapon Specialization) - because they are specific rather than general.
The shield capacity...yeah, that's going to depend on what shield it is - where you were looking at it, if there are any skills or traits involved.
Some of it sounds like a case of viewing the stats on Ground or Sector space, where they're not going to display in the correct manner as they would if you were in Normal space (say you were in orbit of ESD or the like). Would definitely be the place to start for any further investigation into what's going on there...
did you count [mods] on you weapons? they are not shown anywhere...so that is infact normal.
damage resistance has a diminishing return, which means that the more consoles you stack the less each console adds to you overall resistance value.
So if you skill your resi in the skilltree and add consoles on top, the consoles suffer already quite a bit from this diminishing return.
There are some that aren't as high as the should be, but I think it might be me reading it wrong, since it seems to be console related. Here is what I currently have...
Rare Positron Deflector Array MK XII [ShdS][Em]
Very Rare Combat impulse Engines MK XII [Full][Spd][Turn]
Field Stabilizing WC MK XI [SSR] (still trying to find a better one)
Rare Covariant Shield Array MK XII [Cap]x2
2 Very Rare Tetryon Beam Array MK XII [CrtD][Dmg]x2
2 Very Rare Refracting Tetryon Beam Array MK XII [Acc]x2
2 Very Rare Quantum Torpedo Launchers MK XII [CrtD][CrtH][Dmg]
Engineering Consoles -
Uncommon & Rare Neutronium Alloy MK XI (16.2 + 17.5 All Damage Resist)
Science Consoles-
Rare (Universal) Sabotage Probe Launcher
Very Rare Shield Refrequencer MK XII [+Emit]
Rare Emitter Array MK XII
Rare Particle Generator MK XII
Tactical Consoles -
Rare Zero Point Quantum Chamber MK XII
2 Rare Tetryon Generator MK XII
I could also use some advice on Bridge Officers. I have 2 Tactical, 1 Engineering & 2 Science (+ 1 Science on my shuttle). I typically use the following:
Tactical - Fire at Will I, Torpedo Spread III & Torpedo High Yeild II
Science - Grav Well II, Tyken's Rift II, Polarize Hull I, Tachyon Beam III, Shield Strength II & Hazard Emitters II
Engineering - Emergency Power to Shelds I & Reverse Polarity II