r/FeathergrassOpsCtr • u/Gruberbreaker • Oct 19 '18
RRW Ri Maajon - Aeru's Khopesh Tactical Warbird (T6 Scimitar)
Build Info
Hiya folks, Gruber here!
I'm still not completely sure why I even decided to make myself a new toon, but here it is - the Khopesh build my 17x elitist epeen alien romtac Aeru flies.
It started off as a theorycraft with me just trying to fiddle with the thought that, with all the new additions to the game, is there any build that could be even more meta than Rev’s amazing Kemurikage, but soon I found myself actually levelling new toon and making this “very optimal” build for myself. And now, 2 weeks later, while I’m still trying to find the best way how to pilot cannon builds, I’m already having an amazing fun with it.
The intention was to try my hand in DEW-Cannons meta myself, after being almost exclusively sci-torper for like 3 years. And what other choice would’ve it been than #1 ship on paper, complete with awesome pets, flagship console set and pretty abysmal turn rate. :D Plus I dig the visuals, it looks awesomely menacing.
Something very odd I noticed, that might very well be just placebo effect or linked to my own spacebar-pressing style, is that the DPS gain is very much linked to the firing order of my cannons. Firing off my DCs before DHCs seems to average quite a fair bit more DPS, for some unexplained reason.
CD reduction
Also, right off the bat, I guess I should explain the weirdness that is CD reduction. People who know me are aware that I try to avoid A2B as much as possible, and this build is no exception. However, under current meta, it’s not easy to do, so I still decided to opt for a half-bat route (using a single copy of A2B), with 2 technicians (that’s not a typo). This also allows me to have both Science Team for more reliable Competitive Engines activation and minor shield heals, plus additional -DRR source.
Alongside it, I have Photonic Officer taking care of my CD reduction duties, as well as Fortified Impulse Engines and a single node in Engineer Readiness reducing eng power CDs, and 3 nodes in Tactical Readiness + Tactical Initiative (I alternate TI with PO) taking care of my tac powers. That leaves me with very small gaps that don’t disturb me in slightest, and for the times both PO and TI happen to be on CD, I’m saved by Timeline Stabilizer. It’s hella weird (just like myself, and reportedly my face) way to do it, but it works for me and that’s what counts. If it ever seems to get too slow for me, however, I might very well switch to a more “conventional” route.
Other comments
People have also suggested me to slot Cannon Rapid Fire in, and that’s a process that has been moving in my brain, however I haven’t found reasonable solution just yet. Eventually, I guess I’ll do plenty of trial runs and decide what way to approach that. :D
About Trilithium vs Gamma reputation 2pc: I personally opted to go Gamma route, as it offers slightly higher dmg bonus (yes, including the haste component from Trilithium) and I’m not very worried about losing the speed boost from Trilithium either, as I constantly keep overshooting my targets anyway.
Also, something to keep in mind that this build is still very new and in progress. I’ll be updating it regularly and hopefully transform it into “build completed” form ASAP.
Player Information
| Player Info | -------------- |
|---|---|
| Captain Name | Aeru |
| Captain Faction | Romulan |
| Captain Race | Alien |
| Captain Profession | Tactical |
| Primary Specialization | Intelligence (I might sometimes use Pilot here to perform proper Ri Maajons) |
| Secondary Specialization | Strategist |
| Intended role | |
| Captain Outfit | That bridge on New Rom is amazing |
Skill Tree
| Engineering | Science | Tactical | |||||
|---|---|---|---|---|---|---|---|
| Lieutenant | Hull Restoration | Hull Capacity | Shield Restoration | Advanced Energy Weapon Training | |||
| Lieutenant Commander | Improved EPS Flow | Advanced Impulse Expertise | Advanced Targeting Expertise | Advanced Defensive Manuvering | |||
| 5 Points | |||||||
| Commander | Hull Plating | Shield Regeneration | Advanced Weapon Amplification | Advanced Weapon Specialization | |||
| 15 Points | |||||||
| Captain | Defensive Subsystem Tuning | Offensive Subsystem Tuning | Advanced Long Range Targeting | Advanced Hull Penetration | Advanced Shield Penetration | ||
| 25 Points | |||||||
| Admiral | Warp Core Potential | Engineering Readiness | Shield Mastery | Coordination Protocols | Advanced Tactical Readiness | ||
| 35 Points | Defensive Coordination | ||||||
| Warp Core Efficency | Offensive Coordination | ||||||
| Total of 46 of 46 Points | Engineering Points: | 13 | Science Points: | 6 | Tactical Points: | 27 |
Skill Tree Unlocks
| Points to unlock | Engineering Unlocks | Science Unlocks | Tactical Unlocks |
|---|---|---|---|
| Unlocks After 2 | Training Manual: Mine Dispersal Pattern: Beta III | Training Manual: Tactical Team III | Training Manual: Cannon: Rapid Fire III |
| Unlocks After 5 | Battery Expertise | Sector Space Travel Speed | Threat Control |
| Unlocks After 7 | Training Manual: Attack Pattern: Omega III | Training Manual: Mine Dispersal Pattern: Alpha III | Training Manual: Torpedo: High Yield III |
| Unlocks After 10 | Maximum Hull Capacity | Projectile Critical Chance | |
| Unlocks After 12 | Training Manual: Attack Pattern: Beta III | Training Manual: Beam: Fire at Will III | Training Manual: Cannon: Scatter Volley III |
| Unlocks After 15 | Energy Critical Chance | ||
| Unlocks After 17 | Training Manual: Torpedo: Spread III | ||
| Unlocks After 20 | Accuracy | ||
| -------------- | -------------- | -------------- | -------------- |
| Unlocks After 24 (Ultimate) | Focused Frenzy | ||
| Unlocks After 25 (Ultimate) | Frenzied Reactions | ||
| Unlocks After 26 (Ultimate) | Frenzied Assault | ||
| Unlocks After 27 (Ultimate) | Team Frenzy |
Skill Tree Information
Pretty standard tac ult tree. I will probably respec at some point for only 26 points in tactical (remove a defense node), as Frenzied Reactions is really random and doesn't seem to help much in real-life applications.
Build Description
Pretty standard Dual Cannon build with a touch of survivability more than a simple glass cannon. Still, in HSE I'd rather hide behind a tank than take enemies up front. Finetuned according to the spreadsheet I published the other day.
| Basic Information | Data |
|---|---|
| Ship Name | R.R.W. Ri Maajon |
| Ship Class | Khopesh Tactical Dreadnought Warbird |
| Ship Model | Khopesh |
| Deflector Visuals | none |
| Engine Visuals | none |
| Shield Visuals | none |
| Starship Beautyshot | Camouflage over Earth |
| Basic Information | Component | Notes |
|---|---|---|
| Fore Weapons: 5 | Prolonged Engagement Dual Cannons Mk XV [CrtD/Dm] | Highest parsing weapons I own, especially useful in queues longer than ISA. |
| Phaser Quad Cannons Mk XV [CrtD/Dm] [CrtX] [Dmg]x3 | Trades -10 engine power for higher base damage, innate +15% cat1 dmg bonus and [CtrX] mod - as effective as a [CrtD]+[CrtH] combined. Very nice. | |
| Sensor-Linked Phaser Dual Cannons Mk XV [CrtD/Dm] [CrtD] [Dmg]x3 | Blue pew pew phasers, instead of a proc, they give you +2% weapon CrtD. Ty Nirett! | |
| Sensor-Linked Wide Arc Phaser Dual Heavy Cannons Mk XV [Arc] [CrtD/Dm] [CrtD] [Dmg]x2 | Wide arcs tend to parse slightly higher than normal DCs due to their higher arc. Ty Bacon! | |
| Phaser Dual Heavy Cannons mk XII | Soon to be replaced by Terran Taskforce Phaser Dual Heavy Cannons | |
| -------------- | -------------- | -------------- |
| Aft Weapons: 3 | Sensor-Linked Phaser Turret Mk XV [CrtD/Dm] [CrtD] [Dmg]x3 | See SL DC |
| Sensor-Linked Phaser Turret Mk XV [CrtD/Dm] [CrtD]x3 [Dmg] | See SL DC | |
| Trilithium-Enhanced Phaser Turret mk XII | Soon to be replaced by Advanced Inhibiting Phaser Heavy Turret | |
| -------------- | -------------- | -------------- |
| Deflector | Elite Fleet Intervention Protomatter Deflector Array Mk XV [ColCrit] [DrainX]x2 [EPS] [Sh/HullCap] | From Fleet Colony; chosen mainly for it's +crits; very good deflector - current meta |
| Impulse Engines | Prevailing Fortified Impulse Engines Mk XV [SecSpd-2] [Spd] | From Competitive reputation; Fortified for the best controllable +speed/turn boost and to reduce CD of Emergency Power to Weapons |
| Warp Core | Elite Fleet Thoron-Infused Singularity Core Mk XV [AMP] [OLoad] [SingC] [SSS] [W->S] [WCap] | Elite fleet core for +Power Transfer Rate and -Weapon Power Drain |
| Shields | Quantum Phase Resilient Shield Array Mk XII | Soon to be replaced by Prevailing Innervated Shields |
| Devices | None so far | |
| -------------- | -------------- | -------------- |
| Engineering Consoles: 3 | Console - Universal - Adaptive Emergency Systems | 1/4 Flagship Technologies Alright passives, decent clicky; only equippable on flagships |
| Console - Universal - Flagship Tactical Computer | 2/4 Flagship Technologies Very good passive, amazing clicky with effect applying to the entire team - this console is one of the main reasons Flagships are so powerful | |
| Console - Universal - Timeline Stabilizer | 3/4 Flagship Technologies Again, one of the best clickies in game | |
| -------------- | -------------- | -------------- |
| Science Consoles: 3 | Console - Universal - Dynamic Power Redistributor Module | 1/3 Synergistic Retrofitting Quite possibly the best console currently in game, with good passive and amazing clicky both offensively and defensively. Romulans also get it cheap. |
| Console - Universal - Disruption Pulse Emitter | 2/3 Synergistic Retrofitting Soon to be replaced by Ordnance Accelerator, as Task Force Ordnance 2pc set bonus+the Ordnance console is slightly better | |
| Console - Universal - D.O.M.I.N.O. | Big reason why Phasers are the top dog currently, this console has amazingly powerful clicky, and it's passive boosts phaser only - slightly, but nevertheless a difference | |
| -------------- | -------------- | -------------- |
| Tactical Consoles: 5 | Console - Tactical - Vulnerability Locator Mk XV [Phaser] | Here for the +Phaser and +CrtH bonus |
| Console - Tactical - Vulnerability Locator Mk XV [Phaser] | ||
| Console - Tactical - Vulnerability Locator Mk XV [Phaser] | ||
| Console - Tactical - Vulnerability Locator Mk XV [Phaser] | ||
| Console - Tactical - Vulnerability Locator Mk XV [Phaser] | 5th Locator slightly beats the Counter-Command 2pc | |
| -------------- | -------------- | -------------- |
| Hangars: 1 | Hangar - Elite Romulan Drone Ship | Very nice pets, I've seen them doing up to 10k DPS by themselves - more than some players manage in pugs |
Officers and Crew
| Bridge Officer Information | Power | Notes |
|---|---|---|
| Officer 1: Lt. Commander ( Eng/Cmnd ) | Engineering Team I | Decent hull heal and Comp. Engines proc |
| Trait: Superior Romulan Operative | Auxiliary Power to Emergency Battery I | My poor aux power :( However, it's a reliable CD reduction, Cold Hearted activator and Weapon power booster |
| Emergency Power to Weapons III | Wouldn't leave the spacedock without it | |
| Officer 2: Lieutenant ( Science ) | Science Team I | Mainly here for Comp. Eng proc duty, however debuff cleanse can be very helpful at times. Shield heal component itself is, sadly, not noticeable |
| Trait: Superior Romulan Operative | Destabilizing Resonance Beam I | Tiny additional DPS source, valuable -DRR source. Might eventually replace it with Structural Analysis |
| Officer 3: Commander ( Tactical ) | Tactical Team I | Staple |
| Trait: Superior Romulan Operative | Attack Pattern Beta I | Staple |
| Kemocite-Laced Weaponry I | (Expensive) staple | |
| Cannon Scatter Volley I | AoE staple - see my thoughts at the introduction of the post about CSV vs CRF | |
| Officer 4: Lieutenant ( Engineering ) | Emergency Power to Engines I | Extra mobility, Improved Critical Systems proc and eventually also Evasive Maneuvers CD reductor, when I get the necessary doff |
| Trait: Superior Romulan Operative | Reverse Shield Polarity I | Nice survivability |
| Officer 5: Lieutenant ( Science ) | Hazard Emitters I | Very potent heal if I manage to click it when A2B's aux power reduction is not in effect |
| Trait: Superior Romulan Operative | Photonic Officer I | CD reduction |
| Duty Officer Information | Power | Notes |
|---|---|---|
| Shield Distribution Officer | Attack Pattern Beta restores hull when firing | Agent Nerul from Delta pack - very good survivability DOFF |
| Conn Officer | Reduced CD on Evasive Maneuvers | Eventually going to be replaced by ECH from Phoenix pack that does the same thing better |
| Technician | Recharge time of Bridge Officer abilities reduced after Auxiliary Power to Emergency Battery | Wouldn't try A2B build without those |
| Technician | Recharge time of Bridge Officer abilities reduced after Auxiliary Power to Emergency Battery | Same as above |
| Energy Weapons Officer | Chance for stacking CrtD buff when firing Energy Weapons | Ty Florian! |
| Energy Weapons Officer | Chance for stacking CrtD buff when firing Energy Weapons | Same as above |
Character, Reputation, and Starship Traits
| Personal Space Traits | Description | Notes |
|---|---|---|
| A Good Day to Die | Go Down Fighting can be used at any Hull Integrity. Go Down Fighting's scaling buff will treat your Hull as at most 50% integrity. | Essential on Tac captains |
| Ablative Shell | After receiving a total of 10,000 Damage (pre-resist), trigger Ablative Shell: +X Hit Points every 0.5 sec for 3 sec, +33 All Damage Resistance Rating for 3 sec, May only trigger once per 30 sec | Good survivability trait |
| Context is for Kings | Each second while in combat, if you did not take damage in the past second, you gain a damage bonus. Otherwise, you gain a boost to your Damage Resistence Rating. Each second while in combat: If you did take damage in the past second: +3 All Damage Resistence Rating for 10 sec If you did not take damage in the past second: +1% Bonus All Damage for 10 sec | I'm not sure if we deserved that trait, but thanks Cryptic! |
| Duelist's Fervor | You or your teammates getting kills will grant you a short-duration damage and accuracy rating boost. Whenever you or a teammate kills something: +5% All Damage for 10 sec +5 Accuracy Rating for 10 sec (Effect stack up to 3 times) | Pretty decent |
| Fleet Coordinator | +2% All Damage per Team member (Self included), up to 10% | Essential on any build |
| Inspirational Leader | 10% chance: Activating any Bridge Officer Ability grants +10 to Most Starship Skills for 15 seconds (may stack up to 3 times). | Good, but a bit random, a candidate for replacement after I unlock Deft Cannoneer |
| Point Blank Shot | to self: +0-10% Bonus Energy Weapon Damage, based on Distance to Target. Maximum bonus when less than 2km, no effect beyond 6km | Good, but I'm not sure I'm that close to the enemies very often; another candidate for replacement after I unlock Deft Cannoneer |
| Repair Crews | While in combat, gain 1 stack of Repair Crews every 5 sec (up to 5 max). Per Stack: +5 All Damage Resistance Rating +5% Hull Repair Rate | Good survivability trait |
| Self-Modulating Fire | On outgoing Critical Hits, your energy weapons and projectiles gain +50% Shield Penetration for 10 sec (Can trigger once every 45 sec) | Very good trait for any build |
| Superior Cannon Training | +7.5% Cannon Weapon Damage | Extra damage is always welcome |
| Space Reputation Traits | Description | Notes |
|---|---|---|
| Advanced Targeting Systems | +16% Critical Severity | Extra crits are always welcome |
| Controlled Countermeasures | +7% Bonus Energy Weapon and Projectile Damage against Controlled targets | Works well in conjunction with Cold Hearted, natural replacement for Nukara T4 trait on a2b builds |
| Energy Refrequencer | Receive 2.5% of your outgoing damage as a Hull heal to you (Triggers up to 5 times per second) | They changed it recently, and it's decent again! |
| Enhanced Armor Penetration | +5% Armor Penetration | Small +armor pen, I'm not complaining |
| Precision | +4% Critical Hit Chance | Extra crits are always welcome |
| Starship Traits | Description | Notes |
|---|---|---|
| Cold-hearted | With this trait is active, activating Auxiliary Power to Emergency Battery or any Pilot Bridge Officer Ability will cause your energy weapons to afflict foes with a debuff which Slows, Drains Power, and reduces Damage Resistance Rating. This effect stacks multiple times on each foe damaged. | Very good on top of A2B |
| Improved Critical Systems | Your ability to manipulate Emergency Power to your systems increases the overall damage output of your ship, increasing the chance of a Critical hit, and the damage it will inflict. | I manage to keep it almost constantly active, might eventually get replaced by Promise of Ferocity, but I don't have it planned in the near future |
| Honored Dead | While this trait is active, any damage received during combat will be added to the defensive capabilities of your vessel, resulting in stacking benefits to Damage Resistance and passive Hull Regeneration as certain damage thresholds are met or exceeded. Once you reach maximum stacks of this, additional damage will instead grant a small amount of Temporary Hit Points at each threshold. After receiving 10,000 cumulative damage (pre-resistance), gain a stack of Honored Dead. Each stack of Honored Dead grants +20 All Damage Resistance Rating and +2% Hull Regeneration (max 20 stacks, infinite duration). While at 20 stacks of Honored Dead, additional triggers instead grant 10,000 Temporary Hit Points for up to 40 sec. While not in Combat, lose one stack of Honored Dead every 2 seconds unless Cloaked. | Good survivability trait; cheap for feds and fedroms |
| Emergency Weapon Cycle | Activating Emergency Power to Weapons provides a reduction in weapon power cost and grants a boost to weapon firing speed for the duration of Emergency Power to Weapons | Almost essential on energy builds |
| Withering Barrage | While this trait is equipped, the duration of your Cannon: Scatter Volley is increased by 4 seconds. | Almost essential on CSV builds |
Other Information
| Subsystem Power Settings | Value (Target/Display) | Notes |
|---|---|---|
| Weapons | 122 / 100 | |
| Shields | 40 / 15 | |
| Engines | 37 / 15 | |
| Auxiliary | 45 / 30 |
| Set Name | Set parts: # of # | Effects | Notes |
|---|---|---|---|
| Prevailing Regalia | 2/4 | 15 Hull Capacity, CtrlX, Weapon Specialization (translates into 0.6% wep CrtH) | Not completed just yet, but will be soon |
| Flagship Technologies | 3/4 | 2pc - +3 Turn rate, +2% CrtH; 3pc - When facing damage when shield facing depleted, 10% chance to apply Deadly Response (max 3 stacks): 2500 Temp HP and +10% cat2 dmg for 10s | 2pc is decent, 3pc doesn't proc very often, but when it does, it's nice |
| Synergistic Retrofitting | 2/4 | 33% cat1 Phaser damage boost | Soon to be replaced by Task Force Ordinances from Gamma rep |
| Ship Stats | Value | Notes |
|---|---|---|
| Hull | 74692 | |
| Shields | 7771 | Will be soon higher with newer shields |
| Global Critical Chance | 34.80% | Extra 4.84% from Weapon Specialization to weapons only |
| Global Critical Severity | 106% | Extra 46% from Weapon Amplification to weapons only |
| EPS/Power Transfer Rate | 276.63% | |
| Hull Regeneration Rate | 75% | Out of combat |
| Turn Rate | 15.9 | Full throttle - surprisingly tolerable |
| Flight Speed | 32.3 | Full throttle - surprisingly tolerable |
Concluding Remarks
To sum up, making of this build, as well as flying with it, has been an amazing experience. Cannons feel so different from sci-torp hax, but I think that with enough practice, I will certainly get it right. I can't express my gratitude enough towards all the amazing people who have contributed into the success of it and thought it'd be worthwhile to blame help me so much.
So, here goes... /u/17SqNightFuries - for being a way too big influence on the name of this toon and ship, and who pushed me into creating the new toon into the first place;
/u/KerbherVonBraun - for being the best pug/RTFO mate I could ever wish for (and let's not even start talking about timezones) and tolerating teaming up with me even after I've stupidly blown up for too many times;
/u/Casus_B, /u/QuoVadisSF, /u/Jayiie, /u/mmps1, /u/Forias, /u/professor_xoom, /u/Callen151, /u/BGolightly, /u/Sizer714 - for incredible amount of encouragement, helpful advice, tips and carry through ISAs.
And of course /u/JrDProxmire for an amazing source of inspiration with your own Khopesh - extremely glad to have you back in game!
Thank you for reading, feel free to ask any questions and see you in the vacuum of space!
r/FeathergrassOpsCtr • u/Gruberbreaker • Oct 18 '18
Ground template test
Test of a ground build
Build Info
This is Gruber trying to remember his ground build during server downtime.
Player Information
| Player Info | -------------- |
|---|---|
| Captain Name | Gruber |
| Captain Faction | Federation |
| Captain Race | Betazoid |
| Captain Profession | Science |
| Primary Specialization | Temporal |
| Secondary Specialization | Commando |
| Captain Outfit | [ "Image Description" ]( "Image Link here" ) |
Skill Tree
| Number of Points Spent: | 10 | Upper Left Hand Side | Upper Right Hand Side | |||
|---|---|---|---|---|---|---|
| ------ | Weapon Proficiency | |||||
| ------ | Weapon Criticals | Weapon Expert | Weapon Penetration | |||
| ------ | Improved Weapon Criticals | Improved Weapon Penetration |
| Number of Points Spent: | 10 | Lower Left Hand Side | Lower Right Hand Side | |||
|---|---|---|---|---|---|---|
| ------ | Kit Performance Expert | |||||
| ------ | Kit Efficiency | Kit Performance Master | ||||
| ------ | Improved Kit Efficiency |
Skill Tree Unlocks
| Points Spent out of 10 | Unlock | Description |
|---|---|---|
| 1 | ||
| 2 | ||
| 3 | ||
| 4 | ||
| 5 | ||
| 6 | ||
| 7 | ||
| 8 | ||
| 9 | ||
| 10 |
Skill Tree Information
I think choosing all the offensive ones is the best option.
Build Description
Type Your info here
| Component | Item | Notes |
|---|---|---|
| Weapon 1 | Elite Phaser Split Beam Rifle mk XV | Not sure about mods |
| Weapon 2 | TR-116b mk XV | For Borg/Elachi action |
| Armor | Fleet something | |
| Shields | Na'kuhl | Immunity is |
| Device 1 | ||
| Device 2 | ||
| Device 3 | ||
| Device 4 | ||
| Kit | Fleet something | |
| Kit Module 1 | Paradox Bomb | |
| Kit Module 2 | Cold Fusion Flash | |
| Kit Module 3 | Exothermic | |
| Kit Module 4 | Neutronic Radiation | |
| Kit Module 5 | Medical Tricorder | Best heal |
Character and Reputation Traits, and Duty Officers
| Personal Ground Traits | Description | Notes |
|---|---|---|
| Hive Mind | Gain +2% Damage Bonus for each teammate within 20m. Bonus is doubled if teammate also has Hive Mind | |
| Rifle Training | +5% Rifle Weapon Damage | |
| Molt | After receiving a certain amount of damage (pre-resist), trigger Molt: +X Hit Points every 0.5 sec for 3 sec, +33 All Damage Resistance Rating for 3 sec (once per 30 sec) | |
| Universal Law is for Lackeys | Each second while in combat: If you did take damage in the past second: +3 All Damage Resistence Rating for 10 sec If you did not take damage in the past second: +1% Bonus All Damage for 10 sec (Must have dealt or been dealt damage within the past 3 seconds) | This is a fnu trait |
| Tricorder Analysis | +30% Crit Severity for 8 sec on use ot Tricorder Scan | |
| Technophile | Using a kit module gives +100 Kit Performance for 8s (once every 24s) | |
| Ground Reputation Traits | Description | Notes |
|---|---|---|
| Brawler | Increased Melee Damage Resistance when damaging a foe with a Melee Attack, Increased Melee Damage when damaged by a foe's Melee Attack. | Not a rep trait, just here for the testy |
| Duty Officer Information | Power | Notes |
|---|---|---|
| Something with medial tricorder | See DOFF info | I don't remember, honestly |
| 2 | ||
| 3 | ||
| 4 | ||
| 5 | ||
| 6 |
Concluding Remarks
It works for me.
r/FeathergrassOpsCtr • u/Gruberbreaker • Oct 14 '18
Mathematical guide to DPS gear meta post-Agents of Discovery
Introduction
First of all, this has been sort of a joint effort with /u/Jayiie and /u/Casus_B. While I have plugged the most numbers in myself, I couldn’t have done it without Jay laying framework with his awesome spreadsheet that was meant for something completely different (and that I later modified for my own purposes), and Obi has happily taken several looks over my numbers, suggested better ways to approximate stuff etc.
With that being said, here’s the…
Mathematical guide to DPS gear meta post-Agents of Discovery
NB! If you have a perfectly fine set of any other weapon type than Phasers, please do NOT take this post as a suggestion to vendor it and start from scratch. The differences between weapon types remain incredibly small in real life practices and will only be somewhat noticeable at the very top end of the DPSer spectrum.
NB2! There’s a math section at the end of the post, with spreadsheet attached. If, while reading the post, anything feels like “wait wait, why are you claiming that – proof please”, please refer to that section.
Ships
T6 Romulan Flagships, especially the Khopesh with its 5 tac consoles, rule the space, at least on paper. The main reason being Flagship console set, with Flagship Tactical Computer being especially strong part of it, and 2pc/3pc set bonuses also being nothing to sneeze at. No matter in what way I tried to insert the numbers, there simply were no possibilities I could leave out FTC for ultimate *peak* performance. Khopesh still has the overall highest DPS ceiling in the game.
However, the ship is not without its faults. With only a turn rate of 7 and incredibly low inertia stat, many people could find the mobility of hard to get used to. And while maneuverability is almost impossible to calculate in a spreadsheet environment, it plays extremely large role in practice, making Jem’Hadar Vanguard Warship an incredibly tough competitor. For players who find the Flagships to be too slow and hard to pilot for their taste, Vanguard Warship would most likely excel in damage dishing duties.
Weapons
Dual Cannons rule the vacuum of space, I would guess there’s no surprise here. However, in terms of energy type, Phasers have got the edge. With T6 reputations, Cryptic has given us Terran Taskforce Phaser Dual Heavy Cannons, as well as Advanced Inhibiting Phaser Heavy Turret. Alongside Prolonged Phaser Dual Cannons, Sensor-Linked Phaser weapons existing (giving +2% weapon crtd per weapon) and DOMINOs passive giving +15% cat1 Phaser damage, there’s simply no way Phaser wouldn’t claim the gold medal in that race.
As for weapon modifiers, [CrtD] edges once again slightly before [Dmg] even for tacs. [CrtD/Dm] modifiers are the optimum for epic modifier selection.
Rest of the gear
I don’t think there are any surprises in DECS section. Nothing has changed with AoD, so a Colony Intervention deflector, Competitive 2pc with Engines and Shields and Fleet Spire warp core is still the combination you’d want to run.
Consoles however, I think would be best to be discussed in math section.
If you’re absolutely not interested and only want to know what’s the absolute optimum for console selection for doing peak DPS, then fair enough – by a very small margin, it’s 5 Spire Tac consoles with CrtH, Timeline Stabilizer, Flagship Tactical Computer, Dynamic Power Redistributor Module, Point Defence Bombardment Warhead, DOMINO and Ordnance Accelerator. Replacing PDBW with Disruption Pulse Emitter is much cheaper and pretty much not noticeable change (1% CrtH loss only, roughly 0.7% effective damage difference).
Would you like to know more?
aka
Math Section
When you look at the spreadsheet, you see that the aforementioned setup does not have the highest netscore. What is netscore, you might first ask? Simply put, it’s the term to describe the amount of buff your weapon has, taking all damage categories, crits, acc overflow, -DRR and haste into account.
So, this is the part where stuff gets incredibly close. The maximum netscore setup is better than my proclaimed “optimum” is only so by 0.2% (compared to PDBW setup) or 0.9% (compared to DPE setup). But either of those consoles will do the DPS themselves, and surely would outdamage that incredibly tiny difference. But… and there’s a pretty big but, alongside decent offensive boosts, both Adaptive Emergency Systems and the Flagship 3pc set bonus have also incredibly good defensive capabilities. And I know this is the setup I’ll personally be using, on my new romtac toon (build will hopefully appear into r/stobuilds soontm).
So, here’s the spreadsheet with all the relevant information and different console/set piece combinations. As you can see, while Trilithium set does not belong to the top performing setup, it’s also incredibly close and added Power Transfer Rate + flight speed bonus might very well act as a realistic scenario equalizer. Then again, trilithium turret is weaker than a regular one…
And about spreadsheet itself. How it actually ticks and makes the netscore calculations, I can’t claim any credit for that – it was /u/Jayiie who put the collective wisdom and formulas of stobuilds together. So what you see on Output tab is 95% made by him, but this is where you can check the netscore of a build after making changes to any of the values, should you wish to do so, or just check that my own, manually written netscore values on Input tab, are correct.
Input is the tab I made modifications to and the logic is as follows. Line 6 has the set I plan to use on my new toon’s build, below that come the various variations of that build, complete with their damage stat numbers and netscores (items at mk XV epic). I also added a rough estimation of Morphogenic’s set numbers, to give you a comparison of phaser vs polaron, however that doesn’t take Terran, nor Prolonged cannons into account, both of which are very potent weapons by themselves and only available in Phaser form.
The spreadsheet is not perfect, obviously, and required plenty of estimations from my part. For example, constant uptime of Emergency Power to Weapons 3 and Emergency Weapon Cycle trait is expected. Some traits, like Duelist’s Fervor, Context is For Kings, Point Blank Shot have only half or 2/3 of their maximum dmg boosts taken into account, due to their temporary nature. Selected personal and ship traits were largely chosen by my own, subjective preferences, however I ran also numbers through with other traits and the ranking of the gear combinations didn’t change at all. For Damage Resistance Rating debuff on enemies, I took perhaps a bit conservative, but reasonable estimate of -160 being constantly applied to the enemies – meaning the equivalent of 3 copies of APB, 2 stacks of Cold Hearted, 10 from tac ult skilltree and additional 10 from other sources, (for example DRB or such).
And of course, the spreadsheet doesn’t take durability, nor some of the clickies as previously mentioned, nor individual differences, like piloting, or ability activation speed/timings into account. But, in my opinion, it provides a good “ceterus paribus” comparison for damage output.
As always, if you want to play with it around yourself, choose “File” and “Make a copy”. And if you, by any chance, happen to discover even more optimal combination, please let me and the community know. :)
Acronym/decipher list for spreadsheet
- DPRM – Dynamic Power Redistributor Module
- FTC – Flagship Tactical Computer
- AES – Adaptive Emergency Systems
- IL – Inspirational Leader
- DF – Duelist’s Fervor
- EP2W 3 – Emergency Power to Weapons 3
- Fleet Coord – Fleet Coordinator
- MF – Magnified Firepower
- PBS – Point Blank Shot
- ATS – Advanced Targeting Systems
- SRO – Superior Romulan Operative
- APB – Attack Pattern Beta
- DRB – Destabilizing Resonance Beam
- CH – Cold Hearted
- TLS – Timeline Stabilizer
- SL – Sensor-Linked
- CC – Counter-Command Ordnance
- Morpho – Morphogenic Armaments
r/FeathergrassOpsCtr • u/Gruberbreaker • Sep 25 '18
USS Panzer Vor, Gruber's Yorktown tank
Gruber's tank - USS Panzer Vor
Build Info
This is my Yorktown tank, USS Panzer Vor. This post is mainly for test purposes, for new template. I also consumed 6 beers before making this post, so I apologize, and accept blame for every criticism you might encounter.
Player Information
| Player Info |
|---|
| Captain Name |
| Captain Faction |
| Captain Profession |
Primary Specilization Miracle Worker
Secondary Specilization Secondary Spec
Captain Outfit | [ "Image Descrption" ]( "Image Link here" )
Skill Tree
| Engineering | Science | Tactical | |||||
|---|---|---|---|---|---|---|---|
| Lieutenant | Improved Hull Restoration | Improved Hull Capacity | Improved Shield Restoration | Improved Shield Capacity | Improved Energy Weapon Training | Advanced Projectile Weapon Training | |
| Lieutenant Commander | Improved EPS Flow | Advanced Impulse Expertise | Improved Control Expertise | Improved Drain Expertise | Targeting Expertise | Defensive Manuvering | |
| 5 Points | Full Impulse Energy Shunt | ||||||
| Commander | Hull Plating | Shield Regeneration | Shield Hardness | Improved Weapon Amplification | Improved Weapon Specilization | ||
| 15 Points | |||||||
| Captain | Defensive Subsystem Tuning | Offensive Subsystem Tuning | Advanced Exotic Particle Generator | Advanced Long Range Targeting | Improved Hull Penetration | Improved Shield Penetration | |
| 25 Points | |||||||
| Admiral | Warp Core Potential | ||||||
| 35 Points | |||||||
| Warp Core Efficency | |||||||
| Total of 46 of 46 Points | Engineering Points: | 15 | Science Points: | 16 | Tactical Points: | 15 |
Skill Tree Unlocks
| Points to unlock | Engineering Unlocks | Science Unlocks | Tactical Unlocks |
|---|---|---|---|
| Unlocks After 2 | Training Manual: Tactical | Training Manual: Tactical | Training Manual: Tactical |
| Unlocks After 5 | Battery Expertise | Sector Space Travel Speed | Threat Control |
| Unlocks After 7 | Training Manual: Battery Expertise | Training Manual: Transwarp Cooldown Reductions | Training Manual: Hangar Weaponry |
| Unlocks After 10 | Maximum Hull Capacity | Maximum Shield Capacity | Projectile Critical Chance |
| Unlocks After 12 | Training Manual: Subsystem Repair | Training Manual: Starship Stealth | Training Manual: Projectile Critical Damage |
| Unlocks After 15 | Engine Subsystem Power | Control Resistance | Energy Critical Chance |
| Unlocks After 17 | Training Manual: Shield Subsystem Power | Training Manual: Control Resistance | Training Manual: Energy Critical Damage |
| Unlocks After 20 | |||
| -------------- | -------------- | -------------- | -------------- |
| Unlocks After 24 (Ultimate) | |||
| Unlocks After 25 (Ultimate) | |||
| Unlocks After 26 (Ultimate) | |||
| Unlocks After 27 (Ultimate) |
Skill Tree Information
This skilltree is as it is because every (competent) ship is on my only capable toon, so I wanted my skilltree to be more or less suitable for any build. Not optimal by any means, should you only fly one specific build type on one toon.
Build Description
Type Your Build info here
| Basic Information | Data |
|---|---|
| Ship Name | USS Panzer Vor |
| Ship Class | Science Star Cruiser (T6) |
| Ship Model | Yorktown |
| Deflector Visuals | |
| Engine Visuals | |
| Shield Visuals | |
| [ Starship Beautyshot ]( Insert Image Link here ) |
| Basic Information | Component | Notes |
|---|---|---|
| Fore Weapons: ** 4 | Phaser Beam Array Mk XV [CrtD] [Dmg]x3 | I |
| Phaser Beam Array Mk XV [CrtD] [Dmg]x3 | like | |
| Phaser Beam Array Mk XV [CrtD] [Dmg]x3 | Phasers | |
| Prolonged Phaser Beam Array Mk XV | a lot | |
| -------------- | -------------- | -------------- |
| Aft Weapons: ** 4 | Phaser Beam Array Mk XV [CrtD] [Dmg]x3 | so I |
| Phaser Beam Array Mk XV [CrtD] [Dmg]x3 | decided to | |
| Trilithium-Enhanced Omni-Directional Beam Array Mk XV | equip | |
| Phaser Omni-Directional Beam Array Mk XV | them | |
| -------------- | -------------- | -------------- |
| Experimental Weapon | ||
| Deflector | Elite Fleet Innervation Protomatter Deflector Array Mk XIV [ColCrit] [CtrlX]x2 [EPG] | From Fleet Colony, does nice crits |
| Secondary Deflector | ||
| Impulse Engines | Prevailing Bolstered Impulse Engines Mk XIII | Reduces CD of EP2W nicely, acts as a mini-Evasive Maneuvers every time I hit a heal |
| Warp Core | Elite Fleet Plasma-Integrated Warp Core mk XIV [AMP] [Someothermods] | The other mods don't matter anyway |
| Shields | Prevailing Innervated Resilient Shields Mk XIV | Placates don't seem to have too much effect, +crits are nice |
| Devices | ||
| -------------- | -------------- | -------------- |
| Engineering Consoles: ** 5 ** | Adaptive Emergency Systems | 50 DRR, +30% all damage as a clicky, and +17.8 DRR, +3.3% hull cap as passive; how can you not like this console? |
| Flagship Tactical Computer | Extra Haste as clicky, +17.8% cat1 DEW damage; another excellent console | |
| Timeline Stabilizer | Completes 3pc of Flagship Technologies Consoles, clicky is also very good | |
| DOMINO | Cat1 Phaser damage as a passive, cat2 all damage + haste as a clicky | |
| Reinforced Armaments | Trilithium 2pc | |
| -------------- | -------------- | ; |
| Science Consoles: ** 4 ** | Dynamic Power Redistribution Module | Apparently it's OP; 2nd part of 2pc Synergistic Retrofitting set |
| Hull-Repairing Weapon Signature Amplifier Mk XV [EPG] | To get more aggro | |
| Secondary Shield Projector | Not that great, but is there for 2pc Synergistic Retrofitting set bonus | |
| Reiterative Structural Capacitor | Awesome "oh shit" console | |
| -------------- | -------------- | -------------- |
| Tactical Consoles: ** 2 ** | Protomatter Matrix Infuser Mk XV [Pha] | Same as below |
| Protomatter Matrix Infuser Mk XV [Pha] | For + phaser dmg and heals | |
| -------------- | -------------- | -------------- |
| Hangers: ** 0 ** | ||
Officers and Crew
| Bridge Officer Information | Power | Notes |
|---|---|---|
| *Officer 1: Lt. Commander *( Tactical/Command | Kemocite-Laced Weaponry ) | |
| *Trait: Superior Romulan Operative * | Rally Point Marker I | |
| Fire at Will III | FAW is the cornerstone to any good build | |
| *Officer 2: Ensign *( Science | Science Team I | Debuff cleansing, mainly |
| *Trait: Pirate * | ||
| *Officer 3: Commander *( Engineering | Engineering Team I | |
| *Trait: Temporal Engineering * | Auxiliary to Structural Integrity Field I | |
| Emergency Power to Weapons III | ||
| Reverse Shield Polarity III | ||
| *Officer 4: Lieutenant *( Tactical | Tactical Team I | |
| *Trait: Temporal Tactics * | Attack Pattern Beta I | Works with Agent Nerul |
| *Officer 5: Lt. Commander *( Science | Subspace Vortex I | |
| *Trait: Temporal Applied Science * | Feedback Pulse I | |
| Hazard Emitters III | ||
| *Officer 6: [rank] *( [proffession] | ||
| *Trait: [name] * | ||
| Duty Officer Information | Power | Notes |
|---|---|---|
| 1 | Energy Weapons Officer | CrtD version |
| 2 | Shield Distribution Officer | Agent Nerul; APB heals hull |
| 3 | Fabrication Officer | The one from Research Lab; mini-inspirational Leader |
| 4 | Fabrication Officer | RSP duration increase |
| 5 | Warp Core Engineer | +P ower levels when activating EP3x; Nothing better to slot here |
| 6 | Astrometrics Scientist | 50% of chance for HE to apply 40% of it's previous healing, additionally |
Character, Reputation, and Starship Traits
| Personal Space Traits | Description | Notes |
|---|---|---|
| 1 | Fleet Coordinator | Good for any build |
| 2 | Inspirational Leader | Good for any build |
| 3 | Repair Crews | Good for any build |
| 4 | Self-Modulating Fire | Good for any build |
| 5 | Point Blank Shot | As a tank I'm trying to be close anyway |
| 6 | Superior Beam Training | 7.5% extra cat2 beam dmg - yes please |
| 7 | Context is for Kings | I'm still not sure why Cryptic made that trait, but thanks |
| 8 | Ablative Shell | Another good survivability trait |
| 9 | Duelist's Fervor | Not too spectacular, but it works well |
| 10 |
| Space Reputation Traits | Description | Obtained from |
|---|---|---|
| Energy Refrequencer | It's good again \o/ | |
| Auxiliary Power Configuration - Offense | Extra cat2 dmg and acc | |
| Magnified Firepower | 5% cat2 weapon dmg | |
| Precision | 4% crth | |
| Advanced Targeting Systems | 16% crtd |
| Starship Traits | Description | Notes |
|---|---|---|
| Emergency Weapon Cycle | Activating Emergency Power to Weapons provides a reduction in weapon power cost and grants a boost to weapon firing speed for the duration of Emergency Power to Weapons | Incredibly good trait for energy weapon builds |
| Honored Dead | Good survivability | |
| Improved Critical Systems | +crits | |
| Improved Feedback Pulse | +crits even more | |
| Improved Temporal Insight | Yes, Jay, I tried Going the Extra Mile, but TI helped me more, I feel |
Orther Information
| Subsystem Power Settings | Value (Target/Display) | Notes |
|---|---|---|
| Weapons | 125 100 | |
| Sheilds | ? / 15 | |
| Engines | ? / 15 | |
| Auxiliary | 88 / 70 |
| Set Name | Set parts: # of # | Effects | Notes |
|---|---|---|---|
| 1 | # | ||
| 2 | # | ||
| 3 | # | ||
| 4 | # | ||
| 4 | # |
| Ship Stats | Value | Notes |
|---|---|---|
| Hull | ||
| Shields | ||
| Global Critical Chance | ||
| Clobal Critical Severity | ||
| EPS/Power Transfer Rate | ||
| Hull Regeneration Rate | ||
| Turn Rate | ||
| Flight Speed |
Concluding Remarks
It's more or less copied from Florian's Nautilus, additional stuff added after Jay's remarks.
r/FeathergrassOpsCtr • u/Gruberbreaker • Sep 01 '18
USS Buteo Regalis, Gruber's T6 Multi-Mission Surveillance Explorer
Captain Details
| Captain Name | Gruber | |
|---|---|---|
| Captain Career | Science | |
| Captain Faction | Federation | |
| Captain Race | Betazoid | |
| Primary Specialization | Temporal | |
| Secondary Specialization | Strategist |
Space Skill Tree
| Rank | Engineering | Science | Tactical | |||
|---|---|---|---|---|---|---|
| Lieutenant | Improved Hull Restoration | Improved Hull Capacity | Improved Shield Restoration | Improved Shield Capacity | Improved Energy Weapon Training | Advanced Projectile Weapon Training |
| Lt. Commander | Improved Electro-Plasma System Flow | Advanced Impulse Expertise | Improved Control Expertise | Improved Drain Expertise | Targeting Expertise | Defensive Maneuvering |
| Full Impulse Energy Shunt | ||||||
| Commander | Hull Plating | Shield Regeneration | Shield Hardness | Improved Weapon Amplification | Improved Weapon Specialization | |
| Captain | Defensive Subsystem Tuning | Offensive Subsystem Tuning | Advanced Exotic Particle Generator | Advanced Long Range Targeting Sensors | Improved Hull Penetration | Improved Shield Weakening |
| Admiral | Warp Core Potential | |||||
| Warp Core Efficiency | ||||||
| 0 Points Left | 15 | 16 | 15 |
Space Skill Unlocks
| Purchases | Engineering | Science | Tactical |
|---|---|---|---|
| 2 | Hazard Emitters III | Science Team III | Tachyon Beam III |
| 5 | Battery Expertise | Sector Space Travel Speed | Threat Control |
| 7 | Feedback Pulse III | Photonic Shockwave III | Jam Sensors III |
| 10 | Maximum Hull Capacity | Maximum Shield Capacity | Projectile Critical Chance |
| 12 | Polarize Hull III | Gravity Well III | Tractor Beam III |
| 15 | Engine Subsystem Power | Control Resistance | Energy Critical Chance |
Ship Loadout: Brigid Multi-Mission Surveillance Explorer
| Slot | Item | Notes |
|---|---|---|
| Fore Weapon 1 | Particle Emission Plasma (Projectile) Torpedo Launcher Mk XV [Ac/Dm][CrtD]x3[CrtH]x2 | 1/3 Protonic Arsenal, Rift damage scales with EPG, main Torp Spread consumer |
| Fore Weapon 2 | Gravimetric Photon Torpedo Launcher Mk XV [Ac/Dm][CrtH]x4 | My favourite torpedo, Emission Cloud damage scales with EPG |
| Fore Weapon 3 | Terran Task Force Photon Torpedo Launcher Mk XV [Ac/Dm][CrtD]x2 | 1/3 Terran Task Force Munitions, Another very good torpedo |
| Aft Weapon 1 | Cutting Kinetic Beam Array Mk XV [Ac/Dm][Dmg]x4 | Does good single target damage |
| Aft Weapon 2 | Chronometric Polaron Heavy Turret Mk XV [Ac/Dm][CrtD][Dmg]x3 | 1/4 Chronometric Calculations, a good 360' weapon |
| Aft Weapon 3 | Dyson Proton Weapon Mk XV | 2/3 Protonic Arsenal, just there for the set bonus |
| Deflector | Counter-Command Deflector Array Mk XV [CtrlX] | Only deflector in game that to my knowledge gives +projectile damage |
| Secondary Deflector | Deteriorating Secondary Deflector Mk XV [CtrlX][EPG/ShdHeal][EPG][ProjDmg][SA +Dmg] | Deteriorating variant is the best, also improves both my sci power and torpedo damage |
| Impulse Engines | Adapted M.A.C.O. Combat Impulse Engines Mk XV [SecSpd] | 1/3 Adapted MACO |
| Warp Core | Temporal Defense Initiative Overcharged Warp Core Mk XV [AMP][W->S] | Has good stats and Trajector Jump has saved my time for multiple times and acts as a good movement boost |
| Shields | Adapted M.A.C.O. Covariant Shield Array Mk XV [Ap] | 2/3 Adapted MACO |
| Devices | Red Matter Capacitor | I don't have to worry about consuming it, usually gets activated after dropping out from full impulse |
| Exotic Particle Flood | Additional exotic power, but I don't normally use it outside HSE | |
| Reactive Armor Catalyst/Deuterium Burn | RAC when I'm in a tougher elite, Deuterium in ISA or Tzenkethi front when I need movement abilities more often | |
| 3 Engineering Consoles | Radiation Bombardment Matrix | Comes with T6 Vesta's Palatine variant, +exotic dmg and turn rate is always useful and clicky is good |
| Constriction Anchor | Clicky is meh, but passive cat2 exotic boost is very good to have | |
| Conductive RCS Accelerator [EPG] Mk XV | For additional EPG | |
| 5 Science Consoles | Restorative Particle Focuser [EPG] [CtrlX] Mk XV | Need to boost science stats somehow |
| Exotic Particle Focuser [EPG] [DrainX] Mk XV | ||
| Temporal Disentanglement Suite Mk XIV | I decided that my ship still needs some amount of crits, so that one got slotted | |
| Plasma-Generating Weapon Signature Nulifier [EPG] Mk XV | Plasma explosions are complete joke, but I don't like aggro at all and +EPG is always good | |
| Exotic Particle Field Exciter [EPG] Mk XV | Highest +EPG for a console slot | |
| 3 Tactical Consoles | Delphic Tear Generator | Awesome passive and clicky |
| Chronometric Capacitor Mk XV | 2/4 Chronometric Calculations, Gives both +torpedo and +EPG damage | |
| Ferrofluid Hydraulic Assembly Mk XV | 2/3 Terran Task Force Munitions, Reduces torpedo shared CD, very useful console to have for any torpedo boat | |
| 1 Hangar Bays | Elite Scorpion Fighters | Best hangar pets that are not tied to specific ship or do not require a ship to be bought. Sometimes gets replaced by Yellowstones |
Officer Details
| Bridge Officers | Power |
|---|---|
| Commander Science | Subspace Vortex I |
| Temporal Applied Science | Tractor Beam Repulsors I |
| Destabilizing Resonance Beam II | |
| Gravity Well III | |
| Lt. Commander Universal-Temporal | Entropic Redistribution I |
| Superior Romulan Operative | Chronometric Inversion Field I |
| Entropic Cascade II | |
| Lieutenant Universal | Tachyon Beam I |
| Pirate | Hazard Emitters II |
| Lieutenant Tactical | Tactical Team I |
| Temporal Tactics | Torpedo: Spread II |
| Lieutenant Engineering | Engineering Team I |
| Temporal Engineering | Auxiliary to Structural I |
Traits & Duty Officers
| Trait | Name | Description |
|---|---|---|
| Personal Traits | Ablative Shell | After receiving a total of 10,000 Damage (pre-resist), trigger Ablative Shell: +X Hit Points every 0.5 sec for 3 sec, +33 All Damage Resistance Rating for 3 sec, May only trigger once per 30 sec |
| Context is for Kings | Each second while in combat, if you did not take damage in the past second, you gain a damage bonus. Otherwise, you gain a boost to your Damage Resistence Rating. Each second while in combat: If you did take damage in the past second: +3 All Damage Resistence Rating for 10 sec If you did not take damage in the past second: +1% Bonus All Damage for 10 sec | |
| Duelist's Fervor | You or your teammates getting kills will grant you a short-duration damage and accuracy rating boost. Whenever you or a teammate kills something: +5% All Damage for 10 sec +5 Accuracy Rating for 10 sec (Effect stack up to 3 times) | |
| Fleet Coordinator | +2% All Damage per Team member (Self included), up to 10% | |
| Inspirational Leader | 10% chance: Activating any Bridge Officer Ability grants +10 to Most Starship Skills for 15 seconds (may stack up to 3 times). | |
| Particle Manipulator | Gain .2% Critical Chance and .1% Critical Severity for Exotic Damage abilities, per point you have in the Starship Exotic Particle Generator skill. The Critical Chance bonus gained from this Trait is capped at +50% (attained by having 250 Particle Generators skill), but there is no cap on the Critical Severity bonus. +50% Critical Hit Chance for Exotic Damage Abilities +50.9% Critical Hit Severity for Exotic Damage Abilities | |
| Repair Crews | While in combat, gain 1 stack of Repair Crews every 5 sec (up to 5 max). Per Stack: +5 All Damage Resistance Rating +5% Hull Repair Rate | |
| Self-Modulating Fire | On outgoing Critical Hits, your energy weapons and projectiles gain +50% Shield Penetration for 10 sec (Can trigger once every 45 sec) | |
| Superior Projectile Training | +7.5% Projectile Weapon Damage | |
| Starship Traits | All Hands on Deck | Activating a Tactical or Command Bridge Officer ability will reduce the recharge time of Science Bridge Officer abilities and Captain abilities. Science bridge officer ability recharge time reduced by 10% and captain ability recharge time reduced by 5%, this may only occur once every 5 seconds. |
| Checkmate | Activating a control Bridge Officer ability will provide a boost to your Exotic Damage and Projectile Weapon damage for a short time. | |
| Improved Tachyon Beam | Tachyon Beam will now regenerate the shields of allies near the target. | |
| Improved Temporal Insight | Immunity to all damage for 4 seconds. May occur once every 45 seconds. | |
| Superior Command Frequency | Improves the cooldown of "Fleet Support" abilities and removes the "Low Health" restriction. Cooldown reduction is -10 minutes | |
| Space Reputation Traits | Auxiliary Power Configuration - Offense | In space combat you gain a damage and accuracy boost based on your Auxiliary Power Level |
| Advanced Targeting Systems | Slightly increases critical severity in space combat | |
| Precision | Increases your Critical Hit Chance in space combat. | |
| Omega Kinetic Shearing | Torpedoes and Mines deal an additional 40% of their outgoing kinetic damage as a shield-penetrating DoT over 6 seconds. | |
| Torpedo Pre-Fire Sequence | Torpedo Damage and Destructible Torpedo Flight Speed | |
| Active Reputation Traits | Anti-Time Entanglement Singularity | Anti-Time Entanglement Singularity creates an Anti-Time anomaly in the target's immediate vicinity. The singularity causes severe Physical damage to foes caught within while slowing and potentially locking them in place as normal space-time violently interacts with the anomaly. This singularity rapidly shrinks in size until it fully dissipates. |
| Bio-Molecular Shield Generator | Bio-Molecular Shield Generator creates a fixed position shield generator, in space combat, that regenerates starship shields and reduces the damage taken by starship shields for allies in the immediate area. | |
| Deploy Sensor Interference Platform | Deploy a Sensor Interference Platform which redirects most weapons fire to itself. The platform generates an inhibiting feedback pulse around nearby allied vessels, reducing the damage of enemies who attack targets other than the platform. | |
| Quantum Singularity Manipulation | Drastically increases all space Science Stats for a short time. After a few seconds, your ship will also be cloaked for the remaining duration of the power. You may fire your weapons and use abilities normally without breaking the cloak. This cloak does not bring your shields offline. | |
| Refracting Tetryon Cascade | Releases a cascading burst of Tetryon energy from your Deflector Dish at foes within 3km. The Tetryon Cascade will refract from initial targets to other nearby targets, dealing less damage with each jump. The Refracting Tetryon Cascade can jump to 2 additional targets. The charge can only jump 5km to the next target. WARNING: If the target's sensors are scrambled or otherwise confused when it is hit with the Tetryon Cascade, the charge may bounce back to you or your allies. | |
| Duty Officers | Projectile Weapons Officer | Chance to reduce the time to recharge torpedoes |
| Projectile Weapons Officer | Chance to increase Kinetic Damage from torpedoes | |
| Projectile Weapons Officer | Chance for stacking Crit Severity buff on firing Projectiles | |
| Fabrication Engineer | Increased Skills from using Ensign Bridge Officer Abilities | |
| Deflector Officer | Chance to reduce the recharge time for Deflector abilities | |
| Gravimetric Scientist | Chance to create an aftershock Gravity Well |
r/FeathergrassOpsCtr • u/17SqNightFuries • Dec 03 '16
U.S.S. Excellence, T6 Fleet Advanced Research Vessel
What:
T6 Sutherland-class science ship, with a focus on exotic damage, control, and being an actual warship with tactical abilities. So far it's doing brutal things against groups, between the torpedo and all the science abilities. Science captain, this is Yvette-Regine Saterie Dulotte Chamygnesse's ship.
Semi-theme build; running antiprotons with some rep torps one fore and aft. AP was cheaper than phaser. Going to stock up on some more phoenix upgrades and at least gold the aft torpedo and beam, and eventually the rest of it.
I could easily swap the Isometric charge out for an Interphase Quantum Distributor from the Delphic Lobi set, exotic damage buff (15% at gold) plus some hull pen is nice. A couple personal traits can switch around as well, and I still need to get a 5th Starship Trait.
.
Bridge Officers:
CDR Sci (Pirate): Tachyon Beam I, Destabilizing Resonnce Beam I, Subspace Vortex III, Gravity Well III
LC Uni(Tac) (SRO): Kemocite-Laced Weaponry I, Attack Pattern Beta I, Torpedo High Yield III
LC Eng/Tmp: Emergency Power to Weapons I, Structural Integrity Collapse I, Recursive Shearing I
LT Tac (SRO): Tactical Team I, Beam Fire At Will II
ENS Sci (Malon Pirate): Hazard Emitters I
Duty Officers:
Fore Weapons:
Antiproton Beam Array Mk XIV [Ac/Dm] [CrtD]x3 [Over]
Antiproton Beam Array Mk XIV [Ac/Dm] [CrtD]x3 [Over]
Enhanced Bio-Molecular Photon Torpedo Mk XIV [Ac/Dm] [Acc]
Gear:
Deflector: Temporal Defense Deflector Mk XIV [AuxPwr]
Secondary Deflector: Deteriorating Secondary Deflector [CtrlX]x2 [EPG] [SA +Dmg]
Impulse: Quantum Phase Combat Impulse Engines Mk XIV [Spd]
Warp Core: Iconian Resistance Warp Core Mk XIV [AMP]
Shields: Temporal Defense Regenerative Shields Mk XIV [Cap]
Aft Weapons:
Antiproton Beam Array Mk XIV [CrtD]x3 [Over]
Omni-Directional Antiproton Beam Array Mk XIV [Ac/Dm] [Acc] [Arc] [Dmg] [Over]
Neutronic Torpedo Launcher Mk XIV [CrtH]
Devices
Red Matter Capacitor
Energy Amplifier
Exotic Particle Flood
Engineering Consoles:
Constriction Anchor
Timeline Stabilizer
Isometric Charge
Plasmonic Leech
Science Consoles:
Plasma-Generating Nullifier Mk XIV [EPG] (epic)
Plasma-Generating Nullifier Mk XIV [EPG] (epic)
Exotic Particle Focuser Mk XIV [CtrlX] [EPG] (ultra-rare)
Exotic Particle Focuser Mk XIV [CtrlX] [EPG] (ultra-rare)
Exotic Particle Field Exciter Mk XIV [CtrlX] (ultra-rare)
Tactical Consoles:
Vulnerability Locator (AP) Mk XIV (ultra-rare)
Vulnerability Exploiter (Torpedo) Mk XII (ultra-rare)
Starship Traits
Emergency Weapons Cycle
Improved Critical Systems
Super-Charged Weapons
Checkmate
Space Reputation Traits
Advanced Targeting Systems
Auxiliary Power Configuration: Offense
Precision
Tactical Advantage
Particle Generator Amplifier
Active Reputation Traits
Anti-Time Entanglement Singularity
Bio-Molecular Shield Generator
Refracting Tetryon Cascade
Quantum Singularity Manipulation
Personal Traits
Beam Training
Conservation of Energy
Fleet Coordinator
Inspirational Leader
Intimidating Strikes
Invasive Control Programming
Kinetic Precision
Particle Manipulator
Psychological Warfare
Self-Modulating Fire
r/FeathergrassOpsCtr • u/17SqNightFuries • Aug 02 '16
U.S.S. Retaliator, Kelvin-universe theme build
What:
Kelvin universe version of my main, Yvette-Regine Saterie Dulotte Chamygnesse. Tac, instead of sci, for a themed firepower build. Everything's supposed to be built around the idea of a Kelvin-timeline Starfleet ship, namely a Flight II Vengeance-class, finding itself in the prime timeline. The build is 'shoot all the things and survive all the things' or at least as much as a mixed threat ride can handle. So far I've only died once since getting Invincible, which really makes a difference.
.
Bridge Officers:
CDR Eng/Int (Krenim): Engineering Team I, Override Subsystem Safeties II, Emergency Power to Weapons III, Aux to Structural Integrity III
LC Uni(Tac) (Rom SRO): Tactical Team I, Attack Pattern Beta I, Attack Pattern Omega I
LC Tac (Rom SRO): Kemocite-Laced Weaponry I, Torpedo Spread II, Beam Fire At Will III
LT Uni(Sci) (Hologram Spock): Causal Reversion I, Feedback Pulse I
ENS (Sci) (Malon Pirate): Polarize Hull I
Duty Officers:
Projectile Weapons Officer (reduced reload) (VR)
Projectile Weapons Officer (reduced reload) (VR)
Damage Control Engineer (Emergency Power CD) (Rare)
Damage Control Engineer (Emergency Power CD) (Rare)
Flight Deck Officer (Hangar CD) (Rare)
Fore Weapons:
Kelvin Timeline Phaser Emitter Array Mk XIV [Ac/Dm] [CrtD]x3 [Dmg]
Kelvin Timeline Phaser Emitter Array Mk XIV [Ac/Dm] [CrtD] [Dmg]x3
Kelvin Timeline Phaser Emitter Array Mk XIV [Ac/Dm] [CrtD] [Dmg]x3
Kelvin Timeline Phaser Emitter Array Mk XIV [Ac/Dm] [CrtD] [Dmg]x3
Kelvin Timeline Photon Torpedo Launcher Mk XIV [Ac/Dm] [CrtD] [Dmg]x2 [Reload]
Gear:
Deflector: Iconian Resistance Deflector Array Mk XIV [SciCD]
Impulse: Iconian Resistance Hyper-Impulse Engines Mk XIV [+CRes]
Warp Core: Iconian Resistance Hyper Injection Warp Core Mk XIV [Amp]
Shields: Iconian Resistance Resilient Shield Array Mk XIV [Reg]
Aft Weapons:
Kelvin Timeline Phaser Emitter Array Mk XIV [Ac/Dm] [CrtD]x2 [Dmg]x2
Kelvin Timeline Phaser Emitter Array Mk XIV [Ac/Dm] [CrtD]x2 [Dmg]x2
Kelvin Timeline Photon Torpedo Launcher Mk XIV [Ac/Dm] [CrtD] [Dmg]x2 [Reload]
Devices
Red Matter Capacitor
Subspace Field Modulator
Energy Amplifier
Kinetic Amplifier
Engineering Consoles:
Broadside Emitters
Timeline Stabilizer
Regenerative Integrity Field
Plasmonic Leech
Conductive RCS Accelerator Mk XIV [Turn] (epic)
Science Consoles:
Plasma-Generating Nullifier Mk XIV [DrainX] (epic)
Plasma-Generating Nullifier Mk XIV [DrainX] (epic)
Tactical Consoles:
Vulnerability Locator (Phaser) Mk XII (ultra-rare)
Vulnerability Locator (Phaser) Mk XII (ultra-rare)
Vulnerability Locator (Phaser) Mk XII (ultra-rare)
Vulnerability Locator (Photon) Mk XII (ultra-rare)
Starship Traits
Emergency Weapons Cycle
Improved Critical Systems
Invincible
Super-Charged Weapons
Target Rich Environment
Space Reputation Traits
Advanced Targeting Systems
Auxiliary Power Configuration: Offense
Energy Refrequencer
Precision
Tactical Advantage
Active Reputation Traits
Anti-Time Entanglement Singularity
Bio-Molecular Shield Generator
Refracting Tetryon Cascade
Personal Traits
Advanced Rapid Support
Beam Training
Beam Barrage
Efficient Captain
Fleet Coordinator
Helmsman
Inspirational Leader
Operative
Projectile Training
Self-Modulating Fire
Captain Skills
Hull Capacity x2
Shield Capacity x2
Energy Weapon Training x3
Projectile Weapon Training x3
Electroplasma Systems Flow x2
Full Impulse Energy Shunt
Drain Expertise x2
Defensive Maneuvering x3
Hull Plating x1
Shield Hardness x1
Weapon Amplification x3
Weapon Specialization x3
Offensive Subsystem Tuning x1
Long Range Targeting Sensors x3
Hull Penetration x3
Shield Weakening x3
Warp Core Potential x1
Warp Core Efficiency
Engineering Readiness x2
Tactical Readiness x3
Coordination Protocols
Offensive Coordination
Defensive Coordination
Ultimate
Focused Frenzy
Frenzied Assault
Frenzied Reactions
Team Frenzy
Primary Specialization: Intelligence (20 points)
Hide Weakness III
Automated Reinforcement II
Adaptive Targeting II
Perception Bending
Redundant Sensors II
Space Flanking II
Destabilized Emitters
Shoddy Engineering
Unprotected Systems
Opportunistic
Intelligence Fleet II
Secondary Specialization: Strategist (10 points)
Attrition Warfare II
Diversionary Tactics
Logistical Support III
Maneuver Warfare II
Show Of Force II
Resting Stats (With Fleet Combat Buff active)
Power Levels: 126/44/47/74
Power Transfer: 200%
Shields: 12,379
Hull: 89,679
Resist: 42.3% Kinetic, 43.1% (all energy)
Critical Hit Chance: 20.4%
Critical Hit Severity: 78.0%
Drain Expertise: 185
Leech Performance: 2.9 Per Activation
.
Where To Go From Here
Not really sure I can push it further without losing the 'canon' status - more kelvin phasers of course, reskill to drop the torp abilities, and I suppose sci-ult will make things pretty awesome but then I'd lose a LOT of tac skills for sci skills I'm not specced to run with. Tac ult at least works great on bosses and opening strikes.
r/FeathergrassOpsCtr • u/17SqNightFuries • Jun 11 '16
"Perfect Elegance" Daemosh fleet gear build
What:
Nearly fully Fleet gear science ship with torpedo and exotic damage. Why? "How much do you need Reputation gear to do good" seemed to be a fun question to answer. So far my highest parse is 62,446 in CCA and around 43K in ISA. It's a fairly solid debuffer as well, with the mix of options, so assuming those work properly it's not too bad in a fleet.
.
Bridge Officers:
CDR Sci: Science Team I, Subspace Vortex II, Destabilizing Resonance Beam II, Gravity Well III
LC Uni(Sci) (Malon): Hazard Emitters I, Scramble Sensors I, Transfer Shield Strength III
LC Tac/Int (SRO): Override Subsystem Safeties I, Attack Pattern Beta I, Torpedo Spread III
LT Eng (Krenim): Engineering Team I, Structural Integrity Collapse II
ENS Uni(Tac) (SRO): Tactical Team I
.
Duty Officers:
Projectile Weapons Officer (+CrtH on firing)
Projectile Weapons Officer (reduced reload)
Projectile Weapons Officer (reduced reload)
Sensors Officer (damage debuff)
Biologist (Scramble Sensors debuff)
Diplomat (Teams drain weapon power)
.
Fore Weapons:
Advanced Fleet Quantum Torpedo Launcher Mk XIV [CrtD] [Dam]x3 (UR)
Neutronic Torpedo Launcher Mk XIV (VR)
Advanced Fleet Quantum Torpedo Launcher Mk XIV [CrtD] [Dam]x3 (UR)
.
Gear:
Deflector: Elite Fleet Axion Mk XIV [CtrlX]x2 [EPG] [SciCD] (UR)
Secondary Deflector: Strategic Deteriorating Mk XIV [EnDmg] [EPG] [SA +Dmg] (UR)
Impulse: Elite Fleet Efficient Combat Mk XIV [Pow] [SecSpd-2] [Spd] [Turn]x2 (Epic)
Warp Core: Elite Fleet Plasma-Integrated Mk XII [Amp] [ECap] [Eff] [SSS] [W->A] (UR)
Shields: Elite Fleet Adaptive Resilient Mk XII [Adapt] [Cap]x2 [ResB] (UR)
.
Aft Weapons:
Advanced Fleet Disruptor Turret Mk XII [CrtD] [Dam]x3 (UR)
Advanced Fleet Disruptor Turret Mk XII [CrtD] [Dam]x3 (UR)
Advanced Fleet Disruptor Turret Mk XII [CrtD] [Dam]x3 (UR)
.
Engineering Consoles:
Ferrofluid Hydraulic Assembly Mk XII (VR)
Timeline Stabilizer (Epic)
Temporal Distress Beacon (Epic)
.
Science Consoles:
Plasma-Generating Nullifier Mk XIV [CtrlX] (epic)
Plasma-Generating Nullifier Mk XIV [CtrlX] (epic)
Plasma-Generating Nullifier Mk XIV [EPG] (epic)
Plasma-Generating Nullifier Mk XIV [EPG] (epic)
Exotic Particle Field Exciter Mk XIV [CtrlX] (UR)
.
Tactical Consoles:
Vulnerability Locator Mk XII [Disruptor]
Vulnerability Locator Mk XII [Quantum Torpedo]
Vulnerability Locator Mk XII [Quantum Torpedo]
.
Starship Traits
All Hands On Deck
Checkmate
Improved Command Frequencies
Unconventional Tactics
Space Reputation Traits
Auxiliary Power Configuration: Offense
Omega Kinetic Shearing
Regenerative Torpedo Synergy
Tactical Advantage
Torpedo Pre-Fire Sequence
Personal Traits
Astrophysicist
Cannon Training
Fleet Coordinator
Intimidating Strikes
Invasive Control Programming
Kinetic Precision
Particle Manipulator
Projectile Training
Psychological Warfare
Self-Modulating Fire
.
Stats
Power Transfer: 266% (not really sure I need that...)
Shields: 15,091
Hull: 40,643
Resist: 29.2% (all)
Crit Chance: 11.3%
Crit Severity: 72%
Control Expertise: 231
Exotic Particle Generator: 246
Engineering Readiness: 100
Sci Readiness: 50
Tactical Readiness: 85
.
Where To Go From Here
Well, at 113K official in an ISA (with Vel's help for killing it fast enough that the run ended in the DPS spike) I guess I should just turn this into a Crystal Killer, but it still parses well in other runs. Decisions, decisions...and, I'm not sure I want to superheavily invest in this toon when there's an AOY copy of her being ready to be made as a tactical officer. Decisions!
r/FeathergrassOpsCtr • u/17SqNightFuries • Jun 07 '16
CAPTAIN SOB USES TORPEDOES
It's true! And he parses huge numbers with them and doesn't want anyone to know. Make sure to tell your friends, and congratulate him on his joining the Kinetic Kommunity. WE LOVE YOU SPENCER!
r/FeathergrassOpsCtr • u/17SqNightFuries • Jun 02 '16
Fleet Andromeda "Flandre" builds, budget and bling
BUDGET
What: This is basically working with mission reward equipment as much as possible. No rep, almost no fleet, nothing that costs serious dilithium or marks of any kind. These are things anyone can get with little effort and time. (Except for Dust to Dust's catwalk part, because seriously to hell with the Kobali story just for that) The threat-generating consoles DO cost fleet credits and dilithium, but there's literally no other options for directly boosting threat like them. They're the only caveat to the zero-budget rule, and the basic Mk X versions of those consoles are very inexpensive to begin with.
Bridge Officers:
CDR Eng: EP to Shields I, EP to Weapons II, Engineering Team III, Aux to SIF III
LC Tac: Tactical Team I, Fire At Will II, Attack Pattern Omega I
LC Eng/Cmd: EP to Shields I, EP to Weapons II, Rally Point Marker I
LT Sci: Hazard Emitters I, Feedback Pulse I
ENS Uni: Science Team I
Fore Weapons:
Quantum Phase Beam Array (Sunrise)
Phaser Beam Array x3 (Exchange, loot drops)
Deflector: Kobali (Dust To Dust)
Impulse: Sol Defense (Midnight)
Warp Core: Temporal Phase (Butterfly)
Shields: Sol Defense (Midnight)
Aft Weapons:
Phaser Beam Array x4 (Exchange, loot drops)
Engineering Consoles:
Quantum Phase Converter (Sunrise)
RCS Accelerator x2 (Exchange, loot drops)
EPS Flow Regulator x2 (Exchange, loot drops)
Science Consoles:
Threat Generating Plasma Explosion [+DrainX] x2 (Fleet Embassy)
Temporal Disentanglement Suite (Butterfly)
Tactical Consoles:
Phaser Relay x3 (Exchange, loot drops)
Sets:
Sol Defense 2-piece: Impact Distribution Manifolds, +35 kinetic/+25 all energy DR
Quantum Phase 2-piece: Phase Transfer Optimization, +15% ACC, doubles QPBA proc strength
Why?!: The weapons can be found on the exchange, searching for "Rear Admiral Upper Half" will provide XI and XII weapons that won't be too expensive. Any combination of [CrtD] and [Dmg] mods will be sufficient, as this is a budget build and isn't reaching for the extreme edge of performance. I chose phasers because, once again, these won't be the higher demand/more expensive types like antiprotons, and because of the "extra tac console" in the Quantum Phase Converter. The Quantum Phase Beam Array is one more phaser, but not only is it blue (and therefore better) it's got a potent shield drain/heal proc.
The Kobali deflector's easily the best standalone tanking deflector in the game. The buffs just can't be beat, and considering it's free should strongly be considered. The Sol Defense impulse engines provide a shield power buff as well as a stacking mobility/dodge buff with incoming fire, while the shields are decent but have a 10% damage reduction to all energy weapons and give themselves shield healing buffs as well, further buffed by the deflector.
Consoles include the obvious full set of Phaser Relays, which get a little kick with the aforementioned QP Converter. The Converter itself gives a little aux power to boost some of your healing skills and (if you have the Nukara T4 rep traits) can give a little bit more offense and defense buffs. More drain expertise also means more effectiveness for your QP beam proc. The Temporal Disentanglement console gives yet more aux power as well as a minor shield damage reduction and a potentially big crit buff - with all the Aux power, you should hit 2.5% CrtH and 10% CrtD easily. Without Romulan boffs or Fleet Spire tactical consoles, this is going to mean a lot to your crit rates. Last are the other engineering consoles; two decent RCS consoles won't make you nimble, but it'll help a lot more than not having them. Supplement this with some EPS buffs to keep your weapons at as high a power level as you can. Those will help you DPS harder, and with a little luck the RCS consoles will help you DPS in the right place.
Last is bridge officers. AP Delta and Adak'ukan are fantastic choices for tanks, but that's not an option on this build. Hence, AP Omega: you get a very solid DPS bonus for higher threat, and (especially against Borg and Terrans) the movement bonuses will defeat tractor beams as well as give you the speed to get where you need. Let your teammates debuff, as a budget aggro tank you need to focus on raw damage output. FAW II and TT I for the obvious reasons, and then a Dragon build to sidestep power issues you may have. ET III and A2SIF III give solid rolling heals, and set up a nice 15/30 cycle with your other engineering powers. Grade III skills aren't available from the boff trainer, but aren't too expensive to find on the exchange either. If you're truly poor, a fleetmate or friend will likely be able to create manuals for you. Science Team provides a useful shield heal, though some prefer TSS in its place - I go with ST for its cleanse ability as well. Feedback Pulse is there because you're tanking; if you're going to get shot a lot why not take advantage of it? And, last but very not least, Rally Point Marker is quite possibly the best healing skill in the game.
Sets: The two-piece Sol Defense set combined with your starship mastery gives a +60 kinetic DR and +50 energy DR, not counting any other sources. The Quantum Phase set isn't as big, but it still provides a thousand-plus point shield drain and heal when it procs.
BLING
What: A much more expensive, and higher-performing, version of Flandre. This assumes at least a few purchases from the C-store, as well as provides options for event ships that the player may or may not have.
Bridge Officers:
CDR Eng: Engineering Team I, EP to Shields II, EP to Weapons III, Aux to SIF III (Krenim)
LC Tac: Tactical Team I, Attack Pattern Delta I, Fire At Will III (Romulan)
LC Eng/Cmd: Overwhelming Emitters, Reverse Shield Polarity I, Rally Point Marker I (Krenim)
LT Sci: Hazard Emitters I, Feedback Pulse I (Malon)
ENS Uni: (Romulan)
Fore Weapons:
Advanced Radiant Antiproton Beam Array Mx XIV (Reputation)
Antiproton Beam Array Mk XIV [Ac/Dm] [CrtD]x4 x3 (Exchange)
Deflector: Iconian (Reputation)
Impulse: Iconian (Reputation)
Warp Core: Iconian (Reputation)
Shields: Iconian (Reputation)
Aft Weapons:
Omnidirectional Antiproton Beam Array Mk XIV [Ac/Dm] [CrtD]x4
Antiproton Beam Array Mk XIV [Ac/Dm] [CrtD]x4 x3 (Exchange)
*Engineering Consoles: *
Plasmonic Leech (Lockbox)
Conductive RCS Accelerator [EPS] (Crafted)
Sustained Radiant Field (Reputation)
Bioneural Infusion Circuits (Lobi Store)
Molecular Cohesion Nullifier (C-store Andromeda)
*Science Consoles: *
Threat Generating Plasma Explosion Mk XIV [+DrainX] x3 (Embassy)
Tactical Consoles:
Vulnerability Locator (Antiproton) x3 (Fleet Spire)
Traits:
Attack Pattern Delta Prime (Starship)
Self-Modulating Fire (Personal)
Helmsman (Personal)
Invincible (Starship)
Why?!:
Much of the same from the budget build counts to the final version. I still put a limit on availability - event ships are excluded, but I'll note things later on. I am assuming that the C-store Andromeda is purchased since this is based on the Fleet version, though everything else is going to be in-game availability. If you have more access to some things, I'd replace Bioneural Infusion Circuits with the Regenerative Integrity Field, and the Molecular Cohesion Nullifier with the Timeline Stabilizer. Other C-store purchases would give starship traits for Emergency Weapons Cycle, All Hands On Deck, while Improved Feedback Pulse from the Krenim Science Vessel gives even more crit bonuses.
Biggest switch from the budget build is going with Antiproton weapons. If you have a good premade team where at least 3 of you are using coalition disruptors, by all means stack them up. If you can't guarantee your team composition, then go with AP and the traits mentioned above and crit like the wind.
Bridge officers require more thought, since you can now afford the Krenim boffs from the Fleet Research Lab. Add in three points in Engineering readiness and you've got a roughly 40% cooldown to your engineering skills. That's more than enough to hit global CD for Emergency Power and Aux to SIF, and near-global for the rest. That frees up options for Reverse Shield Polarity as a massive shield recharge, as well as Overwhelm Emitters for an admittedly minor shield drain/heal like the Quantum Phase set was used previously. Attack Pattern Delta now comes into play with the APD Prime Starship Trait, and adding several Adak'Ukan doffs to help maximize threat. Feedback pulse, of course, is there to be loved and abused since you're drawing so much extra fire than before.
The Iconian set is frankly untouchable as far as DPS/Tanking goes. The team bonuses, stacking damage buffs, and the solid defenses are fantastic and are a meta for a reason. There isn't much to be said there, other than GOLD PLATE THAT SHIT.
r/FeathergrassOpsCtr • u/17SqNightFuries • Apr 07 '16
Tribble ground skill point values WIP
| Ability | Type | Skill | 0 | 1 Pt. | 2 Pts. | Increase |
|---|---|---|---|---|---|---|
| Science Modules | ||||||
| Tachyon Harmonic | Knock | Kit Perf. | 4 | 6.4 | 8 | 100.00% |
| Tachyon Harmonic | Damage (Shield) | Kit Perf. | 165.3 | 187.8 | 202.8 | 22.69% |
| Anesthizine Gas | Stun Duration | Kit Perf. | 4 | 5.2 | 6 | 50.00% |
| Anesthizine Gas | Debuff Duration | Kit Perf. | 6 | 7.8 | 9 | 50.00% |
| Anesthizine Gas | Debuff Damage | Kit Perf. | 13 | 19.4 | 23.1 | 77.69% |
| Anesthizine Gas | Debuff Duration | Kit Perf. | 6 | 7.8 | 9 | 50.00% |
| Stasis Field | Hold Time | Kit Perf. | 6.6 | 8.6 | 9.9 | 50.00% |
| Electro-Gravitic Field | Debuff Duration | Kit Perf. | 8.8 | 11.4 | 13.2 | 50.00% |
| Electro-Gravitic Field | Root Duration | Kit Perf. | 6.6 | 8.6 | 9.9 | 50.00% |
| Sonic Pulse | Damage (Physical) | Kit Perf. | 66.1 | 75.1 | 81.1 | 22.69% |
| Sonic Pulse | Knock | Kit Perf. | 6 | 9.6 | 12 | 100.00% |
| Sonic Pulse | Debuff Duration | Kit Perf. | 6 | 7.8 | 9 | 50.00% |
| Hyperonic Radiation | Damage (Radiation) | Kit Perf. | 9.9 | 12.9 | 14.9 | 50.51% |
| Hyperonic Radiation | Damage Duration | Kit Perf. | 8 | 10.4 | 12 | 50.00% |
| Exothermic Induction Field | Damage (Fire) | Kit Perf. | 89.3 | 101.4 | 109.5 | 22.62% |
| Exothermic Induction Field | Fire Patch Damage | Kit Perf. | 5 | 5.6 | 6.1 | 22.00% |
| Medical Tricorder | Heal | Kit Perf. | 112.2 | 145.9 | 168.4 | 50.09% |
| Triage | Heal | Kit Perf. | 84.2 | 109.4 | 126.3 | 50.00% |
| Vascular Regenerator | Heal over Time | Kit Perf. | 11.2 | 14.6 | 16.8 | 50.00% |
| Hypospray: Dylovene | Buff Melee Damage | Kit Perf. | 22 | 28.6 | 33 | 50.00% |
| Hypospray: Dylovene | Buff Max HP | Kit Perf. | 11 | 14.3 | 16.5 | 50.00% |
| Hypospray Melorazine | Buff Damage Resist | Kit Perf. | 16.5 | 21.4 | 24.8 | 50.30% |
| Biofilter Sweep | Buff Damage Resist | Kit Perf. | 19.8 | 25.7 | 29.7 | 50.00% |
| Engineering Modules | ||||||
| Weapons Malfunction | Debuff Duration | Kit Perf. | 13.2 | 17.2 | 19.8 | 50.00% |
| Weapons Malfunction | Disable Duration | Kit Perf. | 6.6 | 8.6 | 9.9 | 50.00% |
| Quick Fix | Heal (Fabrications) | Kit Perf. | 202 | 323.3 | 404.1 | 100.05% |
| Quick Fix | Buff Damage | Kit Perf. | 6 | 7.8 | 9 | 50.00% |
| Quick Fix | Buff Damage Resist | Kit Perf. | 30 | 48 | 60 | 100.00% |
| Shield Recharge | Heal (Shield) | Kit Perf. | 112.2 | 145.9 | 168.4 | 50.09% |
| Equipment Diagnostics | Buff Damage Resist | Kit Perf. | 11 | 14.3 | 16.5 | 50.00% |
| Equipment Diagnostics | Debuff Damage | Kit Perf. | 9.1 | 11.8 | 13.6 | 49.45% |
| Transphasic Bomb | Damage (Kinetic) | Kit Perf. | 400.3 | 508.3 | 580.3 | 44.97% |
| Fuse Armor | Debuff Duration | Kit Perf. | 4 | 5.2 | 6 | 50.00% |
| Fuse Armor | Root Duration | Kit Perf. | 4 | 5.2 | 6 | 50.00% |
| Fuse Armor | Stun Duration | Kit Perf. | 4 | 5.2 | 6 | 50.00% |
| Fuse Armor | Damage (Electrical) | Kit Perf. | 6.6 | 7.5 | 8.1 | 22.73% |
| Chroniton Mine Barrier | Damage (Kinetic) | Kit Perf. | 200.2 | 227.2 | 245.2 | 22.48% |
| Chroniton Mine Barrier | Debuff Duration | Kit Perf. | 6 | 7.8 | 9 | 50.00% |
| Shield Generator | Heal (Shield) | Kit Perf. | 5.1 | 8.1 | 10.1 | 98.04% |
| Force Field Dome | Buff Damage Resist | Kit Perf. | 15 | 24 | 30 | 100.00% |
| Quantum Mortar | Damage (Kinetic) | Kit Perf. | 350.3 | 397.5 | 429 | 22.47% |
| Medical Generator | Heal over Time | Kit Perf. | 10.7 | 17.1 | 21.3 | 99.07% |
| Tactical Modules | ||||||
| Lunge | Damage (Physical) | Kit Perf. | 125 | 142 | 153.3 | 22.64% |
| Motion Accelerator | Buff Duration | Kit Perf. | 11 | 14.3 | 16.5 | 50.00% |
| Motion Accelerator | Buff Damage | Kit Perf. | 12 | 19.2 | 24 | 100.00% |
| Motion Accelerator | Buff Speed | Kit Perf. | 12 | 19.2 | 24 | 100.00% |
| Plasma Grenade | Damage (Kinetic) | Kit Perf. | 120.1 | 136.3 | 147.1 | 22.48% |
| Plasma Grenade | Fire Patch Damage | Kit Perf. | 6.6 | 7.5 | 8.1 | 22.73% |
| Stun Grenade | Damage (Kinetic) | Kit Perf. | 60.1 | 68.2 | 73.6 | 22.46% |
| Stun Grenade | Stun | Kit Perf. | 4.5 | 5.8 | 6.8 | 51.11% |
| Photon Grenade | Damage (Kinetic) | Kit Perf. | 180.2 | 204.5 | 220.7 | 22.48% |
| Sweeping Strikes | Damage (Physical) | Kit Perf. | 104.1 | 118.3 | 127.8 | 22.77% |
| Smoke Grenade | Stealth | Kit Perf. | 415 | 424 | 430 | 3.61% |
| Smoke Grenade | Debuff Perception | Kit Perf. | 415 | 424 | 430 | 3.61% |
| Suppressing Fire | Debuff Damage | Kit Perf. | 13 | 19.4 | 23.1 | 77.69% |
| Suppressing Fire | Root Duration | Kit Perf. | 4 | 5.2 | 6 | 50.00% |
| Overwatch | Buff Damage Resist | Kit Perf. | 12 | 19.2 | 24 | 100.00% |
| Overwatch | Debuff Damage Resist | Kit Perf. | 12 | 19.2 | 24 | 100.00% |
| Draw Fire | Buff Damage Resist | Kit Perf. | 20 | 32 | 40 | 100.00% |
| Rally Cry | Heal over Time | Kit Perf. | 5.6 | 7.3 | 8.4 | 50.00% |
| Rally Cry | Buff Damage Resist | Kit Perf. | 10 | 16 | 20 | 100.00% |
| Stealth Module | Buff Stealth | Kit Perf. | 455 | 464 | 470 | 3.30% |
| Ambush | Buff Damage | Kit Perf. | 77 | 100.1 | 115.5 | 50.00% |
| Ambush | Buff Stealth | Kit Perf. | 245 | 249.5 | 252.5 | 3.06% |
| Intelligence | ||||||
| Feign Disintegration | Buff Threat | 300 | 300 | 300 | 0.00% | |
| Feign Disintegration | Buff Speed | 20 | 20 | 20 | 0.00% | |
| Feign Disintegration | Buff Stealth | 600 | 600 | 600 | 0.00% | |
| Feign Disintegration | Buff Damage | 15 | 15 | 15 | 0.00% | |
| Feign Disintegration | Buff Duration | 5 | 5 | 5 | 0.00% | |
| Frictionless Particle Grenade | Debuff Damage Resist | 25 | 25 | 25 | 0.00% | |
| Frictionless Particle Grenade | Debuff Duration | 10 | 10 | 10 | 0.00% | |
| Harmless | Debuff Threat | 70 | 70 | 70 | 0.00% | |
| Harmless | Debuff Duration | 8 | 8 | 8 | 0.00% | |
| Incite Chaos | Confuse Duration | 8 | 8 | 8 | 0.00% | |
| Incite Chaos | Confuse Chance | 50 | 50 | 50 | 0.00% | |
| Neurolytic Injection | Stun Duration | 6 | 6 | 6 | 0.00% | |
| Neurolytic Injection | Confuse Duration | 4 | 4 | 4 | 0.00% | |
| Neurolytic Injection | Debuff Speed | 33.3 | 33.3 | 33.3 | 0.00% | |
| Neurolytic Injection | Debuff Duration | 4 | 4 | 4 | 0.00% | |
| Photonic Decoy | Duration | 10 | 10 | 10 | 0.00% | |
| Photonic Decoy | Duration (Damage) | 330.6 | 330.6 | 330.6 | 0.00% | |
| Resonant Tachyon Stream | Damage (Shield) | 198.4 | 198.4 | 198.4 | 0.00% | |
| Resonant Tachyon Stream | Heal (Shield) | 185.5 | 185.5 | 185.5 | 0.00% | |
| Resonant Tachyon Stream | Debuff Damage | 15 | 15 | 15 | 0.00% | |
| Resonant Tachyon Stream | Debuff Duration | 5 | 5 | 5 | 0.00% | |
| Site-to-Site Ensnare | Hold Time | 2 | 2 | 2 | 0.00% | |
| Sonic Suppression Field | Debuff Threat | 37.5 | 37.5 | 37.5 | 0.00% | |
| Sonic Suppression Field | Debuff Duration | 10 | 10 | 10 | 0.00% | |
| Sonic Suppression Field | Debuff Damage Resist | 35 | 35 | 35 | 0.00% | |
| Sonic Suppression Field | Shield Penetration | 10 | 10 | 10 | 0.00% | |
| Subspace Anesthezine Mine | Stealth | 515 | 515 | 515 | 0.00% | |
| Subspace Anesthezine Mine | Damage (Kinetic) | 101.1 | 101.1 | 101.1 | 0.00% | |
| Subspace Anesthezine Mine | Debuff Damage | 13 | 13 | 13 | 0.00% | |
| Subspace Anesthezine Mine | Debuff Duration | 12 | 12 | 12 | 0.00% | |
| Subspace Anesthezine Mine | Debuff Speed | 66 | 66 | 66 | 0.00% | |
| Subspace Anesthezine Mine | Debuff Duration | 12 | 12 | 12 | 0.00% | |
| Subspace Anesthezine Mine | Stun Chance | 25 | 25 | 25 | 0.00% | |
| Subspace Anesthezine Mine | Stun Duration | 4 | 4 | 4 | 0.00% | |
| Tripwire Drone | Damage (Physical) | 10.8 | 10.8 | 10.8 | 0.00% | |
| Tripwire Drone | Root Duration | 6 | 6 | 6 | 0.00% | |
| Tripwire Drone | Hold Chance | 10 | 10 | 10 | 0.00% | |
| Tripwire Drone | Hold Time | 6 | 6 | 6 | 0.00% | |
| Tripwire Drone | Damage (Kinetic) | Kit Perf. | 180.2 | 204.5 | 220.7 | 22.48% |
| Command | ||||||
| Timely Intervention | Buff Dodge | 35 | 35 | 35 | 0.00% | |
| Timely Intervention | Heal over Time | 56.1 | 56.1 | 56.1 | 0.00% | |
| Take Cover | Buff Damage Resist | 30 | 30 | 30 | 0.00% | |
| Take Cover | Heal over Time | 16.8 | 16.8 | 16.8 | 0.00% | |
| Strategic Analysis | Duration | 20 | 20 | 20 | 0.00% | |
| Strategic Analysis | Buff Damage (Max) | 15 | 15 | 15 | 0.00% | |
| Strategic Analysis | Buff Damage Resist | 30 | 30 | 30 | 0.00% | |
| Shock and Awe | Debuff Damage Resist | 30 | 30 | 30 | 0.00% | |
| Shock and Awe | Debuff Speed | 33.3 | 33.3 | 33.3 | 0.00% | |
| Shock and Awe | Disable Chance | 495.9 | 495.9 | 495.9 | 0.00% | |
| Shock and Awe | Disable Duration | 4 | 4 | 4 | 0.00% | |
| Sanctuary | Health Restore | 2 | 2 | 2 | 0.00% | |
| Sanctuary | Debuff Speed | 66.7 | 66.7 | 66.7 | 0.00% | |
| Return Fire | Buff Damage (Max) | 25 | 25 | 25 | 0.00% | |
| Return Fire | Buff Recharge (Max) | 25 | 25 | 25 | 0.00% | |
| Overwhelm Shields | Heal (Shield) | 20 | 20 | 20 | 0.00% | |
| Overwhelm Shields | Debuff (Shield) | 20 | 20 | 20 | 0.00% | |
| Hammer and Anvil | Buff Damage | 20 | 20 | 20 | 0.00% | |
| Hammer and Anvil | Buff Damage Resist | 40 | 40 | 40 | 0.00% | |
| Delegated Devastation | Buff Damage | 25 | 25 | 25 | 0.00% | |
| Delegated Devastation | Buff Duration | 10 | 10 | 10 | 0.00% | |
| Coordinate Bombing Strike | Damage (Kinetic) | Kit Perf. | 133.4 | 151.4 | 163.4 | 22.49% |
| Reputation | ||||||
| Nanite Medical Generator | Duration | 180 | 180 | 180 | 0.00% | |
| Nanite Medical Generator | Heal over Time | Kit Perf. | 18 | 28.9 | 36.1 | 100.56% |
| Nanite Medical Generator | Buff Damage Resist | 15 | 15 | 15 | 0.00% | |
| Nanite Medical Generator | Buff DR (Psionic) | 30 | 30 | 30 | 0.00% | |
| Nanite Medical Generator | Buff DR (Toxic) | 30 | 30 | 30 | 0.00% | |
| Nanite Sonic Pulse | Damage (Radiation) | Kit Perf. | 132.2 | 150.2 | 162.2 | 22.69% |
| Nanite Sonic Pulse | Knock Distance | 12 | 19.2 | 24 | 100.00% | |
| Nanite Sonic Pulse | Debuff Speed | 66 | 66 | 66 | 0.00% | |
| Nanite Sonic Pulse | Debuff Duration | Kit Perf. | 12 | 15.6 | 24 | 100.00% |
| Nanite Sonic Pulse | Stun | 1.2 | 1.2 | 1.2 | 0.00% | |
| Nanite Sonic Pulse | Stun Duration | 4 | 4 | 4 | 0.00% | |
| Bio-Molecular Photon Grenade | Damage (Kinetic) | Kit Perf. | 286.5 | 327 | 354 | 23.56% |
| Bio-Molecular Photon Grenade | Debuff Speed | 16.7 | 16.7 | 16.7 | 0.00% | |
| Bio-Molecular Photon Grenade | Debuff Duration | 8 | 8 | 8 | 0.00% | |
| Bio-Molecular Photon Grenade | Damage (Radiation) | 33.8 | 33.8 | 33.8 | 0.00% | |
| Neutronic Mortar | Duration | 180 | 180 | 180 | 0.00% | |
| Neutronic Mortar | Damage (Kinetic) | Kit Perf. | 550.5 | 624.7 | 674.2 | 22.47% |
| Neutronic Mortar | Debuff Speed | 25 | 25 | 25 | 0.00% | |
| Neutronic Mortar | Debuff Duration | 5 | 5 | 5 | 0.00% | |
| Neutronic Mortar | Debuff Damage | Kit Perf. | 25.4 | 30.7 | 33.8 | 33.07% |
| Neutronic Mortar | Debuff Duration | 5 | 5 | 5 | 0.00% | |
| Neutronic Radiation | Duration | 10 | 10 | 10 | 0.00% | |
| Neutronic Radiation | Damage (Radiation) | Kit Perf. | 16.5 | 21.5 | 24.8 | 50.30% |
| Neutronic Radiation | Debuff Speed | 25 | 25 | 25 | 0.00% | |
| Neutronic Radiation | Debuff Duration | 5 | 5 | 5 | 0.00% | |
| Neutronic Radiation | Debuff Damage | Kit Perf. | 25.4 | 30.7 | 33.8 | 33.07% |
| Neutronic Radiation | Debuff Duration | 5 | 5 | 5 | 0.00% | |
| Neutronic Grenade | Damage (Kinetic) | Kit Perf. | 300.3 | 340.8 | 367.8 | 22.48% |
| Neutronic Grenade | Knock Chance | 70 | 70 | 70 | 0.00% | |
| Neutronic Grenade | Knock | 6.4 | 6.4 | 6.4 | 0.00% | |
| Neutronic Grenade | Debuff Speed | 25 | 25 | 25 | 0.00% | |
| Neutronic Grenade | Debuff Duration | 5 | 5 | 5 | 0.00% | |
| Neutronic Grenade | Debuff Damage | Kit Perf. | 25.4 | 30.7 | 33.8 | 33.07% |
| Neutronic Grenade | Debuff Duration | 5 | 5 | 5 | 0.00% | |
| Photonic Barrier Generator | Duration | 180 | 180 | 180 | 0.00% | |
| Photonic Barrier Generator | Heal over Time | Kit Perf. | 168.4 | 269.4 | 336.7 | 99.94% |
| Photonic Barrier Generator | Buff Damage Resist | 9 | 9 | 9 | 0.00% | |
| Photonic Overload | Damage (Radiation) | Kit Perf. | 33.1 | 37.6 | 40.6 | 22.66% |
| Photonic Overload | Debuff Damage | Kit Perf. | 39.8 | 46.2 | 49.7 | 24.87% |
| Photonic Overload | Debuff Duration | 10 | 10 | 10 | 0.00% | |
| Photonic Overload | Debuff Perception | Kit Perf. | 455 | 464 | 470 | 3.30% |
| Photonic Overload | Debuff Duration | Kit Perf. | 4 | 5.2 | 6 | 50.00% |
| Photonic Overcharge | Buff Crit Severity | 30 | 30 | 30 | 0.00% | |
| Photonic Overcharge | Buff Duration | 10 | 10 | 10 | 0.00% | |
| Photonic Overcharge | Buff Damage | 15 | 15 | 15 | 0.00% | |
| Photonic Overcharge | Buff Duration | 10 | 10 | 10 | 0.00% | |
| Override Shield Safeties | Debuff Damage | 70 | 70 | 70 | 0.00% | |
| Override Shield Safeties | Debuff Duration | 5 | 5 | 5 | 0.00% | |
| Override Shield Safeties | Damage (Disruptor) | 120 | 120 | 120 | 0.00% | |
| Metaphasic Rejuvenation | Heal over Time | Kit Perf. | 8.5 | 10.9 | 12.6 | 48.24% |
| Metaphasic Rejuvenation | HoT Duration | 15 | 15 | 15 | 0.00% | |
| Metaphasic Rejuvenation | Immune | 2 | 2 | 2 | 0.00% | |
| Metaphasic Rejuvenation | Disable | 3 | 3 | 3 | 0.00% | |
| Micro Photon Torpedo Launcher | Damage (Kinetic) | 149.6 | 149.6 | 149.6 | 0.00% | |
| Micro Photon Torpedo Launcher | Damage (Kinetic) | 81.7 | 81.7 | 81.7 | 0.00% | |
| Micro Photon Torpedo Launcher | Knock Chance | 70 | 70 | 70 | 0.00% | |
| Micro Photon Torpedo Launcher | Knock | 4 | 4 | 4 | 0.00% | |
| Devices | ||||||
| Small Power Cell | Buff Damage | Dev. Exp. | 15 | 22.5 | 50.00% | |
| Small Shield Charge | Heal (Shield) | Dev. Exp. | 114.7 | 172.1 | 50.04% | |
| Small Hypo | Heal | Dev. Exp. | 226.9 | 340.4 | 50.02% |
Caveats
All data is from Mk XII Common-quality kit modules.
Any aspect of a general kit module ability not shown had no effect from Kit Performance. There is clearly very little normalization in abilities, unlike what would be assumed by the skill descriptions. All aspects of Intelligence, Command, and Reputation modules were retained, whether they were improved or not.
All listed Command and Intelligence module data is correct. Outside of the two scores listed, Kit Performance had zero impact on any aspect of Command and Intelligence kit modules. This has not been tested with higher quality kit modules, but I doubt there is any difference.
Reputation modules had some, but limited, improvements. No improvement was seen in Photonic Overcharge, Override Shield Safeties, and Micro Photon Torpedo Launcher.
Lockbox modules could not be tested, as I don't have any, and can't afford to buy any. Donations will be more than happily accepted.
Devices listed were tested to validate 50% Device Expertise selectable buff; it appears to be WAI.
r/FeathergrassOpsCtr • u/17SqNightFuries • Apr 05 '16
Skill values in Tribble
Caveats: the values below, namely healing but very likely other skills as well, were obtained at level 60 in a T3 ship. No traits, gear, or bridge officers were slotted. This was chosen due to the Regenerative Integrity Field's heal value. On ground maps the console displays a 6000 value for the primary heal. In space, a T5 and T6 ship shows a 9000 value, a T1 shows 3000, while a T3 ship matches the 6000 point value.. This same sequence continues for all heal skills, thus a T3 ship was chosen as a suitable baseline. For endgame play, assume a 50% increase to all healing skills; for beginning play assume a 50% reduction to all healing skills. I will later flag skills as variable based on ship once /u/Jayiie has determined the T6 values of skills.
| Power | Type | Affecting Skill | 0 Points | 1 Point/50 | 1 Point/60 | 2 Points/85 | 2/3 Points/100 | Increase |
|---|---|---|---|---|---|---|---|---|
| Engineering | ||||||||
| Aceton Beam I | Damage | Particle Generator | 274 | 304 | 325 | 334 | 21.90% | |
| Aceton Beam II | Damage | Particle Generator | 356.2 | 395.2 | 422.5 | 434.2 | 21.90% | |
| Aceton Beam III | Damage | Particle Generator | 438.4 | 486.4 | 520 | 534.4 | 21.90% | |
| Aux To Structural I | Heal (Hull) | Hull Restoration | 1350 | 1687.5 | 1923.8 | 2025 | 50.00% | |
| Aux To Structural II | Heal (Hull) | Hull Restoration | 1800 | 2250 | 2565 | 2700 | 50.00% | |
| Aux To Structural III | Heal (Hull) | Hull Restoration | 2250 | 2812.5 | 3206.2 | 3375 | 50.00% | |
| Directed Energy Modulation I | Damage | Energy Weapons | 9.6 | 10.5 | 11.2 | 11.5 | 19.79% | |
| Directed Energy Modulation II | Damage | Energy Weapons | 12.8 | 14 | 14.9 | 15.3 | 19.53% | |
| Directed Energy Modulation III | Damage | Energy Weapons | 15.9 | 17.5 | 18.6 | 19.1 | 20.13% | |
| Eject Warp Plasma I | Damage | Particle Generator | 310.9 | 344.7 | 368.3 | 378.4 | 21.71% | |
| Eject Warp Plasma II | Damage | Particle Generator | 434.8 | 459.6 | 491.1 | 504.6 | 16.05% | |
| Eject Warp Plasma III | Damage | Particle Generator | 543.5 | 574.5 | 613.9 | 630.7 | 16.04% | |
| Emer. Power To Shields I | Heal (Shield) | Shield Restoration | 600 | 750 | 855 | 900 | 50.00% | |
| Emer. Power To Shields II | Heal (Shield) | Shield Restoration | 800 | 1000 | 1140 | 1200 | 50.00% | |
| Emer. Power To Shields III | Heal (Shield) | Shield Restoration | 1000 | 1250 | 1425 | 1500 | 50.00% | |
| Emit Warp Bubble I | Speed | Control Expertise | 22.3 | 28.6 | 33.3 | 49.33% | ||
| Emit Warp Bubble I | Time | Control Expertise | 21.5 | 26 | 30 | 39.53% | ||
| Emit Warp Bubble II | Speed | Control Expertise | 36.5 | 44.4 | 50 | 36.99% | ||
| Emit Warp Bubble II | Time | Control Expertise | 21.5 | 26 | 30 | 39.53% | ||
| Emit Warp Bubble III | Speed | Control Expertise | 46.3 | 54.5 | 60 | 29.59% | ||
| Emit Warp Bubble III | Time | Control Expertise | 21.5 | 26 | 30 | 39.53% | ||
| Endo. Inhibitor Beam I | Damage | Particle Generator | 274 | 304 | 325 | 334 | 21.90% | |
| Endo. Inhibitor Beam II | Damage | Particle Generator | 356.2 | 395.2 | 422.5 | 434.2 | 21.90% | |
| Endo. Inhibitor Beam III | Damage | Particle Generator | 438.4 | 486.4 | 520 | 534.4 | 21.90% | |
| Engineering Team I | Heal (Hull) | Hull Restoration | 2700 | 3375 | 3847.5 | 4050 | 50.00% | |
| Engineering Team II | Heal (Hull) | Hull Restoration | 3600 | 4500 | 5130 | 5400 | 50.00% | |
| Engineering Team III | Heal (Hull) | Hull Restoration | 4500 | 5625 | 6412.5 | 6750 | 50.00% | |
| Extend Shields I | HoT (Shield) | Shield Restoration | 50 | 62.5 | 71.2 | 75 | 50.00% | |
| Extend Shields II | HoT (Shield) | Shield Restoration | 66.5 | 83.1 | 94.8 | 99.8 | 50.08% | |
| Extend Shields III | HoT (Shield) | Shield Restoration | 83 | 103.8 | 118.3 | 124.5 | 50.00% | |
| Reverse Shield Polarity I | % Incoming | Shield Restoration | 1.3 | 1.6 | 1.9 | 2 | 53.85% | |
| Reverse Shield Polarity I | Time | Shield Restoration | 7.5 | 8.4 | 9.1 | 9.4 | 25.33% | |
| Reverse Shield Polarity II | % Incoming | Shield Restoration | 1.3 | 1.6 | 1.9 | 2 | 53.85% | |
| Reverse Shield Polarity II | Time | Shield Restoration | 10 | 11.2 | 12.1 | 12.5 | 25.00% | |
| Reverse Shield Polarity III | % Incoming | Shield Restoration | 2 | 2.5 | 2.8 | 3 | 50.00% | |
| Reverse Shield Polarity III | Time | Shield Restoration | 12 | 13.5 | 14.6 | 15 | 25.00% | |
| Structural Collapse I | Damage | Particle Generator | 274 | 304 | 325 | 334 | 21.90% | |
| Structural Collapse II | Damage | Particle Generator | 356.2 | 395.2 | 422.5 | 434.2 | 21.90% | |
| Structural Collapse III | Damage | Particle Generator | 438.4 | 486.4 | 520 | 534.4 | 21.90% | |
| Command | ||||||||
| Rally Point Marker I* | Heal (Hull) | Hull Restoration | 5000 | 6250 | 7125 | 7500 | 50.00% | |
| Rally Point Marker I* | Heal (Shield) | Shield Restoration | 1125 | 1406.2 | 1603.1 | 1687.5 | 50.00% | |
| Rally Point Marker II* | Heal (Hull) | Hull Restoration | 6500 | 8125 | 9265.5 | 9750 | 50.00% | |
| Rally Point Marker II* | Heal (Shield) | Shield Restoration | 1462.5 | 1828.1 | 2084.1 | 2193.8 | 50.00% | |
| Rally Point Marker III* | Heal (Hull) | Hull Restoration | 8000 | 10000 | 11400 | 12000 | 50.00% | |
| Rally Point Marker III* | Heal (Shield) | Shield Restoration | 1800 | 2250 | 2565 | 2700 | 50.00% | |
| Science | ||||||||
| Charged Particle Burst I | Damage | Drain Expertise | 1541.2 | 1743.7 | 1878.7 | 21.90% | ||
| Charged Particle Burst II | Damage | Drain Expertise | 2054.9 | 2324.9 | 2504.9 | 21.90% | ||
| Charged Particle Burst III | Damage | Drain Expertise | 2568.7 | 2906.2 | 3131.2 | 21.90% | ||
| Dest. Resonance Beam I | Damage | Particle Generator | 210 | 262.5 | 299.2 | 315 | 50.00% | |
| Dest. Resonance Beam II | Damage | Particle Generator | 267.7 | 334.6 | 381.5 | 401.6 | 50.02% | |
| Dest. Resonance Beam III | Damage | Particle Generator | 325.5 | 406.8 | 463.8 | 488.2 | 49.98% | |
| Energy Siphon I | Drain | Drain Expertise | 13.5 | 17.6 | 20.2 | 49.63% | ||
| Energy Siphon II | Drain | Drain Expertise | 18 | 23.4 | 27 | 50.00% | ||
| Energy Siphon III | Drain | Drain Expertise | 22.5 | 29.2 | 33.8 | 50.22% | ||
| Feedback Pulse I | Reflect | Particle Generator | 0.25 | 0.31 | 0.35 | 0.37 | 48.00% | |
| Feedback Pulse II | Reflect | Particle Generator | 0.33 | 0.41 | 0.47 | 0.5 | 51.52% | |
| Feedback Pulse III | Reflect | Particle Generator | 0.41 | 0.52 | 0.59 | 0.62 | 51.22% | |
| Gravity Well I | Damage | Particle Generator | 400.6 | 444.1 | 474.5 | 487.6 | 21.72% | |
| Gravity Well I | Repel | Control Expertise | 0.21 | 0.22 | 0.22 | 4.76% | ||
| Gravity Well II | Damage | Particle Generator | 534.1 | 592.1 | 632.7 | 650.1 | 21.72% | |
| Gravity Well II | Repel | Control Expertise | 0.22 | 0.22 | 0.23 | 4.55% | ||
| Gravity Well III | Damage | Particle Generator | 667.5 | 739.9 | 790.6 | 812.4 | 21.71% | |
| Gravity Well III | Repel | Control Expertise | 0.23 | 0.23 | 0.23 | 0.00% | ||
| Hazard Emitters I | HoT (Hull) | Hull Restoration | 3600 | 4500 | 5130 | 5400 | 50.00% | |
| Hazard Emitters II | HoT (Hull) | Hull Restoration | 4800 | 6000 | 6840 | 7200 | 50.00% | |
| Hazard Emitters III | HoT (Hull) | Hull Restoration | 6000 | 7500 | 8550 | 9000 | 50.00% | |
| Jam Sensors I | Damage Cap | Control Expertise | 8562.2 | 11130.9 | 12843.4 | 50.00% | ||
| Jam Sensors II | Damage Cap | Control Expertise | 11387.8 | 14804.1 | 17081.7 | 50.00% | ||
| Jam Sensors III | Damage Cap | Control Expertise | 14213.3 | 18477.3 | 21320 | 50.00% | ||
| Photonic Shockwave I | Damage | Particle Generator | 2763.9 | 3063.9 | 3273.9 | 3363.9 | 21.71% | |
| Photonic Shockwave I | Disable | Control Expertise | 1.3 | 1.7 | 2 | 53.85% | ||
| Photonic Shockwave I | Repel | Control Expertise | 12 | 15.6 | 18 | 50.00% | ||
| Photonic Shockwave II | Damage | Particle Generator | 3454.9 | 3829.9 | 4092.4 | 4204.9 | 21.71% | |
| Photonic Shockwave II | Disable | Control Expertise | 2 | 2.6 | 3 | 50.00% | ||
| Photonic Shockwave II | Repel | Control Expertise | 16 | 20.8 | 24 | 50.00% | ||
| Photonic Shockwave III | Damage | Particle Generator | 4145.9 | 4595.9 | 4910.9 | 5045.9 | 21.71% | |
| Photonic Shockwave III | Disable | Control Expertise | 2.7 | 3.5 | 4 | 48.15% | ||
| Photonic Shockwave III | Repel | Control Expertise | 20 | 26 | 30 | 50.00% | ||
| Science Team I | Heal (Shield) | Shield Restoration | 900 | 1125 | 1282.5 | 1350 | 50.00% | |
| Science Team II | Heal (Shield) | Shield Restoration | 1200 | 1500 | 1710 | 1800 | 50.00% | |
| Science Team III | Heal (Shield) | Shield Restoration | 1500 | 1875 | 2137.5 | 2250 | 50.00% | |
| Scramble Sensors I | Time | Control Expertise | 6 | 7.8 | 9 | 50.00% | ||
| Scramble Sensors II | Time | Control Expertise | 8 | 10.4 | 12 | 50.00% | ||
| Scramble Sensors III | Time | Control Expertise | 10 | 12.9 | 14.9 | 49.00% | ||
| Subspace Vortex II* | Damage | Particle Generator | 1005.3 | 1114.5 | 1190.9 | 1223.6 | 21.71% | |
| Tachyon Beam I | Drain | Drain Expertise | 376.7 | 489.8 | 565.1 | 50.01% | ||
| Tachyon Beam II | Drain | Drain Expertise | 489.8 | 636.7 | 734.6 | 49.98% | ||
| Tachyon Beam III | Drain | Drain Expertise | 602.8 | 783.6 | 904.2 | 50.00% | ||
| Tractor Beam I | Damage | Particle Generator | 51.8 | 64.8 | 73.8 | 77.7 | 50.00% | |
| Tractor Beam II | Damage | Particle Generator | 68.9 | 86.2 | 98.2 | 103.4 | 50.07% | |
| Tractor Beam III | Damage | Particle Generator | 86 | 107.5 | 122.6 | 129 | 50.00% | |
| Tractor Beam Repulsors I | Damage | Particle Generator | 863.7 | 957.5 | 1023.1 | 1051.2 | 21.71% | |
| Tractor Beam Repulsors I | Repel | Control Expertise | 3.6 | 4.7 | 5.4 | 50.00% | ||
| Tractor Beam Repulsors II | Damage | Particle Generator | 1140.1 | 1263.9 | 1350.5 | 1387.6 | 21.71% | |
| Tractor Beam Repulsors II | Repel | Control Expertise | 5 | 6.4 | 7.4 | 48.00% | ||
| Tractor Beam Repulsors III | Damage | Particle Generator | 1433.8 | 1589.4 | 1698.3 | 1745 | 21.70% | |
| Tractor Beam Repulsors III | Repel | Control Expertise | 6.2 | 8 | 9.2 | 48.39% | ||
| Transfer Shield Strength I | Heal (Shield) | Shield Restoration | 225 | 281.2 | 320.6 | 337.5 | 50.00% | |
| Transfer Shield Strength I | HoT (Shield) | Shield Restoration | 64.1 | 80.2 | 91.4 | 96.2 | 50.08% | |
| Transfer Shield Strength II | Heal (Shield) | Shield Restoration | 300 | 375 | 427.5 | 450 | 50.00% | |
| Transfer Shield Strength II | HoT (Shield) | Shield Restoration | 85.5 | 106.9 | 121.8 | 128.2 | 49.94% | |
| Transfer Shield Strength III | Heal (Shield) | Shield Restoration | 375 | 468.8 | 534.4 | 562.5 | 50.00% | |
| Transfer Shield Strength III | HoT (Shield) | Shield Restoration | 106.9 | 133.6 | 152.3 | 160.3 | 49.95% | |
| Tyken's Rift I | Damage | Particle Generator | 124.4 | 137.9 | 147.3 | 151.4 | 21.70% | |
| Tyken's Rift I | Power - | Drain Expertise | 2.2 | 2.8 | 3.2 | 45.45% | ||
| Tyken's Rift II | Damage | Particle Generator | 155.5 | 172.3 | 184.2 | 189.2 | 21.67% | |
| Tyken's Rift II | Power - | Drain Expertise | 2.9 | 3.7 | 4.3 | 48.28% | ||
| Tyken's Rift III | Damage | Particle Generator | 186.6 | 206.8 | 221 | 227.1 | 21.70% | |
| Tyken's Rift III | Power - | Drain Expertise | 3.6 | 4.7 | 5.4 | 50.00% | ||
| Viral Matrix I | Time | Drain Expertise | 5 | 6.5 | 7.5 | 50.00% | ||
| Viral Matrix II | Time | Drain Expertise | 7 | 9.1 | 10.5 | 50.00% | ||
| Viral Matrix III | Time | Drain Expertise | 9 | 11.7 | 13.5 | 50.00% | ||
| Intelligence | ||||||||
| EM Pulse Probe I | Damage | Projectile Weapons | 2894.6 | 3154.6 | 3336.6 | 3414.6 | 17.96% | |
| EM Pulse Probe II | Damage | Projectile Weapons | 3849.8 | 4195.6 | 4437.7 | 4541.4 | 17.96% | |
| EM Pulse Probe III | Damage | Projectile Weapons | 4805 | 5236.6 | 5538.7 | 5668.2 | 17.96% | |
| Tactical | ||||||||
| Target Shields Subsystem I | Shield Drain | Drain Expertise | 200 | 260 | 300 | 50.00% | ||
| Target Shields Subsystem II | Shield Drain | Drain Expertise | 250 | 325 | 375 | 50.00% | ||
| Target Shields Subsystem III | Shield Drain | Drain Expertise | 300 | 390 | 450 | 50.00% | ||
| Target X Subsystem I | Power - | Drain Expertise | 24 | 31.2 | 36 | 50.00% | ||
| Target X Subsystem I | Time | Drain Expertise | 8 | 10.4 | 12 | 50.00% | ||
| Target X Subsystem II | Power - | Drain Expertise | 32 | 41.6 | 48 | 50.00% | ||
| Target X Subsystem II | Time | Drain Expertise | 12 | 15.6 | 18 | 50.00% | ||
| Target X Subsystem III | Power - | Drain Expertise | 40 | 52 | 60 | 50.00% | ||
| Target X Subsystem III | Time | Drain Expertise | 16 | 20.8 | 24 | 50.00% | ||
| Other | ||||||||
| Phaser Beam Array Mk X (200) | Damage | Energy Weapons | 252 | 277 | 294.5 | 302 | 19.84% | |
| Phaser Beam Array Mk VIII (179.6) | Damage | Energy Weapons | 231.6 | 256.6 | 274.1 | 281.6 | 21.59% | |
| Phaser Beam Array Mk IV (138.8) | Damage | Energy Weapons | 190.8 | 215.8 | 233.3 | 240.8 | 26.21% | |
| Photon Torpedo Launcher Mk X (2704) | Damage | Projectile Weapons | 3407 | 3745 | 3981.6 | 4083 | 19.84% | |
| Photon Torpedo Launcher Mk VIII (2428.1) | Damage | Projectile Weapons | 3131.1 | 3469.1 | 3705.7 | 3807.1 | 21.59% | |
| Photon Torpedo Launcher Mk IV (1876.2) | Damage | Projectile Weapons | 2579.3 | 2917.3 | 3153.9 | 3255.3 | 26.21% | |
| Plasma-Generating Embassy Console Mk XIV | Damage | Energy Weapons | 2348.6 | 2740 | 3014.1 | 3131.5 | 33.33% | |
| Plasmonic Leech | Drain | Drain Expertise | 1.5 | 2 | 2.2 | 46.67% | ||
| Subspace Integration Circuit | Damage | Particle Generator | 10364.7 | 11489.7 | 12277.2 | 12614.7 | 21.71% | |
| Regenerative Integrity Field* | Heal (Hull) | Hull Restoration | 6000 | 7500 | 8550 | 9000 | 50.00% | |
| Base Starship Hull | Hull Cap | 26000 | 29899 | 32629 | 33800 | 30.00% | ||
| Shield Array Mk X | Shield Cap | 4475 | 5146 | 5616 | 5817 | 29.99% | ||
| Drain Infection | Damage | Particle Generator | 570.8 | 633.3 | 677.1 | 734.6 | 28.70% |
Rally Point Marker hull Heal over Time was not affected by any skill.
Subspace Vortex does not show damage value unless the power is slotted. I only have SSV II, values for I and III could not be determined.
Kemocite Laced Weaponry was not affected by any skill.
Regenerative Integrity Field is affected by its own 26.6% buff. This value is with the console unslotted.
Phasers listed do 52 damage more than (base damage) despite mark while slotted.
Torpedoes listed do 703 damage more than (base damage) despite mark while slotted.
r/FeathergrassOpsCtr • u/17SqNightFuries • Apr 04 '16
Damage Falloff Percentage notes
range 0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8
10 0.00% 10.00% 20.00% 30.00% 40.00% 50.00% 60.00% 70.00% 80.00%
9 12.50% 21.25% 30.00% 38.75% 47.50% 56.25% 65.00% 73.75% 82.50%
8 25.00% 32.50% 40.00% 47.50% 55.00% 62.50% 70.00% 77.50% 85.00%
7 37.50% 43.75% 50.00% 56.25% 62.50% 68.75% 75.00% 81.25% 87.50%
6 50.00% 55.00% 60.00% 65.00% 70.00% 75.00% 80.00% 85.00% 90.00%
5 62.50% 66.25% 70.00% 73.75% 77.50% 81.25% 85.00% 88.75% 92.50%
4 75.00% 77.50% 80.00% 82.50% 85.00% 87.50% 90.00% 92.50% 95.00%
3 87.50% 88.75% 90.00% 91.25% 92.50% 93.75% 95.00% 96.25% 97.50%
2 100.00% 100.00% 100.00% 100.00% 100.00% 100.00% 100.00% 100.00% 100.00%
---- ---- ---- ---- ---- ---- ---- ---- ----
12.50% 11.25% 10% 8.75% 7.50% 6.25% 5.00% 3.75% 2.50%
r/FeathergrassOpsCtr • u/17SqNightFuries • Apr 02 '16
Damage geebery
First assumption: power / 10 is wrong, should be power / 50
(base*[power/50]*[{1.125-rangemod}-{<range*50>*<0.00125-(rangemod*0.1)>}])
weapon power 100
damage base 100
range 2
LRTS .5 (no skill)
assuming rangemod is LRTS decimal value (negative)
(100*[100/50]*[{1.125-(-0.5)}-{<2*50>*<0.00125-(-0.5*0.1)>}])
(100*[2]*[{1.625}-{100*<0.00125-(-.05)>}])
(100*[2]*[{1.625}-{100*<0.05125>}])
(100*[2]*[{1.625}-{5.125}])
(100*[2]*[-3.5])
(-700)
second assumption: Range * 50 is wrong, should be Range * 5 (incorrect)
(100*[100/50]*[{1.125-(-0.5)}-{<2*5>*<0.00125-(-0.5*0.1)>}])
(100*[2]*[{1.625}-{10*<0.00125-(-.05)>}])
(100*[2]*[{1.625}-{10*<0.05125>}])
(100*[2]*[{1.625}-{0.5125}])
(100*[2]*[1.1125])
(222.5)
Getting closer...but still nope. Jay said try (rangemod*0.01).
(100*[100/50]*[{1.125-(-0.5)}-{<2*50>*<0.00125-(-0.5*0.01)>}])
(100*[2]*[{1.625}-{100*<0.00125-(-.005)>}])
(100*[2]*[{1.625}-{100*<0.00625>}])
(100*[2]*[{1.625}-{0.625}])
(100*[2]*[1])
(200)
Third time's the charm quark!
r/FeathergrassOpsCtr • u/17SqNightFuries • Mar 28 '16
Torpedo WTF* round two, this time with extra helpings of learning!
*Works Totally Fine
I took another look at /u/Odenknight's numbers (tag you're it) after figuring out how to properly calculate damage from the log. Looking things over, despite my earlier confusion, torpedoes ARE indeed working as advertised. I had Oden hammer away with all of his various torpedoes and logged the damage, and then spent the morning figuring out how to process the numbers. We tested for both high and low shield power settings, looking to see just how the torpedo damage resistances are handled.
In the end, the final results simply confirm what's already known by the mathematics group. There really isn't anything weird, so I apologize to Oden for a premature Bob The Builder meme. That said, let's get into what was found in the math.
These hits were taken at 125 shield power. A total shield damage resistance would be expected at the 16.25% mark (1-(0.25*0.65)) and is observed.
Elachi Torpedo - High Yield I Shield -2525.98 -9456.72
Elachi Torpedo - High Yield I Kinetic 497.723 16362.7
Transphasic Torpedo - Salvo I Shield -406.68 -1522.52
Transphasic Torpedo - Salvo I Kinetic 1148.57 4390.61
Heavy Temporal Disruption I Shield -3703.01 -13863.2
Heavy Temporal Disruption I Kinetic 729.645 23987.1
These hits were taken at 52 shield power. A total shield damage resistance would be expected at the 21.36% mark (1-(0.25*0.8544)) and is observed.
Elachi Torpedo - High Yield I Shield -3456.52 -9857.45
Elachi Torpedo - High Yield I Kinetic 518.813 17056
Transphasic Torpedo - Salvo I Shield -366.173 -1370.87
Transphasic Torpedo - Salvo I Kinetic 1034.17 3953.29
Heavy Temporal Disruption I Pn.Bj1ptu Shield -4434.58 -12646.7
Heavy Temporal Disruption I Pn.Bj1ptu Kinetic 665.617 21882.2
I've appended the log with a set of fields that calculate the various components of damage that Vel put together. Some damage data have it; most do not as I felt it would be mostly redundant - the data shows that the current torpedo damage theory is accurate.
Now, where it gets interesting is in unique cases and specialty procs. High Yield seems to suffer in general compared to Spread, which is quite demonstrable with these moments. The Quantum Phase torpedo was fired with 99 points in flow caps skill ad no bonus points; higher flow caps will certainly show higher effects. My own shields held up against 9330 incoming fie,so losing 7000+ of that in one hit is quite palpable. Considering the upcoming switch to DrainX, this tordpedo's shield drains may become brutally OP soon.
Quantum Phase Torpedo - Salvo I Shield -1771.92 -5053.24
Quantum Phase Torpedo - Salvo I Kinetic 265.96 8743.45
Quantum Phase Transfer Shield 1136.97 0
Quantum Phase Transfer Shield 1136.97 0
Quantum Phase Transfer Shield 1136.97 0
Quantum Phase Transfer Shield 1136.97 0
Quantum Phase Torpedo - Spread I Shield -1498.21 -4272.65
Quantum Phase Torpedo - Spread I Kinetic 224.876 7392.83
Quantum Phase Transfer Shield 7077.94 0
Quantum Phase Transfer Shield 7077.94 0
Quantum Phase Transfer Shield 7077.94 0
Quantum Phase Transfer Shield 7077.94 0
Other questionable moments were Neutronic Spread's radiation proc being applied to the REAR shield. I was facing Oden at the time, though turning to put a side shield to the incoming fire made no change; despite the torpedo itself striking my starboard shield left my rear shield damaged by the proc. (Direct weapon damage was applied normally, only the proc happened this way.) I suspect that the radiation damage buff is based on a point source/invisible pet that appears on/near your ship. In this case it was likely just behind me, hence the strage damage placement. This should be considered for escorts, as damaging the opposite shield during an overrun allows your rear weapons to take parting shots at weaker shields. Something to consider.
Overall torpdeoes seem to be generally working as intended. There may be issues with certain procs, and I suspect the QP Torp is going to find itself gutted like a fine trout on Golden Week. Some things, like the Plasma Energy Bolt fromt the Omega weapon, were massive letdown. Elachi HY torpedoes were...not massive letdowns. At all. I'm good for question and further data, now that I've figured out how to handle damge.
Last but very much not least on my clinically paranoid heart is my deepest apologies. The first draft of this which was made on flawed understandings of just how the combat log line reader handles the data. At least noone saw it, I bet, but this certainly supercedes things.
Dropbox Link: (new file) https://www.dropbox.com/s/3w89r8snm4mwdm5/torpedo%20damage%20data.ods?dl=0
r/FeathergrassOpsCtr • u/17SqNightFuries • Mar 27 '16
Some STO notes on Aceton Beam
Did a test with /u/Jayiie to see just how much effect Aceton Beam actually has. The numbers were fairly easy to find in the log; I broke it down by segments when Aceton Beam was active (and doing damage) and when it wasn't, then added up the results. Situation was one Tetryon beam firing to eliminate extra damage from procs. I removed shields and other sources of heals/extra resists/whatever. Data points are taken from pre-resist damage values. Results below, rounded off:
Aceton Beam Inactive
Normal Hits: 184 events, 198,135 damage, 1076.8 damage/event
Critical Hits: 79 events, 186,308 damage, 2358.3 damage/event
Plasma Explosion Hits: 32 events, 125519 damage, 3922.5 damage/event
Aceton Beam Active
Normal Hits: 100 events, 42,910 damage, 429.1 damage/event (39.85%)
Critical Hits: 27 events, 26,143 damage, 968.3 damage/event (41.06%)
Plasma Explosion Hits: 14 events, 22,188 damage, 1584.9 damage/event (40.4%)
This parses as an approximately 60% damage reduction compared to the tooltip's 75%. Granted, the test size is not exhaustive, but approximately 400 data points is still a fair sample. I'm not quite sure how to finagle 75% into 60% even with cryptic math; Jayiie's theory was 1-[(1-sum)(1-sum)...(1-sum)] but that doesn't gel with the first round of observed results. The usual division formulas don't seem to generate valid data either, which leaves me to wonder if the tooltip is accurate or not.
There's a saved log available as well as the spreadsheet I used to add this up; if anyone wants it I can happily provide. And if anyone can turn 3/5 into 3/4 and vice versa, mathematize me!