I'm going to stack questions I have about reduction/recharge and other like abilities. But I'm starting with a deflector officer question.
This one confuses me becuase it uses both recharge, reduction, and normal in the description. What is it supposed to do?
I've been using this
thread on ability cooldowns to figure out my timings, but I am unable to correctly identify my cd values yet. I admit I may be missing some bonuses still. I'm having trouble tracking them all down and keeping track of them all.
From what I've read:
1. Recharge is a dividend where you add the recharge bonuses in percentage form(x/100) and add one then divide the base value. (50%+20%+30%=100%; 60secondcd/2=30second cd!)
2. Reduction in general is where you add the bonuses, put them in percentage form and subtract from 1 and then multiply. (50%=.5, 1-.5=0.5. (60*0.5 = 30 seconds)
3. Obviously mathematically these can be combine in a simple sense in either order and get the same results. ((60/1.5)*.5=15sec, (60*.5)/1.5=15sec.)
Delfector officer has one of those confusing descriptions:
Chance to reduce the time for all deflector abilities to recharge after use. Affected abilities include....
25% chance: Set recharge time to 50% of normal recharge time.
1. What is normal recharge time.
2. How is it applying this mathematically?
3. Is it applied to the skill activated or only the other deflector abilities?
I'm trying to make a ship that spams wormholes and has as many on the target as possible. I'm trying to figure the best way to get as many gravity wells as I can. But I need to know how all of these type of skills work. So far I'm pretty confused.
I was also experimenting with the krenmin warp core with it's 50% reduction.
Temporal Phase Capacitor: 50% bridge officer ability recharge time reduction for 15 sec.
It uses both recharge and reduction again in the description. Very hard to figure out what it is doing. Assuming the above two calcs are the only two needed to understand it.
I'm not sure how that one works either. Is it recharge, reduction, or other? They need to put demonstratable formulas in the power description showing what it is doing with variables to all abilities in play so we can see it in game somehwere.
I'm testing this on a character with 3 skills in scientific readiness and other mods to readiness in general. It's hard to test them.
Answers
This might help is you want to attempt a proper understanding
https://www.reddit.com/r/stobuilds/comments/67sony/cooldown_reduction_calculator_for_season_13/
Doing calculations is fine but you'll still have to do tests, then use for real and see how things actually pan out. A good place to test is the foundry farm missions as these give you badguys to shoot so abilities can be used, but you'll not be at significant risk of being blown up.
I was hoping it only used shared cooldowns and I could try to stack mass grav wells I's for a different form of DPS. They should really change how that works and unrestrict abilities and find a new way to balance things. Takes the fun and creativity out of the game.
What I was going for:
1. Grav well and other skills down to 15second cds.
2. Using Photon officer or deflector officers to proc more grav wells with chance of extra wells and use subspace vortex more often.
This allows for 31.25 - 15.625 CDs and stacking of 2-12 grav wells depending on luck and other skills like subspace vortex. It would combine for multiple ways to get 15 CD allowing for better DPS. That is not allot of grav wells. I do not see the reason for the restrictions... Especially it's 40sec limit on CD.. It's very reasonable to get lucky and do 2-4 grav wells at once in an exotic focus.. That would be very decent and average DPS for end game for single target. You focus quite a bit to get that much CD drop and it not unreasonable in any way. I can restrict down to grav well I for more consistant wells with photon officer III or drop that to II or none for use with just deflector dish. All the stacking does is determine how long you get a chance at 2-12 grav wells. It does not increase damage because of the limits of the ability and doff power. They could loosen up restrictions in other areas if needed to compensate. The game would be more interesting with some more build diversity.
Note: They need to put shared and duplicate cd's in games power description at the least. If not in all ability tooltips. The wiki is annoying because it is an external source, you need 50 pages up to work on anything, and it's often or almost always outdated and unreliable adding to confusion.
You could also balance by having it so grav wells and other anomalies reduce other anomaly reduction on the same space by 1-5% per anomaly. Then if you stack it stops being efficient after a while. Although more powerful. this could be reduced by how far apart they are so if you use temp specialization you get more pull at to the center but less damage compensated by being in the center and stronger. Then it averages out a bit and is a matter of taste and some functionality.
You have to be pretty lucky to get that many grav wells on one spot. But there are ways to reduce it like I just mentioned.
1.05^12 = 1.8 approx.
Assuming max 12 wormholes:
Grav well III 4,000Damage*12=48,000/1.8=26,666 damage per second.
Grav well I 2,500Damage*12=30,000/1.8=16,666 damage per second.
Assuming half 6 wormholes:
Grav well III 4,000Damage*6=24,000/1.34=18,000 approx. damage per second.
Grav well I 2,500Damage*6=15,000/1.34=11,200 approx/ damage per second.