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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: A new online skill calculator for Starsector 0.9.1a  (Read 9855 times)

floede

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A new online skill calculator for Starsector 0.9.1a
« on: August 13, 2019, 02:54:05 PM »

Hi,

I've made an online skill calculator for Starsector so you can theorycraft and share your builds with the community.

Try it out here: https://fpdk.github.io/

You will find instructions on how to use the calculator in the top right corner.
Right now you cannot decrease skills on touchscreens, as it requires a right click. In a future version I'd like to correct this.
Site should work fine in Firefox and Chrome.

Feedback is welcome in this thread :)
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Agile

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Re: A new online skill calculator for Starsector 0.9.1a
« Reply #1 on: August 13, 2019, 03:24:19 PM »

https://fpdk.github.io/?s=0000102030405060708090|13001320304050607080|23001020334053|33031323334050

I rush a lot of the Industry skills as they make the game more forgiving and cut a LOT of costs.

Technology for the extra op, flux, and navigation, with ECM last.

Then Command for the fleet officers because getting 10 lv 20 + officers on a bunch of carriers / cruisers is insanely powerful; this is more mid-late game though, I don't bother early game due to cost constraints.
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pedro1_1

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Re: A new online skill calculator for Starsector 0.9.1a
« Reply #2 on: August 13, 2019, 04:44:54 PM »

https://fpdk.github.io/?s=0303132030405363708090x13001323314350607080x23031023334353x33001020334050

my average build, that one industry skill is just to get 10% more chance to drop an alfa core from an [redacted] Fleet, that's if it has one alfa core officer;

ecm maxed just to finish the 52 points the vanila game gives you, since weapon range > than mobility and the other skills just don't give me what I want on the second point.
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Maeleth

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Re: A new online skill calculator for Starsector 0.9.1a
« Reply #3 on: August 14, 2019, 01:19:59 AM »

https://fpdk.github.io/?s=0301102330405063708293x13001323334050607080x23031123334053x33001020334350

My usual setup. Start with yellow, then blue, green and red trees. This skillset ensures your fleet is self-sufficient and hard-hitting with minimal investments. Everything else goes into mid/hightech gunboat oriented skills for maximum fun on the battlefield.

Spoiler
Helmsmanship 0-flux tooltip seems to be incorrect. As of current patch it only applies to <1% flux, not 5%.
[close]
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floede

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Re: A new online skill calculator for Starsector 0.9.1a
« Reply #4 on: August 14, 2019, 06:05:33 AM »

Helmsmanship 0-flux tooltip seems to be incorrect. As of current patch it only applies to <1% flux, not 5%.

Thanks, it's fixed now :) I've also added links to ability descriptions.
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pedro1_1

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Re: A new online skill calculator for Starsector 0.9.1a
« Reply #5 on: August 14, 2019, 06:10:37 AM »

https://fpdk.github.io/?s=0301102330405063708293x13001323334050607080x23031123334053x33001020334350

My usual setup. Start with yellow, then blue, green and red trees. This skillset ensures your fleet is self-sufficient and hard-hitting with minimal investments. Everything else goes into mid/hightech gunboat oriented skills for maximum fun on the battlefield.

Spoiler
Helmsmanship 0-flux tooltip seems to be incorrect. As of current patch it only applies to <1% flux, not 5%.
[close]

Spoiler
I don't know why din't you pick Combat Endurance 3 for the +15% combat readines making your ship stronger than the average combat endurance ship, and you don't use carriers in your fleet or you run then whitout the buff from Fighter Doctrine at all?
[close]
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Maeleth

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Re: A new online skill calculator for Starsector 0.9.1a
« Reply #6 on: August 14, 2019, 07:22:07 AM »

I don't know why din't you pick Combat Endurance 3 for the +15% combat readines making your ship stronger than the average combat endurance ship, and you don't use carriers in your fleet or you run then whitout the buff from Fighter Doctrine at all?

Level 2 of CE is a complete waste. Level 3, for two points, gives you what? +5% to everything for one fight per 3-4 days? I'd rather pick something that works 24/7 and gives a decent buff to utility&survivability. It's a decent pick for officers though.

FD is more of the same. Lvl 1 is completely useless, lvl 2 is barely noticeable (your fighters will quickly die no matter what if there are not enough flares/interceptors to keep enemy PDs busy), and lvl3 gives +15% replenish rate. It might be useful if you're running 10+ elite carriers to mindlessly steamroll everything and everything. I personally run 7-12 wings in total, so no real use for such a minor bonus.
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pedro1_1

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Re: A new online skill calculator for Starsector 0.9.1a
« Reply #7 on: August 14, 2019, 07:49:16 AM »

just noticed that ECCM an ECM descriptions are inverted
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Thaago

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Re: A new online skill calculator for Starsector 0.9.1a
« Reply #8 on: August 14, 2019, 10:08:22 AM »

This is super neat, thanks for putting it together!

My 'ideal build' for super combat would be something like this: https://fpdk.github.io/?s=0303132333405363738390x13001323304350607080x23031321334053x30001020304050

But I almost never take all of them. Also, last time I went this to start: https://fpdk.github.io/?s=0200102032405062708090x10001020304050607080x20001020304050x33031323304050

And it was really really fun, so I might start throwing industry skills into the mix for some games.
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Wyvern

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Re: A new online skill calculator for Starsector 0.9.1a
« Reply #9 on: August 14, 2019, 10:45:00 AM »

I don't know why din't you pick Combat Endurance 3 for the +15% combat readines making your ship stronger than the average combat endurance ship, and you don't use carriers in your fleet or you run then whitout the buff from Fighter Doctrine at all?

Level 2 of CE is a complete waste. Level 3, for two points, gives you what? +5% to everything for one fight per 3-4 days? I'd rather pick something that works 24/7 and gives a decent buff to utility&survivability. It's a decent pick for officers though.
I find that I very rarely go into a fight without max CR - and in the cases where I do, having the extra +15% means I still get some bonus for the second fight in a row.  Having three fights in a row that actually required me to deploy my full fleet is extraordinarily rare.  As such, I consider CE3 a very valuable skill, worth getting on all officers, and on the player if you already have combat aptitude 3.  You're right that CE2 is trash, though.

As for the skill calculator, the one thing I'd like would be an indicator of what character level you'd need to be to have the given skill set - and when that exceeds the maximum achievable level.
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Wyvern is 100% correct about the math.

Megas

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Re: A new online skill calculator for Starsector 0.9.1a
« Reply #10 on: August 14, 2019, 11:02:27 AM »

I like Combat Endurance 3, but if I have low enough skill points that if I had to choose between Combat Endurance 3 and Officer Management 3 (or even Officer Management 2), the optimal choice is Officer Management, and if you need to pilot 100% CR, just have one of the two extra officers pilot your flagship until it is time to fight then take over when it is time to fight, even if it is highly inconvenient.
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floede

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Re: A new online skill calculator for Starsector 0.9.1a
« Reply #11 on: August 14, 2019, 12:00:11 PM »

As for the skill calculator, the one thing I'd like would be an indicator of what character level you'd need to be to have the given skill set - and when that exceeds the maximum achievable level.
I've now added a warning and visual indicator if you total skill points exceed 50. The skill points is written below the portrait.

just noticed that ECCM an ECM descriptions are inverted
Thanks, it should be fine now.
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pedro1_1

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Re: A new online skill calculator for Starsector 0.9.1a
« Reply #12 on: August 14, 2019, 12:22:13 PM »

As for the skill calculator, the one thing I'd like would be an indicator of what character level you'd need to be to have the given skill set - and when that exceeds the maximum achievable level.
I've now added a warning and visual indicator if you total skill points exceed 50. The skill points is written below the portrait.

you start with 3 skill points and get 49 leveling up, making the maximum amount of skill points 52, not 50;

by the way this would be my build if I whanted to go for a junker fleet:
https://fpdk.github.io/?s=0000102030405060708090x13011323334350607080x23031323334353x33031323334050
« Last Edit: August 14, 2019, 12:27:59 PM by pedro1_1 »
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floede

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Re: A new online skill calculator for Starsector 0.9.1a
« Reply #13 on: August 14, 2019, 02:38:08 PM »

you start with 3 skill points and get 49 leveling up, making the maximum amount of skill points 52, not 50;

Oops, fixed :)
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Agile

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Re: A new online skill calculator for Starsector 0.9.1a
« Reply #14 on: August 14, 2019, 03:11:32 PM »

Personally I think the junker fleet setup is the ideal setup.

Why? Because d-mods reduce deployment costs... which means you can field a bunch of effiecency overhauled cruisers + carriers (which eat up a lot of deployment cost) and actually be just as effecient if not more than those without d-mods, especially if you have a maxed out character with fleet logistics, all the industry skills, the EO hull mod, and have high level officers on all the crucial ships.

You can just roll over any opposition at that point since you have lower costs, more ships, and can afford to lose ships (because trading 1 for 1 usually gives you the enemy ship that you can then use yourself to repeat the strategy).

Double points if you safety override most of your d-modded ships; you can use them as battering rams like the Luddic Path.

Triple points if you have mods like Nexerline and Luddic Enhancements and play as a Luddic junker warrior on the war path.
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