Ive been wondering about the Sao Paulo Class for awhile now, how do the quad cannons gain the power to do massive damage? does it build up when i use full impulse?
any infomation would be super helpfull, thanks again.
Quads are not worth it imho end game, unless you want the skin badly I would skip this purchase.
"Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
Ive been wondering about the Sao Paulo Class for awhile now, how do the quad cannons gain the power to do massive damage? does it build up when i use full impulse?
any infomation would be super helpfull, thanks again.
Actually, NO weapons, quad or otherwise "build up" when you use Full Impulse. Why? Because Full Impulse drains power from ALL of your other systems when you use it, and it takes time to get that power back. So in fact when coming out of Full Impulse all your weapons will do LESS damage. The smart tactic is to use Full Impulse ONLY until you are about 11-12k from the target, then drop out and close in normally. This gives time for the power to build back up when you enter weapons range.
As for damage, Quad Cannons do a lot of damage, and recently got a buff. They are not quite a match for top-end Mk XII Very Rare weapons with bonuses to Critical, but those weapons are also very costly on the Exchange or Dilithium market. Quad Cannons look good, hit hard, and level up with you.
I love the Sao Paulo class and used the quad cannon at first. It was kinda cool, but as soon as I could I replaced it with Mk XII Dual Heavy Cannons. It doesn't take anything to build up power, it's actually not that much different than a DHC. So it depends on where you are in the game. If I recall you can get it at Captain. In that case the quad cannon is sweet. But, if you're already a VA and can get Mk XII DHCs from the STF store or Dilithium store then you're basically buying a skin.
If you work out the numbers, the Quad Cannons will out damage a Phaser Dual Heavy Cannons MK XII [CritD]x3.
I don't have the quad cannons, but I looked at the stats when a fleet mate showed me. Before any modifiers, the Quad Cannons does about 22 damage more (than a Phaser DHC MK XII [critd]x3). From what I hear from others in the fleet, the Quad Cannons, after modifiers, come out at about 100 more DPS over the DHC.
If my critical hit % was 10% (mine is actually lower), statistically, I'm only getting one critical hit at 70% one out of ten volleys.
If we say my DPS for my DHC is 1,000, after ten volleys I would get 10,700.
If we say that the Quad Cannons do 100 more than the DHC, or 1,100, after ten volleys I would get 11,000.
Plus, supposedly, Quads trigger the procs more often for the volume of shots it fires.
quads are great, but only if you use phaser. in the end game a lot of people move onto antiproton, tetryon, polaron or disruptor.
Cryptic needs to give us a c-store item where we can pay to change the energy type of the quad cannons.
tetryon quad cannons, i'd be in heaven.
The problem with antiproton DHCs, is that trying to find a MK XII or one with [CritD]x3 is near impossible (if they even exist).
My Phaser DHC MK XII [CritD]x3 is expensive (I've so far only been able to get two), but it does more damage than my Antiproton DHC MK XI [CritD]x2 [DMG] and has the same critical severity (70%).
I switched to Phasers because of the equivalent critical severity and the benefits of the phaser proc.
Ive been wondering about the Sao Paulo Class for awhile now, how do the quad cannons gain the power to do massive damage? does it build up when i use full impulse?
any infomation would be super helpfull, thanks again.
Well they simply drain some engine power, every time you fire it drains some engine power like weapons drain weapon power when you fire more than one.
Can't have a honest conversation because of a white knight with power
If you work out the numbers, the Quad Cannons will out damage a Phaser Dual Heavy Cannons MK XII [CritD]x3.
I don't have the quad cannons, but I looked at the stats when a fleet mate showed me. Before any modifiers, the Quad Cannons does about 22 damage more (than a Phaser DHC MK XII [critd]x3). From what I hear from others in the fleet, the Quad Cannons, after modifiers, come out at about 100 more DPS over the DHC.
That's a hefty lead, so it might in fact work out in favor of the Quads.
Do your friends report any losses from the higher firing cycle the way that DCs tend to compare poorly vs. DHCs (particularly with CRF)?
The -10 engine drain is negligible though, as soon as it fires, it regenerates due to how fast the quads cycle (2 seconds). Effectively if you're always firing them, you're going to be at -10, but if you're not firing them, it doesn't affect you in the slightest. Plus -10 engine power isn't going to be a huge drain on the escort's speed defense bonus anyways.
[SIGPIC][/SIGPIC]
[Unrepentant] Lapo@overlapo: the problem with space STF
is that you can't properly teabag your defeated opponent
Unrepentant: Home of the Rainbow Warrior and the Rainbow Brigade.
The -10 engine drain is negligible though, as soon as it fires, it regenerates due to how fast the quads cycle (2 seconds). Effectively if you're always firing them, you're going to be at -10, but if you're not firing them, it doesn't affect you in the slightest. Plus -10 engine power isn't going to be a huge drain on the escort's speed defense bonus anyways.
I prefer having a higher impulse speed, as I already have a hard enough time keeping up with someone who can outmaneuver me.
However, if the -10 only happens when it fires, that's not that bad, as I'd actually prefer to slow down a bit when I'm actually firing anything in my fore arc.
I'm hopping on Tribble tonight (if I remember) and testing this myself.
I prefer having a higher impulse speed, as I already have a hard enough time keeping up with someone who can outmaneuver me.
However, if the -10 only happens when it fires, that's not that bad, as I'd actually prefer to slow down a bit when I'm actually firing anything in my fore arc.
That's why you use a combat impulse engine in an escort.
That's why you use a combat impulse engine in an escort.
I've tested the Jem'Hadar Combat, MACO, and Omega Hyper (what I'm currently using) engines, and my when my engine level was at 43 (before respec) and at 52 (after respec), my impulse speed was always faster with the Omega Hyper-Impulse Engines.
I like maneuverability, even if there is no defense bonus beyond Impulse 24.
Ive been wondering about the Sao Paulo Class for awhile now, how do the quad cannons gain the power to do massive damage? does it build up when i use full impulse?
any infomation would be super helpfull, thanks again.
No power build up on full impulse.
I Love my Sao Paulo with Quad Cannon
Looks awesome, sounds awesome, and makes things go boom.
Comments
Actually, NO weapons, quad or otherwise "build up" when you use Full Impulse. Why? Because Full Impulse drains power from ALL of your other systems when you use it, and it takes time to get that power back. So in fact when coming out of Full Impulse all your weapons will do LESS damage. The smart tactic is to use Full Impulse ONLY until you are about 11-12k from the target, then drop out and close in normally. This gives time for the power to build back up when you enter weapons range.
As for damage, Quad Cannons do a lot of damage, and recently got a buff. They are not quite a match for top-end Mk XII Very Rare weapons with bonuses to Critical, but those weapons are also very costly on the Exchange or Dilithium market. Quad Cannons look good, hit hard, and level up with you.
Cryptic needs to give us a c-store item where we can pay to change the energy type of the quad cannons.
tetryon quad cannons, i'd be in heaven.
I don't have the quad cannons, but I looked at the stats when a fleet mate showed me. Before any modifiers, the Quad Cannons does about 22 damage more (than a Phaser DHC MK XII [critd]x3). From what I hear from others in the fleet, the Quad Cannons, after modifiers, come out at about 100 more DPS over the DHC.
If my critical hit % was 10% (mine is actually lower), statistically, I'm only getting one critical hit at 70% one out of ten volleys.
If we say my DPS for my DHC is 1,000, after ten volleys I would get 10,700.
If we say that the Quad Cannons do 100 more than the DHC, or 1,100, after ten volleys I would get 11,000.
Plus, supposedly, Quads trigger the procs more often for the volume of shots it fires.
My Phaser DHC MK XII [CritD]x3 is expensive (I've so far only been able to get two), but it does more damage than my Antiproton DHC MK XI [CritD]x2 [DMG] and has the same critical severity (70%).
I switched to Phasers because of the equivalent critical severity and the benefits of the phaser proc.
Well they simply drain some engine power, every time you fire it drains some engine power like weapons drain weapon power when you fire more than one.
That's a hefty lead, so it might in fact work out in favor of the Quads.
Do your friends report any losses from the higher firing cycle the way that DCs tend to compare poorly vs. DHCs (particularly with CRF)?
[Unrepentant] Lapo@overlapo: the problem with space STF
is that you can't properly teabag your defeated opponent
Unrepentant: Home of the Rainbow Warrior and the Rainbow Brigade.
I prefer having a higher impulse speed, as I already have a hard enough time keeping up with someone who can outmaneuver me.
However, if the -10 only happens when it fires, that's not that bad, as I'd actually prefer to slow down a bit when I'm actually firing anything in my fore arc.
That's why you use a combat impulse engine in an escort.
I like maneuverability, even if there is no defense bonus beyond Impulse 24.
No power build up on full impulse.
I Love my Sao Paulo with Quad Cannon
Looks awesome, sounds awesome, and makes things go boom.
Hanging out for the T3 Fleet version :eek: