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Beams are still BS(you know exactly what I mean)

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  • nebulernebuler Member Posts: 0 Arc User
    edited March 2013
    I see this many have been brought up already but I put this up on another thread and thought it would fit better here:


    Quote:
    Originally Posted by magniacapra View Post
    - Beam arrays need to drain way less energy than current, and have higher proc chances to make up for reduced hit chance. - Right now, cannons both do more damage than beams and proc more often. FAW and subsystem targeting is the only reason to run arrays at current.

    - DEM needs a massive boost to bleed through damage, it should also become a beam weapon only effect. No real use for it besides the doff skill

    - The amount human doffs reduce subsystem disable is too much.

    - Did I mention that beam arrays suck?


    I agree.

    All weapons should have a chance to proc based on shots fired over time, so the slower RoF weapons have increased proc chances.

    DEM needs looking at, currently its not much of a bonus compared to the investment.

    Leadership trait needs diminishing returns, having all humans on your bridge crew is really OP. Also goes against the diversity Starfleet embraces.

    Beam arrays do suck. Either their dmg is too low or there drain is too high (kinda the same thing)

    How about this.
    Beam Overload:
    "Greatly increases damage on ALL beam arrays by X% for their next firing cycle."
    30 sec CD (maxed), 15 Sec Shared CD with FAW and subtarget powers.
    Lasts 10-15 seconds or until beam has finished a firing cycle.
    Remove the weapon power drain that occurs on the current ability. (why doesn't rapid fire drop weapon power after it's used?)

    I think this would be the single target broadside power beams lack.
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited March 2013
    sohtoh wrote: »
    The numbers you listed. Where are they from (e.g. tooltip, floating numbers)? I am not being snarky. When I ran my tests with ACT, I used the average damage, as it is per beam array. From my tests the minimum hit was 1 and the maximum hit was 1652. I find that the average damage to be a truer representation of performance.

    I was using ACT 3.0 using the plugin found here
    ZiOfChe.png?1
  • sohtohsohtoh Member Posts: 620 Arc User
    edited March 2013
    adamkafei wrote: »
    I was using ACT 3.0 using the plugin found here

    I use that as well. The numbers you posted, are they the Average or the MaxHit? I would like to test this, but I would also like to know which column you used as a reference for comparison.
    "I'm not big on telepaths myself. I'm not big on guns either. But if everyone else has them, I want to make sure I can get my hands on the biggest one I can."
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited March 2013
    I was using the encounter DPS column ending each encounter in the log after my 5th cycle under each set of circumstances then resetting the log before starting the next simulation.
    ZiOfChe.png?1
  • kimmymkimmym Member Posts: 1,317 Arc User
    edited March 2013
    Well I've been parsing my behind off, and I am quite impressed with the results.

    Using beams my single target takes a dive. Single cannons are much better.

    Multi target I'm achiving very good DPS. Roughly ~500 behind a cannon build if I'm in a run where I can hit multiple targets all the time. All this while using FaW instead of CSV, so you can use lower ranks and squeeze an attack pattern in place of the cannon skill, and not having to worry about my facing.

    Returns are less if I can actually sit still and plug at something, like probe duty or blasting a gate, but those are not the most common of situations.

    The most impressive thing I found was when I applyed what I found to my Atrox. My Atrox is a damage beast in her old form, but swtiching to 5 beams and FAW2 was amazing. Damage was slightly higher over all, and my facing meant less, I only had to give up my SST and AP:B.

    The advice given earlier in the thread that you need to spend time adapting to beams vs cannons is quite correct. I was really flubbing it up at first. It felt wrong. I've spent so much time getting front face that I'd find myself facing front and torping instead of broadsiding. I'd not get good position and half my FaW would go off tickling everything instead of focusing.... little things.

    While I'm a sci and never did hit that magic 10k people talk about, it was not my goal. I was simply trying to get beams to come in slighty behind single cannons, which would make them a viable option.

    Beams are not broken. The just feel funny. Take some time to get used to them and they can yield impressive results.

    Edit: I *DID* peak over 10k on my Atrox, but not in my cruiser tests. I'm no longer a full time cruiser pilot, maybe some sci/cruiser can do it but I wanted back in my baby.
    I once again match my character. Behold the power of PINK!
    kimmym_5664.jpg
    Fleet Admiral Space Orphidian Possiblities Wizard
  • sohtohsohtoh Member Posts: 620 Arc User
    edited March 2013
    adamkafei wrote: »
    I was using the encounter DPS column ending each encounter in the log after my 5th cycle under each set of circumstances then resetting the log before starting the next simulation.

    Here are the full log entries for Phaser Beam Arrays from my tests.

    TYPE DAMAGE ENCDPS AVERAGE MEDIAN MINHIT MAXHIT RESIST HITS SWINGS TOHIT CRIT%
    Phaser Array-6-160 468,813 2,623.46 413.78 430 04 1,542 Shield 1,133 1,133 100.00 10%
    Phaser Array-6-155 454,297 2,542.23 384.35 413 18 1,373 Shield 1,182 1,182 100.00 09%
    Phaser Array-6-150 427,533 2,385.79 369.52 393 25 1,436 Shield 1,157 1,157 100.00 09%
    Phaser Array-6-145 423,619 2,386.59 372.58 393 10 1,469 Shield 1,137 1,137 100.00 08%
    Phaser Array-6-140 409,460 2,295.18 367.56 374 19 1,487 Shield 1,114 1,114 100.00 09%
    Phaser Array-6-135 408,847 2,284.06 365.04 371 25 1,489 Shield 1,120 1,120 100.00 08%
    Phaser Array-6-130 371,528 2,087.24 331.13 340 18 1,502 Shield 1,122 1,122 100.00 07%
    Phaser Array-6-125 374,947 2,142.55 343.99 331 25 1,652 Shield 1,090 1,090 100.00 09%

    TYPE DAMAGE ENCDPS AVERAGE MEDIAN MINHIT MAXHIT RESIST HITS SWINGS TOHIT CRIT%
    Phaser Array-7-160 508,303 2,842.86 367.27 382 11 1,587 Shield 1,384 1,384 100.00 09%
    Phaser Array-7-155 467,534 2,587.35 345.30 357 23 1,457 Shield 1,354 1,354 100.00 08%
    Phaser Array-7-150 502,813 2,801.19 370.26 398 22 1,501 Shield 1,358 1,358 100.00 07%
    Phaser Array-7-145 460,736 2,584.05 337.54 343 08 1,447 Shield 1,365 1,365 100.00 09%
    Phaser Array-7-140 499,918 2,777.32 362.00 398 18 1,514 Shield 1,381 1,381 100.00 09%
    Phaser Array-7-135 426,066 2,386.92 320.11 320 16 1,475 Shield 1,331 1,331 100.00 08%
    Phaser Array-7-130 404,503 2,243.50 312.36 306 06 1,470 Shield 1,295 1,295 100.00 08%
    Phaser Array-7-125 391,734 2,169.07 302.50 300 15 1,368 Shield 1,295 1,295 100.00 08%

    TYPE DAMAGE ENCDPS AVERAGE MEDIAN MINHIT MAXHIT RESIST HITS SWINGS TOHIT CRIT%
    Phaser Array-8-160 541,038 2,885.54 324.95 339 21 1,605 Shield 1,665 1,665 100.00 09%
    Phaser Array-8-155 524,869 2,849.45 318.10 345 20 1,426 Shield 1,650 1,650 100.00 08%
    Phaser Array-8-150 471,705 2,769.85 320.02 328 18 1,459 Shield 1,474 1,474 100.00 07%
    Phaser Array-8-145 521,525 2,916.81 322.93 341 17 1,493 Shield 1,615 1,615 100.00 07%
    Phaser Array-8-140 487,930 2,634.61 295.89 296 14 1,518 Shield 1,649 1,649 100.00 08%
    Phaser Array-8-135 443,965 2,522.53 296.17 297 15 1,519 Shield 1,499 1,499 100.00 08%
    Phaser Array-8-130 366,973 2,392.26 283.38 269 11 1,527 Shield 1,295 1,295 100.00 08%
    Phaser Array-8-125 381,270 2,127.62 257.09 241 01 1,429 Shield 1,483 1,483 100.00 07%


    Each run was for 3 minutes, and used EPtW2 to provide overcapping. I didn't use EPS Power Transfer as it would of thrown off the results by aiding power recovery. I can not account for the difference in the number of swings/hits, other than that the damage dealt per swing/hit may also have some randomization to it.

    My Starship Electro-Plasma System is trained to 9, resulting in a skill level of 109. It gives me extra power from EPtX abilities.
    "I'm not big on telepaths myself. I'm not big on guns either. But if everyone else has them, I want to make sure I can get my hands on the biggest one I can."
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited March 2013
    sohtoh wrote: »
    /Snip

    Now that I have put your figures through notepad and Excel and finally made some form of sense out of them... I'm guessing the first set if a baseline with no buffs involved, the second is EPtW and the third is EPtW+1 console?

    Regardless you figures show a 293.95 difference between your lowest and highest average encounter DPS figures which is about 15 to 20% DPS increase
    ZiOfChe.png?1
  • sohtohsohtoh Member Posts: 620 Arc User
    edited March 2013
    adamkafei wrote: »
    Now that I have put your figures through notepad and Excel and finally made some form of sense out of them... I'm guessing the first set if a baseline with no buffs involved, the second is EPtW and the third is EPtW+1 console?

    Regardless you figures show a 293.95 difference between your lowest and highest average encounter DPS figures which is about 15 to 20% DPS increase

    I haven't been able to test the EPS Flow Regulator as of yet. All three sets were from my earlier testing to see if overcapping had any effect. All three sets were buffed with Tactical Team 1 and Emergency Power to Weapons 2. Emergency Power to Weapons 2 was used for overcapping purposes only.

    I currently can't get into the game to do more testing, as I am on Daddy Duty right now.
    "I'm not big on telepaths myself. I'm not big on guns either. But if everyone else has them, I want to make sure I can get my hands on the biggest one I can."
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