Passive stats in Skirmish
Captain_Who
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in The Bridge
Well, do they work or not? If they do, do they require a skill match or not? The interface seems to indicate yes and no, but there's no way or reason to trust the display.
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"In addition to Active Boosts, a crew member can influence the battle with certain passive abilities, which depend on the character's level and equipment status. However, these stats will only be active if that crew member is assigned to a battle station matching one of his primary skills."
I’m not so quick to dismiss these. For example, the base accuracy power of my 9/10 Kumari is 14,925 and if I slotted my 2/5* Captain Scott and his 2,925 bonus accuracy into the ENG seat it would be a 20% improvement. Granted, not everyone is so OP as Scotty. Still, I wouldn’t dismiss passive bonuses so quickly - it’s the reason someone like 1701 Jadzia stayed out of my freezer as long as she did.
I tend to agree with this. I slot Captain Proton Paris whenever i'm in doubt because his passives are amazing, and my performance improves as a result. Not a ton, but incremental improvement is still improvement.
This is a good point. I dismiss Accuracy or Evasion under 500, Crit Rating under 300, and always Crit Bonus. But a high enough score gets some consideration. Especially Andra and Undercover O'Brien.
Basically yes
This is Bell Riots Bashir passive stats
Yes, as illustrated by Ironagedave. The passive stats are "always on" during your battles. They add to base stats for your ship.
Most of the time this is invisible to the player (but part of the battle math), but if you happen to have enough passive stats in accuracy/evasion, you can see it happen when you start a battle - for example, your ship might show as a 9 for accuracy before the battle, but might show as a 10 when you start fighting (before you activate any of the active bonuses).
It's far from negligible. It's less than active, but definitely makes a difference and can have a measurable impact, especially with all four crew having good PSSB.
Unless you can demonstrate that Skirmish battle code works differently than arena or ship mission code as it applies to passive bonuses, I’d say that passive bonuses both work and are restricted by the skill in each slot for Skirmish battles.
One way that could work to test if passive bonuses are applied at all would be to put crew with terrible passive stats (a bunch of level 1 crew, for example) in every slot, making sure to match crew skills to slot type. Then find someone with excellent passive skills to replace one of the bad crew and see what changes. Then, to test slot restrictions, have four good passive bonus crew in appropriate slots and then rotate them so that they are in mismatched slots and see what happens.
<schrute>False!</schrute> Bylo quoted the wiki for SPACE BATTLES, not ARENA. Also, you are welcome.
^ This, it's all about the % improvement.
And duty cycle. Passive stats in the Scotty or even half-of-Scotty league are active for the first 4-6 seconds before your first specialty skill activates (and of course then all the way through). That's a huge buff in a 10-12 second combat.
Here are some total percent improvement (all 4 areas) for some of the best passive crew, relative to a T'Kong reference ship. Crew with a <6 sec speciality init are marked with *
*(4 sec) Captain Scott: +41.5%
Doctor LaForge: +40.1%
Rakal Troi: +34.1%
1701 Jadzia: +29.1%
*(0 sec) Scientist Degra: +28.8%
Gralik Durr: +28.1%
LtCom LaForge: +28.1%
Captain Proton: +26.7%
Ambassador Spock: +26.3%
*(4 sec) T'Mir: +25.7%
Tempted Data: +25.2%
Doctor Chapel: +24.5%
Seven of Nine: +24.4%
Rogue Harry: +24.1%
Mirror Ezri: +23.5%
Cmdr T'Pol: +23.4%
Undercover O'Brien: +23.1%
Klingon O'Brien: +23.0%
Not all are otherwise good ship crew due to long specialty skill init times, but those are non-trivial passive buffs to look at...
That's the trick and source of the question. The skirmish code is obviously a little different, as the passive stats are never grayed out. Whether or not the crew you select has a a skill matching that of the slot.
We can assume, but we don't have an obvious indicator. And DB has a long history of bugged code in events, combined with a long history of denying and not investigating said bugs.
1) it's the same for everyone
2) you want to match crew to the active skill to get the much needed active bonus goodness in any case.
passive stats are helpful (icing on the cake if you will), and if they are not greyed out, one would have to deduce they are active.
In the last skirmish I was running Bell Riots Bashir in the Bounty's med slot, now he has quite a good accuracy bonus and have felt my shots were more accurate with him on board as a result.
I use this because
a) I like it
b) I don't need cloaking to win a skirmish battle.
c) It has an engineering slot.
I can then put one of my Killy Tillys into the engineering slot, and gain her passive stats. One of the event crew can sit is a command or security slot, and my other Killy Tilly in the other slot. The medical slot is then free for a crew member of my choice, but the battle is normally over before that crew becomes active. If the event crew is eng/sci or eng/dip, then I can put both my Killys in cmd/sec.
So decide which crew you are using, and then decide on the ship, dependent upon the crew.
I thought much of the code for this was what was used for the single player ship battles, which I believe use passive bonuses.
I agree and will add a third...
3) As long as you're getting your bonus victory points, it is all good!
I use the D'Kora Krayton for similar reasons
a) it has a built in 350% instant damage ability.
b) it has a COMM seat, a DIP seat, and a SEC seat, so it is very, very easy to wedge an event crew into it without losing important combo pieces.
c) it has an ENG seat!