If you dont factor in the +2 crit chance, fleet advanced weapons are better against non borg targets, but I don't know if the 2% overall makes them better or just a little worse over all. Against escorts which have ridiculously high defensive values I prefer the fleet weapons because you are only going to hit them so much that crits are highly unlikely no matter what. Not sure about all this but thats my 2 cents in the comparison.
Im sure this is another vote for the Fleet weapons..
Seriously all Technical BS aside, get the Fleet Weapons. and mix it in a combo of your desire.
2 CritD 1CritH or 2 Crit H and1 Crit D or one Acc to that mix etc etc etc.. i have tested every combo. you dont even need a dps tracker you can tell the results instantly.. test any Flet weapon combo in Starbase 24- it will melt thru shields and partial hull in 1 volley(if you have at least 3 tac consoles sloted) or take it to Cure Space Elite get in a safe spot to fire just at a probe- you will see them wear down the probe in 1/2 the time.. with dps going thru the roof.
dont worry about the technical TRIBBLE that everyone mentions on DPS and CrtiD vs CritH. IMO, you dont alway hit the target even with ACC and you dont always Crit the target, so mix what you want. the high dps alone will make for the % of crit hits/acc hits..
[borg] has a 7,5% chance to do 1000 damage. 1000 x 0.075 = average of +75 Damage per shot.
So versus Borg the [borg] weapons are the logical choice. Even if the the damage form the [dmg] procs is further increased by weapon energy, consoles etc. (im not sure about this at the moment) it is impossible that it improves it by the factor of 15, to even match the [borg] proc.
General "value" of procs.
[acc] > [CrtH] > [CrtD] > [Dmg]
Dmg do vary based on weapons power and type of weapon. They increases cannons running at full weapons power by around 10 per shot.
I'm skeptical that we really understand either proc.
Doing a test, the thing I notice is that if you divide DPS by damage, you should get rate of fire. But not all weapons of a type have consistent rate of fire. More rate of fire means more visible impact due to damage.
I also don't think [Borg] does what it says it does.
In any case, my instinct is that a test would show that [Borg] wins out on non-cannons (including turrets) followed by [Acc], [Dmg] wins out on DHC and maybe dual cannons, and [Acc] [CritH] [CritD] win out on torpedos, particularly slow torpedos.
Because with a torpedo, you're dealing with a massive spike weapon. +75 damage is nothing compared to what you lose from misses or what you gain from Crits on a torpedo.
Remember. DPS isn't Damage per Shot. It's Damage per Second.
Which brings up the matter of what these do for cannons.
A dual heavy cannon might have something like 400 damage per shot and 270 damage per second.
An extra 75 damage is an extra 50 damage per second.
Whereas on a Tribcobalt, a Borg mod is about an increase of 1 damage per second.
It got a little derailed at times, but thanks for all the responses. I am currently collecting six advanced fleet phaser beam arrays for a dedicated pvp ship. Once I get them, I'll try them on STFs too
Don't let them promote you. Don't let them transfer you. Don't let them do anything that takes you off the bridge of that ship, because while you're there... you can make a difference.
-Captain James T. Kirk
is sprial wave beams better then mark 12 borg phaser beams for pvp?
I'd say so.
They're Accx2, Dmgx2, and have a hybrid weapon proc (which ordinarily would take a mod slot). That means they're effectively a 5 mod weapon. Even if 2 mods are damage, 3 are damage on a fleet weapon.
Downside, you need to gear for disruptors.
If you use multiple cannons, I'd say go Antiproton and skip the SWDs. On a beam boat, though? I'd be surprised if even Borg beams are as good. They definitely outclass Fleet weapons.
Just save the Spiral Waves for all beam ships. (My Galaxy X build is 7 SWDs and 1 disruptor cannon in place of a torpedo. Optimal would probably be a KDF build -- probably a D'Kora -- with 7 SWDs and a disruptor quad cannon in fore.)
They're Accx2, Dmgx2, and have a hybrid weapon proc (which ordinarily would take a mod slot). That means they're effectively a 5 mod weapon. Even if 2 mods are damage, 3 are damage on a fleet weapon.
Downside, you need to gear for disruptors.
If you can plunk down for the Galor beams, gearing for disrupter shouldn't be any sort of challenge financially. 10K Dil per Mk XI blue consoles, and if you want the Mk XII off the exchange you could sell a few Fleet Ship Modules or Master Keys.
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Seriously all Technical BS aside, get the Fleet Weapons. and mix it in a combo of your desire.
2 CritD 1CritH or 2 Crit H and1 Crit D or one Acc to that mix etc etc etc.. i have tested every combo. you dont even need a dps tracker you can tell the results instantly.. test any Flet weapon combo in Starbase 24- it will melt thru shields and partial hull in 1 volley(if you have at least 3 tac consoles sloted) or take it to Cure Space Elite get in a safe spot to fire just at a probe- you will see them wear down the probe in 1/2 the time.. with dps going thru the roof.
dont worry about the technical TRIBBLE that everyone mentions on DPS and CrtiD vs CritH. IMO, you dont alway hit the target even with ACC and you dont always Crit the target, so mix what you want. the high dps alone will make for the % of crit hits/acc hits..
Dmg do vary based on weapons power and type of weapon. They increases cannons running at full weapons power by around 10 per shot.
I'm skeptical that we really understand either proc.
Doing a test, the thing I notice is that if you divide DPS by damage, you should get rate of fire. But not all weapons of a type have consistent rate of fire. More rate of fire means more visible impact due to damage.
I also don't think [Borg] does what it says it does.
In any case, my instinct is that a test would show that [Borg] wins out on non-cannons (including turrets) followed by [Acc], [Dmg] wins out on DHC and maybe dual cannons, and [Acc] [CritH] [CritD] win out on torpedos, particularly slow torpedos.
Because with a torpedo, you're dealing with a massive spike weapon. +75 damage is nothing compared to what you lose from misses or what you gain from Crits on a torpedo.
Remember. DPS isn't Damage per Shot. It's Damage per Second.
Which brings up the matter of what these do for cannons.
A dual heavy cannon might have something like 400 damage per shot and 270 damage per second.
An extra 75 damage is an extra 50 damage per second.
Whereas on a Tribcobalt, a Borg mod is about an increase of 1 damage per second.
Don't let them promote you. Don't let them transfer you. Don't let them do anything that takes you off the bridge of that ship, because while you're there... you can make a difference.
-Captain James T. Kirk
I'd say so.
They're Accx2, Dmgx2, and have a hybrid weapon proc (which ordinarily would take a mod slot). That means they're effectively a 5 mod weapon. Even if 2 mods are damage, 3 are damage on a fleet weapon.
Downside, you need to gear for disruptors.
If you use multiple cannons, I'd say go Antiproton and skip the SWDs. On a beam boat, though? I'd be surprised if even Borg beams are as good. They definitely outclass Fleet weapons.
Just save the Spiral Waves for all beam ships. (My Galaxy X build is 7 SWDs and 1 disruptor cannon in place of a torpedo. Optimal would probably be a KDF build -- probably a D'Kora -- with 7 SWDs and a disruptor quad cannon in fore.)
If you can plunk down for the Galor beams, gearing for disrupter shouldn't be any sort of challenge financially. 10K Dil per Mk XI blue consoles, and if you want the Mk XII off the exchange you could sell a few Fleet Ship Modules or Master Keys.