After having played around with the new skill system a bit - I noticed that passive hull regeneration, while it can be modified by gear and captain skill, greatly varies between ship classes.
For instance, and Assault Cruiser Refit (T5U) shows a native rate of 146% per minute, while a Jem'Hadar Dreadnought shows 80%, all other things being equal.
Not that it does not make sense, but should this not be a stat that is displayed in the ship vendor?
Remember, STO is nothing but a cosmetics game, where only the rule of cool matters. The game mechanics are intentionally out of balance, don't try to "optimize" anything, as it would just frustrate you.
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I do kind of like the idea of a passive shield and hull build next. Very ineffective but who cares.
I don't know what @coldnapalm and @pottsey5g are going on about. It's not hard to get a high passive hull regen. I get a 100% in combat without much of a sacrifice in dps (if any). It's just a different way of playing. It's not a must have but not having to heal hull even while taking damage is really nice.
I agree.
“I don't know what @coldnapalm and @pottsey5g are going on about. It's not hard to get a high passive hull regen.”
@rmy1081 Passive regen doesn’t work as well as active healing. I prefer passive but it’s less effective. 2 consoles and 1 trait focused on active healing works far better then 2 consoles and 1 trait focused on passive.
Eng team 1 @ 10,541 per 18 seconds.
AuxSif3 13,079 per 12 seconds
Hazard Emitters 1 is 20,923k per 42 seconds
Rally Point Marker 1, is 9653 with an extra 152 per second while ships stay within the marker area.
I don’t have AuxSif2 fitted but its 10,462 if I did.
The above times are not including The trait "Emergency Response" which knocks AuxSif down to 10seconds when below 50% hull and it also knocks Eng team down to the speed cap. Alternately I could take 3% more skill recharge with my spare skill point.
As far as I can see passive regen lags far behind active healing. EDIT: That’s not even counting the other benefits I didn’t list here. Still I am going build another passive regen setup. It works just not as well as other setups.
The borg rep trait Hull Repairing Nanites heals 1% of my hull every 3 seconds that's 751.3 Hull every 3 seconds
the Borg 2 piece healing 1% every 2 seconds for 751.3 hull
So over 10 seconds I restore 6,235.79 hull passively and that's without buffs to the restoration at all. Nor is this adding the passive healing the ship already has (Annorax) but I do heal 5% of my hull every 3 seconds in combat.
Edit: I should go on to note that I also have Ablative Shell and Nanite Repair Matrix slotted as well to add to passive healing.
Little short of time as getting ready for work so if something not detailed enough ask away and I will post later. Battlecruiser.
- Sustained Radiant Field console. 25% healing, 2 part set provides a boost to the temporary hitpoints when my Radiant Quantum torpedo hits.
- Bio-Neural Gel, 7% cooldown reduction, 2 part Neut Torpedo.
- Adapted MACO 2 part set 3.5% max hall every 6 seconds. (passive)
- Regenerative Integrity Field 26.6% healing.
Traits
-Biotech Patch, 20% hull healing (this is a major one)
-Give it your all, dodge 20% of all damage for 3 seconds on active hull heal.
Star Ship Traits (I bealive there are no passive hull traits?)
-Emergency Response
-Desperate Repairs
-Improved Temporal Insight.
“You can easily buff a cruiser to 250% for the cost of a deflector, a console, two trait slots, and three pips in Damage Control.”
How? I could do that in the old skill system but after the revamp I don’t seem to be close. I thought the Borg set was best for passive regen and the Borg Set & Nanite circuitry only gives me 170 (no traits) that puts me on 80% in combat at the expense of losing a lot of damage. What did I miss? Could be the traits are better then I remember. Also what’s the easy way to do the math to work out how much regen you get from passive hull healing?
At 80% passive regen and 100k hull how often are the armor regen ticks? For example the Adapted MACO is 3.5% every 6 seconds but how to do the math to add that into the passive regen every x seconds? Didn't get enough sleep last night so might play with passive regen tomorrow.
Lol sadly this is true, unless im falling asleep, or get distracted otherwise nothing is left in front of my 3 tacs to hurt them anyway.
No, really, no one does.
What I use:
1. 5 Human BOFFs plus my captain is Human
2. Hull-Repairing Nanites Trait
3. Kobali 2 Piece + Assimilated 2 Piece
4. Rapid Repairs Trait which is the T2 Mastery Passive on the Science Star Cruiser
5. 3 Points in Damage Control
6. Techie Personal Trait
This is my science star cruiser build:
http://skillplanner.stoacademy.com/c12ca33d1267cf5a77f804f7216b25d7
It has a 24k Aux2SIF 3, I could get it higher if I used my SIF generators, but I would lose damage resistance.
Also, I think Cruisers in general get a bonus to regen and healing?
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Ah yes, sorry I did not mean to imply that.
I do think Cruisers get an innate boost to both regen and healing from its Mastery Tree. I am not in-game to confirm, but that could be why you are seeing disparities between your ships.
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On T5-U and up at least the differences does seem partly due to Mastery:
http://sto.gamepedia.com/Starship_Mastery
For the lower tier ships, it could still be based on ship class (I know for sure Cruisers get bonus power levels for example). But you are right, this should be clearly shown in the shop selection.
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