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Game Mechanics Revealed: Damage Resistance Consoles

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 dam...

Evaluation of Space Weapons Modifiers

Several months ago on Qo’nos First City I was witness to a discussion as to which space weapons modifier was best: Acc or Dmg.   The argument was vociferous, vehement, and vitriolic, but the positions were supported only with bald assertions, basic thought experiments, and a lot of name calling.   I think it’s time I got to the bottom of this. Disclaimer: I don’t usually put disclaimers on these but I thought that this time it was warranted as my results may be very much limited to my build and other very similarly built ships.   The main cause of concern is the bonus to critical hit from weapons specialization, the Borg assimilated module, and the passive bonus from the Romulan reputation system.   Other confounding effects would be the critical bonus from heavy cannons, the critical bonus from antiproton weapons, whether your captain has the accuracy trait, and probably a few others that slip my mind.   As such, I’m not posting this under Game Mechanic...