I was advised not to use resistance consoles in my engineering slots because they produced diminishing returns on resistance. They recommended many consoles that are beyond me in terms of missions, resources, or reputation. Their recommendation was to focus on EPS & RCS. I believe that using four tac consoles for the damage type stacks. Is this correct? If I used four EPS would this help my EPS or just be another diminishing returns thing? I have just gotten the skill needed to craft the Conductive RCS but they recommended one with EPS. The one I started crafting yesterday has no modifiers at all just a straight up Conductive RCS. How do you get modifiers when you craft it? Sorry a lot of questions.
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The "diminishing returns" are not really diminishing returns, but rather the misconception that if you take a ship with say... Stat 10, and then add +20%, then the second console should add +20% to 12... That is not the case, it adds +20% to the base stat wich is 10...
I am not a number cruncher in this game, but I think thats the basic logic behind it... There's a formular that covers how it works, but since I don't really care that much about DPS anymore, I havn't put efford into learning it... I am sure someone will come around and elaborate on it.
That's how Tac consoles work. Engi consoles have an effectiveness curve to prevent getting to 100% resist. There are others who can explain it better.
If you were to equip one console that boosted Phaser/Disruptor Resistance Rating and one that added Polaron/Antiproton Resistance Rating, those values would be mutually exclusive and you wouldn't overly suffer from diminishing returns (depending on your existing resistance values such as from innate resistance, traits, other equipment, etc.) But if you were to equip a Neutronium armor that provides resistance to all energy weapon types and one that boosted specifically Phaser you'd start to run into stronger diminishing returns on the Phaser resistance because you have 2 consoles that boost the same value.
The main reason armor consoles aren't highly used is because there are a LOT of sources of Resistance Rating that makes further additions less beneficial, and you could get a greater benefit to other systems instead of a minor increase in your damage reduction with that console slot.
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The only way to increase your chances of crafting an ultra rare console that requires a special Doff is by increasing your crafting school level. Level 20 will give you the best chances for ultra rare consoles, but it takes a long to go from 15 to 20. There should also be accelerators that you can use, but I am not which ones since I have not crafted any of those special consoles yet.
Conductive RCS consoles with [EPS] is very valuable and expensive on the Exchange. Since I want consoles that boost EPS and also resistance, I go for the more affordable route; I purchase an ultra rare Conductive RCS Mk XIV [ResAll] console and crafting my own EPS Flow Regulator for all of my captains.
I purchased have multiple ultra rare Conductive RCS Mk XIV [ResAll] from the Exchange for less than 14m EC each. It's a matter of just watching the Exchange. During the next Double Tech Point weekend, I gonna attempt to upgrade all of them to epic quality. I will also attempt to craft craft epic EPS Mk XIV consoles as well.
http://sto.gamepedia.com/Damage_resistance
It's not just Consoles that are affected, it's Damage Resists in general, regardless of source. It doesn't matter if the resists come from Consoles, Set Bonus, Traits (i.e. defensive, aux-based Nukara Trait), whatever... They all suffer the same thing. OTOH, there isn't really a cap or Diminishing Returns on most everything else, especially offense (Pew-Pew or Space Magic).
Outside Damage Resistance, the old Skill System used to have Diminishing Returns. But with the revamp on the Skill System recently, you'll notice the further you go into a column / 3or 4-skillbox set, the less you get back compared to the first box. So Skills still has diminishing returns.
There is one other game aspect with Diminishing Returns and that's Bonus Defense. It's more of a soft cap though. Bonus Defense has a sort of big hurdle to get over when you're approaching 100. Older Raiders, Escorts were the only ones that could easily reach the 80-90-something range. But getting to 100 or surpassing it was tough. Romulans with the right traits were the only ones for years to be able to hit 100. That changed, however when the Pilot Ships came out. All 3 faction Pilot Ships if built right could attain 100+. On top of built in Pilot Maneuvers, Pilot Ships got away with a lot of things. The Romulan Pilot Ships? Even better possible Bonus Defense and I once had one with my Reman for 120-something.