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Pin and Spike Fleet Faeht theorycraft help.

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Halfeclipse, Thu 23 Jul, 2015 11:08 PM
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    #1
    So I'm sitting here looking at kitting one of my alts out for DR and I've decided to take her torp spike build and the Fleet Faeht happens to be a direct upgrade to her current Ha'feh (same everything but another sci console and grav wells)

    Those grav wells are however going to need a bunch of build changes to take advantage of and I'd be much obliged if someone would double check my work.

    Sto academy link:

    http://skillplanner.stoacademy.com/?...eorycraft_4401

    Those skills and gear should let me run my ships power at
    W:125(166) /90
    S: 65/25
    E: 75/20
    A: 65/25

    Which isn't amazing, but she's a romulan and can use one of her SRO boffs to dry her tears with.

    I'm not sure what torp I want. Right now she's got the breen transphasic because pr-DR a crit off of that thing was the definition of hilarity (I could make donatra go away, it was great), but it's no longer really worth it. Current running candidates are the Gravimetric torp (because moar grav wells), Particle Emission Plasma or the Neutronic, but I'm also wondering how tricobalt stack up these days (having TS3 dump 4 of those into a grav well used to be good fun.)

    For sci consoles I'm thinking I want partgens, especially if I go with the Gravimetric or PEP? Also does anyone know if the Gravy torps grav wells benefit from the R&D science trait?
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    #2
    I'd you're serious about the grav wells, I would sacrifice the engine power for aux.

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    #3
    I have a guide on the fleet faeht with different build setups, including one with a torpedo. If your interested you can check it -HERE-

    PS. Obvious self advertising is obvious Tongue Out
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    #4
    Doing that would cost me an amp stack for all of 4 more aux power. The all damage boost should? (I think) be worth the slightly weaker grav wells, since grav wells should pick that up too. Plus I can just pop the aux capacitor on the warp core, or if I really want, fire off an aux battery (or if i really really want, an aux and shield battery to pull all 4 amp stacks).
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    #5
    I don't see your DOffs listed.

    If you had a few Damage Control Engineers you'd be able to go Drake with EPtA1/EPtW2 instead of double EPtW.

    If you had 1 Blue and 1 Purple (or 2 Purple) Conn DOffs you'd be able to drop one Tac Team in favor of Override Subsystem Safeties, generally a much stronger option. Though it would require you to finagle in an Engineering Team, and thus likely need to give up Torp Spread 1.

    I dunno, looks like you're trying to do too much at once.
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    #6
    The build works quite well, I've got her in a standard ha'feh (not fleet, not t5-U) and she manages, and a fleet faeht is a significant upgrade. Like any build with torpedos it wants compromises but it's still pretty effective, and damn fun to fly.

    For doffs, I'll need to play around with them. It'll almost certainly want a gravimetric scientist, though I'm not sure if aftershock or cooldown. Some deflector officers are on the list as well, but in general It'll likely change depending on how I mess around with boff skills.

    DCEs probbaly won't be happening..probbaly. I'd have to give up other doffs to do it, and I don't think EPTA will be worth it when I can just huck back an aux battery for the moments it'll matter most.

    I actually thought OSS started at Lt not ensign but guess not. That may make it worth doing the dual con officer thing; dropping TS1 would cost me a bit of sustainable DPS, but OSS gets you some silly spike, and if i really need another torp spread I've got tac initiative. Plus spike is kind of the point of the build anyways. Biggest issue I see is doff slots, two conn officers means giving up some deflector officers (which means fewer grav wells) or giving up projectile weapon officers (fewer torps). Dunno, that'll want testing. KLW is another option, though I guess wont be worrying about that until the plasma consoles are working for cannons.

    Thoughts on the skill spread, since that's the most annoying thing to mess around with later?
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    #7
    I'm assuming you're timing your Torp Spread to fire after FAW/APB, which would mean (right now) it's every ~20s, and would become ~40s without 2xTS. Which honestly isn't that much of a loss, assuming you're also timing it to match Grav Well.

    As for Skill Points: Engine Performance should be at Rank 6, you barely get anything from the additional 3 ranks. Likewise for Warp Core Efficiency. They're kind of wasted, especially with a Leech and maxed Flow Caps. I'd divert them to +Accuracy and +Defense, then toss the excess into Impulse Thrusters.

    I have no real opinion on the rest.
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    #8
    That'll be the idea yea. Like i said, main question mark is the doffs. It's probbaly worth it, but testing will be a required thing.

    While slightly wasted, the engine performance and warp core efficiency points gets me just enough extra power for an Amp stack off the engines unless i've messed up the calculation. How much extra speed do I get out of impulse thrusters?
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    #9
    According to this chart, with your Engines set to 20 power you're literally getting an extra 1-2 Engine Power for Rank 9 in Warp Core Efficiency over Rank 6, and another 2 Engine Power for Rank 9 in Engine Performance over Rank 6.

    That's 3-4 Engine Power.

    Assuming your Engine Power is at 71-72 without it, due to Leech and 5 (or is it 6? Does it work on the KCB?) weapons, you should literally be over 75 during the first volley of weapons fire.

    I think +2.2% Defense and +2.3% Accuracy is a better use of those skill points, and it leaves you with an extra 1500 points.

    If you drop Starship Batteries (why Starship Batteries in the first place?) you'd have 4500 points which is 3 ranks of a Tier 2 skill. I believe going from Rank 3 to Rank 6 of either Structural Integrity or Shield Systems would give you ~+10% Hull or Shields, respectively.

    Couldn't tell you the affect Impulse Thrusters has, since it depends on the ship.
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    #10
    Those are unfortunately my power levels with the leach. Romulan problems.

    That might improve if it's worth using flowcaps instead of part gens, but I'd need two or three of those to make a difference (they're 3 power a system at mk XIV epic right?). Which maybe I guess, but she's already got more weapon power than she can use so AMP and Aux is the only thing i'd be getting out of it. Unfortunately I don't know if the amp stacks and aux will be worth the part gens because if anyone knows how the heck exotic damage and science damage works they've not published.

    3 points in battery because it's hilariously cheap and adds 5.4 seconds to the buff. Which is great when gravwells last 20 seconds and you're scrambling for every bit of aux you can squeeze out. Far more useful on an engineer, but at 3k skill points it still seems like a good deal?
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    #11
    Updated the build page, per Dark's suggestion of OSS since i will likely be going with that. Honestly even if it's not worth dumping doffs for the conn officers I might be able to justify a single tac team, simply because I won't be getting shot at much without said stuff being gravy'd and debuffed. Alternatively I might be able to drop the eng team and run a engine battery and an aux battery, though I have a feeling I'll want the hull heal anyways.

    I'm changed the sing core to the iconian, It lacks [amp] without upgrades which is a nuisance but that's long since been fixed and i'm not able to make great use of it anyways, and in exchange it'll give the 4 piece set in a good group or a 3 +rommie engines in a more average one. More importantly it has the hot restart for weapons (which for some reason I thought was for shields) and *incoherent cursing at the tholians goes here* The extra hot restart is nice for cleaning up after OSS as well.

    As a further benefit I solves my engine power dilemma. Or maybe it's better to say it removes it; no amp means no balancing for amp stacks. With leach stacks and eptw2 i can run:

    W: 125(165)/90
    S: 59/20
    E: 65/15
    A: 63/25

    And then still have 10 points spare, 15 if I care to sacrifice 5 more out shields. Not sure where to stick them, Aux or Weapons. 10 in weapons lets me balance power on a EPTW:1 cycle, but that'll be wasted on EPTW:2, while Aux has obvious benefits. Still not great however. Anyone want to buy me a Astika? No? Damn.

    I can also removing those skill points from Engine Power and Warp Core Efficiency (the aobve power levels take that into account) . That leaves me with the question of the 14k skill points. 3 more levels each of Structural integrity and Shield systems is obvious, but that leaves me with another 5k i'm not sure of. I've left those unspent on the sheet for people to play with. Current candidates are

    1 level of hull repair (to 6), 1 level of Shield performance (to 3 for +3 power there), and then one level of a tier 2 skill

    or

    1 level of hull repair (to 6), 2 levels of impulse thrusters (to 2) which will help counter my rather pathetic engine power.

    I'm also tempted to pull 1 to 3 levels out of graviton generators since apparently they nerfed that since I last messed with gravy. Not 100% sure on where to bump those either however.
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    #12
    Those are unfortunately my power levels with the leach. Romulan problems.
    eek!Suspicious

    My Rom doesn't hit all 125s like my Fed does, but she's certainly at 125 with Weapons and over 100 for the rest. Engineer FTW. Cool

    That might improve if it's worth using flowcaps instead of part gens, but I'd need two or three of those to make a difference (they're 3 power a system at mk XIV epic right?).
    That's correct.

    Epic Mk XIV is +37.5 skill, Plasmonic Leech drain/buff is 1 + (Flow Capacitors * 0.01), so +0.375 each drain, +3 for the total 8 stacks.

    So from the Skill Points and 2 Mk XIV Epic consoles alone I get 21.92 power to all subsystems. I can't remember if I have the appropriate traits to boost Flow Caps, I probably do.

    Which maybe I guess, but she's already got more weapon power than she can use so AMP and Aux is the only thing i'd be getting out of it. Unfortunately I don't know if the amp stacks and aux will be worth the part gens because if anyone knows how the heck exotic damage and science damage works they've not published.
    [AMP] is only Cat 1, and Aux (aside from the Science benefits) powers the Nukara traits which are Cat 2, but I don't know if either of them apply to science abilities.

    3 points in battery because it's hilariously cheap and adds 5.4 seconds to the buff. Which is great when gravwells last 20 seconds and you're scrambling for every bit of aux you can squeeze out. Far more useful on an engineer, but at 3k skill points it still seems like a good deal?
    Personally I'd rather have 10% more shields, but I grab aggro enough that I actually worry about survival.

    I won't be getting shot at much without said stuff being gravy'd and debuffed.
    Keep in mind that Science abilities are effectively dealing damage at Range 0, and gives you a ton of Threat.
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    #13
     –  Last edited by Halfeclipse; Mon 27 Jul, 2015 6:19 PM.
    eek!Suspicious

    My Rom doesn't hit all 125s like my Fed does, but she's certainly at 125 with Weapons and over 100 for the rest. Engineer FTW. Cool
    Yea my eng toons always have it better. EPS Manifold Efficiency counts as a battery, so a certain 3k skill points gets me 100% uptime on that. Which is ftw.

    [AMP] is only Cat 1, and Aux (aside from the Science benefits) powers the Nukara traits which are Cat 2, but I don't know if either of them apply to science abilities.
    Any +all damage should apply to them provided of course they're working the way they say they are. Cat 1 buffs should still be amazing for science however, there's just not many of them (ability rank, part gens and amp are about the only things I can think off), while cat 2 will be just as saturated as everything else, it even picks up APA and APO. I'm not to worried about the nukara trait being an issue, Cat 2 is rather saturated these days, especially on a rommie tac. 9 power is something like an extra .4% from it. Nice if you've nothing better to do with that power, but hardly worth worrying about. Also of interest is that part gens buff any torpedos that cause exotic damage which messes with the cost/benefit side of things things.

    Of note: Aux unfortunately doesn't work like weapon power for sci, because why would anything ever be consistent (or even work like it says it does) in STO. Something else for me to ♥♥♥♥er with.

    Personally I'd rather have 10% more shields, but I grab aggro enough that I actually worry about survival.
    Maybe, but I'd rather pull skill points out of elsewhere if I had to make that choice. Not an issue anymore though. Shield systems and structural integrity are up to 6 each in the updated skill loadout.


    Keep in mind that Science abilities are effectively dealing damage at Range 0, and gives you a ton of Threat.
    True but anything likely to be pissed off by the science abilities will be rather thoroughly debuffed, and if it survives longer than the 15 second cycle from the first tac team I'm likely to have popped tactical initiative anyways. This is a build that would love AHOD and damn it Cryptic why won't you give me a cross faction tactical command cruiser bundle *grump grump*.