Welcome to Game Mechanics Revealed. Star Trek Online is filled with vagaries; the
devs are not forthcoming with clarification; the forums are a source of
confusing and contradictory knowledge; the chats are rife with conjecture and
misinformation. In this series, I will
attempt to find the answers and dispel the myths that plague our game.
Game Mechanics Revealed: Damage Resistance from Armour
Consoles
We see the + rating of armour consoles. We put them on our ships and we see the
damage resistance ratings that result. Do
we really know what the damage resistance is?
Can we trust the numbers?
Let’s find out.
Experiment
For this test the aggressor is armed with a single turret,
125 weapon power, at point blank range (in this case, less than 2 km for
maximum damage rating of a cannon type weapon.
The target is an unshielded cruiser with no hull plating or threat
control skills. The target has an innate
2% phaser damage resistance rating from being shot at with phasers over the
course of his career. Neither ship is
using any equipment except for the armour consoles stated.
Results
Armour
|
diburnium mk xi common
|
total plus
|
listed resistance %
|
dps
|
reduction of dps
|
expected dps
|
bonus resist
|
32.5
|
|||||
number of consoles
|
0
|
0
|
2
|
526.5
|
0
|
|
1
|
32.5
|
25.4
|
393.4
|
0.252
|
392.8
|
|
2
|
65
|
39.2
|
323.5
|
0.386
|
320.1
|
|
3
|
97.5
|
47.9
|
282.3
|
0.464
|
274.3
|
|
4
|
130
|
53.8
|
254.7
|
0.516
|
243.2
|
Analysis
This is a bit table-y.
Let’s put it into a plot to be easier to understand.
Here we see how the damage resistance rating is associated
with the total + to damage resistance.
The bonus is fairly steep, not quite a straight line but losses are slow
up into at least +60. The line of best
fit shown is not the real formula used by the game, merely an empirical
approximation that fits rather well, though slightly underestimating the effect
at lower resistances (less than +50) while overestimating the effect at higher
resistances (nearing +100, but who is ever going to get way up there?).
To determine (roughly) the damage resistance percentage you
would get in a given configuration, plug your total + into x in the formula
above. Y will be your answer.
Threat control skill offers a + to damage resistance of
approximately 1/10th of the skill rating (so +9.9 at max, +5.4 at
three ranks, etc.), while hull plating and armour reinforcement are somewhere
around double that value.
And here we see the resulting drop in dps vs. the listed
damage resistance percentage. This is
actually exactly what it says it is (I’m not used to that in this game).
And here it is with relative dps vs. total plus to
resistance, for those who care.
Conclusion
Stacking armour consoles can most certainly work. You still get good value out of most
conventional (i.e. sane) amounts of stacking.
If you want to take it to extremes you can do that too. With many, many stacked consoles on an
engineering oriented cruiser, you could essentially have a whole second ship’s
worth of hull to damage. You may start
seeing inefficiencies with your Aux2sif, HE, and PH at higher levels, however,
though most enemies worth worrying over will be debuffing you with APB and FOMM
to counter this.
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