I've been sticking with a projectile (fleet quantum, in my case) as the fifth weapon just because I'm a little concerned about power drain. When all my cannons (and turrets) get going, I'm dropping down to almost 80 power.
I use an Omega Torpedo Launcher on my Kumari instead of the Romulan Hyperplasma launcher for these reasons:
1) The Omega Launcher can shoot 2 torps / sec, making it ideal for burst-fire kills
2) Omega Launcher + Borg Assimilated Console = Omega Weapon Amplifier set bonus. This minimizes weapon power drain
3) Wing Platforms need not die to enemy ship warp core breaches since they are canceled out by high yield Omega torpedoes
4) Omega torps can crit in the 100k+ range.
I use an Omega Torpedo Launcher on my Kumari instead of the Romulan Hyperplasma launcher for these reasons:
1) The Omega Launcher can shoot 2 torps / sec, making it ideal for burst-fire kills
2) Omega Launcher + Borg Assimilated Console = Omega Weapon Amplifier set bonus. This minimizes weapon power drain
3) Wing Platforms need not die to enemy ship warp core breaches since they are canceled out by high yield Omega torpedoes
4) Omega torps can crit in the 100k+ range.
If I use the Cutting Beam in my aft with the Assimilated Console, won't I get the two piece bonus that way?
Wait... ship warp core breaches are canceled out by high yield Omega torpedoes??
This is a thing that happens???
If you hit them with the Omega torp a few seconds before the ship dies it gets vaporized.
I don't see it always canceling the warp core breach though. Sometimes I see the vaporization effect on cubes but they still give off a warp core breach.
If you hit them with the Omega torp a few seconds before the ship dies it gets vaporized.
I don't see it always canceling the warp core breach though. Sometimes I see the vaporization effect on cubes but they still give off a warp core breach.
The cube explosion animation still happens, but the usual explosion proximity damage disappears. The Omega disintegration effect always happens so long as its plasma dot is still active when the target hits zero hull.
My main question is whether the fifth DHC + cannon abilities + four tac consoles or Rom Torp + projectile doffs + 2 pc Adapted MACO is a better DPS boost?
Next question: Is the Cutting Beam a better damage increase over another turret?
My main question is whether the fifth DHC + cannon abilities + four tac consoles or Rom Torp + projectile doffs + 2 pc Adapted MACO is a better DPS boost?
The 5 DHC setup will have higher initial burst DPS, but damage will fall off once energy drain is factored in on subsequent shots. This weapon power reduction can be offset by various set-ups like Omega Weapon Amplifier, the purple DEM DOFF, or EPTW's.
The Romulan torpedo set-up won't have enough to breach damage output to shields without other energy weapons being present.
Next question: Is the Cutting Beam a better damage increase over another turret?
The Cutting Beam will not be effective until the target's shields go down, but it is still very good otherwise. It does not work with cannon-abilities, but it does excellent damage when combined with the Borg space set tractor beam.
The 5 DHC setup will have higher initial burst DPS, but damage will fall off once energy drain is factored in on subsequent shots. This weapon power reduction can be offset by various set-ups like Omega Weapon Amplifier, the purple DEM DOFF, or EPTW's.
The Romulan torpedo set-up won't have enough to breach damage output to shields without other energy weapons being present.
The Cutting Beam will not be effective until the target's shields go down, but it is still very good otherwise. It does not work with cannon-abilities, but it does excellent damage when combined with the Borg space set tractor beam.
Looking less for the obvious observations but instead for some mathematics on the topic.
Looking less for the obvious observations but instead for some mathematics on the topic.
I don't think I can provide this... way too many variables involved (skill set-ups, gear, distance to target, defense, etc). You will have better luck looking through parsed damage logs using specific arch-type builds.
Next question: Is the Cutting Beam a better damage increase over another turret?
I'm sorry, I don't have the numbers on me, as my fleet mate was the one parsing the damage for me.
What we tested:
Cutting Beam and Turret Mk XII (purple) [ctd]x3 firing at the same time with my weapon power above 135.
My fleet mate took his shields off and we tested the Turret + CRF3 and the Cutting Beam at the same time, end result was the Cutting Beam did about twice as much DPS as the Turret.
When he put his shields on, the DPS on the Cutting Beam was a little less than the Turret.
So, against shields, it's about the same as a turret. Against hull, it's about the same as having two turrets.
I'm sorry, I don't have the numbers on me, as my fleet mate was the one parsing the damage for me.
What we tested:
Cutting Beam and Turret Mk XII (purple) [ctd]x3 firing at the same time with my weapon power above 135.
My fleet mate took his shields off and we tested the Turret + CRF3 and the Cutting Beam at the same time, end result was the Cutting Beam did about twice as much DPS as the Turret.
When he put his shields on, the DPS on the Cutting Beam was a little less than the Turret.
So, against shields, it's about the same as a turret. Against hull, it's about the same as having two turrets.
Thanks man that informs my decision.
I don't think that weapon power above 125 has any extra effect tho. A long time ago it did.
I'd recommend a quantum torp over a reputation torp. The Romulan Torp is very good, but really only for STFs. In fleet actions or NWS the projectiles will just die all the time due to AoE attacks.
I'm not sure about the Omega torp. I tried it when it was new and it was horribly bugged. Firing animations getting stuck, auto fire not firing at all and all that TRIBBLE. Maybe I should try it again, but those experiences didn't make me too keen of wasting more time on it.
I believe the advantage of the Rom Torp is that it fires in bursts of three which is basically a constant stream of high yields minus the damage bonus. Combine this effect with projectile officer doffs and the stream of torpedos can be quite extensive.
I want to know if this combo buffed by a two piece adapted MACO is a better damage bonus than a fifth DHC which benefits from my cannon abilities.
I love my rommie torp on other ships but I ditched them for a fleet acc quantum, borg quantum in STF. I didn't have my omega torp on me at the time I changed so I haven't tried that one yet.
While it was never a big deal with my Atrox, probly because I was waiting on my scorp's torps as well, the travel time on the rommie torps was bugging the hell out of me on my Ando escort.
And 5 trics is over kill, shared cooldown makes it so you should only load 2. Torp doffs can change this but if you are using torp doffs and trics you should probly use one tric, and other, faster reloading torps to trigger the doffs as much as possible.
Edit: Just swapped in my omega torp for the day and it feels nice. I admit I haven't been parsing, tho. I haven't wanted to see the numbers and ruin the mystique hehe... I'll give it a couple days before I go thru the numbers and realize that I get more over all performance out of my carrier as always and quietly put another expensive ship in drydock... I have a problem =P.
I once again match my character. Behold the power of PINK!
Fleet Admiral Space Orphidian Possiblities Wizard
Comments
1) The Omega Launcher can shoot 2 torps / sec, making it ideal for burst-fire kills
2) Omega Launcher + Borg Assimilated Console = Omega Weapon Amplifier set bonus. This minimizes weapon power drain
3) Wing Platforms need not die to enemy ship warp core breaches since they are canceled out by high yield Omega torpedoes
4) Omega torps can crit in the 100k+ range.
This is a thing that happens???
If I use the Cutting Beam in my aft with the Assimilated Console, won't I get the two piece bonus that way?
If you hit them with the Omega torp a few seconds before the ship dies it gets vaporized.
I don't see it always canceling the warp core breach though. Sometimes I see the vaporization effect on cubes but they still give off a warp core breach.
The cube explosion animation still happens, but the usual explosion proximity damage disappears. The Omega disintegration effect always happens so long as its plasma dot is still active when the target hits zero hull.
Next question: Is the Cutting Beam a better damage increase over another turret?
The 5 DHC setup will have higher initial burst DPS, but damage will fall off once energy drain is factored in on subsequent shots. This weapon power reduction can be offset by various set-ups like Omega Weapon Amplifier, the purple DEM DOFF, or EPTW's.
The Romulan torpedo set-up won't have enough to breach damage output to shields without other energy weapons being present.
The Cutting Beam will not be effective until the target's shields go down, but it is still very good otherwise. It does not work with cannon-abilities, but it does excellent damage when combined with the Borg space set tractor beam.
Looking less for the obvious observations but instead for some mathematics on the topic.
I don't think I can provide this... way too many variables involved (skill set-ups, gear, distance to target, defense, etc). You will have better luck looking through parsed damage logs using specific arch-type builds.
What we tested:
Cutting Beam and Turret Mk XII (purple) [ctd]x3 firing at the same time with my weapon power above 135.
My fleet mate took his shields off and we tested the Turret + CRF3 and the Cutting Beam at the same time, end result was the Cutting Beam did about twice as much DPS as the Turret.
When he put his shields on, the DPS on the Cutting Beam was a little less than the Turret.
So, against shields, it's about the same as a turret. Against hull, it's about the same as having two turrets.
Thanks man that informs my decision.
I don't think that weapon power above 125 has any extra effect tho. A long time ago it did.
I'd recommend a quantum torp over a reputation torp. The Romulan Torp is very good, but really only for STFs. In fleet actions or NWS the projectiles will just die all the time due to AoE attacks.
I'm not sure about the Omega torp. I tried it when it was new and it was horribly bugged. Firing animations getting stuck, auto fire not firing at all and all that TRIBBLE. Maybe I should try it again, but those experiences didn't make me too keen of wasting more time on it.
I want to know if this combo buffed by a two piece adapted MACO is a better damage bonus than a fifth DHC which benefits from my cannon abilities.
Commander Tac: APO 3, APO 2, CSV 1, TT 1
Lt. Commander Tac: APB 2, CSV 1, TT 1
Lt. Sci: TSS 2, Hazards 1
Lt. Engineer: DEM 1, EPtS 1
Ensign Engineer: EPtS 1
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While it was never a big deal with my Atrox, probly because I was waiting on my scorp's torps as well, the travel time on the rommie torps was bugging the hell out of me on my Ando escort.
And 5 trics is over kill, shared cooldown makes it so you should only load 2. Torp doffs can change this but if you are using torp doffs and trics you should probly use one tric, and other, faster reloading torps to trigger the doffs as much as possible.
Edit: Just swapped in my omega torp for the day and it feels nice. I admit I haven't been parsing, tho. I haven't wanted to see the numbers and ruin the mystique hehe... I'll give it a couple days before I go thru the numbers and realize that I get more over all performance out of my carrier as always and quietly put another expensive ship in drydock... I have a problem =P.
Fleet Admiral Space Orphidian Possiblities Wizard