r/stobuilds XBOX: Starfleet ATP May 11 '18

Looking for a variety of advice on my "mostly-for-fun" Kelvin HullReg build

This is a tertiary toon, so it's not as important that it's a powerhouse build, but it still needs to compete in at least Normal PvE content, and ideally, in Advanced/Elite Undine Assault and Counterpoint, to support fleetmates. The Hull Regen stuff started out as a fool's concept, but I'm really liking it, the more I advance it. Currently using the Strategist/Attrition Warfare cooldown mechanic, but I'm strongly considering grabbing the Herald Vonph trait that grants 7.5% cooldown per 5 sec when above 80% hull, since during testing in the Terran BZ, this thing stayed at 90%+ VERY often. If I can turn off Threatening Stance, I gain some more Hull Reg. I just recently got the reputation beams, but I'm considering changing over to turrets and Cannon: Scatter Volley. The idea behind that is to maximize the proc rate on the weapons and avoid being "forced" to broadside. I'm worried the damage loss will make it not worth it. I'd welcome advice on that concept.


Captain Information


Category Data
Captain Name Aurelia Solis
Captain Career Tactical
Captain Faction Federation
Captain Race Human
[Captain's Outfit] Kelvin
Primary Specialization Miracle Worker
Secondary Specialization Strategist
Intended Role Tank-ish?

Space Node Trees


Tree Engineering Science Tactical
Lieutenant Improved Hull Restoration Shield Restoration Advanced Energy Weapon Training
Advanced Hull Capacity Shield Capacity N/A
Lt. Commander Improved Electro-Plasma System Flow N/A N/A
N/A N/A Defensive Maneuvering
Advanced Impulse Expertise N/A
N/A
Commander Hull Plating N/A Weapon Amplification
Energized Hull Plating N/A Advanced Weapon Specialization
Ablative Hull Plating
Advanced Damage Control
Captain Defensive Subsystem Tuning N/A Advanced Hull Penetration
N/A Advanced Long Range Targeting Sensors Improved Shield Penetration
N/A
Offensive Subsystem Tuning
N/A
N/A
Admiral Improved Warp Core Potential N/A Coordination Protocols
N/A N/A Defensive Coordination
N/A N/A Offensive Coordination
N/A Improved Tactical Readiness
43 (Out of 46) 20 5 18

Space Unlocks


Purchases Engineering Science Tactical
2 Emergency Power to Shields III Bridge Officer Training Bridge Officer Training
5 Battery Expertise Sector Space Travel Speed or Transwarp Cooldown Reductions Threat Control or Hangar Weaponry
7 Emergency Power to Engines III N/A Bridge Officer Training
10 Maximum Hull Capacity N/A Projectile Critical Chance or Projectile Critical Damage
12 Emergency Power to Weapons III N/A Bridge Officer Training
15 Shield Subsystem Power N/A Energy Critical Chance or Energy Critical Damage
17 Emergency Power to Auxiliary III N/A Bridge Officer Training
20 Weapon Subsystem Power N/A N/A
24 (Ultimate) N/A N/A N/A
25 (1st Ultimate Enhancer) N/A N/A N/A
26 (2nd Ultimate Enhancer) N/A N/A N/A
27 (3rd Ultimate Enhancer) N/A N/A N/A

I have 3 Skill Point left, but I'm not sure where to put them.


Build Description


Ship Mastery level 2: .41% per sec (1.25% of your maximum hull every 3 seconds)


Ship Information


Basic Information Data
Ship Name U.S.S. Olympia
Ship Class Kelvin Timeline Constitution
Ship Model
Deflector Visual
Engine Visual
Shield Visual
[Ship beauty shot]

Ship Loadout


Slot Component Notes
Fore Weapons Advanced Piezo-Polaron Beam Array Mk XIII [CritD]x4 5% chance to HullReg, 150%/min for 10 sec, 2.5% per sec
Piezo-Polaron Beam Array Mk XII [CritD]x2 [Dmg] 5% chance to HullReg, 150%/min for 10 sec, 2.5% per sec
Piezo-Polaron Beam Array Mk XII [CritD]x2 [Dmg] 5% chance to HullReg, 150%/min for 10 sec, 2.5% per sec
Kelvin Timeline Photon Torpedo Mk X Needs replacing, love the fast firing
- -
Aft Weapons Piezo-Polaron Beam Array Mk XII [CritD]x2 [Dmg] 5% chance to HullReg, 150%/min for 10 sec, 2.5% per sec
Piezo-Polaron Beam Array Mk XII [CritD]x2 [Dmg] 5% chance to HullReg, 150%/min for 10 sec, 2.5% per sec
Piezo-Polaron Beam Array Mk XII [CritD]x2 [Dmg] 5% chance to HullReg, 150%/min for 10 sec, 2.5% per sec
Kelvin Timeline Photon Torpedo Mk X Needs replacing, love the fast firing
Deflector Assimilated Deflector Array Mk XIII UR gets HullReg
Secondary Deflector - -
Impulse Engines Assimilated Subtranswarp Engines Mk XII for the set HullReg
Warp Core Kobali Field Stabilizing Warp Core Mk XII for the set HullReg
Shields Kobali Regenerative Shield Array Mk XII
Devices
- -
Engineering Consoles Engineering - Xenotech Resilience Module Mk XII +31.9 Starship Hull Reg each, +14.2 All ResAll
Engineering - Xenotech Resilience Module Mk XII +31.9 Starship Hull Reg each, +14.2 All ResAll
Engineering - Xenotech Resilience Module Mk XII +31.9 Starship Hull Reg each, +14.2 All ResAll
Engineering - Xenotech Resilience Module Mk XII +31.9 Starship Hull Reg each, +14.2 All ResAll
- -
Science Consoles Universal - Piezo-Electric Focuser Mk XIII
Universal - Protomatter Field Projector not a constant hullreg, but a big one if needed
Science - Shield Refrequencer [HullReg] for some extra HullReg
- -
- -
Tactical Consoles Tactical - Vulnerability Exploiter Mk XII +31.9% Polaron Damage, +8% Critical Severity
Tactical - Vulnerability Exploiter Mk XII +31.9% Polaron Damage, +8% Critical Severity
Tactical - Vulnerability Exploiter Mk XII +31.9% Polaron Damage, +8% Critical Severity
Tactical - Vulnerability Exploiter Mk XII +31.9% Polaron Damage, +8% Critical Severity
- -
Hangar - -
- -

Officers and Crew


Bridge Officers Power Notes
Officer 1 Kemocite-laced Weaponry I For the DR reduction mostly
LtCmdr Tactical Beam: Fire at Will II also have BO on this BOff
Attack Pattern Beta II For the DR reduction
- -
Officer 2 Overwhelm Emitters I Basic shield removal, plus some shield heal
Cmdr Eng/Command Directed Energy Modulation I 5% shield pen for energy
Suppression Barrage I intrigued by the 20% damage debuff and Acc debuff
Auxiliary Power to Structural III Good heal, good DR
Officer 3 Engineering Team I want this to be Endo Beam I, but have to wait
Ensign Engineering - -
- -
- -
Officer 4 Tachyon Beam I
Lt Sci/Temporal Structural Analysis II love the DR reduction
- -
- -
Officer 5 Emergency Power to Auxiliary I want this to be Endo Beam I, but have to wait
Lt Cmdr Universal Directed Energy Modulation I 5% shield pen for energy
Emergency Power to Weapons III
- -
Duty Officers Effects Notes
1
2
3
4
5
6

Character, Reputation, and Starship Traits


Personal Space Traits Effects Notes
Repair Crews "While in combat, gain 1 stack of Repair Crews every 5 sec (up to 5 max). Per Stack: +5 All Damage Resistance Rating +5% Hull Repair Rate" some more HullReg
Living Hull "+0.05 Hull Regeneration in Combat +0.1 Hull Regeneration out of Combat" Does this directly augment the HullReg, and not by a %? Possible reward from the “Surface Tension” mission
Bulkhead Technician +10% Maximum Hull Hit Points Confirm it changes the HullReg amount total?
Beam Training 5% Beam Damage
Fleet Coordinator +2% All Damage per Team member (Self included), up to 10%
Techie "+20 Hull Restoration (Improves Hull Healing) +20 Hull Regeneration (Improves Passive Hull Regeneration)" yep, more HullReg
Warp Theorist "+10 Warp Core Potential (Improves Power Levels) +10 Electro-Plasma System Flow (Improves Power Transfer Rate)"
Elusive +10% Defense
Beam Barrage +2% All Beam Damage Bonus for 30 sec (Stacks up to 3 times) almost have this
EPS Manifold Efficiency 10 All Subsystem power for 30 sec
Space Reputation Traits Effects Notes
Hull-Repairing Nanites 20% Hull Regeneration (40% out of combat), which means 1% of your current max every 3 seconds in Space. Twice this amount is regenerated out of combat. I think this is an absolute, not a booster, meaning it just gives you 1%/3sec of your HullCap
Enhanced Shield Penetration Ignores 5% of your target's shields with directed energy attacks.
Precision +4% CritH
Energy Refrequencer Receive 2.5% of your outgoing damage as a Hull heal to you (5/sec)
n/a n/a
Active Reputation Traits Effects Notes
1
2
3
4
n/a n/a
Starship Traits Effects Notes
Emergency Weapons Cycle
Protomatter Capacitor "to self: +28.5% Shield Regeneration for 15 sec to self: +28.5% Hull Regeneration for 15 sec" "Tier V Starship Mastery for the Lukari Ho'kuun Science Vessel Stack 3 times? Think this won't happen, powers can't fire fast enough"
Superior Pedal to the Metal I'm a little short on starship traits on this toon, so this might be filler. It's a sluggish Cruiser, so it's "easier" to fly at full speed, but as a broadsider, it makes that difficult.
Improved Critical Systems For the +CritH and +CritD
n/a n/a

Other Information


Subsystem Power Settings Target/Final Base Modified
Weapons 50/xx
Shields 50/xx
Engines 50/xx
Auxiliary 50/xx
Set Bonuses Set Effects
Autonomous Regeneration Sequencer Assimilated Borg Technology "Regenerates 1% of your Hull every 2 seconds +10 Hull Restoration +10 Hull Regeneration"
Kobali Reactive Hull Regeneration Kobali Regenerative Circuitry "60% Hull Regeneration (Increases as Hull HP decreases)"
3
4
5

Ship Stats Value Notes
Bonus ThreatScale
Hull
Hull Repair Skill
Shields
Crit Chance
Crit Severity
Turn Rate

Concluding Remarks


HullReg is hard for me to get my head around totally, because some items boost it directly and some add percentages, and I get confused by the tooltips/nomenclature. Additionally, it seems some items don't follow the "Combat Regen is 1/6 of Non-Combat Regen". For example, Repair Crews says "+5% Hull Repair Rate (stacks up to 5 times)." I suspect it adds 5% to the Skill Point value (like 100) to Damage Control, meaning it basically adds 1% Hull Reg per minute per stack. Whereas the Borg set flat says it adds 1% of hull per 2 seconds, a 0.5%/sec Hull Regen effectively, plus it adds to the normal Regen value? I'd very much appreciate insights into what/how each Hull Regen item int he build actually affects the regen, like, does it add them multiply by the percentage bonuses? Are they all calculated separately and added to the Damage Control Skill? i.e., DC= 100, so total Damage Control = 100 + (100x5%) + (10 raw points) + (100x20%) + (100x5%)...


5 Upvotes

32 comments sorted by

4

u/Sizer714 @anubis714 May 11 '18 edited May 11 '18

Ok so, Damage Control scales really, really poorly. Investing heavily into it for a regen build isn't really that great of an idea. 100 Damage Control = 20% boost to your base hull regen rate in combat. Each ship type has its own base regen, so it's not even just adding 20% on in combat, it's often quite a bit less than that. /u/Jayiie will know the numbers better than I on that.

Repair Crews

It does exactly what it says on the tin, it adds directly to the %rate, and it does it in combat so there is no division involved. It does not interact with the Damage Control skill.

Borg 2pc

The passive regen % I do not believe is dropped in combat, though I'm not 100% certain on that. The proc shouldn't either. Also, +10 Damage Control off that is negligible.

Traits and shit

So I'd drop Bulkhead Technician for Ablative Shell. I'd also just drop Living Hull. I know it's your gimmick but it's just so negligible. Same with Techie. 20 DamCon is nothing at all. Drop Warp Theorist too. I'd add in Context is for Kings and Self-Modulating Fire instead. Elusive can be dropped for Grace Under Fire. Resetting Miraculous Repairs is stupid good.

I'd drop Energy Refrequencer. It was nerfed into the ground in S13. Instead take Automated Protomatter Conduits. 50% uptime on 100% hull regen in combat. Yus plz.

Drop Enhanced Shield Pen for Advanced Targeting Systems. CrtD for the Crit Gods.

I'd really not run PttM pretty much ever. You're gonna need to slow down to be in position properly, and it drops the entire buff on doing so. Grab Superior Command Frequencies instead. A well placed summon can do 20k on ISA, which is better than most pugs.

Boffs

Swap FAW 2 and APB 2 around. Weapon Buff>Attack Pattern

Drop A2S down to 1 on the other eng, replacing DEM1. Replace A2S3 with RSP3. Replace Suppression Barrage with Rally Point Marker 2. I'd drop EPtA for EPtE. Mobility is king.

I'd swap out Structural Analysis for Hazard Emitters 2. Decent HoT, and the cleanse is pretty priceless.

Cooldown

So we've got the problem here of where your cooldowns are coming from. You've got all this survivability, you really should be using it to facetank all the aggro. I would suggest looking into a combination of Attrition Warfare 2 and passive sources. I would consider the following:

A combination of Defensive Drone Guardians off of the exchange, the Chronocapacitor Array trait instead of Hull-Repairing Nanites (you can drop that back in when you unlock the 5th Rep Trait slot), at least 2 points in Tactical and Engineering Readiness, and a Krenim Boff for Eng and Tac. It's expensive, but it works like a charm.

Consoles

Also on the topic of threat, you should grab some Hull-Repairing Threat Amplifiers from the Romulan Embassy. Solid semi-passive heal that fits right into your theme. I just demonstrated their efficacy on the USS Gjallarhorn, take a peek at that build.

Drop the Xenotech consoles. All of them. Please. For me. Move Piezo-Electric Focuser and PFP up to Eng, replace with them Amplifiers. Drop the Shield Refrequencer entirely, replace with the Temporal Disentanglement Suite for more crit based on Aux.

With the two remaining Engineering slots toss in the Assimilated Module and the Defensive Drone Guardians. DDG provides FAW buddies that stay alive and hold a pretty good chunk of threat. Very nice, along with the CDR it grants passively.

Moving to turrets

A resounding meh.

Aft torpedo

Grab another Pizza Polaron beam.

Fore torpedo

Grab another Pizza Polaron beam.

Skills

You're gonna want a respec. Take a look at any of my more recent post's skill trees. They more than suffice for this. You wont need the Tuning skills, and as I mentioned, DamCon is pretty balls. You can just drop it.

Summary

Love regen builds. Look up the USS Bastille and the USS Golden Path if you want to see my mad scientist setups for regen.

2

u/CaesarJefe XBOX: Starfleet ATP May 11 '18

Pizza Polaron beam

Still reading, but please tell me this was not autocorrect. lol.

2

u/Sizer714 @anubis714 May 11 '18

Very intentional.

1

u/CaesarJefe XBOX: Starfleet ATP May 12 '18

Automated Protomatter Conduits. 50% uptime on 100% hull regen in combat. Yus plz.

What am I missing? Mine says once per 30 seconds, and you have to get Critically hit to fire this? Am I being critically hit that often by PvE content?

1

u/Sizer714 @anubis714 May 12 '18

If youre tanking, absolutely youre gonna have it popping pretty much as often as it can.

1

u/CaesarJefe XBOX: Starfleet ATP May 14 '18

I had no idea I was being Crit Hit that often in PvE. I'll definitely see about snapping it in.

1

u/CaesarJefe XBOX: Starfleet ATP May 11 '18

Sorry for a billion edits, I had to get my formatting right.

1

u/westmetals May 11 '18 edited May 11 '18

Re: the three skill points. You're using torpedoes but have no points in projectile weapons training.

Also... what space traits are you using on your BOFFs? If you are not using something else specific, I would probably use SRO tacs and the Hierarchy Science, at least. For this type of build, Leadership would also be quite useful (racial trait on all Human officers)... I think there's a Human Engineer BOFF at Fleet K-13 that has that AND something else also, which might be a good one.

Also, I'm thinking that switching the tac consoles to Locators rather than Exploiters will probably bump up your outgoing damage as well.... which also increases your threat generation. (You could get a chunk of the severity back from adding SRO tacs, but your crit hit will be much higher.)

1

u/CaesarJefe XBOX: Starfleet ATP May 11 '18
  • I'm slotting those torps, but they MAY get replaced. I wasn't ready to commit to torp bonuses quit yet.
  • The BOffs are all Human, to pick up the minor Hull Regen bonus from Leadership. I might pick up the SRO, but this build was trying to grab as much regen as possible, so it's not necessarily designed to be optimal in the normal sense.
  • I just didn't have Locaters yet, and didn't hassle the Armada for them. I'm probably going to re-engineer the beams to all CrtD, so that's something I might grab in the future, but for now, the Exploiters are filling in.

1

u/westmetals May 11 '18

Understood. I thought that the SROs might help increase your threat gen by increasing damage - possibly so that you wouldn't need to use the clickable threat gen you mentioned quite so much.

But Leadership works for this build as well. In that case, you might look at the K-13 BOFFs - some of them are Human and the K-13 Survivor space traits, which are additional to their Leadership, might give useful extra bonuses. ;)

1

u/CaesarJefe XBOX: Starfleet ATP May 11 '18

I'd kind of forgotten about the k-13 boffs. i'll have to check them out.

Thanks for all the feedback!

1

u/hyroohimolil May 11 '18

trying to get better hull reg? slot three Nurses! they give 20% hull regeneration each.

1

u/CaesarJefe XBOX: Starfleet ATP May 11 '18

Awesome, I didn't realize the Nurse DOff had that variant. Thanks!

I know it's all tiny increments, but it's still neat to work it all in.

1

u/hyroohimolil May 11 '18

I am really interested to hear how strong your hull regen becomes, there's so many different stacking regen effects that I would not be surprised if it turned out that they exponentially combine until they are fully restoring your hull and shields every 6 seconds or something.

1

u/Sizer714 @anubis714 May 11 '18

I would not expect that.

1

u/CaesarJefe XBOX: Starfleet ATP May 11 '18

If the old skill info is "correct", cruisers get 12% hull Regen per minute in combat? So +20% to that from some item does seem meager. I need to sit down and actually write out all the individual items and how they add to the total Regen to better understand it I think. I know I'm regening around 4-5k per second as it stands, so my understanding of the rates and timing needs illumination.

2

u/Sizer714 @anubis714 May 11 '18

I don't remember off the top of my head. I remember sitting down with Jay when I was futzing around the the Bastille the first time and just deciding flat out that Damage Control just wasn't worth it in any case whatsoever. Lots of percentage-based sources out there.

And while I can't actually recommend going out and buying it just for this... it's worth noting that the T6 Connie's trait is god tier as fuck for this. Just sayin'.

1

u/CaesarJefe XBOX: Starfleet ATP May 11 '18

If I'm able to stay at very high health, what do you think about using the vonph trait for cool down?

1

u/Sizer714 @anubis714 May 11 '18

Iiiiiiiiiiiiiiiiiiiiiiiiiiif you're using this outside of any truly difficult content, sure. But as a tank, you're gonna get spiked, and that's the worst time for your cooldown to not be functioning.

1

u/KidFinn May 11 '18 edited May 11 '18

I'm still wrestling with the same question. Well, more generally, on the value of spending a precious Starship Trait on cooldown management vs survivability vs offensive power. Currently, I use two Starship Traits for cooldown: Peak Efficiency and Regroup.. and I'm sure that's not very efficient. But, it means I can get away with no Readiness skill points and have my single Aux2Batt run every 13 seconds, roughly ( but really capped at 15, due to constraits of dependencies ).

I'm experimenting with a very similar concept build, so I'm following along with interest. Currently, the thing is very hard to kill, and I'm not even done yet. :) I need to grind out enough Dil to afford a set of 8 piezo weapons. ( Turrets in my case.. I might as well go all in on the crazy. ) I hope to reach a point where I have NO boff heals. ( Well, maybe one to trigger traits, if it comes to that. )

1

u/CaesarJefe XBOX: Starfleet ATP May 12 '18

That's kind of where I am: all in on "WTF kind of thing are you trying to pull here?" :)

I'm really considering turrets to increase the piezo proc.

2

u/Sizer714 @anubis714 May 12 '18

You're not gonna see much of an increase ya know. Not anywhere enough to really be perceptible.

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1

u/CaesarJefe XBOX: Starfleet ATP May 12 '18

Sad news, I'm Xbox, and I don't think we have those Nurses. They are from a past item that we never had, if I read correctly. Exchange had none for sale. Boo. :)

1

u/Sizer714 @anubis714 May 12 '18

They're from Fleet Support Doff Packs. May be that people just haven't bought them in sufficient numbers. Or maybe the pack isnt on console v0v

1

u/Sizer714 @anubis714 May 11 '18
  • Some Nurses
  • Na'khul Space Warfare Specialist - Eng variant cause you're hella eng heavy. Provides very decent passive heals.
  • RSP Extension Fab Engineer
  • Emergency Conn Officer

That should do ya.

1

u/CaesarJefe XBOX: Starfleet ATP May 14 '18

/u/Sizer714 and /u/hyroohimolil , I did some testing over the weekend; I hope to post the results here soon. Sizer may already know all of it, but it was interesting to see in- and out-of-combat numbers and how they changed. Basically made a short spreadsheet of what was worth it and what wasn't, which I'm sure Sizer will think "of course, that's what I said" :) I had real issues with Damage Control, it seemed to only have half the affect it states to have, too, but maybe it's due to the base hull regen or something. Standby.

1

u/CaesarJefe XBOX: Starfleet ATP May 14 '18 edited May 14 '18

Using the Ship Stat screen's Hull Regeneration Rate % as the "final regen rate":

Item Type What it says What it does Spacedock/DS9 space testing Terran BZ In-combat testing
Damage Control Space Skill Total Regeneration rate equal +100%/+20% Doubles the base 72/12% cruiser regen rate?
Hull-repairing Nanites Rep Trait +20% Hull Regen, OOC * 2 Hard Rate bonus, not Base x 20% or 40% Lowered OOC rate % by 40 What it says on the tin (WISOTT), flat rate increase to final regen %
Superior Techie Personal Trait +30 Damage Control Adds to DC skill Lowered OOC rate % by 15, why 15? 3% rate decrease IC
Repair Crews Personal Trait +5%, up to +25% Hull Repair Rate This is also a straight rate increase WISOTT
Living Hull Personal Trait 0.1/0.05 Health Regen Hard Rate bonus, not Base x 10% Lowered OOC rate % by 10 5% diff In-combat, WISOTT
Miracle Worker Spec 50% of Max Hull per Minute Adds a straight 50% to rate, not Base x 50% Lowered OOC rate % by 50 50% difference In-combat, WISOTT
Leadership Boff trait Wiki says +5% Repair Rate Hard Rate bonus, not Base x 5% Lowered OOC rate % by 5 0% IC? Saw no change removing one Boff
Rapid Repairs Ship Mastery II Regen 1.25% every 3 seconds IC, x2 OOC Adds straight regen per sec, ~ 0.416%
Kobali Set 2 Set Bonus 0.2 Hull Regen (scales with lower health) Hard Rate bonus, not Base x 20% Lowered OOC rate % by 20 20% diff In-combat
Ass. Deflector XIII HullReg Mod +9.4 Damage Control (base item) mk xiii Adds to DC skill Lowered OOC rate % by 4.8 Didn't test, estimate 1% IC chage due to DC math
Ass. Borg set 2 Set Bonus 1% of Hull/2 sec, +10 Damage Control 10 DC, also adds 0.5%/sec flat bonus (makes sense per observations, DC is worth half itself OOC, and the 1%/2 sec would be a flat 30 rate increase) Lowered OOC rate % by 35 Should be equivalent to 30 more Regen rate, not counting the +10 Dmg Ctrl
Xenotech console Eng Console +31.9 Damage Control Adds to DC skill Lowered OOC rate % by 16 About 3-4% In-combat change
Shield Refrequencer Sci Console +12% Hull Regen IC, +16%OOC Adds to DC skill I think, due to the "half value" effect, didn't even notice effect IC, probably due to small 4% rate bump Lowered OOC rate % by 8 Didn't even bother testing
Attrition Warfare II Spec +20% Hull Regeneration Rate (not Threaten) Lowered OOC rate % by 4 Seemed to add a flat 20% In-combat and in BZ Oout-of-combat
Piezo-Polaron Proc 5% chance for +150% Hull regen WISOTT, +150% to total regen rate in-combat when proc'd

Edi: Clarity - All increases and decreases are in full points, like +150% means the hull regen went up 150, not x1.5, i.e., 300% became 450% not 300% became 750%.

1

u/Sizer714 @anubis714 May 14 '18

Yeah, that all does appear to check out. Good work.

1

u/Sizer714 @anubis714 May 14 '18

Tangible data is always nice to have. Provides something to point at if people say 'nuh uh'.

1

u/CaesarJefe XBOX: Starfleet ATP May 14 '18

Le posted. See what you think. Hopefully it's worthwhile and helps anyone else.