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       #Post#: 6--------------------------------------------------
       Skill Points
   DIR By: RaiderOne
       Date: December 4, 2015, 12:09 pm
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       Skill points and their effects
       Name: Attack Patterns
       Effect: Improves the performance of all Attack Patterns (AP)
       abilities (but NOT Dispersal Patterns).
       Abilities affected: Attack Pattern Alpha, Attack Pattern Beta,
       Attack Pattern Omega, Attack Pattern Delta.
       How many skill points for it?: 9 if you use at least 2 AP
       abilities, 6 if you only have one, 0 if you don't use AP.
       -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
       Name: Weapons Training
       Effect: Improves the damage of all weapons, including beams,
       cannons, torpedoes and mines.
       Abilities affected: None, it just affects the damage of weapons.
       How many skill points for it?: Always 9, unless you're going to
       build a PvP full-healer ship.
       -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
       Name: Driver Coil
       Effect: Improves the Warp Speed (sector space speed), Turn Rate
       in sector space and Full Impulse speed.
       Abilities affected: Full Impulse.
       How many skill points for it?: usually 0, because it's useless
       for combat, but if you do Tour the Universe often, put 3 skill
       points here.
       -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
       Name: Batteries
       Effect: Extends the duration of batteries, both consumable and
       non-consumable.
       Abilities affected: Auxiliary, Weapons, Shields and Engines
       batteries, Red Matter Capacitor.
       How many skill points for it?: I always put 3 skill points here
       because I always activate an auxiliary battery before using
       Hazard Emitters. If you don't mind batteries, don't put skill
       points here.
       -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
       Name: Hull Repair
       Effect: Improves the hull repair rate and all hull repairing
       abilities.
       Abilities affected: Auxiliary to Structural Integrity,
       Engineering Team, Hazard Emitters, Miracle Worker.
       How many skill points for it?: Usually I put 9 skill points
       here, but 6 is the bare minimum, less makes your ship
       vulnerable.
       -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
       Name: Flow Capacitors
       Effect: Improves the effect of abilities which drain target's
       power levels or shields.
       Abilities affected: Charged Particle Burst, Energy Siphon,
       Tachyon Beam, Target Subsystem attacks.
       How many skill points for it?: This may be a hard choice.
       Generally, put 9 skill points here if you are scientist and have
       energy siphon, or if you use Tetryon Glider (bonus from 2 pieces
       of Omega set), 6 if you just use Polaron or Tetryon weapons (and
       no tetryon glider or draining abilities, else put 9 points), 0
       if you don't have polaron/tetryon/draining abilities.
       -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
       Name: Shield Emitters
       Effect: Improves the performance of shields repair rate and all
       shields repairing abilities.
       Abilities affected: Emergency Power to Shields, Extend Shields,
       Miracle Worker, Science Team, Reverse Shield Polarity, Transfer
       Shield Strength, Rotate Shields Frequency.
       How many skill points for it?: As I said for Hull Repair, I
       always put 9 points here. 6 is the bare minimum, less makes your
       ship vulnerable.
       -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
       Name: Energy Weapons
       Effect: Improves the damage of all energy weapons (beams and
       cannons) and Directed Energy Modulation damage.
       Abilities affected: Directed Energy Modulation.
       How many skill points for it?: 9 points if you use cannons
       (including Dual Cannons and Turrets) or beams (including Dual
       Beam Banks), 0 if you don't use them. If you use a PvP
       Full-Healer build, you may put here 3-9 points, as you prefer.
       -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
       Name: Projectile Weapons
       Effect: Improves the damage of all torpedoes and mines.
       Abilities affected: -
       How many skill points for it?: If you have just a torpedo/mine
       in your build, put 3 points here. If you have more, put 6
       points. If you are running a torpedo boat build, 9 points are
       recommended.
       -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
       Name: Structural Integrity
       Effect: Increases your Hull Points.
       Abilities affected: -
       How many skill points for it?: 9 is recommended for all
       captains, anyway less than 6 points makes your ship vulnerable.
       -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
       Name: Subsystem Repair
       Effect: Disabled Subsystems (eg. Weapons, Shields, ...) come
       back online faster.
       Abilities affected: -
       How many skill points for it?: This is subjective: personally, I
       usually put 3 points here, other players often spend 6 points.
       Always, 0 points aren't enough, 9 are too many.
       -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
       Name: Warp Core Efficiency
       Effect: Bonus to subsystem power levels when they're lower than
       75.
       Abilities affected: -
       How many skill points for it?: As you prefer, 3-6 points. 3 is
       usually enough.
       -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
       Name: Power Insulators
       Effect: Resistance against abilities which drain your shields or
       power levels.
       Abilities affected: Nadion Inversion
       How many skill points for it?: If you only play STF, put 0-3
       points here, instead 6 points if you also do PvP.
       -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
       Name: Shield System
       Effect: Increases your Shields Points.
       Abilities affected:
       How many skill points for it?: 9 for all players. Less than 6
       points make your ship vulnerable.
       -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
       Name: Manuevers
       Effect: Increases your Defense percentage, making your ship
       elusive.
       Abilities affected: -
       How many skill points for it?: Always 9, you'll take less
       damage.
       -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
       Name: Targeting System
       Effect: Improves your weapons accuracy.
       Abilities affected: -
       How many skill points for it?: Always 9, missed shots are not
       allowed :-)
       -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
       Name: Electro-Plasma System
       Effect: Increases the subsystem power transfer rate and boosts
       abilities which increase your power levels.
       Abilities affected: "Emergency Power To " abilities, Auxiliary
       to Battery, EPS Power Transfer.
       How many skill points for it?: If you only play STF, put 3-6
       points. If you also play PvP, 9 points are recommended.
       -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
       Name: Impulse Thrusters
       Effect: Improves your flight speed and turn rate.
       Abilities affected: -
       How many skill points for it?: I recommend 9 points, never less
       than 6.
       -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
       Name: Warp Core Potential
       Effect: Bonus to all power levels.
       Abilities affected: -
       How many skill points for it?: 6 points are perfect, more is a
       waste.
       -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
       Name: Graviton Generators
       Effect: Improves Knock, Repel and Slow abilities.
       Abilities affected: Gravity Well, Tractor Beam, Tractor Beam
       Repulsors, Photonic Shockwave.
       How many skill points for it?: If you only have a Tractor Beam
       or Gravity Well, spend 3 points. If you have more, plus you're
       scientist, put 6 points. If you have a crowd-control build,
       spend 9 points.
       -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
       Name: Particle Generators.
       Effect: Improves the damage of exotic particles.
       Abilities affected: Aceton Beam, Eject Warp Plasma, Feedback
       Pulse, Gravity Well, Photonic Shockwave, Tractor Beam, Tractor
       Beam Repulsor, Tyken's Rift.
       How many skill points for it?:  If you use the abilities listed
       above in STF, put 3 skill points. If you do PvP as a scientist
       captain with a field-manipulation/crowd-control build, spend 6-9
       points.
       -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
       Name: Stealth
       Effect: Improves your cloaking abilities.
       Abilities affected: Cloak, Battle Cloak, Mask Energy Signature
       How many skill points for it?: Always 0, this skill is trash,
       especially for FED players without Cloak.
       -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
       Name: Threat Control
       Effect: Increases your Aggro in PvE (enemies will attack you
       more often) and bonus to Damage Resistance.
       Abilities affected: -
       How many skill points for it?: This skill is usually
       undervalued, but it's good. In fact, the Dmg Resistance bonus is
       really good, but the increased Aggro may be a disaster for
       inexperienced captains. So, if you only play PvE, I suggest 0
       skill points for escorts, 3 for cruisers and science vessels;
       instead PvP players should have 6 points, since there isn't any
       Aggro in PvP.
       Note: In the Embassy you can buy Science Consoles with a Threat
       Control Reduction modifier [-Th]
       -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
       Name: Engine Performance
       Effect: Bonus to Engine power level.
       Abilities affected: -
       How many skill points for it?: Usually, I put 6 points in
       Escorts and 3 points in Cruisers/Science Vessels/Carriers.
       -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
       Name: Hull Plating
       Effect: Bonus to Energy Damage Resistance.
       Abilities affected: -
       How many skill points for it?: 9 points are always recommended,
       since 90% of all incoming damage is from energy weapons.
       -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
       Name: Shield Performance
       Effect: Bonus to Shield power level.
       Abilities affected: -
       How many skill points for it?: I recommend 9 points, anyway
       never less than 6 points for this skill.
       -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
       Name: Inertial Dampeners
       Effect: Resistance to Hold, Knock, Slow and Repel attacks.
       Abilities affected: Enemies' Hold/Knock/Slow/Repel abilities.
       How many skill points for it?: 3 points are the bare minimum for
       all ships, but more points would be useful for captains flying a
       fast Escort or a Science Vessel.
       -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
       Name: Sensors
       Effect: Improves Sensors abilities, cloaked ships detection,
       resistance to Confuse and Placate effects.
       Abilities affected: Jam Sensors, Scramble Sensors, Sensor Scan,
       Fire on My Mark.
       How many skill points for it?: 3 for Scientists in a
       Science-Vessel, 0 for other captains.
       -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
       Name: Energy Weapon Specialization
       Effect: Increases Critical Chance and Critical Severity of your
       energy weapons.
       Abilities affected: -
       How many skill points for it?: 6-9 points for ships with high
       energy damage, 0-3 for PvP ships with a support role.
       -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
       Name: Projectile Weapon Specialization
       Effect: Increases Critical Chance and Critical Severity of your
       torpedoes and mines.
       Abilities affected: -
       How many skill points for it?: 3 points if use a single
       torpedo/mine, 6 if you have more, 9 if you're running a
       torpedo-boat build.
       -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
       Name: Armor Reinforcements
       Effect: Improves Resistance to Kinetic damage.
       Abilities affected: -
       How many skill points for it?: I recommend 3 points, 6 for
       tankers.
       -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
       Name: Auxiliary Performance
       Effect: Bonus to Auxiliary power level.
       Abilities affected: -
       How many skill points for it?: 3 is good for the most of ships,
       6-9 is recommended for ships with a support/healing role.
       -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
       Name: Weapon Performance
       Effect: Bonus to Weapon power level
       Abilities affected: -
       How many skill points for it?: 9 for ships with a good
       firepower, 3-6 for ships with a support/healing role.
       -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
       Name: Countermeasure System
       Effect: Increases the duration of Confuse and Placate abilities.
       Abilities affected: Scramble Sensors, Jam Sensors.
       How many skill points for it?: 0, always.
       -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
       Name: Subspace Decompiler
       Effect: Increases the duration of Disable abilities.
       Abilities affected: Viral Matrix, Photonic Shockwave, Target
       Subsystem abilities,
       How many skill points for it?: Usually 0, 6 if you use Viral
       Matrix in PvP and you have a buff/debuff build.
       -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
       Leader of Raiders of Starfleet
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