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Phasers need to be buffed

luckychuckyluckychucky Member Posts: 53 Arc User
Hello :)

I think i can't be the only person who thinks about this fact of currently underpowered Phaser weapons.

Phasers need a possibility for their own set Buff urgently. All other basic weapontypes already have it, including special combined versions. The damage output difference between an buffed weapontype and an non-buffed meanwhile is too high as that the fact could be acceptable further time. Especially it is needed because Phasers have an important meaning in the ST Universe as traditionally used weapontype from one of the big three factions in game, the FED.

Cryptic should think out for a special "buffing phaser" set. It is a great pity currently that almost no one uses Phasers anymore. That kills the Star Trek Feeling a bit.

Just think about the Elite Fleet Fleet Disruptors of the KDF with the Elachi Set (15% more Shield + 7,6% more Dis damage...), or the buffed plasma weapons of the ROM (7,6% Pla damage + Hyperflux + 15% EPS + Embassy Console buffs...)

... and now the Elite Fleet Phasers of the FED with ... hmm ... nothing else ... unbelievable!
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Post edited by luckychucky on
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Comments

  • johngazmanjohngazman Member Posts: 2,826 Arc User
    edited December 2013
    It is a great pity currently that almost no one uses Phasers anymore.

    It's more down to the Procs. Other weapon types have more useful Procs, such as Disruptors "Reduce Damage Resistance" or Antiproton's high critical chance.

    Myself, I use Phasers on two of my Vesta builds, since the ship comes with a built-in weapon that benefits from Phaser damage boosting consoles, so it makes more sense to use Phasers than anything else.
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  • starswordcstarswordc Member Posts: 10,963 Arc User
    edited December 2013
    Let me elaborate somewhat on my laconic colleague.

    In space the proc on phasers is a chance to disable a random subsystem. Mechanically this is done by reducing the power level to zero for a brief period. Unfortunately it seems mobs don't possess power levels.

    Phasers are great for PVP and hazardous to players when mobs use them, but they ain't so good when used by players against mobs. Just a weird quirk of the simplified game mechanics used by mobs, who also don't have cruiser commands or singularity powers.
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  • kyuzos7kyuzos7 Member Posts: 0 Arc User
    edited December 2013
    i like my 10% extra Antiproton damage from the free obelisk set :D
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  • assimilatedktarassimilatedktar Member Posts: 1,708 Arc User
    edited December 2013
    starswordc wrote: »
    In space the proc on phasers is a chance to disable a random subsystem. Mechanically this is done by reducing the power level to zero for a brief period. Unfortunately it seems mobs don't possess power levels.

    That's strange. My new Plesh Brek built is based around Target Weapons, Tyken's Rift, Energy Syphon and Energy Dissipator and never fails to bring the shields down (at least the BreenI tested against today).
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  • starswordcstarswordc Member Posts: 10,963 Arc User
    edited December 2013
    Well, that was what I thought the problem was, at least...
    "Great War! / And I cannot take more! / Great tour! / I keep on marching on / I play the great score / There will be no encore / Great War! / The War to End All Wars"
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    Check out https://unitedfederationofpla.net/s/
  • fraghul2000fraghul2000 Member Posts: 1,590 Arc User
    edited December 2013
    Just think about the Elite Fleet Fleet Disruptors of the KDF with the Elachi Set (15% more Shield + 7,6% more Dis damage...), or the buffed plasma weapons of the ROM (7,6% Pla damage + Hyperflux + 15% EPS + Embassy Console buffs...)

    This seems to be a bit exaggerated and you're disclosing certain downsides.

    The big drawback of the Elachi sets 7.6% boost is that you either have to mount the Elachi cannon or torpedo to gain the bonus, which means you're replacing your normal fleet weapon with a blue Mk.XI [crtd] x3 single cannon or a blue Mk.XI [crtd] x3 transphasic torpedo. Either of those will probably eat up the slight advantage you gain from those 7.6% to base weapon damage. Also the set gives you +15 to Shield systems, not 15% more shields. Two very, very different things.

    Same thing goes for the Romulan set. If You want to mount all the Plasma boosts you're listing you're gimping your damage elsewhere:

    - For the 7.6% from the Ar'Kif, you need to sacrifice a console slot and have to take the slightly worse quads over Fleet/Rep weapons.

    - For the 7.6% from the Harness, you need to either slot the Torp or Beam and can't go for a full-cannon build.

    - For each embassy console you need to sacrifice a sci console slot, which means you probably don't have many Tac console slots on your ship to start with (as those are pretty much "reserved" already") or you're gimping yourself somewhere else, by leaving out one of the dmg boosting universal consoles for example. Also you're disregarding, that other weapons are getting a plasma dot in place of the boost.
  • hunteralpha84hunteralpha84 Member Posts: 524 Arc User
    edited December 2013
    I thought tetryons were the most unused type? And had the worst proc?
  • edited December 2013
    This content has been removed.
  • ghyudtghyudt Member Posts: 1,112 Arc User
    edited December 2013
    kyuzos7 wrote: »
    i like my 10% extra Antiproton damage from the free obelisk set :D

    I've been thinking about that. Maybe the best solution is to do one the 360 degree beam arrays for each damage type. That would give phasers and everything else an equal boost in overall damage, and perhaps could be modified to increase the proc chance for each type as well.
  • viltockviltock Member Posts: 8 Arc User
    edited December 2013
    and yes they do so im told
  • luckychuckyluckychucky Member Posts: 53 Arc User
    edited December 2013
    This seems to be a bit exaggerated and you're disclosing certain downsides.

    You're absolutely right with all your statements. That's also clear to me, but whether useful or not, players have the possibility to use the set bonuses for their own shipbuild. And every player set other priorities for himself. But i think Phaser as one of the most important energy weapon types in ST mustn't be disregarded, if all others already have a special kind of set and Buff. There is something missing.

    Maybe, i for myself would be pleased to use Phaserweapons, if they would also have similiar possibilities concerning set bonuses as the others have. I would already use it concerning the real Starfleet feeling ... maybe :)..., but i currently feel a defining disadvantage in comparison.
    [SIGPIC][/SIGPIC] ... IST MIR ZU SCHWER ... UND ICH WILL NICHT
  • capnshadow27capnshadow27 Member Posts: 1,731 Arc User
    edited December 2013
    ghyudt wrote: »
    I've been thinking about that. Maybe the best solution is to do one the 360 degree beam arrays for each damage type. That would give phasers and everything else an equal boost in overall damage, and perhaps could be modified to increase the proc chance for each type as well.

    A 360 Omni [insert energy here] beam would be great. Make it just like the others, a unique weapon so you can only slot one. I was really glad for the Anitproton Omni due to running Antiprotons alot. But yes very much needed, it doesnt need a set bonus or anything just the unique omni beam would be great.
    You're absolutely right with all your statements. That's also clear to me, but whether useful or not, players have the possibility to use the set bonuses for their own shipbuild. And every player set other priorities for himself. But i think Phaser as one of the most important energy weapon types in ST mustn't be disregarded, if all others already have a special kind of set and Buff. There is something missing.

    Maybe, i for myself would be pleased to use Phaserweapons, if they would also have similiar possibilities concerning set bonuses as the others have. I would already use it concerning the real Starfleet feeling ... maybe :)..., but i currently feel a defining disadvantage in comparison.

    I like phasers, i do. But the Proc is well, less than favorable. In a world of plasma and - damage resistance. Most procs are realistically better, some can even be improved upon by certain things, like polarons and tetryons by flow caps.

    Phasers need somthing....more. A chance to disable a random system for not very long is poor.

    Disruptors get a 2.5 for 10% debuff for 15 seconds, phasers get 2.5 to disable for 5 seconds.

    Just disparity between the two base weapons is ridiculous.
    Inertia just means you can do Powerslides in you carrier!
    I am Il Shadow and i approve these Shennanigans!
    [SIGPIC][/SIGPIC]
  • alfamegaalfamega Member Posts: 268 Arc User
    edited December 2013
    I like phasers, i do. But the Proc is well, less than favorable. In a world of plasma and - damage resistance. Most procs are realistically better, some can even be improved upon by certain things, like polarons and tetryons by flow caps.
    well, in fact phaser proc CAN be improved by skill "subspace decompiler".
    BUT.... yeah, as always, there is a hitch... its admiral level skill, very expensive and there are way too many abilities that can "repair" disabled system instantly even without skilling of subsytem repairs.
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited December 2013
    alfamega wrote: »
    well, in fact phaser proc CAN be improved by skill "subspace decompiler".
    BUT.... yeah, as always, there is a hitch... its admiral level skill, very expensive and there are way too many abilities that can "repair" disabled system instantly even without skilling of subsytem repairs.

    It's an expensive skill that can be countered by using a full human crew, which makes the proc garbage.
  • doffingcomradedoffingcomrade Member Posts: 0 Arc User
    edited December 2013
    lucho80 wrote: »
    It's an expensive skill that can be countered by using a full human crew, which makes the proc garbage.
    And how many Klingon ships have full human crews? Let's not forget that these are Federation weapons, meant for fighting enemies of the Federation. There's probably a reason why on the show, very few of the Federation's potential enemies use phasers, instead widely preferring disruptors: Because they're not as good vs. Feds.

    The fact that the Federation seems poised to break out into civil war at the drop of a hat, with Federation captains preferring to destroy each other over their enemies, does not change this.
    [SIGPIC][/SIGPIC]
  • yreodredyreodred Member Posts: 3,527 Arc User
    edited December 2013
    I think to stimulate STO to be a bit more canon, each factions weapon type should grant a dmg boost when equipped on a faction specific ship.

    So Starfleet ships would get a 10% dmg boost when equipping phasers, KDF ships Disruptors and ROM ships plasma energy weapons.
    "...'With the first link, the chain is forged. The first speech censured...the first thought forbidden...the first freedom denied--chains us all irrevocably.' ... The first time any man's freedom is trodden on, we're all damaged. I fear that today--" - (TNG) Picard, quoting Judge Aaron Satie

    A tale of two Picards
    (also applies to Star Trek in general)
  • donrahdonrah Member Posts: 348
    edited December 2013
    How about a 2.5% chance to reduce target accuracy by 10% for 15 seconds that stacks using the damage resistance formula? For instance, all 5 people on your PvP team concentrates on your target with phasers and all get a proc at the same time, the target would have their accuracy drop about 32.8% for 15 seconds. I think being able to gimp an enemy's ability to hit you would be a decent counter to burst DPS builds.
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  • capnshadow27capnshadow27 Member Posts: 1,731 Arc User
    edited December 2013
    yreodred wrote: »
    I think to stimulate STO to be a bit more canon, each factions weapon type should grant a dmg boost when equipped on a faction specific ship.

    So Starfleet ships would get a 10% dmg boost when equipping phasers, KDF ships Disruptors and ROM ships plasma energy weapons.

    Romulans DO NOT NEED anymore boosts. I agree with the rest but, but romulans with romulan plasma weaponsa re kind of still king of the hill at the moment.

    That aside i didnt realize subspace decompilers affected that. But the point still stands the base of disruptors far outshadows phasers, and on top of that there are things that instantly fix disabled systems and even skills to resist disabling.

    At a minimum start the Disruptor should be dropped to 5s or the phaser be upped to 15s.
    Inertia just means you can do Powerslides in you carrier!
    I am Il Shadow and i approve these Shennanigans!
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  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited December 2013
    The biggest issue with phasers is they proc for 5secs, than lockout the next for 10secs. And the proc is random to a subsystem which can be easily repaired quickly enough to negate a phasers benefit making them highly unfavorable.
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  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited December 2013
    That aside i didnt realize subspace decompilers affected that.

    Sadly subspace decompiler doesn't buff it at all :( I did some testing on it recently having got a disable build together that uses a lot of SSD and the Lobi Elachi console, I checked thhe disable time with the console on and the console off and both times it stated 5 seconds.

    That would be my first buff to phasers and then add in a set buff (preferably weapon+console) for phaser weapons.
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  • theanothernametheanothername Member Posts: 1,511 Arc User
    edited December 2013
    Don't forget the +something % polaron dmg with 2 XI JemHadar set pieces and a bit more with the lobi XII version.
    This seems to be a bit exaggerated and you're disclosing certain downsides.

    The big drawback of the Elachi sets 7.6% boost is that you either have to mount the Elachi cannon or torpedo to gain the bonus, which means you're replacing your normal fleet weapon with a blue Mk.XI [crtd] x3 single cannon or a blue Mk.XI [crtd] x3 transphasic torpedo. .
    .
    .

    You have to mount the Elachi Heavy Single Cannon. Its a really big gun with a 180 arc. Not a DHC, but twice the dmg of a regular single cannon.
  • yreodredyreodred Member Posts: 3,527 Arc User
    edited December 2013
    The biggest issue with phasers is they proc for 5secs, than lockout the next for 10secs. And the proc is random to a subsystem which can be easily repaired quickly enough to negate a phasers benefit making them highly unfavorable.

    I agree, Phaser proc is too unpredicatble and too easy removed to make some use of it. Maybe they should give it something completely different.
    "...'With the first link, the chain is forged. The first speech censured...the first thought forbidden...the first freedom denied--chains us all irrevocably.' ... The first time any man's freedom is trodden on, we're all damaged. I fear that today--" - (TNG) Picard, quoting Judge Aaron Satie

    A tale of two Picards
    (also applies to Star Trek in general)
  • capnshadow27capnshadow27 Member Posts: 1,731 Arc User
    edited December 2013
    adamkafei wrote: »
    Sadly subspace decompiler doesn't buff it at all :( I did some testing on it recently having got a disable build together that uses a lot of SSD and the Lobi Elachi console, I checked thhe disable time with the console on and the console off and both times it stated 5 seconds.

    That would be my first buff to phasers and then add in a set buff (preferably weapon+console) for phaser weapons.

    I thought that was the case.

    Pathetic really. Phasers = weakest weapon + the stock thing any fed ship zen console comes with.

    IE - Spina Lance(dont get me started on this thing)
    Phaser Lotus
    Vesta thingy (forgot the name sue me)
    Phaser Point Defense
    Vesta Aux Cannons (not even DHC!!:mad:)

    With all these weapons only phaser capable, and phasers being weak why even use them? Oh thats right we often dont due to the fact that we dont want to use phasers....
    Inertia just means you can do Powerslides in you carrier!
    I am Il Shadow and i approve these Shennanigans!
    [SIGPIC][/SIGPIC]
  • capnshadow27capnshadow27 Member Posts: 1,731 Arc User
    edited December 2013
    Don't forget the +something % polaron dmg with 2 XI JemHadar set pieces and a bit more with the lobi XII version.

    You have to mount the Elachi Heavy Single Cannon. Its a really big gun with a 180 arc. Not a DHC, but twice the dmg of a regular single cannon.

    Very true more and more sets are handing out + to energy type. Where is the Phaaser and Disruptor ones? Maco/AdaptedKHG - Adaptedmaco/KHG would have been good for this.

    More likely maco gets phaser and KHG gets disruptor, with the adapteds getting the torp..
    yreodred wrote: »
    I agree, Phaser proc is too unpredicatble and too easy removed to make some use of it. Maybe they should give it something completely different.

    Very unpredictable 2.5% chance to kill 1 out of 4 systems for 5 seconds.
    Inertia just means you can do Powerslides in you carrier!
    I am Il Shadow and i approve these Shennanigans!
    [SIGPIC][/SIGPIC]
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited December 2013
    Very true more and more sets are handing out + to energy type. Where is the Phaaser and Disruptor ones? Maco/AdaptedKHG - Adaptedmaco/KHG would have been good for this.

    It would but that leaves the Omega and Borg sets out, I'd rather that it was tied to a weapon and console set, not sure what the resulting weapon would do (preferably a beam array as the Federation always favoured their cruisers) but I think the console should carry +SSD (with the aforementioned SSD buff to the phaser proc) and I don't know... shield regeneration? maybe capacity... or sensors, sensors are good for feds right? :P
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  • capnshadow27capnshadow27 Member Posts: 1,731 Arc User
    edited December 2013
    The real problem here is its a 2.5% chance to disable one system out of four for 5 seconds.

    2.5% out of 100%

    so out of every 100 shots you should theoretically disable something for 5 seconds.

    but 1/4 of 2.5 = .62/.63 (roughly) to disable a system.

    So a little more than .5% chance to disable say shields.

    That is 400 shots to disable 2 systems :eek:

    Thats BS, so when the stars align someones shields drop for 5 seconds. But everyone else pretty much gets a guaruntee to do something useful.

    Make the Phaser Proc as such
    2.5% to disable weapons
    2.5% to disable shields
    2.5% to disable engines
    2.5% to disable aux

    oh and stackable to 2 (to prevent the starts really aligning and completly disabling a ship for 5 seconds) even though you can do that with a really really specialized drain build (as i have done)

    And thems the maths kids.
    Inertia just means you can do Powerslides in you carrier!
    I am Il Shadow and i approve these Shennanigans!
    [SIGPIC][/SIGPIC]
  • capnshadow27capnshadow27 Member Posts: 1,731 Arc User
    edited December 2013
    adamkafei wrote: »
    It would but that leaves the Omega and Borg sets out, I'd rather that it was tied to a weapon and console set, not sure what the resulting weapon would do (preferably a beam array as the Federation always favoured their cruisers) but I think the console should carry +SSD (with the aforementioned SSD buff to the phaser proc) and I don't know... shield regeneration? maybe capacity... or sensors, sensors are good for feds right? :P

    Feds do like a good sensor.

    But the reason i say the Maco/KHG over the omega or borg, they are already tied to faction specifics.

    Give omega disruptor it technically has to go to both thus eliminating people using phaser as they will go disruptor for more oomf.

    I was trying to think nice ya know? play fair and such.

    But would a FULL weapons set be something you would use just to buff your phasers? would it be a 2 piece bonus or 3 piece?

    What would the stats be? What would the pieces be?

    Omni-Directional Phaser Beam Array
    [Acc] [Dmg] [Arc]

    Very Rare Ship Weapon
    Bind On Character pickup
    Cannot Equip more than 1 of this Item
    Vice Admiral
    Values do not reflect skills or other modifiers


    Phaser Array
    Energy Damage

    to target: __ Phaser damage (__ dps)
    to self: -10 Weapon Power when firing other weapons
    2.5% chance to disable a random subsystem
    +10% Accuracy


    Console - Universal - Reactive Phaser Cascade Emitter
    Rare Universal Console
    Bind On Character pickup
    Vice Admiral
    Values do not reflect skills or other modifiers


    Taunt, Damage Resistance, Shield Hardening
    Taunts the target and up to 4 other targets within 5km, forcing these targets to attack your ship for 20 sec.

    To Self:
    +90 All Energy Damage Resistance Rating for 20 sec
    Reduces Damage to Shields by 40% for 20 sec
    To Self:
    After 10 sec, Grants Reactive Phaser Cascade for 10 sec
    Reactive Phaser Cascade
    Reflects energy damage back at the attacker for 150% of the incoming damage up to 2 times per second

    I guess i'd be happy with these *whistles innocently* :D
    Inertia just means you can do Powerslides in you carrier!
    I am Il Shadow and i approve these Shennanigans!
    [SIGPIC][/SIGPIC]
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited December 2013
    But would a FULL weapons set be something you would use just to buff your phasers? would it be a 2 piece bonus or 3 piece?

    Well the phaser buff would have to be the two piece passive so as to follow suit with all the other energy type buffs.
    What would the stats be? What would the pieces be?

    Omni-Directional Phaser Beam Array
    [Acc] [Dmg] [Arc]

    Very Rare Ship Weapon
    Bind On Character pickup
    Cannot Equip more than 1 of this Item
    Vice Admiral
    Values do not reflect skills or other modifiers


    Phaser Array
    Energy Damage 232.9

    to target: __ Phaser damage (__ dps)
    to self: -10 Weapon Power when firing other weapons
    2.5% chance to disable a random subsystem
    +10% Accuracy


    Console - Universal - Reactive Phaser Cascade Emitter
    Rare Universal Console
    Bind On Character pickup
    Vice Admiral
    Values do not reflect skills or other modifiers


    Taunt, Damage Resistance, Shield Hardening
    Taunts the target and up to 4 other targets within 5km, forcing these targets to attack your ship for 20 sec.

    To Self:
    +90 All Energy Damage Resistance Rating for 20 sec
    Reduces Damage to Shields by 40% for 20 sec
    To Self:
    After 10 sec, Grants Reactive Phaser Cascade for 10 sec
    Reactive Phaser Cascade
    Reflects energy damage back at the attacker for 150% of the incoming damage up to 2 times per second

    I guess i'd be happy with these *whistles innocently* :D

    Isn't that kinda stepping on the toes of the Obelisk set?

    I'd be happy with something along the lines of...

    Enhanced Phaser Beam Array [Acc]x2 [CrtH] (to reflect the whole superior sensors thing Feds have)
    Very Rare Ship Weapon
    Bind On Character pickup
    Cannot Equip more than 1 of this Item
    Vice Admiral
    Values do not reflect skills or other modifiers

    To target: 227.9 phaser damage (182.3 dps)
    To self: -8 current weapon power when firing other weapons
    2.5% chance to disable each subsystem ((as oppose to random system) cap at 2 per proc, causes 10 second immunity to target upon recovery)
    +20% Accuracy
    +2% Critical hit chance

    Console - Universal - <Insert cool name here>
    Rare Universal Console
    Bind On Character pickup
    Rear Admiral (Upper half)
    Values do not reflect skills or other modifiers

    +15 Subspace Decompiler
    +15 Starship Sensors
    +10% Flight Turn Rate
    +10% Flight Speed

    Enhanced Photon Torpedo [Acc]x2 [CrtH]
    (similar stats to those of a very rare Mk XII Photon Torpedo +10% damage and 1km AoE damage equal to 50% of the torp damage with 10% shield bypass on all damage (Additional to standard bleedthrough))

    Federation Advanced Gear Set
    Enhanced Phaser Beam Array
    <Console>
    Enhanced Photon Torpedo

    Set 2: +10% Phaser Damage (Final Modifier)
    +5% Flight Speed and Turn rate (Adds onto the console)
    Set3: Ability: <Insert inventive name here>
    Causes the enhanced Phaser beam to fire at +75% damage for 10 seconds (for 50% extra drain)
    30 second cooldown (Not affected by cooldown reductions <insert tech talk about power systems here>)
    Has global cooldown with Beam Fire at Will and Beam overload (on the enhanced beam only)

    I drew up these stats looking at other similar equipment with the idea that it would remain balanced but bring a unique flavour with it.
    ZiOfChe.png?1
  • alfamegaalfamega Member Posts: 268 Arc User
    edited December 2013
    With all these weapons only phaser capable, and phasers being weak why even use them? Oh thats right we often dont due to the fact that we dont want to use phasers....
    exactly the reason i don't even bother with chimera but fly 100% of time peghqu.
  • capnshadow27capnshadow27 Member Posts: 1,731 Arc User
    edited December 2013
    adamkafei wrote: »
    Well the phaser buff would have to be the two piece passive so as to follow suit with all the other energy type buffs.



    Isn't that kinda stepping on the toes of the Obelisk set?

    I'd be happy with something along the lines of...

    Enhanced Phaser Beam Array [Acc]x2 [CrtH] (to reflect the whole superior sensors thing Feds have)
    Very Rare Ship Weapon
    Bind On Character pickup
    Cannot Equip more than 1 of this Item
    Vice Admiral
    Values do not reflect skills or other modifiers

    To target: 227.9 phaser damage (182.3 dps)
    To self: -8 current weapon power when firing other weapons
    5% chance to disable random subsystem
    +20% Accuracy
    +2% Critical hit chance

    Console - Universal - <Insert cool name here>
    Rare Universal Console
    Bind On Character pickup
    Rear Admiral (Upper half)
    Values do not reflect skills or other modifiers

    +15 Subspace Decompiler
    +15 Starship Sensors
    +10% Flight Turn Rate
    +10% Flight Speed

    Enhanced Photon Torpedo [Acc]x2 [CrtH]
    (similar stats to those of a very rare Mk XII Photon Torpedo +10% damage and 1km AoE damage equal to 50% of the torp damage with 10% shield bypass on all damage (Additional to standard bleedthrough))

    Federation Advanced Gear Set
    Enhanced Phaser Beam Array
    <Console>
    Enhanced Photon Torpedo

    Set 2: +10% Phaser Damage (Final Modifier)
    +5% Flight Speed and Turn rate (Adds onto the console)
    Set3: Ability: <Insert inventive name here>
    Causes the enhanced Phaser beam to fire at +75% damage for 10 seconds (for 50% extra drain)
    30 second cooldown (Not affected by cooldown reductions <insert tech talk about power systems here>)
    Has global cooldown with Beam Fire at Will and Beam overload (on the enhanced beam only)

    I drew up these stats looking at other similar equipment with the idea that it would remain balanced but bring a unique flavour with it.

    Well since it was copied and pasted from the Obelisk set yes, yes it was, hence the innocent whistling ;)

    But i also like your set
    Inertia just means you can do Powerslides in you carrier!
    I am Il Shadow and i approve these Shennanigans!
    [SIGPIC][/SIGPIC]
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