S11.5 offers up to +20% Recharge Haste for Engineering, Science, and Tactical BOFF powers through Readiness Skills. The longer the range, the less the DPS advantage of cannon weapons. You are going to face waves of enemies in story missions and no matter how many heals you bring, they have shared cooldowns so you can't just pop them whenever you want. Cannon weapons fire multiple bolts of energy rather than beams, and are dedicated military weapons. Taking the time to look through the combat log can reveal useful information about both the effectiveness of your weapons against an opponent and the type of weapons an opponent used against you. For more information on how skill-based stats affect weapon damage, see the Damage Modifiers section, below. There are several types of Mine Launcher available in the game which are listed below. Easy way to test the Bioneural Gel Pack would be to equip it and see if the recharge times listed in the expanded tooltips change. Getting a power to its Duplicate CD is usually the target when stacking CD Recharge and Reduction, but not always. the normal cd is 30 seconds. When using a bridge officer ability, you are allowed to have one group out per ability and tier. This leads me to hypothesize that the flat reduction takes place AFTER the cooldown hastes and reductions you mention above, leading to a formula of T = t * (1 + x)/(1 + x') - x'', where T = final cooldown, t = initial cooldown, x is sum of all cooldown hastes, x' is the sum of all cooldown reductions, and x'' is the sum of all flat cooldown reductions. (This is a place holder of sorts. So what's going on here? That's pretty good, no? All starship weapons are affected by three skills, one from Tier 1, one from Tier 2 and one from Tier 3-5. Lays a wide net of mines behind your ship. meh. BFAW is 30s CD unmodified, 20s Minimum (Duplicate) CD, so it's actually: T(30,0.3,0.07) = 30(0.93)/(1.3) = 21.46s, which does get you close enough to the Duplicate CD floor (where you want to be). The shared cooldown is faster than the individual cooldowns, so two science teams still allows you to get shield heals more frequently. so you WANT to activate your fire at will every 20 seconds. Space combat is a central element of Star Trek: Online. I'm not sure. Cannons, torpedo launchers and mine launchers all have shared cooldowns. Found the info I badly needed. I will take your above info and apply it accordingly to my builds. I meant, what combinations would work best? This limitation is based on the firing mode: Thus, the maximum amount of mines you are allowed to have out at once is the sum of the standard fire mines, plus a single set each of Dispersal Pattern Alpha I, Alpha II, Alpha III, Beta I, Beta II, and Beta III per named type of mine, as well as any cluster torpedo-spawned mines. Mine Launchers don't have a firing arc per se, but are launched and are stationary until an enemy ship comes within a 2km proximity of them (this range can be increased to 4kms), at which time they will pursue and detonate upon impact. Just a note, there are some combos of EPtW that are actually un-reproducible, without significant investment. When an energy weapon is fired, the current damage is further modified by the range to the target: (For more details on the effects of range, see the Weapon Ranges article.). Although it tends to scroll too fast to be particularly readable in combat, it can be worth taking a look back through the numbers after a fight. Will you be updating this post or making a new one when you do that? I would suggest making one change, in terms of language, to maybe clear things up. However, when you are able to fire multiple torpedoes in a row, photons will deal more sustained damage over time. All cannons have a 1 second shared cooldown – firing a cannon of any type prevents any other cannon from firing for 1 second – which means that multiple cannons must be fired in sequence. Ive tested this on tribble, and it doesnt help you trigger a2bs with higher frequency in double a2b setup, which is the only thing that really matters here. Is that just (t-x'')*(1-sum(x'))/(1+sum(x)), where x'' = your tactical team flat reduction. Cannons, torpedo launchers and mine launchers all have shared cooldowns. Although they fire bolts and are treated as cannons for the purposes of skills, abilities and range, they have no shared cooldown (and are not affected by the shared cooldown of cannons) and can be mounted on any ship. That’s a 230.5% increase over the base damage, so the DPS will be 350 (152 x 2.305). Nonetheless, that 360° arc has its uses. The small yellow numbers show only one thing – the amount of hull damage each attack is inflicting. Great work and as always we appreciate the time that you spent number crunching to give us insight. Cheers mate. Excellent article, especially the distance to DPS combat breakdown at the end. The following chart shows a comparison of the Standard Issue DPS of the various energy weapon types against range to target: Please bear in mind that we are veering into ‘Theory Trek’ here – although the numbers used to create this graph are based on in-game test results, they include several assumptions and don’t take into account aspects of the STO combat system that are currently poorly understood (such as accuracy and any relationship it may have to range) – so this should only be used a guide for comparison. There are a lot of new sources of Cooldown management coming in S11.5; some of them work with what we already have, but others can totally displace them. Like all projectile weapons, mines do Kinetic damage, and thus are significantly less effective at damaging shields than energy weapons. Eventually this will make it onto the wiki in some form, and it will be expanded/rewritten for ease of accessibility, but this question recurs a lot, and I'd rather this not be buried deep in another discussion thread.). As the various launcher types have different recharge times, the number of them required to achieve this deployment rate varies, and in some cases isn’t very efficient: It’s worth bearing in mind that the efficiency and optimal numbers in the above table assume that every mine launched will hit a target, which is fairly unlikely in most situations. Mine Launchers share a cooldown, like all cannons and torpedo launchers, preventing the player from laying large minecarpets. Thanks. It's a work in progress, and I'll try to complete it...at some point, but this should help contextualize target CDs to hit when mixing different types of CD reductions. Wouldn't surprise me if Bioneural Gel Pack was also recharge. These will improve previously inefficient build configurations while allowing for some new ones. As the various launcher types have different recharge times, the number of them required to achieve this fire rate varies, and in some cases isn’t very efficient: For example, plasma torpedo launchers have a recharge of 8 seconds, so the DPS listed on their tooltip is based on them firing every 8 seconds. Each type of mine holds a different bonus (often referred to as a proc). As it measures the rate at which damage is dealt, it’s useful for comparing weapons with different firing speeds. In combat, Star Trek: Online shows you how much damage your weapons are doing with each attack in two places – the small yellow numbers that float up from your target and the Combat tab in the chat window. For more information on how Marks figure into damage, see the Damage Modifiers section, below. Power levels are replenished at a constant rate, and in general you can fire two energy weapons at the same time without suffering any significant loss in weapon power level (and thus damage). Mines are not affected by weapon power. Again, the exception is mines, which have no firing arc and do not require a target to fire, instead being dropped behind your ship. I think it checks out. Bear in mind that the dynamic tooltips don’t include range modifiers. There has been much discussion and debate over the relative effectiveness and optimal numbers of dual cannons and dual heavy cannons. These areas are discussed in more detail in the appropriate entries in the Energy Weapons and Projectile Weapons sections, below. 3 Technicians (x'=0.3), 1 Krenim (x=0.1), so: T(40,0.1,0.3) = 40(1-0.3)/(1+0.1) = 25.45s.

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