Something that I think lends credibility to the argument about beams being out of balance is that all of the beam builds I'm seeing for 10k dps require plasma. That means that no other weapon types can hit 10k because none of the rest of them have DoTs on them.
That's what I've been seeing from digging thru the shipyard threads concerning beam boat dps for both cruisers and science ships.
Beams have suffered to the "defensive creep" that's occurred in the game; the special rep shield bonuses, and what not. I don't think that anything has to be nerfed. A simple adjustment to the power drain and shield penetration properties of beams would put them back where they belong in terms of usefulness and competitiveness. And that wouldn't violate the "wider firing arc = less damage" concept.
The current patch notes for redshirt show that skills like beam fire at will have not been receiving the bonuses from [acc] [crth] etc... Also emergency power to weapons while it has been boosting weapon power has not been giving the damage buff its supposed to. Add both of those together being fixed in the next patch and beams should become much more powerful.
:eek: Really? The readouts from mouse hovering over weapons says otherwise.
Yes really, because what it is supposed to be doing (Hence the mouse over) and what it is really doing are two different things. It would only be a small adjustment for the Devs.
It has little to do with DoTs and everything to do with set bonuses and romulan consoles giving plasma damage, also the experimental beam drains no power which does much much more for overall damage than it really should.
The DoT typically doesn't to a ton of damage, because things die before the DoT fully runs anyway. Don't get me wrong, damage is damage and I love my DoTs.
Its my 4x romulan threat consoles, romulan weapons 2pc, and the fact that my torps get a boost from plasma as well. And that experimental beam. Love that beam...
I once again match my character. Behold the power of PINK!
Actually, does anybody know if the Omega Weapon Amplifier 2-piece set bonus works with the plasma fire DoT? The Plasma Hyperflux 3-piece Romulan set bonus boosts DoT, it says so
Plasma weapons are balanced by the fact that MACO/Omega/KHG shields have the innate plasma resist. In PvP, Plasma is not the best to do damage unless your opponent is incompetently underequipped. In PvE it doesn't matter anyway.
On my battlecruiser I run a Polaron 7 beam array set up (purple XII) with a KCB. I also run the Jem'hadar space set (XI). My skill set and other consoles are all set up to support my chosen energy type, and because i've built everything around Polarons I crank out 8,500 dps with my setup. Its a PvE setup though designed to make STFs go by faster, or in The Cure eSTF if my PuG messes up and hordes of enemy ships are heading towards the Kang.
beams would be functional only if they had a tertiary effect. Let cannons be dps oriented, beams need to be 'tool' oriented.
For this, cannons (except turrets) should have the current procs removed and compensated with a very minor boost in damage stat.
For example, tertiary effect per damage type for beams:
Phasers: 2.5% chance to increase target's timers (+5 secs)
Polaron: 2.5% chance to increase target's weapon power costs (+4 power)
Disruptor: 2.5% chance to prevent hull-heals (hazard, eng team, heal procs) from affecting target for 5 seconds.
Tetryon: 2.5% chance to prevent shield balancing for 5 seconds.
Antiproton: 2.5% chance to inflict a ship injury upon a crit hit.
Plasma: 2.5% chance to increase plasma fire dots by 50% for 5 seconds.
I like the idea of making beams more potent, but I really dislike your suggested tertiary effects.
Balance = not there. Who wouldn't take Antiproton with a chance to inflict injuries on the enemy ship?
"After a time, you may find that having is not so pleasing a thing after all as wanting. It is not logical, but it is often true. Except for a T5 Connie. That would be f*%#ing awesome." - Mr. Spock
the plasma dot itself is joke and accounts for only about 3-4% of your overall dmg.
The thing that makes them really interesting is the synergy with the embassy consoles, and the disruptor proc ontop of it.
plasma and disruptors...among, if not the best weapontype for PVE...combined with consoles that boost the dmg further, deal sealed.
I like the idea of making beams more potent, but I really dislike your suggested tertiary effects.
Balance = not there. Who wouldn't take Antiproton with a chance to inflict injuries on the enemy ship?
Considering its a 2.5% proc chance on what is essentially another 2.5% (or less) chance for the AP's critical proc to trigger... i'd say not many. The injury itself is a sort of very long term debuff but it is no big thing in PVE (though would be interesting to debuff boss npcs this way) and PVP would have it be a curious tool but not reliable like the other weapon types.
the plasma dot itself is joke and accounts for only about 3-4% of your overall dmg.
The thing that makes them really interesting is the synergy with the embassy consoles, and the disruptor proc ontop of it.
plasma and disruptors...among, if not the best weapontype for PVE...combined with consoles that boost the dmg further, deal sealed.
lets not overstate to 3-4% that plasma dot. I am happy if it reaches 100dps also those embassy consoles (and the set bonus) are not giving that much dmg bonus either (however it is noticable none the less).
the key behind the plasma beam builds is the fact that you have one weapon that drains no weapon power (while giving a low dmg bonus to all the rest of the weapons), and that romulan plasma has a disruptor proc.
if there was a disruptor beam that drains no weapon power, that would be the king against other weapon types in pve
3% might be looking on the wrong page, or maybe they just got lucky.
If you are using ACT and look at either the auto-attack out or skill/ability out it will give you a different percentage then if you look at Outgoing Damage.
Outgoing Damage is the one that has both combined, so a 3% on the split would work out to about 1% on the total.
Edit: Plasma Fire is on Skill/Ability (Out).
I once again match my character. Behold the power of PINK!
beams would be functional only if they had a tertiary effect. Let cannons be dps oriented, beams need to be 'tool' oriented.
For this, cannons (except turrets) should have the current procs removed and compensated with a very minor boost in damage stat.
For example, tertiary effect per damage type for beams:
Phasers: 2.5% chance to increase target's timers (+5 secs)
(...)
Not a fan. Cannon advantage would be 100% always-available, but beams would still have only a small chance of intermittently doing something cool. Proc effects need to have durations more in the 15-20 second range, like disruptor breach, in order to start relying on them as a basic feature of the weapon.
Plasma weapons are balanced by the fact that MACO/Omega/KHG shields have the innate plasma resist. In PvP, Plasma is not the best to do damage unless your opponent is incompetently underequipped. In PvE it doesn't matter anyway.
My beam overload / romulan beam overoad / rapid fire spike damage bop says otherwise. You can preload a beam overload, hit a different beam overload and the romulan set bonus overload. Decloak and fire all 3 back to back and then rapid fire anything that survives.
lets not overstate to 3-4% that plasma dot. I am happy if it reaches 100dps also those embassy consoles (and the set bonus) are not giving that much dmg bonus either (however it is noticable none the less).
the key behind the plasma beam builds is the fact that you have one weapon that drains no weapon power (while giving a low dmg bonus to all the rest of the weapons), and that romulan plasma has a disruptor proc.
if there was a disruptor beam that drains no weapon power, that would be the king against other weapon types in pve
If you stack 2-3 embassy consoles even just the mk x's give 8.4% to plasma damage each without diminishing returns. Conversely if you arent using plasmas they stack a higher and higher chance to add a plasma fire. Aka your proc rate is very high. I do agree that the plasma fire isnt that great especially in high damage builds that tear through pvp really fast. The biggest mistake most people make with beams is that they dont watch their weapon power drain. 8 beams is almost always a terrible idea. I never run more than 6-7 beams. 7 usually only with the experimental beam as it draws no power. Also you could run 7 beams easily as a klingon with the plasmonic leach. So in theory with this beam you could run 8 and not suffer massive weapon drain.
Not a fan. Cannon advantage would be 100% always-available, but beams would still have only a small chance of intermittently doing something cool. Proc effects need to have durations more in the 15-20 second range, like disruptor breach, in order to start relying on them as a basic feature of the weapon.
I agree with this science disable skills and weapon procs should definitely get a boost on beams, and the beam target skills should definitely last more then 5 seconds when fired. They also need to remove the self debuff on damage, just because we are targeting a subsystem doesn't mean the force of the attack went poof.
I also agree with what another person said on this thread that it's also the Romulan kit, that just lends further credibility to the argument. There's quite a few things seriously wrong with beams that need to be addressed at the very least when they release the LoR patch.
Edit: And if you can watch the videos in Vexashen's sig and still think beams are broken, then I don't know what to tell you.
beams are broken. just because they are good for STFs (which are jokes anyway, concerning the required dps), the fact wont be different. take it to SB24 or Gorn Minefield. a tac with a DHC will get first place from you, even if you bring stable 11k dps in infected, just because he bursts trhough the whole mission.
get into pvp. your steady dps will hurt escorts probably. yet they will be more effective with constant bursts.
at this point the problem is not with beams being ineffective, the problem is, escorts and DHCs being still way more effective
In regards to Plasma Beam builds being the only ones to reach 10k+ DPS... My Fleet Phasers on my Fleet Regent disagree: 12k+ DPS And best of all: they're BLUE!
Formerly Known as Protector from June 2008 to June 20, 2012
Please enable us to buy a token with Zen to faction change a 25th Century FED to a TOS FED.
beams are broken. just because they are good for STFs (which are jokes anyway, concerning the required dps), the fact wont be different. take it to SB24 or Gorn Minefield. a tac with a DHC will get first place from you, even if you bring stable 11k dps in infected, just because he bursts trhough the whole mission.
get into pvp. your steady dps will hurt escorts probably. yet they will be more effective with constant bursts.
at this point the problem is not with beams being ineffective, the problem is, escorts and DHCs being still way more effective
Bwhahaha -- I FARM Gorn minefield and SB24 and regularly take first place. Even from guys in Kumaris. With my cruisers, with beams. Vex did SB24 and took first with his 10k fleet Galaxy.
And as for PvP. I run my cruiser and with with my team can get the most damage and most kills regularly as well. And that can be against premades.
Mind you, I'm a tac in a cruiser so YMMV. But yeah, I do okay.
Formerly Known as Protector from June 2008 to June 20, 2012
Please enable us to buy a token with Zen to faction change a 25th Century FED to a TOS FED.
Oh I understand, trust me. I'm a very recent convert and I parse like mad all the time.
Every time I tried before I was a dismal failure.
Continued research and practice, brought on by the consistency of the "beams are broken" threads, and some good advice from the pro beam boat flyers out there, and I'm hitting numbers I would not have believed possible before.
Beams do some nice things in the right hands with the right builds. Don't assume personal limitations as limitations of the equipment.
I once again match my character. Behold the power of PINK!
Bwhahaha -- I FARM Gorn minefield and SB24 and regularly take first place. Even from guys in Kumaris. With my cruisers, with beams. Vex did SB24 and took first with his 10k fleet Galaxy.
And as for PvP. I run my cruiser and with with my team can get the most damage and most kills regularly as well. And that can be against premades.
Mind you, I'm a tac in a cruiser so YMMV. But yeah, I do okay.
it is not impossible to get first place. but a competent tac with DHCs will just have the adv in those events, as the enemies wont long enough for the consistent dps to take real effect (this could be solved easily with a more controllable BFAW and a beam rapid fire ability tho)
Edit: And if you can watch the videos in Vexashen's sig and still think beams are broken, then I don't know what to tell you.
Funny thing that. The first video he's using standard X which really didn't the same damage as the second video in which he's using ALL Romulan gear.
I also noticed that he's not using a single science captain, they are either tactical or engineer which further emphasizes my point about subsystem targeting skills.
Might wanna use better examples. If you or Vex can show me a video where you are actually doing the 10k dps using phasers alone, on a science ship, using subsystem targeting and killing as fast as tacticals do using DHC's with the scatter volley, then you can say there's nothing wrong but until then I'm not convinced because I've tried the three setups and unless you are all plasma in the romulan setup it just doesn't occur. sorry. (tried them on science ships btw)
Also, I'm not bringing this up because I want every ship to be massive escorts but there's a serious issue when cannons op everything else because it's not canon voyager enterprise D and runabouts in DS9 would all have used cannons had this been the case in these shows, and if you're going to design a game centered around DPS and killeveryone you meet in space (which this game has become) then it's only fair that each captain type have an equal chance at doing that much damage with any weapon they wish to use and without using a single setup (romulan gear with plasma everything) that's the point I'm trying to make.
Comments
[SIGPIC]http://file3.guildlaunch.net/205090/DVhexishensig.jpg[/SIGPIC]
Cruisers with mk x common in infected elite http://www.youtube.com/watch?v=Q82PqoFFxjc
Cruisers with good gear in infected elite http://www.youtube.com/watch?v=WMnFljZD9m8
Soloing Infected Elite http://www.youtube.com/watch?v=XaEFICFx4E8&feature=youtu.be
:eek: Really? The readouts from mouse hovering over weapons says otherwise.
Yes really, because what it is supposed to be doing (Hence the mouse over) and what it is really doing are two different things. It would only be a small adjustment for the Devs.
Completed Starbase, Embassy, Mine, Spire and No Win Scenario
Nothing to do anymore.
http://dtfleet.com/
Visit our Youtube channel
The DoT typically doesn't to a ton of damage, because things die before the DoT fully runs anyway. Don't get me wrong, damage is damage and I love my DoTs.
Its my 4x romulan threat consoles, romulan weapons 2pc, and the fact that my torps get a boost from plasma as well. And that experimental beam. Love that beam...
Fleet Admiral Space Orphidian Possiblities Wizard
For this, cannons (except turrets) should have the current procs removed and compensated with a very minor boost in damage stat.
For example, tertiary effect per damage type for beams:
Phasers: 2.5% chance to increase target's timers (+5 secs)
Polaron: 2.5% chance to increase target's weapon power costs (+4 power)
Disruptor: 2.5% chance to prevent hull-heals (hazard, eng team, heal procs) from affecting target for 5 seconds.
Tetryon: 2.5% chance to prevent shield balancing for 5 seconds.
Antiproton: 2.5% chance to inflict a ship injury upon a crit hit.
Plasma: 2.5% chance to increase plasma fire dots by 50% for 5 seconds.
I like the idea of making beams more potent, but I really dislike your suggested tertiary effects.
Balance = not there. Who wouldn't take Antiproton with a chance to inflict injuries on the enemy ship?
The thing that makes them really interesting is the synergy with the embassy consoles, and the disruptor proc ontop of it.
plasma and disruptors...among, if not the best weapontype for PVE...combined with consoles that boost the dmg further, deal sealed.
Considering its a 2.5% proc chance on what is essentially another 2.5% (or less) chance for the AP's critical proc to trigger... i'd say not many. The injury itself is a sort of very long term debuff but it is no big thing in PVE (though would be interesting to debuff boss npcs this way) and PVP would have it be a curious tool but not reliable like the other weapon types.
Fleet Admiral Space Orphidian Possiblities Wizard
lets not overstate to 3-4% that plasma dot. I am happy if it reaches 100dps also those embassy consoles (and the set bonus) are not giving that much dmg bonus either (however it is noticable none the less).
the key behind the plasma beam builds is the fact that you have one weapon that drains no weapon power (while giving a low dmg bonus to all the rest of the weapons), and that romulan plasma has a disruptor proc.
if there was a disruptor beam that drains no weapon power, that would be the king against other weapon types in pve
10k DPS Vesta threads: 1; 2
If you are using ACT and look at either the auto-attack out or skill/ability out it will give you a different percentage then if you look at Outgoing Damage.
Outgoing Damage is the one that has both combined, so a 3% on the split would work out to about 1% on the total.
Edit: Plasma Fire is on Skill/Ability (Out).
Fleet Admiral Space Orphidian Possiblities Wizard
Not a fan. Cannon advantage would be 100% always-available, but beams would still have only a small chance of intermittently doing something cool. Proc effects need to have durations more in the 15-20 second range, like disruptor breach, in order to start relying on them as a basic feature of the weapon.
My beam overload / romulan beam overoad / rapid fire spike damage bop says otherwise. You can preload a beam overload, hit a different beam overload and the romulan set bonus overload. Decloak and fire all 3 back to back and then rapid fire anything that survives.
[SIGPIC]http://file3.guildlaunch.net/205090/DVhexishensig.jpg[/SIGPIC]
Cruisers with mk x common in infected elite http://www.youtube.com/watch?v=Q82PqoFFxjc
Cruisers with good gear in infected elite http://www.youtube.com/watch?v=WMnFljZD9m8
Soloing Infected Elite http://www.youtube.com/watch?v=XaEFICFx4E8&feature=youtu.be
If you stack 2-3 embassy consoles even just the mk x's give 8.4% to plasma damage each without diminishing returns. Conversely if you arent using plasmas they stack a higher and higher chance to add a plasma fire. Aka your proc rate is very high. I do agree that the plasma fire isnt that great especially in high damage builds that tear through pvp really fast. The biggest mistake most people make with beams is that they dont watch their weapon power drain. 8 beams is almost always a terrible idea. I never run more than 6-7 beams. 7 usually only with the experimental beam as it draws no power. Also you could run 7 beams easily as a klingon with the plasmonic leach. So in theory with this beam you could run 8 and not suffer massive weapon drain.
[SIGPIC]http://file3.guildlaunch.net/205090/DVhexishensig.jpg[/SIGPIC]
Cruisers with mk x common in infected elite http://www.youtube.com/watch?v=Q82PqoFFxjc
Cruisers with good gear in infected elite http://www.youtube.com/watch?v=WMnFljZD9m8
Soloing Infected Elite http://www.youtube.com/watch?v=XaEFICFx4E8&feature=youtu.be
I agree with this science disable skills and weapon procs should definitely get a boost on beams, and the beam target skills should definitely last more then 5 seconds when fired. They also need to remove the self debuff on damage, just because we are targeting a subsystem doesn't mean the force of the attack went poof.
I also agree with what another person said on this thread that it's also the Romulan kit, that just lends further credibility to the argument. There's quite a few things seriously wrong with beams that need to be addressed at the very least when they release the LoR patch.
In regards to your sig, carriers say hi!
You escorts can escort us.
Edit: And if you can watch the videos in Vexashen's sig and still think beams are broken, then I don't know what to tell you.
Fleet Admiral Space Orphidian Possiblities Wizard
beams are broken. just because they are good for STFs (which are jokes anyway, concerning the required dps), the fact wont be different. take it to SB24 or Gorn Minefield. a tac with a DHC will get first place from you, even if you bring stable 11k dps in infected, just because he bursts trhough the whole mission.
get into pvp. your steady dps will hurt escorts probably. yet they will be more effective with constant bursts.
at this point the problem is not with beams being ineffective, the problem is, escorts and DHCs being still way more effective
10k DPS Vesta threads: 1; 2
Please enable us to buy a token with Zen to faction change a 25th Century FED to a TOS FED.
Bwhahaha -- I FARM Gorn minefield and SB24 and regularly take first place. Even from guys in Kumaris. With my cruisers, with beams. Vex did SB24 and took first with his 10k fleet Galaxy.
And as for PvP. I run my cruiser and with with my team can get the most damage and most kills regularly as well. And that can be against premades.
Mind you, I'm a tac in a cruiser so YMMV. But yeah, I do okay.
Please enable us to buy a token with Zen to faction change a 25th Century FED to a TOS FED.
Every time I tried before I was a dismal failure.
Continued research and practice, brought on by the consistency of the "beams are broken" threads, and some good advice from the pro beam boat flyers out there, and I'm hitting numbers I would not have believed possible before.
Beams do some nice things in the right hands with the right builds. Don't assume personal limitations as limitations of the equipment.
Fleet Admiral Space Orphidian Possiblities Wizard
it is not impossible to get first place. but a competent tac with DHCs will just have the adv in those events, as the enemies wont long enough for the consistent dps to take real effect (this could be solved easily with a more controllable BFAW and a beam rapid fire ability tho)
I am not saying beams are bad. I am saying that escorts with DHCs are still better (and that is not a way to go sadly, imo), especially in pve
10k DPS Vesta threads: 1; 2
Funny thing that. The first video he's using standard X which really didn't the same damage as the second video in which he's using ALL Romulan gear.
I also noticed that he's not using a single science captain, they are either tactical or engineer which further emphasizes my point about subsystem targeting skills.
Might wanna use better examples. If you or Vex can show me a video where you are actually doing the 10k dps using phasers alone, on a science ship, using subsystem targeting and killing as fast as tacticals do using DHC's with the scatter volley, then you can say there's nothing wrong but until then I'm not convinced because I've tried the three setups and unless you are all plasma in the romulan setup it just doesn't occur. sorry. (tried them on science ships btw)
Also, I'm not bringing this up because I want every ship to be massive escorts but there's a serious issue when cannons op everything else because it's not canon voyager enterprise D and runabouts in DS9 would all have used cannons had this been the case in these shows, and if you're going to design a game centered around DPS and killeveryone you meet in space (which this game has become) then it's only fair that each captain type have an equal chance at doing that much damage with any weapon they wish to use and without using a single setup (romulan gear with plasma everything) that's the point I'm trying to make.
That is plenty damage.
Fleet Admiral Space Orphidian Possiblities Wizard