I've been flying this setup for some time now, and I'm trying to increase my DPS, but for the life of me, I don't know how. Can anyone help?
My setup is kind of a DPS-Tank hybrid, with a preference for DPS.
Mirror Universe Assault Cruiser
Fore:
Polarized Disruptor Beam Array Mk XI [Dmg]x2 x4
Aft
Polarized Disruptor Beam Array Mk XI [Dmg]x2 x3
Kinetic Cutting Beam Mk XII [Dmg]x3
Positron Deflector Array Mk XI [ShdS][SIF]
Jem'Hadar Combat Impulse Engines Mk XI
Paratrinic Shield Array Mk XI
Engineering Consoles
Plasma Distribution Manifold Mk XI Very Rare x4
Science Consoles
Console - Universal - Assimilated Module
Console - Universal - Point Defense System
Tactical Consoles
Disruptor Induction Coil Mk XI [Rare] x3
Tactical Class Captain with all weapon damage and power level skills maxed.
BOffs
Lt Tac: Tac Team I, AP Beta I
En Tac: BO I
Cmdr Eng: EPtW I, DEM I, Eng Team III, APtSIF III
Lt. Cmdr Eng: EPtE I, Reverse Shield Polarity I, EPtS III
Lt. Sci: Polarize Hull I, Hazard Emitters II
I can't really afford more expensive Disruptor Coils, or Plasma Manifolds, and the 8 beams suit my play style, since the cruiser isn't exactly good at moving to get the targets in range.
I'm not saying that my setup sucks, cuz I can hold my own pretty well in elite STF's, even against cubes, but I'm just looking to make it even better, if possible.
Is it just that my ship is just limited, and I need a new one, or am I overlooking something?
"That was not Mozart laughing, Father... that was God. That was God laughing at me, through that... through that obscene giggle."
Take off all the plasma dist consoles and use 1 EPS Flow reg and some resistance boosters, then set your power levels to max weapons, then use attack pattern Beta, that should help
The dragon flag works on the theory of keeping EPtW and EPtS up 100% of the time. Simply running 2 EPtW will let you at least reduce the amount of engineering consoles needed to get the power to 125.. but you may even reach the cap without those consoles.. give it a try. If that happens.. you can put more armour.
This is the build I based mine on, ( though I made minor modifications to suit my need)
I'm kinda building a niche build (assimilated cruiser) with 6 beam arrays, the borg cutting beam and the borg torpedo, all packed in a neat bundle with the full borg space set. Promises to be tanky and deliver a nice punch. I so far have no trouble stealing agro from most escorts, so DPS is there.
The easy trick is to swap around your engineering so you have 2 EPTS 2 or 3 and 2 EPTW1. That makes you an absolute tank, gives you an extra 20ish weapon power always on, and still leave you 3 for heals or buffs.
More complicated, but something Im playing with now on an Odyssey and enjoying, is two Aux2Bat1 with 3 technicians, EPTW1, EPTS3, and then an Engineering Team 1 in the other Eng Ensign slot. Leaves you a LtCmdr and a Commander slot for big buffs, and with the Emergency powers and Aux2Bat always on, weapons/shields/engines always have a ton of available energy. Plus the cooldown on all your other stuff gets halved besides. Only real drawbacks are that is uses up 3 of your Active Space slots, you can't use Aux2Struc, and HE doesn't heal much because of the lack of aux power (still clears debuffs though).
Well the problem with modifying my bridge officer abilities, is that I tend to forget to activate certain abilities in the heat of battle, which is why I prefer to see if there's anything I can do passively to increase DPS.
"That was not Mozart laughing, Father... that was God. That was God laughing at me, through that... through that obscene giggle."
Well the problem with modifying my bridge officer abilities, is that I tend to forget to activate certain abilities in the heat of battle, which is why I prefer to see if there's anything I can do passively to increase DPS.
The only things you can do at this point to passively increase DPS is to run Reputation and get better weapons ([Dmg]x2 is... not optimal. [Acc]x2/3 is generally preferred due to how it interacts with criticals and even dealing any damage at all, though Advanced Fleet weapons could do in a pinch if you're not good at shoring up EC). Even then, without keybinding or remembering to run all your buffs, you'll be severely lagging in the DPS department.
([Dmg]x2 is... not optimal. [Acc]x2/3 is generally preferred due to how it interacts with criticals and even dealing any damage at all
I've heard this before, but I'm not entirely sure why Acc is preferred. I've always considered damage to be better, for DPS, but would you or someone mind explaining [dmg] vs [acc]?
"That was not Mozart laughing, Father... that was God. That was God laughing at me, through that... through that obscene giggle."
I've heard this before, but I'm not entirely sure why Acc is preferred. I've always considered damage to be better, for DPS, but would you or someone mind explaining [dmg] vs [acc]?
Accuracy overflow increases your critical hit changes as well as reducing misses (especially fast targets), granting more overall damage. Damage boosts only increase the shots that hit. Over the total length of an engagement, [Acc] packs more punch than [Dmg].
Accuracy overflow increases your critical hit changes as well as reducing misses (especially fast targets), granting more overall damage. Damage boosts only increase the shots that hit. Over the total length of an engagement, [Acc] packs more punch than [Dmg].
fascinating... I gotta start saving up for a set of acc arrays then.
"That was not Mozart laughing, Father... that was God. That was God laughing at me, through that... through that obscene giggle."
fascinating... I gotta start saving up for a set of acc arrays then.
Don't bother till you're level 45+. Then you can get Mk11, green quality, with a single [Acc] modifier for still pretty cheap, or maybe blue quality with [Acc] and something else, and its totally adequate to handle any PVE situation even on Elite difficulty. The AccX2 and X3 stuff is really really expensive and mostly for those situations where you need to squeeze every last drop out of your ship. (Personally I think its a little nuts spending millions on a single weapon when something for 10k has 97% the capability, but to each their own). One trick is to buy white quality gear at first to try your layouts out, see if you like them, then resell the whites and buy higher-grade stuff once you're certain. That way you don't waste money on something that it turns out you hate.
Comments
As for removing the plasma manifolds, that would have the opposite effect of what I want, taking about 15 points of weapon power away.
Thanks, I didn't think about that.
http://sto-forum.perfectworld.com/showthread.php?t=251422
The dragon flag works on the theory of keeping EPtW and EPtS up 100% of the time. Simply running 2 EPtW will let you at least reduce the amount of engineering consoles needed to get the power to 125.. but you may even reach the cap without those consoles.. give it a try. If that happens.. you can put more armour.
This is the build I based mine on, ( though I made minor modifications to suit my need)
I'm kinda building a niche build (assimilated cruiser) with 6 beam arrays, the borg cutting beam and the borg torpedo, all packed in a neat bundle with the full borg space set. Promises to be tanky and deliver a nice punch. I so far have no trouble stealing agro from most escorts, so DPS is there.
More complicated, but something Im playing with now on an Odyssey and enjoying, is two Aux2Bat1 with 3 technicians, EPTW1, EPTS3, and then an Engineering Team 1 in the other Eng Ensign slot. Leaves you a LtCmdr and a Commander slot for big buffs, and with the Emergency powers and Aux2Bat always on, weapons/shields/engines always have a ton of available energy. Plus the cooldown on all your other stuff gets halved besides. Only real drawbacks are that is uses up 3 of your Active Space slots, you can't use Aux2Struc, and HE doesn't heal much because of the lack of aux power (still clears debuffs though).
The only things you can do at this point to passively increase DPS is to run Reputation and get better weapons ([Dmg]x2 is... not optimal. [Acc]x2/3 is generally preferred due to how it interacts with criticals and even dealing any damage at all, though Advanced Fleet weapons could do in a pinch if you're not good at shoring up EC). Even then, without keybinding or remembering to run all your buffs, you'll be severely lagging in the DPS department.
I've heard this before, but I'm not entirely sure why Acc is preferred. I've always considered damage to be better, for DPS, but would you or someone mind explaining [dmg] vs [acc]?
Accuracy overflow increases your critical hit changes as well as reducing misses (especially fast targets), granting more overall damage. Damage boosts only increase the shots that hit. Over the total length of an engagement, [Acc] packs more punch than [Dmg].
fascinating... I gotta start saving up for a set of acc arrays then.
Don't bother till you're level 45+. Then you can get Mk11, green quality, with a single [Acc] modifier for still pretty cheap, or maybe blue quality with [Acc] and something else, and its totally adequate to handle any PVE situation even on Elite difficulty. The AccX2 and X3 stuff is really really expensive and mostly for those situations where you need to squeeze every last drop out of your ship. (Personally I think its a little nuts spending millions on a single weapon when something for 10k has 97% the capability, but to each their own). One trick is to buy white quality gear at first to try your layouts out, see if you like them, then resell the whites and buy higher-grade stuff once you're certain. That way you don't waste money on something that it turns out you hate.