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Borg Cutting Beam

thejosephinethejosephine Member Posts: 0 Arc User
Simple Q.


Does Beam Overload and Target Subsystem work with the borg cutting beam?
Post edited by thejosephine on

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  • weylandjuarezweylandjuarez Member Posts: 0 Arc User
    edited February 2013
    Simple A.

    No.
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  • wolfpacknzwolfpacknz Member Posts: 783 Arc User
    edited February 2013
    I think a little more info on this weapon would have been useful when it came out. I'm trying it out just now, and sometimes it seems to rip shreds out of the enemy and other times it like just shooting a paintball at a battleship. Doesn't seem to be a constant medium?
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  • naeviusnaevius Member Posts: 0 Arc User
    edited February 2013
    I think the main use is to combine it with the borg console; at the cost of a rear turret it is well worth it.
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  • lordhavelocklordhavelock Member Posts: 2,248 Arc User
    edited March 2013
    wolfpacknz wrote: »
    ...sometimes it seems to rip shreds out of the enemy and other times it like just shooting a paintball at a battleship. Doesn't seem to be a constant medium?
    The DPS listed on a Cutting Beam is greater than a Mk XII Turret, but consider too that it is Kinetic damage, so when it hits a shield it's drastically reduced (much more than normal beams), but conversely has extra kick against bare hull.

    Also note, while the Cutting Beam does NOT work with Beam Overload and Target Subsystem, it DOES gain the 2.5% chance for plasma DoT as applied by Romulan Embassy [+pla] Science Consoles. And it gets the proc chance for each such console. I have a ship with three consoles and in testing I've seen the cutting beam apply a 3x stack DoT in one shot. This is just like other energy weapons.

    :)

    You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited March 2013
    they're pure gold at shooting down torps (the ones you can see, anyway)
  • ferdzso0ferdzso0 Member Posts: 0 Arc User
    edited March 2013
    naevius wrote: »
    I think the main use is to combine it with the borg console; at the cost of a rear turret it is well worth it.

    and also worth keep noting, that they are useless instead of a rear beam. they deal around the same dps as a turret, a bit more, but the gains are not as big as the losses with a beam

    10k DPS Vesta threads: 1; 2
  • stirling191stirling191 Member Posts: 0 Arc User
    edited March 2013
    ferdzso0 wrote: »
    and also worth keep noting, that they are useless instead of a rear beam. they deal around the same dps as a turret, a bit more, but the gains are not as big as the losses with a beam

    The cutting beam, especially in combination with the borg console (which you should be running anyway) is far superior to a single turret.
  • mustafatennickmustafatennick Member Posts: 868 Arc User
    edited March 2013
    The cutting beam, especially in combination with the borg console (which you should be running anyway) is far superior to a single turret.

    This is true now if only it looked as means as the hard TRIBBLE double beam those pesky cubes pin you with instead of some strip of brown on my screen
    ----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====---- :cool:
  • ferdzso0ferdzso0 Member Posts: 0 Arc User
    edited March 2013
    The cutting beam, especially in combination with the borg console (which you should be running anyway) is far superior to a single turret.

    me was talking about beams.
    it is not far superior, but it is better. on a ship that lack frontal firepower like the vesta to make full use from the dps of the kcb, if you go with a turret, you wont lose as much as if you did it on an escort, which drains more power, and the set proc is more useful

    10k DPS Vesta threads: 1; 2
  • stirling191stirling191 Member Posts: 0 Arc User
    edited March 2013
    ferdzso0 wrote: »
    me was talking about beams.
    it is not far superior, but it is better. on a ship that lack frontal firepower like the vesta to make full use from the dps of the kcb, if you go with a turret, you wont lose as much as if you did it on an escort, which drains more power, and the set proc is more useful

    Above and beyond the fact that an Escort (unless built in very specific ways) is sacrificing damage efficiency by loading an aft beam, the KCB most definitely outperforms a single beam array.
  • ferdzso0ferdzso0 Member Posts: 0 Arc User
    edited March 2013
    Above and beyond the fact that an Escort (unless built in very specific ways) is sacrificing damage efficiency by loading an aft beam, the KCB most definitely outperforms a single beam array.

    the beams I did not mean for escorts. if you are using a beam setup, there is not much reason to go for the kcb (there is some ofc, but in the end you are not necessarily better off with it).

    for escorts the kcb can be a good choice, but you lose one turret's synergy, which in the end can count for a lot (esp if you have mk xii purple consoles to boost it), but the kcb still will make up for it (tho there is no wrong choice here either)

    10k DPS Vesta threads: 1; 2
  • stirling191stirling191 Member Posts: 0 Arc User
    edited March 2013
    ferdzso0 wrote: »
    the beams I did not mean for escorts. if you are using a beam setup, there is not much reason to go for the kcb (there is some ofc, but in the end you are not necessarily better off with it).

    Considering the 2-piece borg set bonus is one of the most potent (albeit not necessarily reliable) anti-drain options without insane cooldowns, beam cruisers have just as much, if not more to gain from running the KCB. Yes, you'll lose a small amount of shield damage, but the hull hits more than make up for it.
    ferdzso0 wrote: »
    for escorts the kcb can be a good choice, but you lose one turret's synergy, which in the end can count for a lot (esp if you have mk xii purple consoles to boost it), but the kcb still will make up for it (tho there is no wrong choice here either)

    A single turret, even when going full-on alpha strike mode in a tac, is only going to hit for maybe 1k per tick. A bit more on a crit. The KCB by comparison has a base output roughly equivalent to an unmodified DHC shot (already more than 1k). Unbuffed I've broken 3k crits on the KCB. You can do the math and extrapolate from there.

    TL,DR: 1 KCB kicks the TRIBBLE out of 1 turret.
  • sven2561sven2561 Member Posts: 0 Arc User
    edited March 2013
    TL,DR: 1 KCB kicks the TRIBBLE out of 1 turret.

    Total rubbish.

    When you take into account the turret will benefit from all the tactical consoles, ie 5 of whatever damage type you use. Then on top of that the damage will be constantly boosted by rapid fire or scatter volley, I.e a 50% boost for rapid fire which has around a 90% up time.

    The turret will out dps a kcb
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited March 2013
    It *feels* like the KCB does less damage than the disruptor turret on the back of my BOP. Worth running some numbers if somebody is feeling like it
  • stirling191stirling191 Member Posts: 0 Arc User
    edited March 2013
    sven2561 wrote: »
    Total rubbish.

    When you take into account the turret will benefit from all the tactical consoles, ie 5 of whatever damage type you use. Then on top of that the damage will be constantly boosted by rapid fire or scatter volley, I.e a 50% boost for rapid fire which has around a 90% up time.

    The turret will out dps a kcb

    Simply put, it won't, even on a 5 tac console ship. 125 weapon power puts the kcb damage at roughly 1300 per tick, depending on skill point allocation. Turrets don't even come close to that.

    The only exception of course is when a Tac pops all of it's cooldowns, but that would subsequently boost the KCB up into the 2-3k (possibly even 4k, depending on build selection) per tick range. And last I looked, 2-4k is till greater than 1-1.5k

    Not to mention the massive advantage that the Omega Weapon Amplifier gives to all energy weapons.
  • lordhavelocklordhavelock Member Posts: 2,248 Arc User
    edited March 2013
    ...Not to mention the massive advantage that the Omega Weapon Amplifier gives to all energy weapons.
    What exactly is the "massive advantage" of the OWA? I sort of understand the proc, the 2.5% chance on hit of a weapon power buff and resistance to weapon's power loss, but has anyone run tests/parse data on what sort of actual increase in damage this can net?

    You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited March 2013
    sven2561 wrote: »
    Total rubbish.

    When you take into account the turret will benefit from all the tactical consoles, ie 5 of whatever damage type you use. Then on top of that the damage will be constantly boosted by rapid fire or scatter volley, I.e a 50% boost for rapid fire which has around a 90% up time.

    The turret will out dps a kcb

    All tactical buffs blown (aka APA3, APO3, CRF2, GDF, etc etc with 5 tac consoles behind it) on a target with FOMM, I hit it with a mk XII purple turret, it does 6 hits for roughly 1500 each. I have 125 weapons power do the same thing (minus the CRF) on a target with FOMM, I hit it with the cutting beam, it does 4 or 5 hits for roughly 2500 each.

    Um... I think the KCB out-dps's a turret. Just saying. Listed DPS is also higher (~450-500 on KCB with all buffs going, ~300-375 on a turret with all buffs going).
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • stardestroyer001stardestroyer001 Member Posts: 2,615 Arc User
    edited March 2013
    The only downside I can see with using the KCB over a Turret, is that Turrets (when properly buffed) can rip through shields and hull, while the KCB only does significant damage when the shields are down.
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  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited March 2013
    The only downside I can see with using the KCB over a Turret, is that Turrets (when properly buffed) can rip through shields and hull, while the KCB only does significant damage when the shields are down.

    Basically, the KCB is a PvE weapon, where you have large heavy targets with huge wells of HP and no shields. Turrets are much better for PvP.
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • stardestroyer001stardestroyer001 Member Posts: 2,615 Arc User
    edited March 2013
    Basically, the KCB is a PvE weapon, where you have large heavy targets with huge wells of HP and no shields. Turrets are much better for PvP.

    Exactly. Once you take down a shield, the player can just as easily activate TT (Or like me, activate TT before/halfway through an enemy's burst fire cycle) and redistribute the shields. Poof, KCB's usefulness goes way down until you penetrate the shields again.
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  • sven2561sven2561 Member Posts: 0 Arc User
    edited March 2013
    Simply put, it won't, even on a 5 tac console ship. 125 weapon power puts the kcb damage at roughly 1300 per tick, depending on skill point allocation. Turrets don't even come close to that.

    The only exception of course is when a Tac pops all of it's cooldowns, but that would subsequently boost the KCB up into the 2-3k (possibly even 4k, depending on build selection) per tick range. And last I looked, 2-4k is till greater than 1-1.5k

    Not to mention the massive advantage that the Omega Weapon Amplifier gives to all energy weapons.

    A standard turret hit is 400-800 then you take the near enough constant up time of rapid fire at a 50% boost and there you go you are at the same standard hit as KCB

    Then you have to take full boost into account things like emergency power to weapons, team tactical etc which will not apply to KCB

    So in full boost mode they are still the same if not a slight edge to turret, Added to the fact KCB is atrocious against shields advantage goes to turret.

    And i don't know where you are getting fully boosted turret 1-1.5k? as mine certainly does more than that. You are looking at base of around 1.5k going up to 3.5k and firing at a much faster rate than KCB due to rapid fire.
  • ferdzso0ferdzso0 Member Posts: 0 Arc User
    edited March 2013
    What exactly is the "massive advantage" of the OWA? I sort of understand the proc, the 2.5% chance on hit of a weapon power buff and resistance to weapon's power loss, but has anyone run tests/parse data on what sort of actual increase in damage this can net?

    I dont think you can rly parse this. I have done some tests with the kcb and OWA, and nothing spectacular happened.

    also in the description of the OWA it says
    +10 Current Weapon Power
    +500 Current Weapon Power Resistance Rating for 3 sec
    +500 Maximum Weapon Power Resistance Rating for 3 sec

    my take on this is, if you were at 80, the boost would make it to 90, and it will just gain the resistance there, which means that it wont go lower, but neither will it go higher (hence making it also a disadvantage). I might understand it wrong, but having a 2,5% chance (with a beam weapon I might add, with a turret this might be more desirable) to have such an effect for 3 seconds... meh
    Basically, the KCB is a PvE weapon, where you have large heavy targets with huge wells of HP and no shields. Turrets are much better for PvP.

    however in pve a turret would give you more versitality (though if you are in a situation where the versitality of a turret vs kcb comes into play, you might play the game wrong, so I just had to note this here, not even believeing myself :D)

    10k DPS Vesta threads: 1; 2
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited March 2013
    I've done some general tests and my takeaway is that the cutting beam is clearly superior. KCB beats turret on base damage, and also beats a CRF and CSV turret after the defense and resist are included. I'm no expert on this, and been using this as a way to learn ACT, but it seems pretty obvious from testing several different ships and turret combinations across multiple matches.
  • stirling191stirling191 Member Posts: 0 Arc User
    edited March 2013
    What exactly is the "massive advantage" of the OWA? I sort of understand the proc, the 2.5% chance on hit of a weapon power buff and resistance to weapon's power loss, but has anyone run tests/parse data on what sort of actual increase in damage this can net?

    Short answer: on all but the most power hungry builds you've got a large chunk of time (especially when adding a EPtW1) with maxed (or near-maxed) weapons power. The proc applies to all energy weapons, not just the KCB, and it can multiproc (I've only seen it once, but my personal record is 6 concurrent OWA stacks).
    Basically, the KCB is a PvE weapon, where you have large heavy targets with huge wells of HP and no shields. Turrets are much better for PvP.

    While I won't dispute the fact that the "shields always up" nature of PvP means that the KCB is less effective at face value, my instinct is that the OWA boost will be a net improvement over a stock turret.

    That being said, I have done little testing of that intuition, and as such am not willing to make a statement without a factual basis to back it up. I would be curious to see if anyone has done any such testing, and if so what their results were.
    sven2561 wrote: »
    A standard turret hit is 400-800 then you take the near enough constant up time of rapid fire at a 50% boost and there you go you are at the same standard hit as KCB

    Then you have to take full boost into account things like emergency power to weapons, team tactical etc which will not apply to KCB

    So in full boost mode they are still the same if not a slight edge to turret, Added to the fact KCB is atrocious against shields advantage goes to turret.

    And i don't know where you are getting fully boosted turret 1-1.5k? as mine certainly does more than that. You are looking at base of around 1.5k going up to 3.5k and firing at a much faster rate than KCB due to rapid fire.

    First off, the KCB is classified as an energy weapon, and a beam. It will benefit from energy weapon skills, weapon power and gear/doff procs that require beams.

    Secondly, turrets will never, ever, get into the 3.5k base range. Crits? Possibly, but you'll need to be packing a three tac BOFF ship with three Romulan Boffs, CritD x3 turrets and multiple APBs (and probably FOMMs) running on your target to even attempt that. All of which is moot however, since a comparable KCB crit (with all tac buffs running) will be somewhere in the 5-7k+ range with the same setup.

    Thirdly, vfx does not equal damage ticks.
    ferdzso0 wrote: »
    however in pve a turret would give you more versitality (though if you are in a situation where the versitality of a turret vs kcb comes into play, you might play the game wrong, so I just had to note this here, not even believeing myself :D)

    You're actually not far off the mark. The KCB by itself (no set bonus) does indeed have a narrower field of usefulness based on its damage type (kinetic), its desynching from boff abilities, and its lack of variable mods (most notably accuracy). That being said, I strongly believe that its considerably higher base damage, and its set bonus, mean that on balance (for PvE content at least) it is a far better choice.
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