Home Ready Room

The effect of adding stars to crew

Does anybody know is there a formula for how much each star increases a crew members base stats? e.g. +5% from 1 star to 2, + 10% from 2 stars to 3 etc... Or is it done on a case by case basis and is different for each character?


  • Dirk GundersonDirk Gunderson ✭✭✭✭✭
    As far as I know, the specific percentage increases with additional stars are different for each crew and for each skill. Sometimes crew will even switch primary skills with additional stars (1701 Sisko comes to mind). I tested it with two randomly-selected crew, Loque’que Sato and Grand Nagus Rom, and found different percentages for their respective DIP skills for each fusion level increase.
  • Banjo1012Banjo1012 ✭✭✭✭✭
    I was wondering this myself as I was building Neelix’s. This is a damn good question
  • HaBlackHaBlack ✭✭✭✭
    It is individual. This might give you some picture

    PlayingSince: 2016-09-16
    Can we get some more characters from TAS?
    Character wishlist:
    • Lieutenant M'Ress
    • Amanda Rogers got her
    • Admiral S'rrel from Star Trek IV: The Voyage Home
    • Agmar
    • M'yra
    USS NO - Join easy going fleet with Starbase lvl 134
  • DavideBooksDavideBooks ✭✭✭✭✭
    I read sometime past that it is due to starting values and something about adding the starting values each time, but I don't recall specific words.
  • ~peregrine~~peregrine~ ✭✭✭✭✭
    edited June 2019
    I read sometime past that it is due to starting values and something about adding the starting values each time, but I don't recall specific words.

    This page on the Wiki has a useful chart that shows the value for each additional star:


    “As a General rule of thumb, the effect of fusing a character on it's [sic] base skill can be expressed as a percentage of the difference between the skill level of the fully fused character to its self at the same level and equipment at 1 star. The difference in percentage is summarized in the table:”


    "In the short run, the game defines the players. But in the long run, it's us players who define the game." -- Nicky Case, The Evolution of Trust
  • Ishmael MarxIshmael Marx ✭✭✭✭✭
    There are certainly some general pattens but really it's different for each card. Just as an example: for a lot of 5* cards, the primary skill increases by 26 base points going from 1/5 to 2/5, regardless of starting value. But some only go up by 17, or 15, or 7 (looking at you, Mirror Reed). The secondary skills go up faster for most 5* cards, typically by 44-45 points from 1/5 to 2/5, but some might only go up by 17 or 26. Just depends.

    FYI - these are all numbers that are sitting in my spreadsheet table for 5* cards, which I why I picked them. You can check the wiki for each crew and check my math if you'd like.
  • IronagedaveIronagedave ✭✭✭✭✭
    I would think the inconsistency lies in the equipment in each level (and which ones are factored in and which ones may not be in the calculation on each fusion) If there is a specific % percentage multiplication on a skewed item with one of the specific skills it would explain the skill specialty swapping.
    Activity Date 26-10-17 to present, Sqd. Ldr. Magnificent Treknicians - CURRENTLY RECRUITING! JOIN NOW.
    Coastal Trekkers [Recruiting] https://stt.wiki/wiki/Fleet_Coastal_Trekkers


Sign In or Register to comment.