Post by Zensi on Oct 1, 2016 4:50:32 GMT
There is some confusion about what the crew skills do. These are how good they are at improving the performance of the room at which they are stationed. So lets start by reviewing what the skills:
Also there are three values to know. Reload is the time it takes a room to be fully loaded and ready to fire. Rush is the percentage of the reload to charges the room. The skill is a percentage that reduces the time required to charge that room.
So the skill values represent a reduction or discount in the time it takes for that room to recharge. The rush is a percentage that charges that room, and adds instantly to the room charge. The value is value of the room it will charge.
For instance a teleporter level 1 takes 280 ticks (seems that 40 ticks are 1 second) to fully charge. Cara has a rush of 30%, so the teleporter would take 4.9 (70% of the room value) seconds after the rush. If you also have a Visiri Capt'n, also with a value of 30%, the teleporter would take 2.8 seconds (40% of the room value). In other words the rush values are additive, 30 and 30 add to 60. The TLP would still take 112 (280 minus 60 %) ticks or 2.8 seconds.
The rush is a one time event, unlike the skill which improves the reload as long as the crew member is stationed in that room. There is currently no skill that improves the TLP, so we will use the shield as an example. The shield level 2 takes 250 ticks. If you place Cara (15% shield skill), and Emily (16% shield skill), you will reduce the time the shield takes to charge as long as these two stay in the shield room. So instead of 250 ticks, it would charge in 178 ticks. This is 250 * .85 * .84 = 178.5. Almost 4.5 seconds.
Below are some tables that show the damage per second inflicted by each weapon depending on its level. So a mining laser level 5, hits the enemy with a damage of 0.182 each second. For the shield and teleporter, these numbers are the time in seconds it takes to be fully charged. As in the example above, the tlp level 1 takes 7 seconds to transfer a crew over without any rush.
You will also find the values when 2 and 3 crew are manning a room.
Reloading time of the room
40 ticks/second
Damage per second
DPS with 2 10% crew
DPS with 3 10% crew
This is based on the DSP thread by Sourestdeeds on the Squids boards
- Pilot: At the bridge, improves the chances of escaping. At the hangar, it launches the crafts faster
- Shield: At the shield, it recharges faster
- Engine: At the engine, increase your chance of dodging missiles
- Research: Doesn't seem to work at this time
- Weapon: Helps load the weapon faster
- Repair: Speed to repair a destroy room
Also there are three values to know. Reload is the time it takes a room to be fully loaded and ready to fire. Rush is the percentage of the reload to charges the room. The skill is a percentage that reduces the time required to charge that room.
So the skill values represent a reduction or discount in the time it takes for that room to recharge. The rush is a percentage that charges that room, and adds instantly to the room charge. The value is value of the room it will charge.
For instance a teleporter level 1 takes 280 ticks (seems that 40 ticks are 1 second) to fully charge. Cara has a rush of 30%, so the teleporter would take 4.9 (70% of the room value) seconds after the rush. If you also have a Visiri Capt'n, also with a value of 30%, the teleporter would take 2.8 seconds (40% of the room value). In other words the rush values are additive, 30 and 30 add to 60. The TLP would still take 112 (280 minus 60 %) ticks or 2.8 seconds.
The rush is a one time event, unlike the skill which improves the reload as long as the crew member is stationed in that room. There is currently no skill that improves the TLP, so we will use the shield as an example. The shield level 2 takes 250 ticks. If you place Cara (15% shield skill), and Emily (16% shield skill), you will reduce the time the shield takes to charge as long as these two stay in the shield room. So instead of 250 ticks, it would charge in 178 ticks. This is 250 * .85 * .84 = 178.5. Almost 4.5 seconds.
Below are some tables that show the damage per second inflicted by each weapon depending on its level. So a mining laser level 5, hits the enemy with a damage of 0.182 each second. For the shield and teleporter, these numbers are the time in seconds it takes to be fully charged. As in the example above, the tlp level 1 takes 7 seconds to transfer a crew over without any rush.
You will also find the values when 2 and 3 crew are manning a room.
Reloading time of the room
Damage | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
AA | 0.3 | 50 | 48 | 46 | 44 | 42 | 40 | 38 | ||||||
CAN | 1 | 240 | 230 | 220 | 210 | 200 | 190 | 180 | 170 | |||||
MLZ | 1 | 240 | 235 | 230 | 225 | 220 | 215 | 210 | 205 | 200 | 195 | 190 | 185 | 180 |
TT | 0.5 | 200 | 195 | 190 | 185 | 180 | 175 | 170 | 165 | 160 | 155 | 150 | 145 | 140 |
SHL | 255 | 250 | 245 | 240 | 240 | 235 | 235 | 230 | 230 | 230 | ||||
TLP | 280 | 270 | 260 | 250 | 240 | 230 | 220 | 210 | ||||||
MLS | 500 | 480 | 460 | 440 | 420 | 400 | 380 | 360 | 350 | 340 | 330 | 330 | ||
Ship | (level) | 3 | 3 | 4 | 4 | 5 | 5 | 6 | 7 | 8 | 9 | 9 | 10 | |
- pen | Hull dmg | 1 | 1 | 1 | 1 | 1.1 | 1.1 | 1.3 | 1.3 | 1.3 | 1.3 | 1.3 | 1.3 | |
-rocket | System dmg | 1.1 | 1.1 | 1.1 | 1.1 | 1.2 | 1.2 | 1.2 | 1.3 | 1.3 | 1.3 | 1.3 | 1.3 |
Damage per second
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
AA | 0.24 | 0.25 | 0.26 | 0.27 | 0.29 | 0.30 | 0.32 | ||||||
CAN | 0.17 | 0.17 | 0.18 | 0.19 | 0.20 | 0.21 | 0.22 | 0.24 | |||||
MLZ | 0.17 | 0.17 | 0.17 | 0.18 | 0.18 | 0.19 | 0.19 | 0.20 | 0.20 | 0.21 | 0.21 | 0.22 | 0.22 |
TT | 0.10 | 0.10 | 0.11 | 0.11 | 0.11 | 0.11 | 0.12 | 0.12 | 0.13 | 0.13 | 0.13 | 0.14 | 0.14 |
SHL | 6.375 | 6.25 | 6.125 | 6 | 6 | 5.875 | 5.875 | 5.75 | 5.75 | 5.75 | |||
TLP | 7 | 6.75 | 6.5 | 6.25 | 6 | 5.75 | 5.5 | 5.25 | |||||
MLS | |||||||||||||
- pen | 0.08 | 0.08 | 0.09 | 0.09 | 0.10 | 0.11 | 0.14 | 0.14 | 0.15 | 0.15 | 0.16 | 0.16 | |
-rocket | 0.09 | 0.09 | 0.10 | 0.10 | 0.11 | 0.12 | 0.13 | 0.14 | 0.15 | 0.15 | 0.16 | 0.16 |
DPS with 2 10% crew
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
AA | 0.30 | 0.31 | 0.32 | 0.34 | 0.35 | 0.37 | 0.39 | ||||||
CAN | 0.21 | 0.21 | 0.22 | 0.24 | 0.25 | 0.26 | 0.27 | 0.29 | |||||
MLZ | 0.21 | 0.21 | 0.21 | 0.22 | 0.22 | 0.23 | 0.24 | 0.24 | 0.25 | 0.25 | 0.26 | 0.27 | 0.27 |
TT | 0.12 | 0.13 | 0.13 | 0.13 | 0.14 | 0.14 | 0.15 | 0.15 | 0.15 | 0.16 | 0.16 | 0.17 | 0.18 |
SHL | 5.16 | 5.06 | 4.96 | 4.86 | 4.86 | 4.76 | 4.76 | 4.66 | 4.66 | 4.66 | |||
TLP | 8.64 | 8.33 | 8.02 | 7.72 | 7.41 | 7.10 | 6.79 | 6.48 | |||||
MLS | |||||||||||||
- pen | 0.10 | 0.10 | 0.11 | 0.11 | 0.13 | 0.14 | 0.17 | 0.18 | 0.18 | 0.19 | 0.19 | 0.19 | |
-rocket | 0.11 | 0.11 | 0.12 | 0.12 | 0.14 | 0.15 | 0.16 | 0.18 | 0.18 | 0.19 | 0.19 | 0.19 |
DPS with 3 10% crew
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
CAN | 0.23 | 0.24 | 0.25 | 0.26 | 0.27 | 0.29 | 0.30 | 0.32 | |||||
MLZ | 0.23 | 0.23 | 0.24 | 0.24 | 0.25 | 0.26 | 0.26 | 0.27 | 0.27 | 0.28 | 0.29 | 0.30 | 0.30 |
SHL | 4.65 | 4.56 | 4.47 | 4.37 | 4.37 | 4.28 | 4.28 | 4.19 | 4.19 | 4.19 | |||
TLP | 7.78 | 7.50 | 7.22 | 6.94 | 6.67 | 6.39 | 6.11 | 5.83 | |||||
MLS | |||||||||||||
- pen | 0.11 | 0.11 | 0.12 | 0.12 | 0.14 | 0.15 | 0.19 | 0.20 | 0.20 | 0.21 | 0.22 | 0.22 | |
-rocket | 0.12 | 0.13 | 0.13 | 0.14 | 0.16 | 0.16 | 0.17 | 0.20 | 0.20 | 0.21 | 0.22 | 0.22 |
This is based on the DSP thread by Sourestdeeds on the Squids boards