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4 cannons/1 turret actually the best?

skyranger1414skyranger1414 Member Posts: 1,785 Arc User
edited August 2012 in Federation Discussion
Greetings all, being a little curious about the way power/damage/weapon types really stacked up I opened up a spreadsheet and did some brief (and admittedly quick and dirty) observations of how my weapon's damage varied with power. As it turned out the best DPS came out with 4 DHC forward and a single turret, leaving 2 rear weapon slots open for mines or torpedoes, etc.

I ran a few STFs to see if it really worked out that way and my escort still got all the agro and took down as many baddies. Anyone else notice something similar or know of a DPS parcer to see if it just something i'm perceiving wrong or if its actually working that way. Or even a target I can use as a ship target dummy so I can eyeball it better.:confused:
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Comments

  • bohiapbohiap Member Posts: 535
    edited August 2012
    I would be very skeptical that you would do more dps, with less weapons. Unless there is something wrong with you build and/or power setttings.

    The best parser I know of is STOIC.

    http://malicia.straygenius.com/wiki/index.php?title=STO_Integrated_Combat_Software

    The proof is in the stats.
  • areikou#8990 areikou Member Posts: 0 Arc User
    edited August 2012
    The 3 rear turrets on an escort are not part of the primary dps for them. They are merely supplemental. Using 3 turrets on the rear is far better because the escorts can keep things in the 45 degree firing arc of DHCs and the 3 turrets added ontop of that just does that much more damage.

    There are pure cannon builds that run 4 DHCs and 3 turrets which do extreme dps vs enemies but have a bit harder time vs stationary objects like gateways. The general consensus that's already been run through the ground via parsing is 3 DHC/DC, 1 Quantum, 3 Turrets. If you're going an all cannon build, 4 DHC/DC, 3 Turrets.

    Removing 2 of the turrets from the rear won't significantly impact your dps, but if you're a number cruncher, you won't being doing quite as much damage.
    [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.
  • seekerkorhilseekerkorhil Member Posts: 472
    edited August 2012
    Greetings all, being a little curious about the way power/damage/weapon types really stacked up I opened up a spreadsheet and did some brief (and admittedly quick and dirty) observations of how my weapon's damage varied with power. As it turned out the best DPS came out with 4 DHC forward and a single turret, leaving 2 rear weapon slots open for mines or torpedoes, etc.

    I ran a few STFs to see if it really worked out that way and my escort still got all the agro and took down as many baddies. Anyone else notice something similar or know of a DPS parcer to see if it just something i'm perceiving wrong or if its actually working that way. Or even a target I can use as a ship target dummy so I can eyeball it better.:confused:

    I've recently replaced 2 of my rear turrets. The lost dps is kinda noticable but more than balanced out by what I put in the rear slots.

    Good God....

    I can now do things I couldnt come close to doing before.
  • robdmcrobdmc Member Posts: 1,619 Arc User
    edited August 2012
    The only thing removing 2 turrets will do is reduce power drain. if you have no way on that build to deal with power drain then I could see that working. DHC are easier on power levels then DCs as it is so I wouldn't worry about it.
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