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Starship (Power and Subsystems)
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Starship (Power and Subsystems)
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==Subsystems, power and abilities== ===Weapons=== The '''Weapons''' subsystem affects the potency of your starship's 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 Launcher]]s or [[Mine Launcher]]s. If a player has 100 power in this subsystem it will allow each of your ships energy weapons to cause 100% of their innate damage. It then scales with the following formula: Multiplier = ([Weapon Power]+100)/200 Equivalently: Multiplier = 0.5 + [Weapon Power]*0.005 Thus, every additional point of power applied to this subsystem will increase overall damage of each weapon by 0.5%; an increase of 10 points will increase the multiplier by 5%, and so forth. Likewise, every point below 100 will lower damage by the same amount. The weapons subsystem power level is normally capped at 125 power. This cap can be increased by certain items and abilities, such as {{ability|Enhanced Induction Coils}} and {{ability|EPS Power Transfer}}. Any extra power in this subsystem beyond this cap will not increase damage, but it does act as a power loss buffer. A few examples: {| class="wikitable" |- ! Weapon Power !! Damage Multiplier |- | ... || ... |- | 50 || 75% |- | 60 || 80% |- | 70 || 85% |- | 80 || 90% |- | 90 || 95% |- | '''100''' || '''100%''' |- | 110 || 105% |- | 120 || 110% |- | 125 (MAX) || 112.5% |} While NPCs' energy weapons are affected by increased and decreased power levels, including [[hangar pet]]s, NPC energy weapons do not actually drain weapon power upon use; only player weapon fire drains weapon power.<ref>[https://www.reddit.com/r/stobuilds/comments/duos5b/weekly_questions_megathread_november_11_2019/f835b2d/ CrypticSpartan comments on Weekly Questions Megathread - November 11, 2019]</ref> ===Shields=== The '''Shields''' subsystem controls how effective your [[Ship Shield]]s are at regenerating, as well as how much damage is negated by your shields. It does not affect how much shield strength your shield facings have. * Shield Regeneration: For every point of power in the shield subsystem, your shields will regenerate 2% of the regeneration rate stated on your shield array tooltip. Thus, 50 power into this system represents 100% of this shield regeneration value. See the {{skill|Shield Regeneration}} skill for more ways to increase this value. * Shield Hardness: For every point of power in the shield subsystem, your shields will negate 0.2% of the damage they take. Thus, 50 power into this system represents 10% damage negation. See the {{skill|Shield Hardness}} skill for more ways to increase this value. ===Engines=== 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. If your starship is kept in reverse for more than 10 seconds, it will incur a '''Reverse Power Drain''' debuff, adding another stack each subsequent second, up to 25 stacks. Each stack will reduce all power levels by 1, for a maximum of -25 in each power system, -100 power total. Reverse Power Drain can be prevented with the {{trait|Non-Linear Progression}} trait, but cannot be reduced by your {{skill|Drain Expertise}} skill or other sources of Power Drain resistance. Once you are no longer in reverse (even if stopped), all stacks are removed immediately, and your power levels will be restored pursuant to your [[Skill: Electro-Plasma System Flow|Power Transfer Rate]]. ===Auxiliary=== The '''Auxiliary''' subsystem affects [[Bridge officer and kit abilities#Science_Abilities|Science bridge officer abilities]] as well as your starship's cloak stealth and cloak detection (also known as ''{{skill|Starship Perception}}'') and if applicable, the potency of your [[cloaking]] system in [[space combat]]. Each point of Auxiliary Subsystem Power has the following effect: * Each point increases your {{skill|Starship Stealth}} by 1. * Each point provides a 1% Recharge Time Reduction for [[hangar pet]]s. * Each point above 50 will increase the potency of Science abilities by 2%. * Each point below 50 will decrease the potency of Science abilities by 0.6%. * Each point above 50 will increase your starship's base Stealth Detection Rating by 2% (4% with the {{skill|Starship Perception}} skill unlock). * Each point below 50 will decrease your starship's base Stealth Detection Rating by 2%. In addition, Engineering abilities that use the Auxiliary subsystem, such as Auxiliary to Structural, are affected by the power level in the Auxiliary subsystem. ====Abilities affected==== *Science Abilities found in: **[[File:Science_Skill_4_R1.png|24px]] {{Skill|Exotic Particle Generator}} **[[File:Science_Skill_3_R1.png|24px]] {{Skill|Control Expertise}} **[[File:Science_Skill_3_R1.png|24px]] {{Skill|Drain Expertise}} **[[File:Science_Skill_1_R1.png|24px]] {{Skill|Shield Restoration}} **[[File:Engineering Skill 2 R1.png|24px]] {{Skill|Hull Plating}}
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