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Is FAW really broken? (now that fix is live, use other FaW thread in this subforum)

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  • bpharmabpharma Member Posts: 2,022
    edited January 2014
    30k+ as a sci is doable, engineer also can't see anything stopping them either.

    40-50k+ Well that is the tippy top of damage, always has been the realm of tactical captains regardless of what the "new OP thing please nerf" ability/item has been. In this case it's Romulans.

    My sci if I bothered to try and respec I could definitly get mid 20k's possibly push close to 30k and that's as a Fed. I won't pretend or be ignorant to the fact that romulans are capable of higher, they are, they have the crits and the decloak and duration.

    Having said that and this is the point that constantly gets raised, how do you limit the top end without massively shortchanging or even destroying the bottom end?

    Easiest way is to have hard caps at the top end, not great game design but sometimes it needs to be done. Imagine if tric mines had a cap on crit of say 100-150k, we might still see them more often now.

    It is through repetition that we learn our weakness.
    A master with a stone is better than a novice with a sword.

    Has damage got out of control?
    This is the last thing I will post.
  • dontphasemedontphaseme Member Posts: 0 Arc User
    edited January 2014
    With FAW not critting and the new spire tac consoles this game seems to be right back at Escorts Online.

    At least i'm seeing lots of escorts now in pvp. You know the double a2damps-with-doff kind.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited January 2014
    Quoted for truth.

    Beams are meant to be sustainable damage, and escorts Spike damage.

    Maybe instead of changing beams and cannons and turrets they just make all ships 4/4.

    That way that bitty turret adds another 132 damage and we can all go home. Even ground and all that jazz.

    This is the fix needed i feel. When Faw or any ability that INCREASES your fire rate is activated it halves your crit chance. For romulans it halves your crit severity.

    Romulans, and Romulan Emabssy Boffs are the biggest problem IMHO, how many of these 40k+ or 30k+ builds have 0 Romulan Boffs, are not a Scimitar, and Are not a romulan toon.

    How many Are strictly FAW+A2B+DEM+Marion?

    How many just A2B?

    FAW isnt the problem, its part of a larger problem, same with A2B, its only a part.

    We as a community should try and figure out the ROOT cause, instead of blaming all the bits.

    i think that maybe a strategic reorganizing of weapon slots may be appropriate, were most cruisers end up with 5/3 and escorts 5/2. turrets suck to much air out of the room, a more heavy front bias on everything i think would solve a lot of escort complaints, and not do a whole lot to effect beam boats. or add side weapons slots, so cruisers would be 2/4/2. side weapons, the only way i see those working is if they are a mirror from 1 side to the next, so there isn't separate left or right slots. but, anything that has a 180 degree firing arc or more would be essentially 360 degrees in that case. that would be a pretty natural state for fed cruisers though, just look at their arrays wrapping around themselves.
  • mimey2mimey2 Member Posts: 0 Arc User
    edited January 2014
    bpharma wrote: »
    Imagine if tric mines had a cap on crit of say 100-150k, we might still see them more often now.

    I don't think it'd make that much of a difference, not as big a one as you might think. Trust me, I think i mentioned a few pages back or in a different thread my own experiences with tric mines. If they put even a 100k cap, that'd still be more than enough with 4 mines to blast apart nearly anything, including a vast majority of players, even if you could blow yourself up with em.
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • rck01rck01 Member Posts: 808 Arc User
    edited January 2014
    patrickngo wrote: »
    so...it returns things to where they were before T4 Romulan placate?

    You know, before you could make some newguy shift targets by shooting at him?

    and my goodness, you might have to ACTUALLY TARGET SOMEONE! Oh the Horrors!

    And there it is...the snarky retort. I was wondering how long it would take before someone jumped all over me as a "whiner."

    Let me respond by pointing out that I only re-spec'd for T4 placate after getting hit with it endlessly in Ker'rat and various queue matches. After a while, you say "enough is enough" and start fighting fire with fire.

    Take a stroll through the warzone someday and count the number of KDF or Romulan players who *aren't* using this mechanism. You'll likely come up empty.

    Finally, I have no problem with cryptic nerfing T4 placate. Heck, I think they should remove the mechanism entirely. But to penalize one group while allowing the escort jockeys to continue to jam us with every CRF crit, well that's simply unfair.

    The good news is that it's given me reason to dust-off the FTER and practice my de-cloak-alpha timing. So far, my kill ratio is pretty good...actually, better than with my cruiser. I may just stick to this going forward and make life even more miserable for the KDF/KDF-aligned Rommies... :)

    RCK

    P.S. - Is it just me? Or has anyone else noticed how annoyed some KDF/Rommie captains get when you use their own tactics against them? It's like, "you're a fed, you're supposed to sit there in a fat cruiser and take it!"

    Just precious...
  • bobiwanbobiwan Member Posts: 0 Arc User
    edited January 2014
    With FAW not critting and the new spire tac consoles this game seems to be right back at Escorts Online.

    I don't know what koolaid you are drinking, but BFAW still crits, as do all the other fire-modifying abilities.
    There would literally be no point to my build if it did not, and I would notice that with a 22.7% critical hit chance.
    If this is some patch note stating they were removed, gameplay reveals that's not occurring.
    In answer directly to all the moaners and groaners, there is a very simple, extremely effective answer to BFAW - Carrier pet spam makes the DPS upon you as the player from BFAW negligent and useless.
    One can and will pop those pets all day, but the presence of them alone greatly reduces on-target damage due to the uncontrolled targeting of BFAW.
    rck01 wrote: »
    P.S. - Is it just me? Or has anyone else noticed how annoyed some KDF/Rommie captains get when you use their own tactics against them? It's like, "you're a fed, you're supposed to sit there in a fat cruiser and take it!"

    Just precious...
    :rolleyes: I do sit there in a fat cruiser as a rommie and take it(I don't like the whole glass cannon bit, I like being able to take a punch or 10 while dealing out in kind).... they get a bit peeved when I give in turn just as well, much less the alpha not killing me. ;)

    Oh, and GG to the sci KDF Vo'quv Carrier, it's been quite a while since I've had my butt kicked.

    There does seem to be a ship balance in the base classes combined with the common builds, where one ship is the 'answer' to another with a proper build.
    Cruiser -> Escort -> Carrier -> Cruiser.
    The cruiser can take one hell of a beating, while still pushing out DPS worthy of making an escort pop.
    The escort has the unique ability to focus fire and maneuver past all the pet spam to take out the carrier easily.
    The carrier renders cruiser's BFAW useless via pet spam.
  • sohtohsohtoh Member Posts: 620 Arc User
    edited January 2014
    bobiwan wrote: »
    I don't know what koolaid you are drinking, but BFAW still crits, as do all the other fire-modifying abilities.
    There would literally be no point to my build if it did not, and I would notice that with a 22.7% critical hit chance.

    Check out post #31:

    http://sto-forum.perfectworld.com/showthread.php?p=14125301#post14125301

    Check out post #4:

    http://sto-forum.perfectworld.com/showthread.php?p=14313511#post14313511

    It is a known issue and being worked on. Beams still crit, but not when using FAW. It has been acknowledged and confirmed by other players, and more importantly, the Dev team.
    "I'm not big on telepaths myself. I'm not big on guns either. But if everyone else has them, I want to make sure I can get my hands on the biggest one I can."
  • sohtohsohtoh Member Posts: 620 Arc User
    edited January 2014
    bpharma wrote: »
    30k+ as a sci is doable, engineer also can't see anything stopping them either.

    40-50k+ Well that is the tippy top of damage, always has been the realm of tactical captains regardless of what the "new OP thing please nerf" ability/item has been. In this case it's Romulans.

    My sci if I bothered to try and respec I could definitly get mid 20k's possibly push close to 30k and that's as a Fed. I won't pretend or be ignorant to the fact that romulans are capable of higher, they are, they have the crits and the decloak and duration.

    Having said that and this is the point that constantly gets raised, how do you limit the top end without massively shortchanging or even destroying the bottom end?

    Easiest way is to have hard caps at the top end, not great game design but sometimes it needs to be done. Imagine if tric mines had a cap on crit of say 100-150k, we might still see them more often now.

    Thank you so very much for replying.

    Not being sarcastic here really. To me, doable means possible. Which means that no one has done it... yet.

    The 40k-50k range being the province of Tactical captains is partly what I was expecting. When you mentioned Romulans, are you inferring that those Tactical captains that hit the 40-50k range are solely Romulans? If not, have non-Romulan Tactical captains hit that range?
    "I'm not big on telepaths myself. I'm not big on guns either. But if everyone else has them, I want to make sure I can get my hands on the biggest one I can."
  • mimey2mimey2 Member Posts: 0 Arc User
    edited January 2014
    rck01 wrote: »
    P.S. - Is it just me? Or has anyone else noticed how annoyed some KDF/Rommie captains get when you use their own tactics against them? It's like, "you're a fed, you're supposed to sit there in a fat cruiser and take it!"

    Yes, but I've also noticed the other side of the coin:

    Feds who happily leveled Romulans, and have no qualms about doing some of the 'evil' things that they hated having done to them by Klingon players, primarily de-cloaking alpha strikes, yet still have the gall to whine when they die to the same thing, or whine for other reasons.

    Nobody is innocent really about 'whining' though. I've seen whiners on all sides, for all reasons. Talking about whining really doesn't help matters.
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • bobiwanbobiwan Member Posts: 0 Arc User
    edited January 2014
    sohtoh wrote: »
    Check out post #31:

    http://sto-forum.perfectworld.com/showthread.php?p=14125301#post14125301

    Check out post #4:

    http://sto-forum.perfectworld.com/showthread.php?p=14313511#post14313511

    It is a known issue and being worked on. Beams still crit, but not when using FAW. It has been acknowledged and confirmed by other players, and more importantly, the Dev team.
    O_o
    Then it must be happening inconsistently, as I see BFAW crit all the gorramn time, still.
  • wolverine595959wolverine595959 Member Posts: 726
    edited January 2014
    Now we bring the factional advantages into the argument. The feds have all the best ships any advantages the KDF had with Uni slots are gone since well fedds have ships with pretty much an equivalent shard slot. When the KDF had the BoP devs gave the Fed the MVAM which when in its 3 pieces turns better than the BoP, Before that the Feds have the defiant but it turns better than the raptor because the devs promised to "fix" the turn axis on the raptor but that never happened. Lets not go into the fed carrier bruhahaha. KDF had the better P2W consoles so the devs allowed crossover drops. Now throw in the Rommies and every faction is "exactly" alike. Feds have the best overall ships because they all have better shields then their KDF counterparts excluding the Rommie ones and in this game shields and movement mean so much more than hull.
    Hey I Used to be Captain Data, well I guess I still am in game but the account link really screwed everything up :rolleyes:
  • bpharmabpharma Member Posts: 2,022
    edited January 2014
    sohtoh wrote: »
    Thank you so very much for replying.

    Not being sarcastic here really. To me, doable means possible. Which means that no one has done it... yet.

    The 40k-50k range being the province of Tactical captains is partly what I was expecting. When you mentioned Romulans, are you inferring that those Tactical captains that hit the 40-50k range are solely Romulans? If not, have non-Romulan Tactical captains hit that range?

    The 40-50k range is rom tactical as far as I know.

    35k was achieved in a fed Kumari all cannons.

    Jem hadar dreadnought carrier can get 40k, possibly more, as a rom. My fed tactical in a half bothered attempt got 25k, will get more if I 1) remember to deploy pets and 2) pilot better.

    Science captains have sensor scan and engineers have nadeon and EPS transfer. Best place to ask about max possibles is in the dps channels. The reason I say possible for some things is because I don't know anyone that has so it's a bit of an educated guess.

    It is through repetition that we learn our weakness.
    A master with a stone is better than a novice with a sword.

    Has damage got out of control?
    This is the last thing I will post.
  • sohtohsohtoh Member Posts: 620 Arc User
    edited January 2014
    bobiwan wrote: »
    O_o
    Then it must be happening inconsistently, as I see BFAW crit all the gorramn time, still.

    Are you running a parser? Because as far as I know when run through a parser, FAW has been shown not to crit at all.

    If you have not run a parser, and you are basing your crits on what you have seen ingame; you may be seeing one of your beams' regular attacks getting a crit. The standard beam attacks still crit.

    If you have run your logs through a parser already, and your logs show that you are still getting crits with FAW, then I suggest that you are an anomaly; and recommend that you share your data with the dev team so they may be able to use that information for the fix.
    "I'm not big on telepaths myself. I'm not big on guns either. But if everyone else has them, I want to make sure I can get my hands on the biggest one I can."
  • wolverine595959wolverine595959 Member Posts: 726
    edited January 2014
    bobiwan wrote: »
    I don't know what koolaid you are drinking, but BFAW still crits, as do all the other fire-modifying abilities.
    There would literally be no point to my build if it did not, and I would notice that with a 22.7% critical hit chance.
    If this is some patch note stating they were removed, gameplay reveals that's not occurring.
    In answer directly to all the moaners and groaners, there is a very simple, extremely effective answer to BFAW - Carrier pet spam makes the DPS upon you as the player from BFAW negligent and useless.
    One can and will pop those pets all day, but the presence of them alone greatly reduces on-target damage due to the uncontrolled targeting of BFAW.
    :rolleyes: I do sit there in a fat cruiser as a rommie and take it(I don't like the whole glass cannon bit, I like being able to take a punch or 10 while dealing out in kind).... they get a bit peeved when I give in turn just as well, much less the alpha not killing me. ;)

    Oh, and GG to the sci KDF Vo'quv Carrier, it's been quite a while since I've had my butt kicked.

    There does seem to be a ship balance in the base classes combined with the common builds, where one ship is the 'answer' to another with a proper build.
    Cruiser -> Escort -> Carrier -> Cruiser.
    The cruiser can take one hell of a beating, while still pushing out DPS worthy of making an escort pop.
    The escort has the unique ability to focus fire and maneuver past all the pet spam to take out the carrier easily.
    The carrier renders cruiser's BFAW useless via pet spam.


    I have no issue with DPS cruisers, if you are willing to sacrifice survivability for damage fine more power to you. FAW allows for damage and healing with little to no tradeoff.
    Hey I Used to be Captain Data, well I guess I still am in game but the account link really screwed everything up :rolleyes:
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited January 2014
    FAW allows for damage and healing with little to no tradeoff.

    Even worse is A2B makes it all the more powerful by allowing you to increase the uptime of other FAW buffs at little cost.
    ZiOfChe.png?1
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited January 2014
    I have no issue with DPS cruisers, if you are willing to sacrifice survivability for damage fine more power to you. FAW allows for damage and healing with little to no tradeoff.

    thers a huge trade off, you cant direct your damage. if you want to kill a particular target in a 5v5 arena battle, and you use FAW, your going to be doing less damage to your target then you would be if you didn't use FAW. the problem comes when 3 or more FAW users are arround, then its more like the whole team is being focused simultaneously. a lone FAW boat AtB cruiser is mostly pissing in the wind just flying in circles cycling FAW, no mater what DPS numbers he parces.
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited January 2014
    thers a huge trade off, you cant direct your damage. if you want to kill a particular target in a 5v5 arena battle, and you use FAW, your going to be doing less damage to your target then you would be if you didn't use FAW. the problem comes when 3 or more FAW users are arround, then its more like the whole team is being focused simultaneously. a lone FAW boat AtB cruiser is mostly pissing in the wind just flying in circles cycling FAW, no mater what DPS numbers he parces.

    I thought the current version of faw put your first shot on your target (if its selected)... with the extra shots being random. Did they change this recently ? I don't know I could be thinking a few versions back... I stopped using faw a few months back. If it does that though its still a single target boost to dmg.
    [SIGPIC][/SIGPIC]
    Dignity and an empty sack is worth the sack.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited January 2014
    I thought the current version of faw put your first shot on your target (if its selected)... with the extra shots being random. Did they change this recently ? I don't know I could be thinking a few versions back... I stopped using faw a few months back. If it does that though its still a single target boost to dmg.

    ive done plenty of squinting to try to see if at least 5 of the 10 shots did hit my actual target, and as far as i can tell from the hectic observations its just completely random. i dont think it ever really fired any guaranteed to hit your target shots ever
  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited January 2014
    ive done plenty of squinting to try to see if at least 5 of the 10 shots did hit my actual target, and as far as i can tell from the hectic observations its just completely random. i dont think it ever really fired any guaranteed to hit your target shots ever

    Never tracked it myself, but at one point it was supposed to guarantee 5 attacks to primary target.

    http://sto.perfectworld.com/news/?p=567571 - when auto acc changed

    http://sto.perfectworld.com/news/?p=567081 - season 4 changes

    http://sto-forum.perfectworld.com/showpost.php?p=3452156&postcount=1
    The post mentioning it should have 1 primary and 1 sorta random secondary target. This one is pre season 4.
    [Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
    Random Quote from Kerrat
    "Sumlobus@****: your mums eat Iced Targ Poo"
    C&H Fed banter
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited January 2014
    Indeed I know for sure at one time it did... but who knows its faw... intentionally changed every third patch. Unintentionally changed every second. Both end up overlapping every 5th. lol
    [SIGPIC][/SIGPIC]
    Dignity and an empty sack is worth the sack.
  • studleydoostudleydoo Member Posts: 105 Arc User
    edited January 2014
    thers a huge trade off, you cant direct your damage. if you want to kill a particular target in a 5v5 arena battle, and you use FAW, your going to be doing less damage to your target then you would be if you didn't use FAW. the problem comes when 3 or more FAW users are arround, then its more like the whole team is being focused simultaneously. a lone FAW boat AtB cruiser is mostly pissing in the wind just flying in circles cycling FAW, no mater what DPS numbers he parces.

    Ha ha..."Pissing into the wind" I love that analogy. That is exactly how I feel in my "super" A2B/FAW PvE tactical cruiser when using FAW in PvP. I rarely get kills alone with FAW. Most of my kills are with Beam Overload. Often I work my behind off withering down my opponents defense only to have all my work instantly healed off or some hotshot escort comes in and steals my kill. Happens quite often.
  • brandonflbrandonfl Member Posts: 892
    edited January 2014
    studleydoo wrote: »
    Ha ha..."Pissing into the wind" I love that analogy. That is exactly how I feel in my "super" A2B/FAW PvE tactical cruiser when using FAW in PvP. I rarely get kills alone with FAW. Most of my kills are with Beam Overload. Often I work my behind off withering down my opponents defense only to have all my work instantly healed off or some hotshot escort comes in and steals my kill. Happens quite often.

    I think you're missing the point. FAW should be about pressure damage. It should be about setting up that kill for the Spike Damage Escort. That is how it is most effectively used. You shouldn't be upset about a stolen kill, you should be proud that you set up that kill. As DDIS said, killing with FAW is about having multiple platforms running it. A single ship using it is more about suppression and spam control.
    LOLSTO
  • studleydoostudleydoo Member Posts: 105 Arc User
    edited January 2014
    brandonfl wrote: »
    I think you're missing the point. FAW should be about pressure damage. It should be about setting up that kill for the Spike Damage Escort. That is how it is most effectively used. You shouldn't be upset about a stolen kill, you should be proud that you set up that kill. As DDIS said, killing with FAW is about having multiple platforms running it. A single ship using it is more about suppression and spam control.

    Actually I'm not missing the point and I'm not upset...just coming to a realization how different it is moving from pve to pvp. I'm sure for a pve player coming to pvp can be a rude awakening going from king of dps to a pressure damage support role. Its bit of ego crushing but hey...Ill get over it. I know it is pressure damage...its a role that I'm starting to resign myself to in pvp as a tactical cruiser. It is still nice to get the kill once in a while. Perhaps I'm flying the wrong class of ship. I should move on to escorts to get the kills. It is so fun to kill...ships that is.

    Anyhow, I totally agree with you...you need multiple ships running FAW for it to be a real threat.
  • bobiwanbobiwan Member Posts: 0 Arc User
    edited January 2014
    sohtoh wrote: »
    Are you running a parser? Because as far as I know when run through a parser, FAW has been shown not to crit at all.

    If you have not run a parser, and you are basing your crits on what you have seen ingame; you may be seeing one of your beams' regular attacks getting a crit. The standard beam attacks still crit.

    If you have run your logs through a parser already, and your logs show that you are still getting crits with FAW, then I suggest that you are an anomaly; and recommend that you share your data with the dev team so they may be able to use that information for the fix.

    O_o that does explain me only critically hitting 11% of the time via parser. I had honestly put that down to the thought that one's critical hit chance % cannot be directly accurate to the actual % of hits that crit, as in most games. That's actually rather scary that that's a flat thing, but yes, confirming that, not like it truly matters to the point of such a pressure-damage build.
    It would seem that's no chance, but more of a guarantee? I'd rather been operating under the assumption that 1/5 shots hit may crit, not will with my %.... that's a lot meaner than I thought.
  • mewimewi Member Posts: 0 Arc User
    edited January 2014
    That's right! Instead of fixing a few problems, let us rebuild the entire game around those problems to achieve balance!

    This way we avoid the pve crowd crying that the pvp crowd is nerfing their lazor beamz.
    [SIGPIC][/SIGPIC]
    | Join Date: January 2009 | Computer | Fleet: Broken Wings |
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited January 2014
    mewi wrote: »
    That's right! Instead of fixing a few problems, let us rebuild the entire game around those problems to achieve balance!

    We both know balance in STO is impossible...

    STO Balance is and Oxymoron, sense in STO is an Oxymoron, STO Logic is an Oxymoron... you see where I'm getting with this right..?
    ZiOfChe.png?1
  • mewimewi Member Posts: 0 Arc User
    edited January 2014
    You know what is worse! Games that have PvP that have the same exact stats and calculations of their PvE half! You want to talk about creating a situation where balance is impossible! PvErs will always want to keep their easy mode grindfest mode going and going and going. Like a rabbit with a drum, you see where I'm going here right?

    Rawr!

    If you are going to rebuild the game, rebuild it right.
    [SIGPIC][/SIGPIC]
    | Join Date: January 2009 | Computer | Fleet: Broken Wings |
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited January 2014
    mewi wrote: »
    /Snip

    Pretty much, I've suggested a few times that the game should be balanced on pvp and anything added to the game should be balance tested for pvp, build the pve on those foundations and it will as a direct result, be balanced. It's so much easier than the current system.
    ZiOfChe.png?1
  • bpharmabpharma Member Posts: 2,022
    edited January 2014
    1) This game is being designed and catered to the lowest player base.

    Adam, you know how you don't do as much dps in PvE as some of us? (don't mind btw as I know you're in a PvP build) Well you're leagues ahead of the player base Cryptic are catering for. In fact you'd be considered running h4x0rz by their standards of damage and ability.

    The only way you would get more balance is with a change in enemies, we're sort of getting that but it still doesn't change much as NPCs are either using tickle me Elmo beams or finger of God instakill death rays that would make minimax jealous.

    2) This game should never be balanced around only one section of the game.

    I'm sorry, you and everyone here may not agree (especially as VD isn't on here anymore) but the 2 types of game modes are inherently different at the fundamental levels.

    NPCs are designed to die, they're designed to die a lot and fairly quickly in some cases which is nice when you want to sit back, relax, enjoy blasting the dickens out of something. In fact some were even redesigned to give big pretty green aftershock explosions!

    Players are not designed to die very easily, some may even say at all. Players are supposed to be hard targets where getting a kill is meant to be about skill and outwitting the opponent, exploiting their weaknesses with your strengths.

    I won't deny this game is as unbalanced as a fat kid on a seesaw but just as I would not say, hey this ability is fine as the NPCs don't complain (double tap) I wouldn't say hey this ability is fine as no-one says its OP.(old tykens/GW, VM, PSW, CPB all in PvE)

    It is through repetition that we learn our weakness.
    A master with a stone is better than a novice with a sword.

    Has damage got out of control?
    This is the last thing I will post.
  • saxfiresaxfire Member Posts: 558 Arc User
    edited January 2014
    It's funny how nobody in this thread knows the ideal stat to increase to improve overcapping :P and people recommend getting more bonus power than the actual drain is, just silly... power doesnt help you, EPS does. please check your math VR and others :D what is correct that dhc overcapping value is around 135, when eps is added, then its around 140, with beams, base overcap value is 165, not 180, with my formula the goal is to get over 165 power, and over 15+ EPS(alone eptw3 is 165 + leech = 183(thats alrdy in capacity(at this point you should lower your weapon power and redirect around 15 of it somewhere else, IF you don't have 20 EPS), and after 180 power stack EPS for maxium dps bonus, tho if you don't alrdy stack eps before 180 you're doing it wrong and you should eat your shirt.
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