Power Levels

There are 3 replies in this Thread. The last Post () by Marauder.

  • Power Levels are a scientific topic that hardly ever can be finished in this game.


    You have 4 power system which of course run best if the power levels are high.

    • Weapons (you should always keep this as high as posible since your weapons consume this power; it also helps to understand that you do alot more damage if your power level is high for each shot the game calculates the damage based on your current weapon power)
      Quote

      The Weapons subsystem affects the potency of your starships energy weapons. Increasing or decreasing power into this subsystem will have either a positive or negative effect on the damage modifier of the energy weapon. This subsystem does not affect Torpedo Launchers or Mine Launchers.


      If a player has 50 power in this subsystem it will allow each of your ships energy weapons to cause 100% of their natural DPS. Every additional point of power applied to this subsystem will increase overall DPS by 2% per weapon. As an example, running 100 weapons power will yield a 100% bonus to weapon DPS giving an overall amount of 200% of the energy weapons base damage. However, every point under 50 in this system will lower overall DPS of each energy weapon by 2%. This means that if a player uses 25 power in the weapons subsystem then every energy weapon on the ship will only cause 50% of their original DPS.


      The weapons subsystem power levels are capped at 125 power. Any extra power to this subsystem will not increase damage, but it does act as a power loss buffer.

    • Shields (shield power increases your shield strength, shield hardness and also your shield heals; the higher your shield energy the higher is your protection)
      Quote

      The Shields subsystem controls how effective your Shield Array is at regenerating shield power every six seconds. It does not affect how much shield strength your shield facings have.


      50 power into this system represents 100% shield regeneration as given on your Shield Array tooltip. Every additional point of power applied to this subsystem will increase your shield regeneration value by 4%. Every point of power under 50 will reduce your shield regeneration by 4%.


      Higher shield power also improves shield resistance, from 4.2% shield resistance at 15 power, to 36.4 percent resistance at 130 power, according to the formula:(shield power/357.12)

    • Engines (engine power has direct influence on your ships speed and on your turn rates; running low on engine power slows you down and prevents that you can turn your ship -> this has also negative impact on your ships defense values)
      Quote

      Power into the Engines subsystem will modify your starship's speed. Having 50 power in this subsystem will allow the ship to move at its base speed. Every extra point of power applied to this subsystem adds an additional 2% speed. As an example, running 100 power into engines will increase your base speed by 100%. For every point of power below 50, your base speed will be reduced by 2%. Increasing your starship's speed will also increase your starship's defense rating.


      Additional power to engines does not affect warp travel; it is strictly impulse engine power.

    • Auxiliary (Aux power is important in many ways. In Aux2bat builds it is vital element which transfers aux power to the other 3 power systems to boost them. But Aux power also has influence on the ship performance in different ways (e.g. in combination with traits).
      Quote

      The Auxiliary subsystem affects Science Space bridge officer abilities as well as your starships cloak detection (also known asPerception) and if applicable, the potency of your cloaking system.


      Every point of power above 50 into the Auxiliary systems will increase your Perception stat by 2% and increase the potency of Science abilities by 2%. Every point of power under 50 in the Auxiliary subsystem will do the reverse and drop the modifier of abilities, perception and cloak effectiveness by 0.6% and 2% respectively.


      In addition, Engineering abilities that use the Auxiliary subsystem, such as Auxiliary to Structural, are affected by the power level in the Auxiliary subsystem.



    Most important and also most difficult task is to keep all power levels high.
    Perfect would be to have 125 weapon power and all other power systems constantly over at least 75.
    One reason for doing so is the overall ship performance but also make use of the [AMP] function of some Fleet Warp Cores and also ALL Reputation Warp Cores (Reputation Warp Cores get the [AMP] when you upgrade them to Ultra Rare)


    [AMP] increases your Weapon damage by 3.3% for each subsystem which has more than 75 power.
    So under perfect conditions you can gain 4 x 3.3% Weapon Damage.
    13,2% additional Weapon Damage is clearly a good motivation to take a closer look on power levels.



    In the game you will encounter equipment with several mods like [EPS] or [EFF]. These have influence on your power transfers from one system to another.
    EPS is a general bonus on the transfer rate from one power system to another.
    EFF is small boost to the power system with the lowest power setting.
    Both are very important as you can use them to increase your power levels where needed.


    You also might encounter Warp Cores or Singularity Cores which have a [W->S], [S->W], [W->A], etc.
    That are power transfer modifiers telling that a specific amount of power is getting transfered from one system to another (without that the source system is losing that power)
    W->S would transfer 7.5% of your current weapon power to your shield systems without reducing the weapon power.


    Due to possible EPS mods you might have raised your power transfer rates to lets say 200% which means that your shield would not only receive 7.5% of that weapon power... it would receive 15% instead.


    As you can see you can play with the modifiers to reach the power levels that you need.

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  • on the way to perfection


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    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • The Following overview shows how power levels work and can be calculated.



    While in my eyes the damage calculation above in that table is very interesting i personally think that such standardized calculations are very confusing. Especially when you want to calculate damage.


    For me personally its more important to understand how to keep my power levels (especially weapon power high)... its not important to me to calculate exact damge values like its done above... its just enough to know that the more energy my weapons get the more damage they produce... therefore i am most interested to see how the power levels develop during combat.


    The example above also is very simplified, assuming 50 base damage and 100 power while with 100 power the base damage practically gets doubled. Its dont to simplify alot and the use of only 3 weapons lets the drain appear relative low. If you use 8 weapons the situation looks a bit different.


    The power drain from 8 weapons is massive.



    Assuming you use 7 beam arrays and one kinetic cutting beam, per fire cycle you would lose 68 weapon powr (51 if you use the Cruiser Command which reduce the drain by 25%).


    Weapon enhancing powers like FAW however speed up the fire cycle which causes more drain during the same period of time.



    If you have 125 Weapon power and you lose that much power without compensation then you also will lose damage output. Its important to have a high power transfer rate.


    Like stated above the power transfer rate raises the amount of power that flows back into your weapon system per second and it increases your weapon power overcap.


    Some people say that EPS = DPS and to a very large degree they are correct with that statement.



    Keep an eyes on your weapon power and try to improve your overcap.



    Attached to this post is a power calculator which might help you to find the best settings.

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    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • <p>Wow @ on the way to perfection, &nbsp;power is awesome! Thats excellent work!</p>

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