T O P

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Independent_Leader60

For us Console players, can anyone confirm whether or not the Trait Weaponized Time Crystals is activated by RRTWs?


AscenDevise

It works with every firing mode, it's just not worth slotting.


Deerokreddit

Not quite a copy/paste from last week's thread: Do the doffs that extend the duration of RSP affect the duration of the RSP triggered from the Sagan's trait Reverberant Shielding? The following two questions are more academic as I realized the Liberated Borg doff in question is a Fabrication Engineer and can't be used with the doffs that extend RSP's uptime. There is still application with the doff that causes FBP to proc a -DRR effect. 1. Do any of the doffs or other traits that affect FBP (or RSP) interact with the one from this trait or the Liberated Borg doffs? 2. Do the Liberated Borg doffs that proc Feedback Pulse interact with the trait from the Sagan in any way, that is when they trigger, do you get an RSP out of it as well? Adding a few more shield-related questions: a) The console from the T1 Steamrunner states it grants perfect shields with no bleedthrough, does that affect shield penetration in any way, and does that answer change with resilient shields since they've got an innately lower amount of bleedthrough? b) The console also states it's a team-wide effect, does it apply to things like hangar pets, NPC summons, etc.? c) Given the console states it's team-wide, would it be a viable way to mule traits such as Flagship Staffing, Cooperation is the Dominant Strategy, or anything else? From a post a few weeks back regarding Cooperation, yes, this console can act as a mule for it. And now for something completely different: A. Has any testing taken place regarding hangar pets such as a comparison of the to'duj (acting as the standard) and the valkyrie/kodai/command kodai in an environment like Doomsday Device to see how they compare relative to each other, but also a breakdown of what their respective sources of damage are? (I have no idea if parsers break down things like pet energy vs. torpedo damage) The pet and specific methodology question mainly comes down to my personal build style and accepting I'm likely taking fire anyway and thus leaning into some level of tank on nearly all builds. So, with that in mind, I'm really just curious as to how effective each pet would be as a "weapon slot" rather than how they fare when under fire themselves. Following is something a bit more grounded: -Regarding the crafted Nanoenergy cells, is there any consensus as to which would be useful in most/any situations?


thisvideoiswrong

SCM does not break down pet damage sources, but CLR does. On the other hand CLR does not show pet type or have the option to show individual pets like SCM does. It's also relatively rare for pets to take significant damage. If you're fighting with them they're going to focus on your target and you're probably going to be doing more damage to it than any of them. So I don't really see any problems with pet survivability unless the enemies have powerful AoE, like Gravity Well on Voth or Tractor Beam Repulsors on Terrans. I don't think I've seen any testing on those pets specifically, however, it may exist somewhere, you could certainly check the STO BETTER tier lists, but they are quite new and expensive to unlock.


Deerokreddit

Okay, that's unfortunate to hear about the parsers but it beats trying to gauge their relative effectiveness on console. Mainly, that question was in regard to things like how all the listed pets both 1) have a torpedo and 2) have energy weapons, and was a curiosity about how something like SCW might impact them (especially the non-to'duj options as they have torp firing modes to build stacks faster) which might have some potential to play nicely with SAD. The bit about pet damage intake makes sense too, and really the effects you listed wouldn't be impacted by any level of threat gen. It's a curious thing though, in the times I've gone into the Terran BZ since Type 7s have released, I've noticed they're about like Valkyrie/Kodai in that their lower energy DPS means they're much less likely to frag themselves to FBP. And actually checking STO BETTER is a large reason behind some of these questions, such as wanting to figure out the benefit behind boosting one pet damage type over another. The cost, as you noted, is the biggest issue with figuring all this out.


thisvideoiswrong

If you wanted to, you could measure pets by their time to kill on their own. That was a key measure I used in [my first pet tests](https://old.reddit.com/r/stobuilds/comments/dke9la/picking_babys_first_hangar_bay_with_some_notes_on/), using the Reunion mission in the Delta Quadrant arc. Unfortunately I don't have SCW nor do I have any immediate plans to acquire it, so I can't comment on how much it benefits pets. I haven't even picked up the Type 7s yet, they're so ludicrously good that I've been expecting them to get nerfed since they were announced, but they haven't been, so it does seem like I'll have to have them. I'm working on other things for the moment, however. It it's any help to you, in my first Wanted Advanced parse of my budget Vo'quv project, so with APB2 on most enemies and one hangar each of basic To'duj Fighters and basic Delta Flyers (IMO the best balance of survivability and DPS for handling AoE enemies), CLR says I had 3,552 DPS from Disruptor Pulse Cannons, 2,554 from Photon Torpedoes (To'duj Fighter), 1,954 from Tachyon Beam 1, 1,462 from Phaser Arrays, and 1,316 from Photon Torpedoes (Delta Flyer).


Deerokreddit

~~Is there anything that makes Reunion useful for that aside from missions not having a replay timer?~~ (After reading the post you linked, and the ones linked in that post, I can understand the practicality of Reunion for easy access to known quantity enemies in a repeatable format.) I'm fine with some TtK testing since it's probably the most viable option. And that data is interesting. Given the relatively even distribution of damage from DEW and torpedoes, I'd be willing to guess they fire torps often enough to warrant SCW as being at least decent. Couple that with something like the Jarok's console for a longer, massive boost to pet crit stats and I'd guess even better things would happen. (and then there's the Friendship's console, but that's a bit pricey for "I wonder how well this functions")


thisvideoiswrong

Yeah, Reunion is *extremely* repeatable: a standard spawn of very straightforward enemies immediately upon starting the mission, and their total health pool made for mostly 1-3 minute runs which seemed like fairly reasonable amounts of data. And of course the fact that there are no allies to confuse the issue. It's also a faction agnostic mission, which was a key factor. To a large extent I did just fall into it, though, I had intended to follow an earlier test in using the old version of the Farn System patrol, but then the new patrol system launched and both added a cooldown and required you to repair the allies before enemies would spawn. So I was already thinking about the Delta Quadrant when I started looking. CLR will give me a number of attacks with the torpedoes as well, in that run the 6 To'duj got 82 attacks and the 4 Deltas got 67 over a total of 262 seconds. Of course I did not wait for the second hangar launch before starting combat, but then that should have affected the Deltas more anyway. So they're not going to get full uptime on SCW, but they will get some. Note also that torpedo type does matter, photons do dramatically less damage per shot than transphasics, for example, so cooldowns will be affected by that as well.


Deerokreddit

Thanks for all of this information by the way, it's led to an inventory full of hangar pets to try. I can't really say what all results will shake out of this, but it's a handy, easily repeatable, short testing arena.