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Help! Can't push past the 10k DPS barrier!

topsettopset Member Posts: 0 Arc User
edited March 2013 in Federation Discussion
I can't figure out why, as I've seen people with similar setups get 3-5k DPS more but I can't figure out where the problem lies. Is it my weapons? My equipment? My Boffs? No idea. Here's my setup.

Flying: JHEC. I love this ship completely. Heavy Eng stations makes for a perfect Aux2Batt + Technician setup which gives me monstrously low cooldown times along with high power levels to combat power drain. Aux2batt makes RSP worthwhile, because the cooldown ends up being reduced to only 60s give or take!

I was chatting to a guy with a similar setup after we ran a few STFs and I was parsing him at 13-15k per run. I'm wondering why I can't get near that, is it just pilot error? I'll admit aux2batt has taken some getting used to using effectively!


Weapons:
Antiprotons (Maxed energy weapon crit skills)
Fore = 4 DHCs (Fleet [dmg]x3[acc])
Aft = 2 Turrets, 1 Kinetic cutting beam

Equipment:


Maco XII set

Consoles:

Eng: Monotanium XII (purple), Tachyokinetic, Borg, Zero-point Romulan.
Sci: Field generator x2
Tac: 4x Relays XI (blue)

Doffs:

3x purple technician (30% reduction in cooldowns when using aux2batt)
2x purple conn officer (16s reduction for TT plus big buff to attack patterns)

Boffs

Commander Tac: TT1 , Beta 1 , Scatter Volley 2, Omega 3

LT. Com Eng: EPTW1, Aux2Batt 1, DEM2
Lie. Eng: EPTS1, Aux2Batt 1
Lie. Eng: ET1, RSP2

Ens. Sci: HE1
[SIGPIC][/SIGPIC]
Kirk's Protege.
Post edited by topset on

Comments

  • bareelbareel Member Posts: 3 Arc User
    edited March 2013
    Try a run without the cutting beam using a turret instead. It uses the beam firing cycle which could be gimping your DHCs to less power than they should.

    Try getting the system engineer doff that gives weapon power drain resist when using DEM.

    Romulan +Crit boff is nice.

    Lastly make sure you get close to your targets when possible.
  • ferdzso0ferdzso0 Member Posts: 0 Arc User
    edited March 2013
    bareel wrote: »
    Try a run without the cutting beam using a turret instead. It uses the beam firing cycle which could be gimping your DHCs to less power than they should.

    Try getting the system engineer doff that gives weapon power drain resist when using DEM.

    Romulan +Crit boff is nice.

    Lastly make sure you get close to your targets when possible.

    KCB instead of a turret is a good thing imo, esp. on an escort (on the vesta it is something to think about due to the lower fore weapon punch). it gives you around the same dps as a turret (in my tests I was using SCV so while the turrets hit three targets, the kcb hit one, and it dealt the same dps in the end), and gives a minor boost occasionally..

    crit boffs might be nice, tho you can reach 10k without them

    flying close... heck yeah :) especially with a carrier. just put them fighters on intercept, and spam the scv no way you gonna get hit by a high yield (and even if hit, aux to bat makes sure you are running a defensive buff anyway)

    also OP, try to always target multiple things with your scv (possible targets that can be hurt, so its not just random dps). use the elite scorpion fighters in your hangar, and try to run them on attack my target mode, unless you are attacked by something that shoots high yield (if you run APB you gonna get 2k+ dps from them, and if you change to disruptors they should give you around 3k)

    get the doff that gives you 10% dmg against borg instead of the doffs that buff TT (tho they are good enough too)

    there is no reason why you should not deal around 8-10k if you are a tac (well if you are a tac you really should deal 12-3k overall dps, with loads higher burst dps)

    10k DPS Vesta threads: 1; 2
  • smokeybacon90smokeybacon90 Member Posts: 2,252 Arc User
    edited March 2013
    The other player may have been running a Plasma build, with the Romulan weapon set bonus and the embassy consoles. He may have also been using a Polaron build boosted by the Jem Hadar set. Another thing you could do is check your critical hit rate since you are using Antiproton, and make sure you have maxed the necessary skill and chosen the right rep passives. You might also raise your EptW1 to a 3, as I don't usually get much out of DEM unless using the DEM doff.

    At the end of the day your performance revolves around your spike and alpha strike damage, and a parse over a longer period of time will probably give misleading results.
    EnYn9p9.jpg
  • lascaillelascaille Member Posts: 78 Arc User
    edited March 2013
    Commander Tac: TT1 , scatter 1 , torpedo Spread 3, beta 3
    2x purple conn officer (16s reduction for TT plus big buff to attack patterns)
    drop them, they are useless in an aux2bat doff setup
    in stf you should use a special warfare guy (don't know the exact class) with 10% bonus damage on borg in space, or at least a dem doff.
    add a projectile doff

    drop one dhc and use the romulan plasma torpedo, at least the omega plasma torpedo (both available though your reputation system)

    if available, use the rule 62 multipurpose combat console
    [SIGPIC][/SIGPIC]
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited March 2013
    bareel wrote: »
    Try a run without the cutting beam using a turret instead. It uses the beam firing cycle which could be gimping your DHCs to less power than they should.


    1) The KCB might have a beam firing cycle, but that's where the similarity ends (the damage is more like a 360 degree dual beam bank.)

    2) The KCB is generally significantly better than any single turret in PvE, even with CRF - it also shines in STFs with all that bare hull.

    3) The KCB + Console (or Torp) 2 piece set proc is generally frequent enough to counteract any "gimping" that might occur (and in my experience there is nothing that could be construed as gimping).
  • nicha0nicha0 Member Posts: 1,456 Arc User
    edited March 2013
    10k dps in what? Not all stfs parse the same.
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  • dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited March 2013
    10k dps ? well against borg hulls, 2x photon launcher, 4x photon console, 3x torpedo doffs, APB3 + HYT3, pew pew pew. And that's while you are AFk :o
    "Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
  • ferdzso0ferdzso0 Member Posts: 0 Arc User
    edited March 2013
    nicha0 wrote: »
    10k dps in what? Not all stfs parse the same.

    there is around 1-2k difference between them. ise is highest, then cse then kase. the difference does matter, but if you are doing 10k in ise, you wont be doing much less in cse if you know your stuff
    dalnar83 wrote: »
    10k dps ? well against borg hulls, 2x photon launcher, 4x photon console, 3x torpedo doffs, APB3 + HYT3, pew pew pew. And that's while you are AFk :o

    with 3 purple torp doffs quantum is better. also it is too circumstantial as against shields you wont be that effective. plus TS3 is better than HY3 :)

    10k DPS Vesta threads: 1; 2
  • dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited March 2013
    ferdzso0 wrote: »
    with 3 purple torp doffs quantum is better. also it is too circumstantial as against shields you wont be that effective. plus TS3 is better than HY3 :)

    Not really, in order to spit torpedo every second you would have to proc 2x on single launcher. which is very unlikely for quantums, but you can pray..maybe it helps. We are talking DPS here, not spikes. every missed quantum, would reduce DPS and there is not that high difference between mk XII quantums and photons.

    Also, there is not likely to be many targets without shields to take advantage of spread. I was talking purely for taking out gates, and such. AFK at 10Km, just shoot torps, 10k dps (you can do more with buffs), problem solved.
    "Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
  • shar487ashar487a Member Posts: 1,292 Arc User
    edited March 2013
    ferdzso0 wrote: »
    there is around 1-2k difference between them. ise is highest, then cse then kase. the difference does matter, but if you are doing 10k in ise, you wont be doing much less in cse if you know your stuff

    CSE has many more clustered targets (probes and BoP/Raptor/Negh'Var spawns), so AoE significantly pads DPS meter numbers...
    ferdzso0 wrote: »
    with 3 purple torp doffs quantum is better. also it is too circumstantial as against shields you wont be that effective. plus TS3 is better than HY3 :)

    Usually TS3 > THY3, but certain builds exploit HYT3 better than TS3. One example is Gravity Well + High Yield hyper-plasma to set up enemy ship chain explosions.
  • topsettopset Member Posts: 0 Arc User
    edited March 2013
    Clarification on the OP: 10k DPS is what I'm currently doing pretty reliably. 10-10.6 in CSEs, around 8-10 in ISE & KASE (I tend to take a gate for myself in KASE :P) I'm just wanting a bit more than that. 12+ if possible!


    Thanks everyone for the replies, definitely worth some consideration and thought. Thanks! I'll go into specifics
    bareel wrote: »
    Try a run without the cutting beam using a turret instead

    Try getting the system engineer doff that gives weapon power drain resist when using DEM.

    Romulan +Crit boff is nice.

    You might also raise your EptW1 to a 3, as I don't usually get much out of DEM unless using the DEM doff.

    I did test using a turret instead of the beam, but the DPS difference is marginal and I like the passive 2pc bonus from the assimilated omega set.

    I'm going to wait until we're T3 embassy before I get romulan boffs - but I definitely will be investing when the time comes - so thanks :)

    The problem with using EPTW3 is I'll need to replace the ensign ability with something. Given that I have 3 eng slots I'll need 3 ensign abilities - of which the choices are pittiful. The only reason I'm using DM2 is because I only have one tac station so any extra DPS abilities I can get anywhere are like gold dust. I already run copies of ET1 and EPTS1 so If I moved to EPTW3 I'd need to use another EPTx ability which seems wasteful.
    ferdzso0 wrote: »
    also OP, try to always target multiple things with your scv (possible targets that can be hurt, so its not just random dps). use the elite scorpion fighters in your hangar, and try to run them on attack my target mode, unless you are attacked by something that shoots high yield (if you run APB you gonna get 2k+ dps from them

    Duly noted, I should pay a bit more attention to my SCV to make sure I'm maximising the firing arc. I've been running nothing but escorts for 6+ months now so I sort of autopilot the STFs and don't pay all that much attention to them. I'll see if adjusting makes a difference. I already use elite scorpions btw. Neglected that in the OP.
    The other player may have been running a Plasma build,

    I didn't consider this, I'll have to ask him when he gets online. I've been wanting to run a plasma ship for ages but I *cant stand* the noise they make, they're horrible!
    lascaille wrote: »
    drop them, they are useless in an aux2bat doff setup
    in stf you should use a special warfare guy (don't know the exact class) with 10% bonus damage on borg in space, or at least a dem doff.

    This makes sense, I will definitely consider this! In fact I'll test it out now and see how much of a difference it makes. The problem with relying on aux2batt for reducing TT cooldown is you can never get the CD down to 15s so you can't have continual coverage which is a pain. You only get a 30% reduction from aux2batt and the cooldown isn't long enough for it to be reduced twice so you end up with ~20s cooldown for TT1 which can lead to going boom.

    I refuse to go back to using torps, I'm sick of them. I'm trying to get a nice cannon build instead - I've always flown 3DHC+torp up front and given that I don't have room for any torp abilities on this ship (only one Tac slot, commander) I think I'll have to pass.
    [SIGPIC][/SIGPIC]
    Kirk's Protege.
  • thepantspartythepantsparty Member Posts: 431 Arc User
    edited March 2013
    topset wrote: »
    I'm going to wait until we're T3 embassy before I get romulan boffs - but I definitely will be investing when the time comes - so thanks :)

    The blue-quality male Romulan tac BOff is currently the only one with Superior Romulan Operative, so as of now you aren't gaining anything by waiting for T3.
  • topsettopset Member Posts: 0 Arc User
    edited March 2013
    The blue-quality male Romulan tac BOff is currently the only one with Superior Romulan Operative, so as of now you aren't gaining anything by waiting for T3.

    SOLD! On my way.
    [SIGPIC][/SIGPIC]
    Kirk's Protege.
  • dashuk2381dashuk2381 Member Posts: 230 Arc User
    edited March 2013
    dalnar83 wrote: »
    Not really, in order to spit torpedo every second you would have to proc 2x on single launcher. which is very unlikely for quantums, but you can pray..maybe it helps. We are talking DPS here, not spikes. every missed quantum, would reduce DPS and there is not that high difference between mk XII quantums and photons.

    Also, there is not likely to be many targets without shields to take advantage of spread. I was talking purely for taking out gates, and such. AFK at 10Km, just shoot torps, 10k dps (you can do more with buffs), problem solved.


    I can attest to this, have 3 of the purple torp DOFFs equipped for space and the Quantums hardly ever seem to proc on the recharge timer. One of the reasons I switched to photons, I can just pop those out like a candy dispenser, plus they sound cooler. Chronitons also seem to work well with the torp DOFFs and make a solid combo if you are using the Tachyokinetic console and the dual chroniton beam bank. I've found Photons and Chronitons to proc the most for me, with Plasma torps being a close second.
  • ferdzso0ferdzso0 Member Posts: 0 Arc User
    edited March 2013
    dashuk2381 wrote: »
    I can attest to this, have 3 of the purple torp DOFFs equipped for space and the Quantums hardly ever seem to proc on the recharge timer. One of the reasons I switched to photons, I can just pop those out like a candy dispenser, plus they sound cooler. Chronitons also seem to work well with the torp DOFFs and make a solid combo if you are using the Tachyokinetic console and the dual chroniton beam bank. I've found Photons and Chronitons to proc the most for me, with Plasma torps being a close second.

    the proc rate is exactly the same on all torps. quantums fire less, yes. tho the timer is pretty much giving you no reload with quantums with three purple doffs, so yeah. you might have to wait 3 seconds instead of 1, but in the end the hit is going to be harder (and the 3 sec window will allow you to get shields lower anyway, so long term quantums tested better for me)
    still. torps wont get you the bestest dps, and they are very dependent on not having shields, so you are pretty much gimping yourself with them, making your ship less versitile

    10k DPS Vesta threads: 1; 2
  • oldkirkfanoldkirkfan Member Posts: 1,263 Arc User
    edited March 2013
    lascaille wrote: »
    drop one dhc and use the romulan plasma torpedo, at least the omega plasma torpedo (both available though your reputation system)

    if available, use the rule 62 multipurpose combat console

    Is the Romulan Torpedo any good? I have seen on chat, not to bother with it.


    btw... What is full of stars? My view screen is out at the moment. ;)
  • whamhammer1whamhammer1 Member Posts: 2,290 Arc User
    edited March 2013
    One thing I see is that the fleet weapons are dmgx3 accx1. The higher your acc rate (beyond 100%) the more you hit and the overflow accuracy also flows into crits. If you don't hit as much and don't get as many crits, you do less proc damage, especially with AP.
  • ferdzso0ferdzso0 Member Posts: 0 Arc User
    edited March 2013
    One thing I see is that the fleet weapons are dmgx3 accx1. The higher your acc rate (beyond 100%) the more you hit and the overflow accuracy also flows into crits. If you don't hit as much and don't get as many crits, you do less proc damage, especially with AP.

    in PVE you can bring anything, it will hit. infact crithx3 is better than accx3 for pve, just simply because most stuff are static or slow, and you will hit them (tbh I havent seen a missed shot in a while in pve).
    ofc if you want a ship good for pve and pvp then acc is just as fine

    10k DPS Vesta threads: 1; 2
  • crusader2007crusader2007 Member Posts: 1,883 Arc User
    edited March 2013
    topset wrote: »
    I can't figure out why, as I've seen people with similar setups get 3-5k DPS more but I can't figure out where the problem lies. Is it my weapons? My equipment? My Boffs? No idea. Here's my setup.

    Flying: JHEC. I love this ship completely. Heavy Eng stations makes for a perfect Aux2Batt + Technician setup which gives me monstrously low cooldown times along with high power levels to combat power drain. Aux2batt makes RSP worthwhile, because the cooldown ends up being reduced to only 60s give or take!

    I was chatting to a guy with a similar setup after we ran a few STFs and I was parsing him at 13-15k per run. I'm wondering why I can't get near that, is it just pilot error? I'll admit aux2batt has taken some getting used to using effectively!


    Weapons:
    Antiprotons (Maxed energy weapon crit skills)
    Fore = 4 DHCs (Fleet [dmg]x3[acc])
    Aft = 2 Turrets, 1 Kinetic cutting beam

    Equipment:


    Maco XII set

    Consoles:

    Eng: Monotanium XII (purple), Tachyokinetic, Borg, Zero-point Romulan.
    Sci: Field generator x2
    Tac: 4x Relays XI (blue)

    Doffs:

    3x purple technician (30% reduction in cooldowns when using aux2batt)
    2x purple conn officer (16s reduction for TT plus big buff to attack patterns)

    Boffs

    Commander Tac: TT1 , Beta 1 , Scatter Volley 2, Omega 3

    LT. Com Eng: EPTW1, Aux2Batt 1, DEM2
    Lie. Eng: EPTS1, Aux2Batt 1
    Lie. Eng: ET1, RSP2

    Ens. Sci: HE1

    Dont think it's been asked...Is your character SCI, ENG or TACT? Career does make a substantial difference as well...
    DUwNP.gif

  • topsettopset Member Posts: 0 Arc User
    edited March 2013
    Sorry, yes. Tactical, I just assumed that was a given :P
    [SIGPIC][/SIGPIC]
    Kirk's Protege.
  • lascaillelascaille Member Posts: 78 Arc User
    edited March 2013
    oldkirkfan wrote: »
    Is the Romulan Torpedo any good? I have seen on chat, not to bother with it.
    since the torpedo shots will head for a new target, when the origin target is destroyed, i would say that the romulan torpedo is an overpowered pve tool. furthermore i would say it stands at least for 2000 - 3000 dps
    btw... What is full of stars? My view screen is out at the moment. ;)
    ask Bowman, he is the only human, who has ever seen it ;p
    topset wrote: »
    ...
    This makes sense, I will definitely consider this! In fact I'll test it out now and see how much of a difference it makes. The problem with relying on aux2batt for reducing TT cooldown is you can never get the CD down to 15s so you can't have continual coverage which is a pain. You only get a 30% reduction from aux2batt and the cooldown isn't long enough for it to be reduced twice so you end up with ~20s cooldown for TT1 which can lead to going boom.
    that's true, normaly there is an additional gap of 2 or 3 seconds in the tac team cycle. i try to compensate it with rsp and shield repair drones. one unit is always deployed, the other unit will be dropped in an emergency case, or when the first unit is destroyed by npc warp core breaches.
    I refuse to go back to using torps, I'm sick of them. I'm trying to get a nice cannon build instead - I've always flown 3DHC+torp up front and given that I don't have room for any torp abilities on this ship (only one Tac slot, commander) I think I'll have to pass.
    i don't like torpedoes, too. but these romulan torpedoes are fantastic, no they are even better than fantastic :)
    at least, have a look at the damage (combat parser) of a player with this weapon
    [SIGPIC][/SIGPIC]
  • jacenjacen24jacenjacen24 Member Posts: 159 Arc User
    edited March 2013
    I would recommend getting rid of omega 3 and training your boff in CRF 3. An then loosing HE and putting polarise hull for the tractor beam break.

    With an all cannon build having only CSV is kinda weak.
  • ferdzso0ferdzso0 Member Posts: 0 Arc User
    edited March 2013
    I would recommend getting rid of omega 3 and training your boff in CRF 3. An then loosing HE and putting polarise hull for the tractor beam break.

    With an all cannon build having only CSV is kinda weak.

    umm. that is pretty much how not to do it. csv gives half of the dmg bonus that crf gives. but you can dish it out to 3 targets instead of one

    losing apo3 for that and gaining polarise hull instead of HE is another matter. you basically give up the two best powers you can ask for. HE is a great for clearing debuffs (plasma fire can be nasty), and gets you a great hull heal. and apo... lets compare it to polarise hull which we want because we dont have apo in your case:
    apo gives a dmg boost, a movement boost (including tractor beam resistance), defensive boost (if movement is not enough).
    while polarise hull will give a better defensive boost (a bit more than double not counting the movement buff from omega) and tractor immunity and reloads faster...

    now you basically give him the option to deal less dmg whit crf3 while losing apo causing him to deal less dmg, and you make it up with polarise hull which lowers his tanking ability (which will translate into less dmg long term).

    10k DPS Vesta threads: 1; 2
  • topsettopset Member Posts: 0 Arc User
    edited March 2013
    I would recommend getting rid of omega 3 and training your boff in CRF 3. An then loosing HE and putting polarise hull for the tractor beam break.

    With an all cannon build having only CSV is kinda weak.

    No offense but this is a terrible suggestion, and evidently you don't know much about Aux2Batt builds because while I only have one cannon ability, the uptime on it is the same as someone who has two copies of CSV2 without using aux2batt.

    CRF3 isn't anywhere near as powerful as Omega3 or Beta3. It's not even as powerful as CSV3! Frankly it's got no place in any build IMHO.

    I can't get rid of HE either, it's probably the single most vital ability for STFs to kill plasma fires with a small hull heal.

    I think based on your suggestions, that your own build could use a little work - and if you're interested I think you should post it. I'd be more than happy to give a few suggestions on how to get a little more punch out of it, or a little more survivablity - whatever it is you're having problems with.
    [SIGPIC][/SIGPIC]
    Kirk's Protege.
  • topsettopset Member Posts: 0 Arc User
    edited March 2013
    Just as an update, I've managed to add another few thousand to my build.

    I've switched to weapons I bought off the exchange:

    Polaron Dual Heavy Cannons Mk XII [Acc] [CrtH]x2 x2
    Polaron Dual Heavy Cannons Mk XII [Acc]x2 [Dmg] x2
    Polaron Turret Mk XII [CrtH]x3 x2

    And I also got the upgraded Jem Hadar XII set. I can live with slightly less shield capacity over MACO -and the 2pc passive polaron bonus (13.1%) is very nice.

    I also upgraded my tac consoles:

    Console - Tactical - Polaron Phase Modulator Mk XI

    and my Hangar:

    Hangar - Elite Scorpion Fighters

    The results of this can be seen in the Parse I made moments ago. Somehow we managed a run of CSE (RML cube order) in 5 and a half minutes which is just absolutely insane.
    [SIGPIC][/SIGPIC]
    Kirk's Protege.
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