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skillsdiscussion [2016/04/12 09:09]
alfred [hull penetration]
skillsdiscussion [2016/04/12 12:34] (current)
alfred
Line 1: Line 1:
 +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
  
skillsdiscussion.txt ยท Last modified: 2016/04/12 12:34 by alfred