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skillsdiscussion [2016/04/12 09:09] alfred [hull penetration] |
skillsdiscussion [2016/04/12 12:34] (current) alfred |
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+ | Tribble tested. Standby for updates as 11.5 goes live | ||
+ | |||
+ | ====== Skill Discussion ====== | ||
+ | ===== Lieutenant ===== | ||
+ | ==== Hull restoration ==== | ||
+ | * Hull healing powers increase no difference from tooltip | ||
+ | * Helps heal yourself and others | ||
+ | * Recommend rank 2 for everyone | ||
+ | ==== Hull cap ==== | ||
+ | * This is hull increase on the base of the ship before buffs (cat1), so in some case may only get 22% increase to a buffed hp | ||
+ | * Recommend rank 1 for everyone, rank 2 for tanks | ||
+ | ==== Shield restoration ==== | ||
+ | * Shield healing powers buff. No difference from tooltip | ||
+ | * Heal the shields of yourself and others | ||
+ | * Recommend rank 2 for everyone | ||
+ | ==== Shield Cap ==== | ||
+ | * This is buff on base of shield | ||
+ | * Does not cover after buffs (cat 1), so on epic gear and after buffs may only get 18% total shield increase for rank 3 | ||
+ | * Rank 1 for everyone | ||
+ | ==== Energy weapon ==== | ||
+ | * Increase on base weapon damage (cat 1) | ||
+ | * After other buffs and 125 weapon power, may only get 10% increase in energy weapon damage for 3 ranks of energy weapon | ||
+ | ===== Lt. Commander ===== | ||
+ | ==== Eps flow ==== | ||
+ | * Useful when combined with over-capping (over 125 weapon power). Help transfer power to weapons during the firing cycle | ||
+ | * Necessary rank 2 for 8 beam fire-at-will builds, also get plasma integrated warp core (exchange, or fleet). [[http://sto.gamepedia.com/Console_-_Universal_-_Plasmonic_Leech|Plasmonic_Leech console]] can substitute | ||
+ | * Recommend rank 1 for other energy weapon types or get plasma integrated warp core (exchange, or fleet) | ||
+ | * Will help change between energy presets faster | ||
+ | ==== Impulse Expertise ==== | ||
+ | * 1 rank unless you are building to go slower at full throttle | ||
+ | * Consider 0 ranks if using front weapons with "improved pedal to the metal" (20% damage buff) | ||
+ | * Can still use full impulse to get you around with 0 ranks | ||
+ | * Rank 2 is useful for extra defense | ||
+ | ==== Control Expertise ==== | ||
+ | * Increase in sci power hold effects | ||
+ | * Also helps resist hold effects. | ||
+ | * 2 ranks will allow escaping grav well, not much effect against tractor beams | ||
+ | * 1 rank would require some power shifting to engines to escape grav well | ||
+ | * 0 ranks would need evasive maneuvers to escape grav well | ||
+ | * Some deflectors can provide enough to not need this | ||
+ | ==== Drain expertise ==== | ||
+ | * 2 ranks for drain builds. | ||
+ | * Helps resist drains a little bit, shield drains still drain a large amount (hopefully they fix this crazy drain from npcs) | ||
+ | * [[http://sto.gamepedia.com/Console_-_Universal_-_Plasmonic_Leech|Plasmonic_Leech console]] benefits | ||
+ | ==== Drain Infection ==== | ||
+ | * Adds a damage over time to sci drain powers | ||
+ | * Shield penetrating? | ||
+ | ==== Defensive Maneuvering ==== | ||
+ | * Direct defense no matter what speed you are going | ||
+ | * Recommend rank 1 or 2 for every build | ||
+ | * Get rank 2 in impulse expertise if need more defense | ||
+ | ===== Commander ===== | ||
+ | ==== Hull plating ==== | ||
+ | * Rank 1 just about equal to one neutronium alloy armor mk xi. Think of this as an extra armor slot | ||
+ | ==== Shield Regeneration ==== | ||
+ | * **Over powered** keep an eye on this. It is my opinion it might get nerfed | ||
+ | * A percentage of your total buffed shield HP as regeneration. Independent of shield power and base regeneration. Extremely useful on all builds especially high shield HP builds | ||
+ | * Rank 3 on every build unless using some other way to recharge shields such as [[http://sto.gamepedia.com/Console_-_Universal_-_Shield_Absorptive_Frequency_Generator|Shield_Absorptive_Frequency_Generator]] for warbirds | ||
+ | ==== Shield Hardness ==== | ||
+ | * Direct reduction on shield HP loss | ||
+ | * Not related to bleed-through (10% normal shields, 5% resilient) | ||
+ | * Kinetic shield damage is always reduced to 25% before shield hardness applies | ||
+ | * Independent of power level | ||
+ | * Shield hardness stacks as a product of the damage multipliers | ||
+ | * Capped at 75% | ||
+ | * Example with 100 shield power 20%, 3 ranks shield hardness 20%, emergency power to shields III 30%, Transfer shield strength 15%, Rotate shield frequency 34% => 1-(0.8*0.8*0.7*0.85*0.66)=74.9% shield hardness | ||
+ | * 1 rank would be battle equivalent to extra 10% shield regeneration and 10% shield HP after buffs (cat 2) | ||
+ | * Recommend 3 ranks for all builds | ||
+ | ==== Weapon Amplification ==== | ||
+ | * Increases the Crit serverity by 10%. If your build can do 20% crit chance put 1 rank in this. Otherwise pass. | ||
+ | ==== Weapon Specialization ==== | ||
+ | * Increases crit chance | ||
+ | * Recommend 2 ranks | ||
+ | ===== Captain ===== | ||
+ | ==== Subsystem Performance (weapon, shield, engine, auxiliary) ==== | ||
+ | * Rank 1 of both recommended | ||
+ | * Benefits of rank 2 would depend on if you are running a warp core with [AMP]. If rank 2 can boost a power above 75 take it. | ||
+ | ==== Long Range Targeting Sensors ==== | ||
+ | * Reduces damage drop off at long range for all energy weapons (cannons and beam now have same drop-off) | ||
+ | * 0 rank stay close to target for no damage drop off (2Km) | ||
+ | * 3 ranks for standoff fighting (npcs lose 50% at 9km) | ||
+ | * Maximize area of effect weapon firing (fire-at-will, cannon scatter volley) | ||
+ | |||
+ | ==== Hull penetration ==== | ||
+ | * 1 rank would give 5 armor penetration, anywhere from 3%-5% damage increase depending on total damage resist of target | ||
+ | ==== Shield Weakening ==== | ||
+ | * Direct damage buff against shields of target | ||
+ | * Once shields are gone, does not help | ||
+ | * Recommend 0 or 1 ranks | ||
+ | ===== Admiral ===== | ||
+ | ==== Warp core potential ==== | ||
+ | * Good power increase for all power levels | ||
+ | * Recommend at least 1 rank | ||
+ | * Just like subsystem performance, use rank 2 to get a system above 75 if using [AMP] warp core | ||
+ | ==== Warp Core Efficiency ==== | ||
+ | * Recommended | ||
+ | * Great additional power to systems set below 25 power | ||
+ | * Reducing scale up to 75 power setting | ||
+ | |||
+ | ==== Engineering, Scientific, Tactical readiness ==== | ||
+ | * Reduces cooldowns on bridge officer abilites | ||
+ | * Some ship traits, duty officers can do similar | ||
+ | * Does not reduce cooldown below global cooldown of duplicate abilties | ||
+ | * Example chaining APO and APB, or chaining 2 tachyon beams dow to the global cooldown | ||
+ | * The [SciCdr] mod that appears on deflectors is +50 Scientific Readiness | ||
+ | ==== Shield mastery ==== | ||
+ | |||
+ | ==== Coordination Protocols ==== | ||
+ | * This buffs pets and other team members | ||
+ | * If all 5 team members had these, would yield 20% hp, damage, accuracy, defense for everyone. Extra for pets. | ||
+ | * If solo, still helps NPC allies | ||