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Aux2Bat FAHCR optimization help

nikephorusnikephorus Member Posts: 2,744 Arc User
edited September 2013 in Federation Discussion
In that past I had only half committed myself when testing of aux2bat (Which is probably why I found it rather underwhelming). I finally took the dive a few weeks ago and optimized my bridge officers and picked up Marion Frances Dulmur for use with DEM3.

This is my current set up;
http://www.stoacademy.com/tools/skillplanner/?build=demonaaux2batfahcr_4814

I'm very happy with the performance with my combat logs showing dps numbers between 11 - 14k. But in the interest of maximum performance I would like opinions on a few things.

Currently my LtCmd tac is TT1, B:FaW2, AP:B2.

I often see people suggest Beta 1 and FaW3. Looking at both skills I'm really unsure which would grant me the better overall damage. AP:B2 debuff is -38 damage resistance rating vs the -20 of B1. While the gap between FaW2 and 3 is 6% vs 12% respectively. I'm terrible at math so if anyone could chime in and explain which one is optimal that would be great.

My second question is regarding duty officers. Currently I have 3 purple technicians for aux2bat and Marion for DEM3. What has everyone else been using as their final duty officer? I've used a variety of different ones, but haven't really been able to decide on a permanent officer to stick in there.
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Comments

  • sohtohsohtoh Member Posts: 620 Arc User
    edited September 2013
    I suggest you read this thread http://sto-forum.perfectworld.com/showthread.php?t=511271 , it should answer your questions about using FAW2/APB2 or APB1/FAW3.
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  • dknight0001dknight0001 Member Posts: 1,542
    edited September 2013
    Let's look at the maths than.

    A Mk XII Beam Array does 220 damage per a volley.
    6% of this is 13.2
    12% of this is 26.4

    So BFAW2 does 13.2 more damage, 5 times for 66
    So BFAW3 does 26.4 more damage, 5 times for 132

    Now 66 x the 7 Beams you have is 462 total (8162) (5 x DPV+Bonus x 7)
    Now 132 x the 7 Beams you have is 924 total (8624 (5 x DPV+Bonus x 7)

    924 bonus damage at resist -20 or 462 bonus damage at resist -38

    At 50% resistance I have a Damage Resistance of 110 Dropping that to 90 via Beta2 and it becomes 45.7% or 54.3% getting past. That translates to 4682.8 getting past.

    At 50% resistance I have a Damage Resistance of 110 Dropping that to 72 via Beta3 and it becomes 40.5*% or 59.5% getting past. That translates to 4856.4 getting past.

    So it seems Beta2 and BFAW2 are the best combo.

    *Disclaimer.
    http://sto.gamepedia.com/Damage_resistance for my DR figures. I'm making a best guess for 40.5% but even at the 75 rating 41.7% it's still better at 4758.4.

    And I used to recommend Beta1 and BFAW3, I guess I was going by other peoples advice than doing the math myself.
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  • rck01rck01 Member Posts: 808 Arc User
    edited September 2013
    I ran a similar setup to yours when I focused on PvE: APB1 + BFAW3. Usually good for around 11-12K consistently in ESTFs. I'm not sure I follow dnight's math, though - he's comparing numbers from APB2 (4681.8 getting past) and APB3 (4856.4 getting past), but the question was APB1 + BFAW3 vs. APB2 + BFAW2. Confused. :confused:

    Regardless, right now I'm focused on PvP, so APO1 + BFAW2 makes more sense for the added mobility and hold debuffs.

    As for Doffs, I also have 3x Purple Techs + Marion, and the 5th slot goes to a Purple Fab Engineer for a 20.1 sec RSP uptime. I then alternate Marion with Kha'Leel (Purple WC Engineer) for when I need to counter Sci spam more than maximize beam penetration.

    Here's my current build:

    http://www.stoacademy.com/tools/skillplanner/?build=rcktacfahcrevt_0

    Note that I swap out the Fleet Neutroniums for a pair of Embassy FC consoles when running PvE to maximize drain as opposed to hull strength/resists.

    RCK
  • dknight0001dknight0001 Member Posts: 1,542
    edited September 2013
    My numbers show that the bigger damage from AP:B1 & BFAW3 is offset by the superior resist debuff from BFAW2 & AP:B2.

    Essentially marginally smaller damage boost, but more damage gets done due to less resistance.

    I know I run 6 Ranks and 2 Neutronium across all toons and ships.
    I was once DKnight1000, apparently I had taken my own name so now I'm DKnight0001. :confused:
    If I ask you a question it is not an insult but a genuine attempt to understand why.
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  • baudlbaudl Member Posts: 4,060 Arc User
    edited September 2013
    then again, against targets with shields or replenishing shields (not a lot in PVE) the BFAW3 AP:beta1 combo is better.
    depends on the situation i'd say.
    Go pro or go home
  • erhardgrunderhardgrund Member Posts: 167 Arc User
    edited September 2013
    Your built looks pretty solid. Im not much of a plasma fan myself, but against targets with low defences it definitly is a good choice for most pve stuff.
    When it comes to attack patterns im myself a bit unsure what works best.
    Usualy if i built an FAW ship i draw alot of agro so i tend to use attack pattern delta.
    Beta is good to but only works for a single target and it does not add resistance to your ship.
    But its debuff is stronger and its cooldown is lower.
    I use beta alot on escorts and delta on cruisers if need be.
    On my FACR i use TT1,APD1,FAW3 and TS1 for example. It shreds most things to bits in no time as long as there are enough targets to fire upon.

    When it comes to my FAHCR i use a setup similar to yours but i went full on phasers and quantums.
    Phasers mostly because i seems to be lucky with procing alot. I realy often see shields drop, engines cut out and weaposn that stop firing. I prefer when their engines drop or their shields go out, preferably whit a full load of quantums incoming ;)
    And it looks canon but thats just the icing on the cake. :)

    I also do love torpedoes alot so i spend alot of skillpoints into them.
    Considering their huge damage potential when hitting bare hull , and even bleedthrough damage isnt to bad when they crit, and they crit alot.
    I tried 7 beams plus kutting beam and 8 beams but my damage always seemed higher with torps. Its the drain those beams cause, i see 6 beams as pretty much the optimal at least if you back it up with torps.
    I highly recommend quantums for their speed/reload/damage mix especialy the wide angle quantum form the regent if available to you. it makes bradsiding so easy and as torp spreads never miss its also a nice defense against fighters, plasma torps and mines.
    So imho a good old salvo of torpedoes > attackpattern B/D , soi went TS2 plus FAW3

    heres my current build: http://skillplanner.stoacademy.com/?build=ragingqueenmkii_0
    I use a romulan embasy tac boff for the added crit chance , 2 human boffs for hull repair
    1 saurian efficient Boff and a klingon just because i like them.

    Hope that helps to some degree. However i doubt your build needs much optimization. Its very solid and straight to the core a good build.
    Cruisers ftw!
  • notorycznynotoryczny Member Posts: 0 Arc User
    edited September 2013
    My 2 cents.

    For me FAW2+APB2 is better because it actually puts a stronger debuff on basically every target in range, and has a better uptime. This is especially helpful in pugs, since there are a lot of newbs/unexperienced players with limited situational awareness/damage output/STO knowledge. This way I make ESTFs a bit easier for them.
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