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Official Feedback Thread for the Skill System Revamp

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    nebfabnebfab Member Posts: 672 Arc User
    meimeitoo wrote: »
    rmy1081 wrote: »
    meimeitoo wrote: »
    meimeitoo wrote: »
    meimeitoo wrote: »
    First test run observations:

    a) Hull regen rate almost cut in half (153% vs. 86% now), with 1 point in Damage Control;
    ortsim wrote: »
    a) I'm curious about hull regen myself, but I elected to just avoid it since it doesn't work so well in combat, mine is 80% on Tribble and 135% on Holodeck.
    I noticed the same thing, but found it was because "Starship Hull Repair" on Live is both a hull healing boost and passive hull regen. It's split into 2 skills on test.

    On Live, I have "Hull Repair" maxed out, and once I maxed "Damage Control" on test my regen went back to where it was.

    So, 6 points needed, wheretofore I needed just '3'? (3x packets of 3 = 9 old points). I can't afford to spend that much. :(

    That's true, but they also eliminated and cut back on a few skills in Engineering. Did you have any points spent in "Driver Coil"?
    They also cut armor reinforcement from 2 branches to 1, and the subsystem power branches from 4 to 2. So that's 4 branches eliminated to 1 added.
    I have 90 points spent in engineering on Holodeck, equivalent to 30 on Tribble, and yet it only cost me 24 to replicate my build in that part.


    This game has 'Driver Coil'?! :P (It only affects speed and turn rate *outside* combat space; who needs that!? Why, not me!).

    I currently have 17, 10, and 19 spent on Tribble (Eng, Sci, Tact).

    I lost on the base power of (primarily) my shield, as I used to have that maxed out on Holodeck. But yeah, your investment of 24 is substantially more than my 17 in Engineering, so some things had to go. :) Surprisingly, I hardly miss the extra shield power: with Supremacy + Leech (yes, even in its nerfed state, + EPtS1), I can still get its power levels up to 100 pretty fast. So, no biggie.

    currently on holodeck driver coil buffs the speed and turn rate of evasive maneuvers and attack pattern omega. A lot of top DPSers max out or at least take 6 points of driver coil so they can move about the map faster. It also lessens the power recovery after full impulse.


    Hmm, didn't know about the faster power recovery it offers. I thought that was just covered by EPS. Learn something every day. :) Thx!

    Still don't have points to spare for Driver Coil under thew paradigm, I'm afraid, though. Or is it integrated elsewhere now? (Like engine base power?)

    Its sector-space aspect is now an unlock, its FI power aspect is the 3rd pick in EPS tree and captain and boff clickies that used it, like APO and Evasive Maneuvers... I didn't yet personally do much with them, but IIRC someone said something about them supposed to be using Impulse Thrusters instead, but not actually doing that yet.
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    meimeitoomeimeitoo Member Posts: 12,594 Arc User
    kagasensei wrote: »
    The threat control, which is currently unlockable via the Tactical tree, HAS to go to the Engineering tree. Or better: Make the threat-increase an engineering-perk, and leave the threat-decrease as a tactical perk.

    I mean... why move a vital threat skill miles away from the TANK-tree (engineering)?? I do not get it...

    'Attract Fire' (on certain Engi cruisers) was a good thing. I think Tacts will ere want a similar power, rather than generate less Threat, though. Cuz Threat is good! :) Threat is wonderful, for like on my U.S.S. Swiftie (aka, Phantom Escort), where you want high Threat, so NPCs will be shooting at you a lot, so Reciprocity can work its full magic (for them to 'miss' you, they need to fire on you first).

    At some point, as sarcasmdetector once explained, you become such a good pilot, and kill stuff so fast, that Reciprocity starts to lose some of its effectiveness. But for a lowly Engineer like me, way out his league, Threat matters.
    3lsZz0w.jpg
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    nikeixnikeix Member Posts: 3,972 Arc User
    So... When's the next build? I'm very curious to see how they're iterating on the system. Patch notes say a lot about which way the wind is blowing that Devs (and Marketing hacks...) can't or won't.
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    mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    The one thing to consider about threat is of course that you're competing primarily with people that will have the same problems getting that unlock as you do. ;)

    I guess I wonder if there would ever be a reason to not use the Threat toggle when flying solo?
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
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    nikeixnikeix Member Posts: 3,972 Arc User
    Flying a carrier you might want to not be snatching threat off of your own frigates.
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    meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited February 2016
    nikeix wrote: »
    Flying a carrier you might want to not be snatching threat off of your own frigates.

    Why not?! Not a real carrier pilot here (although I probably have most of them, LOL, all with Elite pets). But my pets tend to die very fast. I'd rather have them do their thing, for as long as they can, whilst I take the heat off their backs. Or did I miss something?
    3lsZz0w.jpg
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    samt1996samt1996 Member Posts: 2,856 Arc User
    Let's stop the arguments people this isn't the place for it.
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    belisariusdbelisariusd Member Posts: 25 Arc User
    I have a suggestion: the skill "Defensive Coordination", which gives hanger pets +20% Defense and Damage Resistance. I'm not sure how useful this is for carriers, especially since fighters are really fragile anyway - I need to test it. But I'd suggest replacing this with a skill that gives all your pets "Scratch the Paint" for immunity to warp core breaches. The truth is when my pets get killed off, they don't get picked off one at a time by weapons fire (though that happens occasionally), much more often they're annihilated in groups because they don't know to avoid exploding starships.
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    birzarkbirzark Member Posts: 634 Arc User
    I took a look at some values and built my skills same as on holodeck and some notable differences.
    Hull Regen: Holodeck 128.2% Tribble 105%
    Shield Regen: Holodeck 184.3 Tribble 276.4( no skill points in shield regen on tribble)
    Hull and shield restoration seems to be similar values same with capacity.
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    jerryspockjerryspock Member Posts: 22 Arc User
    Speaking of unlock choices.

    Some are... useless to some builds.

    This isn't a problem with skills (don't take the skills that you don't need), but if I run down the tactical line in a beam boat with no hanger: I have an unlock choice [crid] or [crith] on torpedos (I have none) and "faster or tougher" on hangar pets (again, none).

    It's like "build it our way or be punished".

    The +crit torp choice is followed by a +crit beam choice. Even if you just merged those (so one was CritH for beam or torp and the other was +CritD for beam or torp), that would make them useful to more builds. I've got no suggestion on fixing the "pets only" unlock.

    Also: The text isn't clear on some of the ground weapons buffs. They often say (paraphrased) "energy and melee weapons", which has me wondering about kinetic weapons (116A and 116B for example).
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    battykoda0battykoda0 Member Posts: 959 Arc User
    meimeitoo wrote: »
    meimeitoo wrote: »
    First test run observations:

    a) Hull regen rate almost cut in half (153% vs. 86% now), with 1 point in Damage Control;
    ortsim wrote: »
    a) I'm curious about hull regen myself, but I elected to just avoid it since it doesn't work so well in combat, mine is 80% on Tribble and 135% on Holodeck.
    I noticed the same thing, but found it was because "Starship Hull Repair" on Live is both a hull healing boost and passive hull regen. It's split into 2 skills on test.

    On Live, I have "Hull Repair" maxed out, and once I maxed "Damage Control" on test my regen went back to where it was.

    So, 6 points needed, wheretofore I needed just '3'? (3x packets of 3 = 9 old points). I can't afford to spend that much. :(

    If the shield regen numbers are intentional, you might not need them (except vs Borg with their instadrain).

    A couple more observations.

    Enemy aceton assimilator is a thermonuclear device. Mine is a pea shooter.
    Enemy shield drain is amazing. Mine is not. (But going to avoid drains except to mention it in passing)

    The other observations need to wait on Control to be patched. You already know about it so adding things that explicitly rely upon it is clutter.
    Wow. There is a new KDF Science ship. I'll be!
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    battykoda0battykoda0 Member Posts: 959 Arc User
    pottsey5g wrote: »
    e30ernest wrote: »
    pottsey5g wrote: »
    Having real trouble recreating my build. A lot of the stats are 1 to 2% lower on tribble which I am putting down to gear not being updated yet so not listing here. The big ones though are

    Hull resistance gone from 22.7% down to -2.5%
    Crit chance gone from 24.4% down to 18.4%
    Crt Severity gone from 105% down to 90%
    Lost around 500 to 1000 damage per weapon. (Torps and mines)

    That's strange... I found myself equalling most of my stuff or even surpassing it and my torps show a few hundred points higher in damage in Tribble. Have you tried warping in and out of ESD to make sure your stat window is updated?

    Also in Holodeck, make sure your fleet isn't running the combat boost from the research lab.
    Good catch. Some point between when I went to sleep last night and this morning the combat boost kicked in. That just leads the low crit chance and odd hull resistance. Stats taken from Azura mission. From 22.7% down to -2.5% is far to big a hit.

    Check your traits often too. Mine continually turn themselves off. Personal ground/space and ship traits.
    Wow. There is a new KDF Science ship. I'll be!
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    captxpendablecaptxpendable Member Posts: 127 Arc User
    battykoda0 wrote: »
    pottsey5g wrote: »
    e30ernest wrote: »
    pottsey5g wrote: »
    Having real trouble recreating my build. A lot of the stats are 1 to 2% lower on tribble which I am putting down to gear not being updated yet so not listing here. The big ones though are

    Hull resistance gone from 22.7% down to -2.5%
    Crit chance gone from 24.4% down to 18.4%
    Crt Severity gone from 105% down to 90%
    Lost around 500 to 1000 damage per weapon. (Torps and mines)

    That's strange... I found myself equalling most of my stuff or even surpassing it and my torps show a few hundred points higher in damage in Tribble. Have you tried warping in and out of ESD to make sure your stat window is updated?

    Also in Holodeck, make sure your fleet isn't running the combat boost from the research lab.
    Good catch. Some point between when I went to sleep last night and this morning the combat boost kicked in. That just leads the low crit chance and odd hull resistance. Stats taken from Azura mission. From 22.7% down to -2.5% is far to big a hit.

    Check your traits often too. Mine continually turn themselves off. Personal ground/space and ship traits.

    Yeah, annoying holdover from when you needed respecs to change traits. They never changed it so that respecs didn't clear them, even though it's not necessary anymore.
    "Let me guess, my theories appall you, my heresies outrage you, I never answer letters and you don't like my tie" - The Doctor

    "Any sufficiently analyzed magic is indistinguishable from science!" -
    Agatha Heterodyne
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    legendarylycan#5411 legendarylycan Member Posts: 37,280 Arc User
    they also unslot themselves when you play certain missions, chief among them being The Doomsday Device...don't ask me why​​
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

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    peqleghpeqlegh Member Posts: 43 Arc User
    kagasensei wrote: »
    The threat control, which is currently unlockable via the Tactical tree, HAS to go to the Engineering tree. Or better: Make the threat-increase an engineering-perk, and leave the threat-decrease as a tactical perk.

    I mean... why move a vital threat skill miles away from the TANK-tree (engineering)?? I do not get it...

    I can think of some science ships and loadouts it could be very handy on - think M2 Light Tank (science) vs M103 Heavy Tank (cruiser).... So, it's a tactical move if your going to use that ability, and it does belong to a few classes of ships.
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    kidfinnkidfinn Member Posts: 18 Arc User
    birzark wrote: »
    I took a look at some values and built my skills same as on holodeck and some notable differences.
    Hull Regen: Holodeck 128.2% Tribble 105%
    Shield Regen: Holodeck 184.3 Tribble 276.4( no skill points in shield regen on tribble)
    Hull and shield restoration seems to be similar values same with capacity.

    I've been trying to test the various hull and shield regen stuff as much as I can. First, the Shield Regeneration Rate line under Stats for your ship screen seems very inaccurate. It does not appear to be affected by Shield Power at all. Putting 3 points into Advanced Shield Regeneration did affect it, however (doubled it, as expected). Observed regeneration was significantly higher than what was shown. Most variations I could see could probably be attributed to the differing regeneration rates of different shields. One possible issue: On first testing/impressions, if you bump up your shield capacity with consoles, it did not seem to affect your shield regeneration rate. If this is intended and correct, you might want to adjust the language on the skill to reflect that.
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    lucho80lucho80 Member Posts: 6,600 Bug Hunter
    I think people are talking about 3 or 4 different things here. There is EPS which moves power levels around faster, there is that new bonus where your power levels don't go below 25 which I think is in the engineer tree, and then there is the sci tree unlock where you travel through sector space at around warp 12.
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    daiphdaiph Member Posts: 149 Arc User
    edited February 2016
    lucho80 wrote: »
    I think people are talking about 3 or 4 different things here. There is EPS which moves power levels around faster, there is that new bonus where your power levels don't go below 25 which I think is in the engineer tree, and then there is the sci tree unlock where you travel through sector space at around warp 12.

    Yes and no.
    Driver coil would previously increase any 'faster than Warp 10' sector space travel speed (Assim Engines, Slipstream, ASync Warp field, etc) but it also did what the 'new eng skill' used to in part by not allowing your non-engine subsystems to be drained as far as normal when at Full Impulse. With full driver coil (99 skill value), my tac toon would retain ~34 power in all non-engine subsystems, for example.
    This explains it better, I messed it up a bit myself:
    rmy1081 wrote: »
    I should have worded that better. It gives 25 power to each system while under full impulse so when you recover power there's less needed to recover. It's like getting a head start in a race.

    I believe the new 'shunt' is meant to not only retain some power in the subsystem but also get it back into other systems faster when exiting Full Impulse, though I didn't do much by way of testing on that, so don't quote me...
    As you also mentioned, taken from Driver Coil, there's the Sci pick which can either grant you faster sector space travel (which isn't restricted to only making 'transwarp speed powers' faster, but all warp travel in sector) or 50% TWarp CD reduction.

    EDIT, 'drained as far as normal when at Full Impulse' - forgot to specify 'at full impulse'...
    What everyone buying Zen are really saying while all these bugs are still floating freely:
    qHiCsi6.gif
    Stop new content until quality returns
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    alonaralonar Member Posts: 280 Arc User
    In all this talk of nerfs and buffs and making skills easier for new players to understand, why has no one pointed out that they still don't explain anywhere in the game to a new player what anything actually DOES. Short tooltip discriptions don't really convey to a person who has no idea of this game's mechanics what each skill is about.
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    s2racings2racing Member Posts: 53 Arc User
    I don't know many games that actually do tell you outright what anything does behind the scenes.

    The new tooltips are better in the fact that they actually tell you what percentage boost you will receive, unlike currently in Holo where one has to go way out of the way to find out from a third party the real effect of putting pips into a skill. Oh, suggestion! Since we're simplifying things, why not get rid of the Cat1, Cat2, CatInf nonsense and have all boosts be what Cat2 is right now?​​
    Free jkname!
    Can we get some more (canon) KDF outfits, an assortment of respectable skirts/dresses, a long jacket (and more clothes in general) that does plain white well, melee weapon and Mk 15 drops, a T6 Nova, and account-wide lockbox/lobi/promo ships & consoles? Oh, and...
    Still waitin' on Klingon hairstyles actually worn on TV by a Klingon while we're at it.
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    meimeitoomeimeitoo Member Posts: 12,594 Arc User
    daiph wrote: »
    lucho80 wrote: »
    I think people are talking about 3 or 4 different things here. There is EPS which moves power levels around faster, there is that new bonus where your power levels don't go below 25 which I think is in the engineer tree, and then there is the sci tree unlock where you travel through sector space at around warp 12.

    Yes and no.
    Driver coil would previously increase any 'faster than Warp 10' sector space travel speed (Assim Engines, Slipstream, ASync Warp field, etc) but it also did what the 'new eng skill' used to in part by not allowing your non-engine subsystems to be drained as far as normal when at Full Impulse. With full driver coil (99 skill value), my tac toon would retain ~34 power in all non-engine subsystems, for example.
    This explains it better, I messed it up a bit myself:
    rmy1081 wrote: »
    I should have worded that better. It gives 25 power to each system while under full impulse so when you recover power there's less needed to recover. It's like getting a head start in a race.

    I believe the new 'shunt' is meant to not only retain some power in the subsystem but also get it back into other systems faster when exiting Full Impulse, though I didn't do much by way of testing on that, so don't quote me...
    As you also mentioned, taken from Driver Coil, there's the Sci pick which can either grant you faster sector space travel (which isn't restricted to only making 'transwarp speed powers' faster, but all warp travel in sector) or 50% TWarp CD reduction.

    EDIT, 'drained as far as normal when at Full Impulse' - forgot to specify 'at full impulse'...


    Thanks for these extra clarifications. :)
    3lsZz0w.jpg
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    sinn74sinn74 Member Posts: 1,149 Arc User
    alonar wrote: »
    In all this talk of nerfs and buffs and making skills easier for new players to understand, why has no one pointed out that they still don't explain anywhere in the game to a new player what anything actually DOES. Short tooltip discriptions don't really convey to a person who has no idea of this game's mechanics what each skill is about.

    This may be the most helpful feedback I've seen.

    Even players with years' experience playing, testing, and crunching numbers in this game have been asking things like "what does this do?" So, how exactly is this easier?
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    tancrediivtancrediiv Member Posts: 728 Arc User
    I ported my Rom sci to Tribble. I skilled this character to max out the sci tree.

    What is the third ultimate ability? It mentions improvement to "probability manipulation" what is that? I know of "probability logistics" from sci skills on holodeck.

    Maxing out everything in the sci tree with 3 embassy PRG comsoles and the crafted sci console with partg, I attempted to check my pRG total in my ship stats. It isnt there. How are we to know and compare when the stats dont show? Are they now somewhere new? We need to be ab l e to see drain scores and such as well.

    I put onlly 12 in tac for weapons,, targeting and defense. The rest will be in eng. Nothing in the new long range skills. I havent put it in battle yet. Might have an hour or two this week maybe. I focused on romulan energy issues to see if they would improve witth the changes to warp core and eps. My hull heals are going to be very.pooor so the shield skills spent better make up the difference.

    Player and forumite formerly known as FEELTHETHUNDER

    Expatriot Might Characters in EXILE
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    shurkhemolightshurkhemolight Member Posts: 399 Arc User
    edited February 2016
    Been around since release, 3 tacs, 2 engs, 2 scis, the only thing remotely needing any adjustments on sci may have been the range at which GW drew enemies from, other wise sci should have been hands off or "buffed".

    PG builds are what the old school called one trick ponies, and were hardly overpowered, this from a player who has always been tac crazy.

    This has "nothing" whatsoever to do with "much needed", normalization, or any of that nonsense, this is simply a general rollback of abilities in preparation for the next round of fixes.

    Not to worry, everything that gets nerfed will be "fixed" with the next round of 30$ ships, and dozens of lockbox keys.

    Just keep that CC handy.
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    captxpendablecaptxpendable Member Posts: 127 Arc User
    kidfinn wrote: »
    birzark wrote: »
    I took a look at some values and built my skills same as on holodeck and some notable differences.
    Hull Regen: Holodeck 128.2% Tribble 105%
    Shield Regen: Holodeck 184.3 Tribble 276.4( no skill points in shield regen on tribble)
    Hull and shield restoration seems to be similar values same with capacity.

    I've been trying to test the various hull and shield regen stuff as much as I can. First, the Shield Regeneration Rate line under Stats for your ship screen seems very inaccurate. It does not appear to be affected by Shield Power at all. Putting 3 points into Advanced Shield Regeneration did affect it, however (doubled it, as expected). Observed regeneration was significantly higher than what was shown. Most variations I could see could probably be attributed to the differing regeneration rates of different shields. One possible issue: On first testing/impressions, if you bump up your shield capacity with consoles, it did not seem to affect your shield regeneration rate. If this is intended and correct, you might want to adjust the language on the skill to reflect that.

    Shield power doesn't have any effect on regeneration, it effects shield hardness. If you put your shield power all the way up to 125, you get 25% damage reduction.
    If you put 3 points into the shield hardness skill, that increases it to 50% damage reduction.
    "Let me guess, my theories appall you, my heresies outrage you, I never answer letters and you don't like my tie" - The Doctor

    "Any sufficiently analyzed magic is indistinguishable from science!" -
    Agatha Heterodyne
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    meimeitoomeimeitoo Member Posts: 12,594 Arc User
    daiph wrote: »
    I believe the new 'shunt' is meant to not only retain some power in the subsystem but also get it back into other systems faster when exiting Full Impulse, though I didn't do much by way of testing on that, so don't quote me...

    Quoted, after all. :P But not going to hold you to it.

    Still, can someone confirm please that 'shunt' has these EPS-kind qualities of restoring power faster after a Full Impulse drain? (And not just keeps your power levels at a higher minimum) Cuz that's really kind of a big deal to me (for which I normally use EPS). If so, this really might be worth investing in.
    3lsZz0w.jpg
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    daiphdaiph Member Posts: 149 Arc User
    edited February 2016
    Shield power doesn't have any effect on regeneration, it effects shield hardness. If you put your shield power all the way up to 125, you get 25% damage reduction.
    If you put 3 points into the shield hardness skill, that increases it to 50% damage reduction.

    Actually, if that still mirrors Holodeck even to a mild degree, shield power has always increased regeneration. 50 shield power = 100% regen rate of the shield, and for each power point + - from there, there's a 4% recharge difference.

    From what I remember of the new Tribble skill, the effectiveness of the power subsystem is reduced in favour of granting a larger effect from skill investment.

    EDIT - Just to add this for completeness.
    50 shield power = Standard regeneration
    25 shield power = Half regeneration
    100 shield power = Double regeneration
    125 shield power = Triple regeneration
    Obviously the exact value of regeneration also has to take into account the shield type and it's intrinsic modifiers, before it's actual item modifiers...

    Resists are a whole other thing for which there used to be a table somewhere on the old forums, which I have no idea how to get to now. I remember it was a simple formula like 'shield power/x = resist percentage from shield power'.
    What everyone buying Zen are really saying while all these bugs are still floating freely:
    qHiCsi6.gif
    Stop new content until quality returns
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    meimeitoomeimeitoo Member Posts: 12,594 Arc User
    daiph wrote: »
    Shield power doesn't have any effect on regeneration, it effects shield hardness. If you put your shield power all the way up to 125, you get 25% damage reduction.
    If you put 3 points into the shield hardness skill, that increases it to 50% damage reduction.

    Actually, if that still mirrors Holodeck even to a mild degree, shield power has always increased regeneration. 50 shield power = 100% regen rate of the shield, and for each power point + - from there, there's a 4% recharge difference.

    From what I remember of the new Tribble skill, the effectiveness of the power subsystem is reduced in favour of granting a larger effect from skill investment.

    ^^ This.
    3lsZz0w.jpg
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    captxpendablecaptxpendable Member Posts: 127 Arc User
    daiph wrote: »
    Shield power doesn't have any effect on regeneration, it effects shield hardness. If you put your shield power all the way up to 125, you get 25% damage reduction.
    If you put 3 points into the shield hardness skill, that increases it to 50% damage reduction.

    Actually, if that still mirrors Holodeck even to a mild degree, shield power has always increased regeneration. 50 shield power = 100% regen rate of the shield, and for each power point + - from there, there's a 4% recharge difference.

    From what I remember of the new Tribble skill, the effectiveness of the power subsystem is reduced in favour of granting a larger effect from skill investment.

    EDIT - Just to add this for completeness.
    50 shield power = Standard regeneration
    25 shield power = Half regeneration
    100 shield power = Double regeneration
    125 shield power = Triple regeneration
    Obviously the exact value of regeneration also has to take into account the shield type and it's intrinsic modifiers, before it's actual item modifiers...

    Resists are a whole other thing for which there used to be a table somewhere on the old forums, which I have no idea how to get to now. I remember it was a simple formula like 'shield power/x = resist percentage from shield power'.
    I just hopped on to Holodeck to check that out. This is what I'm seeing.
    tumblr_o3awr0Ffam1v9be6eo1_1280.jpg

    "Let me guess, my theories appall you, my heresies outrage you, I never answer letters and you don't like my tie" - The Doctor

    "Any sufficiently analyzed magic is indistinguishable from science!" -
    Agatha Heterodyne
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    daiphdaiph Member Posts: 149 Arc User
    meimeitoo wrote: »
    Quoted, after all. :P But not going to hold you to it.

    Still, can someone confirm please that 'shunt' has these EPS-kind qualities of restoring power faster after a Full Impulse drain? (And not just keeps your power levels at a higher minimum) Cuz that's really kind of a big deal to me (for which I normally use EPS). If so, this really might be worth investing in.

    Test run using a 'base' KDF toon with the initial BoP and it's standard issue equipment (deflector, shields, engine and core)

    (I would totally use the table BB code here, but it's disabled...)

    Basically I did a run with a stopwatch to confirm I wasn't miscounting ticks
    With no EPS, power drop and return was 18 seconds total
    With 2x invested into EPS, 9 seconds both ways
    Shunt however didn't change the speed of transfer, but it did set the floor for subsystem power to 25 (for all subsystems which were over 25 before FI was engaged) and the ceiling for engine power to 125, which resulted in it taking a second longer to finish transferring power due to the extra range.

    Conclusion; does exactly what it says on the tin, exactly the same way that Driver Coil used to, though obviously with less variation on range.
    Sidenote; the added 25 engine power resulted in an increase of 5 speed and 5 degrees/ps turn. At base then, 5 engine power = 1 speed & 1 degree/ps. This also appears to hold true outside of FI and at lower power levels, though that will vary depending upon the type of engine you use (combat/balanced/hyper). Which in turn means that where Driver Coil gave you additional turn and speed at Full Impulse, above just having the boost from power, 'Shunt' doesn't.

    I add that as there's nothing anywhere telling us what to expect from power increases. To clarify, 'Subsystem Performance' skills still only tell us that the skill will result in 'x' power boost, which while more information than we were given previously, there's nothing to give us any indication of what the power boost will yield in terms of effective performance. Yeah, I know, there are other factors, but we can work out how those actually interact elsewhere, we know that's too much to put into a tooltip on its own.

    How much do I wish I could use both skill systems interchangeably on Tribble right now so I could do some actual side-by-side testing or at least have both old and new skill values shown clearly...

    Here's another one of my worries, and this seems to confirm it to some degree.
    With the move to higher returns for skill investments away from subsystem power, with less flexibility in where we can put our points in order to get those power figures, those people who can't get that power level or those skills are facing another facet of value shift in their builds. Also, this again shows another aspect where the old skill tree could've been given updated information to tell people how much power a 'performance skill' would grant them instead of requiring a third party source who likely spent hours in various tests to discover all the formulae which went into it.

    Speaking of which...

    I went on to check the Impulse Expertise using what I outlined above because that tool top made no real sense to me, specifically:
    To find your modifiable base speed value, subtract 5 from your currently displayed speed
    Really? Where? Obviously not your throttle, but does a new player know that? How about the stats tab under the status window, though I'm not even convinced that's the figure you want used either to be honest since that only displays the maximum speed available without using full impulse. Also, that's the base speed (if you can find it to work it out), what's the base turn then?

    Now, the bit at the bottom is so straight forward, I love it, it makes sense out of everything else there, but it also made me wonder if if a) it's that simple or b) the above applies to turn as well, and if it did, would the returns come back to confirm its simplicity? I mean, ImpulseX Lvl 1 should yield a straight 20% (effective modifier of x1.2 - for clarity) on top to speed and turn, right?

    Well, I decided to make mine a very sick bird of prey, and set it to spin... Vomit Comet of the KDF is go!
    For absolute clarity there were no traits, active abilities or item modifiers of any sort present in exactly the way I outlined above, and at Engine power of 25 I had 10 speed and 28 degrees turn to start with and no ImpulseX. Literally this was just to see how ImpulseX applied on it's own, and along with engine power, that's all that changed here.
    • I expected 12 speed and 33.6 degrees turn with the first point investment, because initial values x1.2 but instead, I received 12speed and 32.6 degrees turn.
    • I timed 1080 degrees in constant turn for all iterations, and discovered it's displaying correctly at the lower (i.e. unexpected) turn rate.
    • At ImpulseX II, I expected 13.4 and 37.52 (now at x1.34 as 34% boost going by tooltip), again speed showed as expected however turn was 35.8. This lead to a more noticeable and quantifiable difference when using a 1080 turn to test, again, displaying correctly at the unexpected rate.
    • ImpulseX III gave 14 speed as predicted (x1.4 as 40% boost as per tooltip), 37.2 turn instead of 39.2, which again, followed when I tested manually and was again, easier to notice due to the larger difference.
    I've separated these out a bit for ease...

    Engine Power @ 50:
    • Initial - Speed: 15. Turn: 33
    • Expected & returned. ImpulseX I - Speed: 18, 17. Turn: 39.6, 37.6 -- Effective modifier: x1.13333 & x1.13939
    • Expected & returned. ImpulseX II - Speed: 20.1, 19.4. Turn: 44.22, 40.8 -- Effective modifier: x1.29333 & x1.23636
    • Expected & returned. ImpulseX III - Speed: 21, 20.7. Turn: 46.2, 42.2 -- Effective modifier: x1.38 & 1.27879

    Engine Power @ 75:
    • Initial - Speed: 20. Turn: 38
    • Expected & returned. ImpulseX I - Speed: 24, 23. Turn: 45.6, 42.6 -- Effective modifier: x1.15 & x1.12105
    • Expected & returned. ImpulseX II - Speed: 26.8, 26.1. Turn: 50.92, 45.8 -- Effective modifier: x1.305 & 1.20526
    • Expected & returned. ImpulseX III - Speed: 28, 27.7. Turn: 53.2, 47.2 -- Effective modifier: x1.385 & 1.24211

    Engine Power @ 100:
    • Initial - Speed: 25. Turn: 43
    • Expected & returned. ImpulseX I - Speed: 30, 29. Turn: 51.6, 47.6 -- Effective modifier: x1.16 & 1.106977
    • Expected & returned. ImpulseX II - Speed: 33.5, 32.8. Turn: 57.62, 50.8 -- Effective modifier: x1.312 & 1.181395
    • Expected & returned. ImpulseX III - Speed: 35, 34.7. Turn: 60.2, 52.2 -- Effective modifier: x1.388 & 1.213953

    Good news time! The difference between the value I expected and what came back multiplied up by power exactly, so there's a pattern. Differences were 1 with ImpulseX I, 1.72 with ImpulseX II, and 2 with ImpulseX III at 25 power. This was doubled at 50 power, tripled at 75 power and quadrupled at 100 power.

    Bad news time. I get the feeling that I'm missing something incredibly obvious here. Could someone please confirm that this is broken or that I am?
    What everyone buying Zen are really saying while all these bugs are still floating freely:
    qHiCsi6.gif
    Stop new content until quality returns
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