In "Faster Than Light" each upgrade of the ship's engine increases dodge factor, but also it increases you FTL speed, which starts at 1 and goes up to 2.75.
What is FTL engine speed good for?
When you upgrade your Engine Systems, it increases the rate your FTL drive charges during hostile situations. To reap this benefit, do your upgraded engine's need to be MORE powered than otherwise or is it enough to upgrade them and use only 1 bar of power?
According to Are +maximum damage and +minimum damage enchantments factored into weapon DPS?, damage modifiers are rolled into the overall DPS number. Is this also true for Increases Attack Speed modifiers?
The nonintuitve part of "Increase attack speed by x%" is, it also increases your CAST speed. There are a fair few different type of skills in Diablo3, in addition to the generic "nuke": Channelled Summons Fire/Forget Damage over time How does increased attack speed interact with the aforementioned list of skill types? This is a followup on Is resource cost adjusted with weapon speed in diablo 3?, which answers the weapon speed aspect of channelling spells but does not comprehensively cover other spell types.
Is there any way of seeing how much heat has been building up in my engine? Otherwise what is a good indication of when to stop the engine so it will not explode?
I have three items that increase my attack speed. One is a one handed weapon. The tooltip reads Increases Attack Speed by 7%. The weapons attack speed is in fact 7% faster than a normal weapon... weapons increases by 10%. Where things really get strange however, is with my gloves. Those read Increases Attack Speed by 15%. Awesome! Except, when I equip them, my attack speed doesn't increase at all. What's the deal with Attack Speed affixes? Why do they seem to only work sometimes, and even then, not always for both weapons?
I have recently hit 1M dollars and got into a new office yet the only engine I have is still my first engine. I have researched a good amount amount of engine features, but I am trying to research every currently available feature before making an engine so I can use this single engine for every genre. But is this the right thing to do?
In FTL the player can generally leave a sector before the rebel fleet makes it absolutely necessary to jump to the next sector. Often it can be a good strategy to spend a few extra jumps in a sector gathering resources because the next sector is usually slightly more difficult. But a player could be in a hostile sector and want to spend more jumps in the next less hostile sector. Does leaving a sector early give the player more time in the next sector? Or does the rebel fleet counter reset for each sector after a jump to a new sector?
When firing a multi-shot weapon in FTL: Faster than Light, such as the Burst Laser Mk II, Each shot has a separate chance to hit or miss it's target. Say I'm firing at an Engine Bay on an Automated Scout with no shields. For the purposes of this example, lets say that the ship's current evade chance is 20%, and the Engine Bay is fully powered and has 2 hitpoints. I fire my lazor Burst Laser Mk II, and the first shot hits the Engine, taking one hitpoint and dropping the Evade chance to 15%. Are the subsequent shots (that the weapon fired before the Evade chance dropped) calculated against
The latest patch increased the passive effect of Signet of the Hunt from 10% to 25%, which is a noticeable increase of speed. Before the patch, however, I was using 6x Superior Rune of the Centaur, which increases the duration of all swiftness effects by 20% and gives you 10 seconds of swiftness (before the 20%) when you cast a heal. Since the patch though, I can see the graphical effect for swiftness when I gain it, but I don't seem to be moving any faster than the base movement speed increase I get from Signet of the Hunt. Does Swiftness stack with Signet of the Hunt?