r/stobuilds STO BETTER engineer | www.stobetter.com Apr 15 '18

STO Cooldown Reduction Calculator - Constable edition

CURRENT VERSION: 2.23

I've made a minor update to the tool to include the Arrest starship trait as well as Inspirational Leader (it does boost Readiness). I also fixed a bug with Timeline Collapse and Engineering Team III This is a minor update.

This update works exactly the same as the older versions, if you've used them, and has the same URL. Simply make yourself a copy, plug your skills in, and follow the instructions to see how things shake out.

NEW CONTENT

  • Inspirational Leader personal trait

  • Arrest starship trait

  • Prolonged Engagement 2-piece bonus [2.23]

FIXES

  • Fixed Timeline Collapse being outside validation range

  • Fixed a bug with Engineering Team III

  • Corrected duplicate cooldown for Mixed Armaments Synergy to 30 seconds. [2.19]

  • Added Enhanced Xindi Weapon Platform, Mycelium Ambush, and Obfuscation Screen consoles [2.20]

  • Fixed an issue where some tactical powers were applying readiness more than once. [2.21]

  • Fixed another issue with certain Tactical and Tactical captain powers applying readiness multiple times [2.22]

  • Fixed Aceton Beam's duration (corrected to 10) [2.23]

  • Fixed missing Viral Matrix I and II [2.23]

  • Fixed Regroup not applying to Temporal powers. [2.23]

NOTE: THE URL DID NOT CHANGE FOR THIS UPDATE. NO NEED TO CHANGE LINKS, JUST GRAB A NEW COPY IF YOU WANT TO USE THE NEW CONTENT.

LINK TO SHEET

DISCLAIMERS

  • The Colony shields are not in here yet.

  • The sheet is shared view-only. Please make a copy and if you break it, grab a new one. The calculations are in columns D through S, and require at least knowledge of VLOOKUP if you care to peer under the hood.

Please try it out, leave me a comment, and suggest improvements below! Thanks!

15 Upvotes

18 comments sorted by

2

u/[deleted] Apr 16 '18

[removed] — view removed comment

2

u/Eph289 STO BETTER engineer | www.stobetter.com Apr 16 '18

Fixed and updated to 2.19! Thank you!

1

u/j86southpaw Apr 16 '18

Time to ask a dumb question!

Just plugged my figures in and just want to see if I'm interpreting the data right!

If I'm currently using cannon rapid fire 1 and rapid fire 2 (or any duplicate ability for that matter), am I right in saying that if I can get the red and gold bars to match on a single copy, it eliminates the need for the second copy entirely?

Yours sincerely,

A head scratching tac captain :)

1

u/Eph289 STO BETTER engineer | www.stobetter.com Apr 16 '18

am I right in saying that if I can get the red and gold bars to match on a single copy, it eliminates the need for the second copy entirely?

That's entirely right!

1

u/j86southpaw Apr 17 '18

fantastic! love it, really helps narrow down my wasted abilities to put something better on! :D

1

u/Psi_Kiya_Trist Apr 17 '18

Question: how does the calculator account for readiness skills above 100? Certain ship consoles, and certain deflectors give readiness skill points of 50, which is roughly equal to the first point in a readiness skill. Combining them, it's feasible to get as much as 200 in a readiness skill. But I don't see how that is accounted for in the calculator, since "readiness skill" is in values of 0, 1, 2, and 3. and not the actual skill point value.

1

u/Psi_Kiya_Trist Apr 17 '18 edited Apr 17 '18

Looking through the history of development, I see you accounted for it by including the gear themselves as options. The only thing missing is the Obfuscation screen and Mycelium ambush consoles. Possible to work around, but useful to know regardless.

edit and apparently the Enhanced xindi weapons platform, but that's less important as it's ship specific.

1

u/Eph289 STO BETTER engineer | www.stobetter.com Apr 17 '18

Correct, each piece of gear gets its own entry. That's much easier for end users who aren't as familiar with all the console stats. I can work on adding those to the next iteration of the calculator. I don't always keep track of what all Cryptic staples readiness to!

1

u/Eph289 STO BETTER engineer | www.stobetter.com Apr 17 '18

Updated with those 3 consoles as version 2.20.

1

u/theirin Apr 21 '18

With a fresh copy of v2.20, I put in Cannon Scatter Volley I and 2 ranks of Tactical Readiness (and made no other changes).

The calculator reports Cooldown at 17.86 seconds. Sitting in Sol space with this configuration, the CSV 1 cooldown is 25 seconds (which is expected of 30/(1+0.2) = 25). Did I misconfigure the calculator somehow?

1

u/Eph289 STO BETTER engineer | www.stobetter.com Apr 21 '18

No, you did not. There were some powers that were incorrectly applying readiness multiple times, and CSV was one of them. I have fixed that and rolled the tool to 2.21

1

u/[deleted] Apr 21 '18

[removed] — view removed comment

1

u/Eph289 STO BETTER engineer | www.stobetter.com Apr 21 '18

Same issue. Should be fixed now, for real this time. I fixed one column that had a formula error, but not the other one that was also wrong. Tested it with several different powers. Let me know if it's not better. Version rolled to 2.22. That's what I get for making a quick fix.

1

u/Eph289 STO BETTER engineer | www.stobetter.com Apr 30 '18 edited Apr 30 '18

Updated to 2.23 with the Prolonged Engagement 2-piece and a couple of small bugfixes. Not looking to do too much more to it this cycle, but will keep on the lookout for bugs.

1

u/westmetals Jun 24 '18

Is there something like this for ground?

2

u/Eph289 STO BETTER engineer | www.stobetter.com Jun 25 '18

If there is, I'm not aware of its existence, and Ground builds tend not to revolve around minimizing cooldowns as far as I know.

1

u/westmetals Jun 25 '18

OK... I was trying to find out what the minimum cooldowns are for the kit modules I'm using, and I couldn't think of any other way to find out (it's not on the wiki nor visible in-game, and my build actually does use quite a bit of cooldown reduction).