125 power is the 'soft cap' for weapons power. You can 'overcap' weapons power, or get more in there than the cap of 125. Weapon power tooltip is based on a power level of 50. Torpedos and mines are not affected by weapons power, so from this point on, for brevity's sake, I'll be using weapons to refer to energy weapons. An energy weapon that fires at 100 power deals twice as much as an energy weapon that fires at 50 power. Weapons power increases the damage dealt by your energy weapons. it would receive 15% instead.Īs you can see you can play with the modifiers to reach the power levels that you need. W->S would transfer 7.5% of your current weapon power to your shield systems without reducing the weapon power.ĭue 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. 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) You also might encounter Warp Cores or Singularity Cores which have a, ,, etc. These have influence on your power transfers from one system to another.ĮPS is a general bonus on the transfer rate from one power system to another.ĮFF is small boost to the power system with the lowest power setting.īoth are very important as you can use them to increase your power levels where needed. In the game you will encounter equipment with several mods like or. ![]() So under perfect conditions you can gain 4 x 3.3% Weapon Damage.ġ3,2% additional Weapon Damage is clearly a good motivation to take a closer look on power levels. increases your Weapon damage by 3.3% for each subsystem which has more than 75 power. One reason for doing so is the overall ship performance but also make use of the function of some Fleet Warp Cores and also ALL Reputation Warp Cores (Reputation Warp Cores get the when you upgrade them to Ultra Rare) Perfect would be to have 125 weapon power and all other power systems constantly over at least 75. Most important and also most difficult task is to keep all power levels high. In addition, Engineering abilities that use the Auxiliary subsystem, such as Auxiliary to Structural, are affected by the power level in the Auxiliary subsystem. ![]() 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. 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.Įvery 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%. ![]()
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