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Undine Rep worth doing?

startrek1234567startrek1234567 Member Posts: 0 Arc User
I mean so far im enjoying the undine PVE, except for those bubble things, very annoying.

So reputation stuff is actually easier for me to do now so...is the Undine rep worth doing, idk if anyone has the specs for any of the armor, shields or special weapon for that rep. I have started Voth rep on my romulan awhile ago and is at tier 3.

Anyway is the undine rep worth doing if anyone has a clue?
Post edited by startrek1234567 on
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Comments

  • jslynjslyn Member Posts: 1,788 Arc User
    edited April 2014
    I mean so far im enjoying the undine PVE, except for those bubble things, very annoying.

    So reputation stuff is actually easier for me to do now so...is the Undine rep worth doing, idk if anyone has the specs for any of the armor, shields or special weapon for that rep. I have started Voth rep on my romulan awhile ago and is at tier 3.

    Anyway is the undine rep worth doing if anyone has a clue?



    The Space Set is a Buff for Phasers / Disruptors. If you use those, this is the proper set for it.


    Ground Set is, I believe, based around a gun that fires sticky grenades. Or delayed Exploding Clouds. Same-Difference. I think this is the one that has a ranged weapon but buffs melee. Not really sure what they were thinking with that.
  • vivenneanthonyvivenneanthony Member Posts: 1,278 Arc User
    edited April 2014
    I mean so far im enjoying the undine PVE, except for those bubble things, very annoying.

    So reputation stuff is actually easier for me to do now so...is the Undine rep worth doing, idk if anyone has the specs for any of the armor, shields or special weapon for that rep. I have started Voth rep on my romulan awhile ago and is at tier 3.

    Anyway is the undine rep worth doing if anyone has a clue?

    I agree with the later. Unless you are going to do a phaser - Fed tanker usually or disruptor - KDF tanker don't waste your time.

    If you do it, do till what you need for a good build. I suppose a science or engineering ship can use the T5 buff.

    But honestly no.
  • startrek1234567startrek1234567 Member Posts: 0 Arc User
    edited April 2014
    I agree with the later. Unless you are going to do a phaser - Fed tanker usually or disruptor - KDF tanker don't waste your time.

    I use phasers so yeah I may do it lol. Easy enough anyway.
  • daqheghdaqhegh Member Posts: 1,490 Arc User
    edited April 2014
    My answer is NO. None of the reps are actually worth it.
    My Old Blog about things that could and should have been added when I wrote it. Not sure what I want to do with it now. I'll just keep it available now that most of it is outdated.
  • hyplhypl Member Posts: 3,719 Arc User
    edited April 2014
    If you have to ask yourself that ques- NO. It is not worth it. Don't bother to even log in anymore. Just go find something else to do that's worth your time.
  • rattler2rattler2 Member, Star Trek Online Moderator Posts: 58,588 Community Moderator
    edited April 2014
    At the very least... its worth the dilithium you'll most likely get for claiming T5. Not to mention the ECs you make from selling unwanted gear from the boxes.
    db80k0m-89201ed8-eadb-45d3-830f-bb2f0d4c0fe7.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2ExOGQ4ZWM2LTUyZjQtNDdiMS05YTI1LTVlYmZkYmJkOGM3N1wvZGI4MGswbS04OTIwMWVkOC1lYWRiLTQ1ZDMtODMwZi1iYjJmMGQ0YzBmZTcucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.8G-Pg35Qi8qxiKLjAofaKRH6fmNH3qAAEI628gW0eXc
    I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
    The nut who actually ground out many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
  • chiyoumikuchiyoumiku Member Posts: 1,028 Arc User
    edited April 2014
    Space Snot lol THanks for that Jayce. Anyways it depends. I am going after the rep console and phaser turret for my vesta and the deflector/engines for my falchion.
    Sekhmet_Banner.jpg
    Defending The Galaxy By Breaking One Starfleet Regulation After The Next.
  • starkaosstarkaos Member Posts: 11,556 Arc User
    edited April 2014
    There is the Kit Modules as Tier 3 and the Costume unlock at Tier 5. Also, there is the dilithium reward from getting to the end.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited April 2014
    Anyway is the undine rep worth doing if anyone has a clue?

    Note: Some of the numbers may reflect skills/gears/etc. Seriously, some of the numbers will not match based on skill builds/gear builds/etc as well as being viewed as projects. Not listing the damage for the weapons in general.

    Feature Episode "Surface Tension"

    Console - Tactical - Counter-Command Multi-Conduit Energy Relay (1/4 Counter-Command Ordnance Space Set)
    +13.1% Phaser Damage
    +13.1% Disruptor Damage
    +26.2% Radiation Damage
    +26.2% Photon Projectile Weapon Damage

    8472 Counter-Command Tier 1

    Mental Acuity (Ground Trait)
    +10% Bonus Damage While Aiming

    Mental Conditioning (Ground Trait)
    +20 Psionic Damage Bonus Resistance Rating
    +15 Control Resistance Rating

    Very Rare Counter-Command Personal Shield Mk XII (1/4 Counter-Command Elite Ground Set)
    +43.6 Psionic Damage Resistance Rating
    +38.4 Root Resistance Rating
    +38.4 Knockback Resistance Rating
    407.4 Maximum Shield Capacity
    Full regenerates after not taking damage for 3 secs.
    When hit by Energy attacks, you have a 2% chance to release an Energy Repulsion Wave that deals 25% of the damage of the attacker to enemies within 7.5 yards as well as knocking them back. Trigger chance is doubled when hit by Psionic attacks. This effect cannot be triggered more than once every 2 seconds.

    Console - Universal - Hydrodynamics Compensator (1/4 Counter-Command Ordnance Space Set)
    +3 Engine Power Setting
    +3 Auxiliary Power Setting
    +17.3 Starship Targeting Systems
    +23.1% Flight Turn Rate

    8472 Counter-Command Tier 2

    Tactical Precision (Space Trait)
    +3% Accuracy for 15 sec (Stacks 5 times)

    Crucial Component Redistribution (Space Trait)
    +20 Antiproton Damage Bonus Resistance Rating
    +15 Control Resistance Rating

    Very Rare Counter-Command Deflector Array Mk XII (1/4 Fluidic Counter Assault Space Set)
    +5% Accuracy
    +8.8 Starship Energy Weapon Training
    +17.5 Starship Projectile Weapon Training
    +17.5 Starship Structural Integrity
    +8.8 Starship Shield System
    +17.5 Starship Inertial Dapers
    +26.2 Starship Particle Generator

    Very Rare Enhanced Bio-Molecular Photon Torpedo Launcher Mk XII (1/4 Counter-Command Ordnance Space Set)
    +10% Acc
    +2% CrtH
    +20% CrtD
    Bio-Molecular Incubation:
    -23.1 runspeed for 8 sec
    On Expiration 712.4 Radiation Damage (Ignores Shields) (Double Damage vs. Undine)

    8472 Counter-Command Tier 3

    Empathic Adaptation (Ground Trait)
    When suffering damage, 20% chance to reduce Damage to Shields by 5% for 15 sec. This chance is doubled when hit by Psionic Damage.

    Empathic Reverberation (Ground Trait)
    When hit by Energy attacks, you have a 5% chance to reflect 50% of incoming Energy Damage back at the attacker. Also grants a 10% chance to reflect Psionic Damage.

    Very Rare Counter-Command Bio-Molecular Phaser Rifle MK XII (1/4 Counter-Command Elite Ground Set)
    +20% Damage vs. Undine
    5% chance Bio-Molecular Incubation:
    -16.7 runspeed for 8 sec
    On Expiration 146.1 Radiation Damage (Ignores Shields) to target and up to 5 foes within 7.5 meters (Double damage vs. Undine)

    Very Rare Counter-Command Bio-Molecular Disruptor Rife Mk XII (1/4 Counter-Command Elite Ground Set)
    +20% Damage vs. Undine
    5% chance Bio-Molecular Incubation:
    -16.7 runspeed for 8 sec
    On Expiration 146.1 Radiation Damage (Ignores Shields) to target and up to 5 foes within 7.5 meters (Double damage vs. Undine)

    Very Rare Counter-Command Hyper Impulse Engines Mk XII (1/4 Fluidic Counter Assault Space Set)
    +5 Inertia
    +5% Defense
    +21.4 Flight Speed (Efficient at High Power Levels)
    +1.1 Flight Turn Rate
    Counters the negative effect on friction in Fluidic Space

    Very Rare Engineering Kit Module - Nanite Medical Generator Mk XII
    Creates a level 54 Nanite Medical Generator IV for 180 sec
    +18 Hit Points/sec
    +15 All Damage Resistance Rating
    +30 Psionic Damage Bonus Resistance Rating
    +30 Toxic Damage Bonus Resistance Rating

    Very Rare Science Kit Module - Nantite Sonic Pulse Mk XII
    157.4 Radiation Damage (50% Shield Penetration)
    +20% Damage vs. Undine
    Knocks Back 21.3 meters vs. Non-Undine
    Interrupt
    -66% Runspeed for 15.2 sec
    +1.2 Stun for 4.6 sec vs. Undine

    Very Rare Tactical Kit Module - Bio-Molecular Photon Grenade Mk XII
    283.8 Kinetic Damage (50% Shield Penetration; Damage reduces from epicenter)
    Applies Bio-Molecular Incubation:
    -16.7 runspeed for 8 sec
    On Expiration 33 Radiation Damage (Ignores Shields) (Double damage vs. Undine)

    8472 Counter-Command Tier 4

    Nanoprobe Field Generator (Space Trait)
    When suffering damage, 10% chance to reduce Damage to Shields by 5% for 15 sec. The chance is doubled vs. Undine. Can be stacked up to 5 times.

    Nanoprobe Feedback (Space Trait)
    When hit by Directed Energy attacks, you have a 10% chance to reflect 100% of incoming Directed Energy Damage at the attacker. (Reflected Damage is Doubled vs. Undine.) This effect cannot be triggered more than once every 10 seconds.

    Very Rare Counter-Command Hyper Injection Warp Core Mk XII (1/4 Fluidic Counter Assault Space Set)
    +7.5 additional Engine Power (Bonus increases at low Engine Power)
    +5 Maximum Engine Power (Allows your Engine Power to exceed 125)
    Maximum Warp Factor 10
    +17.5 Starship Engine Performance
    Adds 7.5% of your Engine Power to your Weapon Power as bonus power
    50% Reduced Cooldown on Transwarp
    50% recharge time reduction to Slipstream Drive
    +33% Engine Power Drain Resistance
    Counters the debuffs on starship movement in Fluidic Space
    Engine Capacitor: Repairs disabled Engines/+15 Engine Power Setting for 10 sec

    Very Rare Counter-Command Hyper Injection Singularity Core Mk XII (1/4 Fluidic Counter Assault Space Set)
    +5 to 15 Engine Power, based on your Singularity Charge level
    Maximum Warp Factor 10
    Reduces the cooldown time on Singularity Power use by 10%
    50% Reduced Cooldown on Transwarp
    50% recharge time reduction to Slipstream Drive
    +33% Engine Power Drain Resistance
    Counters the debuffs on starship movement in Fluidic Space
    Improved Singularity Overcharge: While Singularity Overcharge is active, you gain 20% Crit Severity
    Singularity Engines Capacitor: Drains your Singularity power to augment your Engine Power. Repairs disabled engines. Gives up to 30 Engine power, based on your Singularity level.

    Very Rare Heavy Bio-Molecular Phaser Turret Mk XII (1/4 Counter-Command Ordnance Space Set)
    +10% Accuracy
    4.5% chance Bio-Molecular Incubation:
    -16.7 runspeed for 8 sec
    On Expiration 455.1 Radiation Damage (Ignores Shields) (Double damage vs. Undine)

    Very Rare Heavy Bio-Molecular Disruptor Turret Mk XII (1/4 Counter-Command Ordnance Space Set)
    +10% Accuracy
    4.5% chance Bio-Molecular Incubation:
    -16.7 runspeed for 8 sec
    On Expiration 455.1 Radiation Damage (Ignores Shields) (Double damage vs. Undine)

    8472 Counter-Command Tier 5

    Bio-Molecular Shield Generator (Space Active)
    Creates a level 50 Bio-Molecular Shield Generator for 30 sec.
    The following applies to allies in a 2.5km radius:
    779.6 Shield Regeneration/sec
    Reduces Damage to Shields by 22%

    Very Rare Counter-Command Exo-Armor Mk XII (1/4 Counter-Command Elite Ground Set)
    +30% Physical Damage
    +59.1 Physical Damage Resistance Rating
    +59.1 Kinetic Damage Resistance Rating
    +118.2 All Energy Damage Resistance Rating
    +55.4 Toxic Damage Resistance Rating
    +55.4 Psionic Damage Resistance Rating
    For 3 seconds after performing a roll gain:
    +25% Dodge
    +50% Avoidance
    +25% Runspeed
    0 Health Regeneration (Increases as health decreases)

    Very Rare Counter-Command Covariant Shield Array Mk XII (1/4 Fluidic Counter Assault Space Set)
    7751 Maximum Shield Capacity
    135.5 Shield Regeneration every 6 seconds
    Reduces Antiproton Damage to Shields by 20%
    When hit by Directed Energy attacks, you have a 2.5% chance to drain 10 Weapon Power from the Attacker

    Counter-Command Elite Ground Set
    2/4 - Bio-Molecular Conduits
    unknown, don't have any

    3/4 - Unstable Bio-Molecular Personal Shield/Bio-Molecular Instability
    unknown, don't have any

    4/4 - Toxin Innoculent
    unknown, don't have any

    Counter-Command Fluidic Counter Assault Space Set
    2/4 - Bio-Molecular Enhanced Defense
    unknown, don't have any

    3/4 - Bio-Molecular Fluidic Space Counter Blast
    unknown, don't have any

    4/4 - Bio-Molecular Reactive Shielding System/Bio-Molecular Enhanced Precision
    unknown, don't have any

    Counter-Command Ordnance Space Set
    2/4 - Bio-Molecular Instability
    +7.5% Bonus Phaser and Disruptor Energy Weapon Damage
    2% increased chance for Bio-Molecular weapons to apply their Incubation debuffs

    3/4 - Heavy Bio-Molecular Turret Barrage
    Targets Self - 3 min recharge
    Upgrades your Heavy Bio-Molecular Turret to deal damage to foes within 5km. Applies Bio-Molecular Incubation to all affected targets.

    4/4 - Degenerative Wave Signature
    Energy Weapons have a 1% chance to:
    Reduce Hull Healing by 50% for 10 sec
    Disable Hull Regeneration for 10 sec
    Remove one active Heal-Over-Time Effect
    Max Once per 10 seconds.
    Debuff effect does not stack.
    (Chanceincreases to 10% vs. Undine)

    8472 Store Unlocks
    T1 - Very Rare Bio-Molecular Rife Ground Weapons Mk XII
    T2 - Very Rare Bio-Molecular Assault Ground Weapons Mk XII
    T3 - Very Rare Bio-Molecular Projectile Space Weapons Mk XII
    T4 - Very Rare Bio-Molecular Space Beam/Cannon Weapons Mk XII
    T5 - Very Rare Bio-Molecular Kit Frame Mk XII

    Rifles/Assault available in Phaser and Disruptor with 2 mods.
    5% chance Bio-Molecular Incubation:
    -16.7 runspeed for 8 sec
    On Expiration 146.1 Radiation Damage (Ignores Shields) (Double damage vs. Undine)

    Space Energy Weapons available in Phaser and Disruptor with 2 mods.
    4.5% chance Bio-Molecular Incubation:
    -16.7 runspeed for 8 sec
    On Expiration 455.1 Radiation Damage (Ignores Shields) (Double damage vs. Undine)

    Projectiles are Photon with 2 mods.
    Torps: Bio-Molecular Incubation
    -23.1 runspeed for 8 sec
    On Expiration 712.4 Radiation Damage (Ignores Shields) (Double damage vs. Undine.
    Mines: 33% chance Bio-Molecular Incubation
    -23.1 runspeed for 8 sec
    On Expiration 422.8 Radiation Damage (Ignores Shields) (Double damage vs. Undine)

    Kit Frames
    Bio-Molecular Engineering Kit Mk XII [Gens][Turret]
    4 Fabrication Module Slots, 1 Mechanic Module Slot
    +25 Toxic Damage Bonus Resistance Rating
    +25 Psionic Damage Bonus Resistance Rating
    +26.2 Generators
    +26.2 Turrets and Drones

    Bio-Molecular Engineering Kit Mk XII [Turret][Weapon]
    3 Fabrication Module Slots, 2 Mechanic Module Slots
    +25 Toxic Damage Bonus Resistance Rating
    +25 Psionic Damage Bonus Resistance Rating
    +26.2 Weapon Proficiency
    +26.2 Turrets and Drones

    Bio-Molecular Engineering Kit Mk XII [Repair][Weapon]
    2 Fabrication Module Slots, 3 Mechanic Module Slots
    +25 Toxic Damage Bonus Resistance Rating
    +25 Psionic Damage Bonus Resistance Rating
    +26.2 Weapon Proficiency
    +26.2 Repairs

    Bio-Molecular Engineering Kit Mk XII [Repair][Demo]
    1 Fabrication Module Slot, 4 Mechanic Module Slots
    +25 Toxic Damage Bonus Resistance Rating
    +25 Psionic Damage Bonus Resistance Rating
    +26.2 Demolitions
    +26.2 Repairs

    Bio-Molecular Science Kit Mk XII [Medic][Phys]
    4 Medic Module Slots, 1 Research Module Slot
    +25 Toxic Damage Bonus Resistance Rating
    +25 Psionic Damage Bonus Resistance Rating
    +26.2 Medic
    +26.2 Physiology

    Bio-Molecular Science Kit Mk XII [Medic][Weapon]
    3 Medic Module Slots, 2 Research Module Slots
    +25 Toxic Damage Bonus Resistance Rating
    +25 Psionic Damage Bonus Resistance Rating
    +26.2 Weapon Proficiency
    +26.2 Medic

    Bio-Molecular Science Kit Mk XII [Part][Weapon]
    2 Medic Module Slots, 3 Research Module Slots
    +25 Toxic Damage Bonus Resistance Rating
    +25 Psionic Damage Bonus Resistance Rating
    +26.2 Weapon Proficiency
    +26.2 Particle Physics

    Bio-Molecular Science Kit Mk XII [Part][Logic]
    1 Medic Module Slot, 4 Research Module Slots
    +25 Toxic Damage Bonus Resistance Rating
    +25 Psionic Damage Bonus Resistance Rating
    +26.2 Probability Logistics
    +26.2 Particle Physics

    Bio-Molecular Tactical Kit Mk XII [Combat][Grenade]
    1 Strategic Module Slot, 4 Assault Module Slots
    +25 Toxic Damage Bonus Resistance Rating
    +25 Psionic Damage Bonus Resistance Rating
    +26.2 Grenades
    +26.2 Combat Specialist

    Bio-Molecular Tactical Kit Mk XII [Combat][Weapon]
    2 Strategic Module Slots, 3 Assault Module Slots
    +25 Toxic Damage Bonus Resistance Rating
    +25 Psionic Damage Bonus Resistance Rating
    +26.2 Weapon Proficiency
    +26.2 Combat Specialist

    Bio-Molecular Tactical Kit Mk XII [Squad][Weapon]
    3 Strategic Module Slots, 2 Assault Module Slots
    +25 Toxic Damage Bonus Resistance Rating
    +25 Psionic Damage Bonus Resistance Rating
    +26.2 Weapon Proficiency
    +26.2 Squad Command

    Bio-Molecular Tactical Kit Mk XII [Squad][Tactics]
    4 Strategic Module Slots, 1 Assault Module Slot
    +25 Toxic Damage Bonus Resistance Rating
    +25 Psionic Damage Bonus Resistance Rating
    +26.2 Squad Command
    +26.2 Advanced Tactics

    So if somebody can link the 2/4, 3/4, 4/4 for the Ground and Space (Ship) sets...that's pretty much it. There was no way I was going to grind out the Marks for the gear on Tribble...ZzzZzzZzz.
  • iceeaglexiceeaglex Member Posts: 375 Arc User
    edited April 2014
    So, 13% phaser damage from the console.
    7% phaser damage from a 2 piece set.
    About 20% total.

    Or 31% phaser damage from a fleet console.......
    Um, yeah, nope. Set is still worthless on a phaser based ship.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited April 2014
    iceeaglex wrote: »
    So, 13% phaser damage from the console.
    7% phaser damage from a 2 piece set.
    About 20% total.

    Or 31% phaser damage from a fleet console.......
    Um, yeah, nope. Set is still worthless on a phaser based ship.

    13.1% base/strength/pre-Weapon Power Phaser
    7.5% non-base/bonus/post-Weapon Power Phaser
    26.2% Photon
    26.2% Radiation
    6.5% chance to Incubate (for snare/Rad damage)

    vs. 31.9% Phaser & +1.6% CrtH or +8% CrtD

    Depending on the build..it may or may not be worth it - if you're running the Bio-Molecular Phasers and have the Bio-Molecular Torp. If you're not running them, well - yeah - the math can get a bit complicated, so like anything else - it's going to come down to looking at the build.

    edit: arintal was nice enough to point out that as I pointed out earlier, the 7.5% is bonus and not strength.
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited April 2014
    jslyn wrote: »
    The Space Set is a Buff for Phasers / Disruptors. If you use those, this is the proper set for it.


    Ground Set is, I believe, based around a gun that fires sticky grenades. Or delayed Exploding Clouds. Same-Difference. I think this is the one that has a ranged weapon but buffs melee. Not really sure what they were thinking with that.

    This is a bigger deal for Feds, IMO. The ONLY space set that buffs Phasers is from the 8472 rep. There's also alot of Feds that use Phasers still despite the other very good energy weapon choices that do get assorted buffs. It also buffs Photon Dmg. Oh, hey, guess what torp type is the favorite Torp these days? :D

    KDF / KDF-Rom that sport Disruptors will like it even more, but due to the lack of Phaser boosting options for the Feds, the set is very relevant to their interests.
    XzRTofz.gif
  • edited April 2014
    This content has been removed.
  • platewearingbirdplatewearingbird Member Posts: 455 Arc User
    edited April 2014
    I run disruptors and I'd be very interested a full loadout of bio-molecular weapons.

    Turn speed and radiation damage that deals a significant amount of damage. It looks better than the protonic Polaron weapons.
  • snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    edited April 2014
    daqhegh wrote: »
    My answer is NO. None of the reps are actually worth it.

    They're so much easier to do en masse right now. One daily for each rep and then forget about rep till the next day. The costs are so much lower. Marks pile up a bit easier even being casual about it.

    I'd say they're just about right in terms of casually grinding them at your leisure.
    [SIGPIC][/SIGPIC]
  • arintalarintal Member Posts: 0 Arc User
    edited April 2014
    20.6% Phaser
    26.2% Photon
    26.2% Radiation
    6.5% chance to Incubate (for snare/Rad damage)

    vs. 31.9% Phaser & +1.6% CrtH or +8% CrtD

    Depending on the build..giving up 11.3% base (cause it is just base) damage might be worth it - if you're running the Bio-Molecular Phasers and have the Bio-Molecular Torp. If you're not running them, well - yeah - wouldn't make much sense to run the console or 2pc.

    You are so wrong.

    Console - Tactical - Counter-Command Multi-Conduit Energy Relay (1/4 Counter-Command Ordnance Space Set)
    +13.1% Phaser Damage
    +13.1% Disruptor Damage
    +26.2% Radiation Damage
    +26.2% Photon Projectile Weapon Damage

    Counter-Command Ordnance Space Set
    2/4 - Bio-Molecular Instability
    +7.5% Bonus Phaser and Disruptor Energy Weapon Damage
    2% increased chance for Bio-Molecular weapons to apply their Incubation debuffs


    Underlined and bolded why you are so wrong.


    Think why?


    Going 4->5 vulnerability consoles increases damage by 6.9%. See that set bonus it alone increases by 7.5%.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited April 2014
    arintal wrote: »
    You are so wrong.

    So wrong? Nah...not really. Off? Sure...the amount is off. But so wrong? Lol...
    arintal wrote: »
    Console - Tactical - Counter-Command Multi-Conduit Energy Relay (1/4 Counter-Command Ordnance Space Set)
    +13.1% Phaser Damage
    +13.1% Disruptor Damage
    +26.2% Radiation Damage
    +26.2% Photon Projectile Weapon Damage

    Counter-Command Ordnance Space Set
    2/4 - Bio-Molecular Instability
    +7.5% Bonus Phaser and Disruptor Energy Weapon Damage
    2% increased chance for Bio-Molecular weapons to apply their Incubation debuffs


    Underlined and bolded why you are so wrong.

    Yep, bonus != strength. The 13.1% is base while the 7.5% is non-base.
    arintal wrote: »
    Think why?

    You might want to think yourself, eh?
    arintal wrote: »
    Going 4->5 vulnerability consoles increases damage by 6.9%. See that set bonus it alone increases by 7.5%.

    Heh, you really want to do that dance? Cause your numbers are wrong. They'll only be correct in specific scenarios. It may be the case for your build - but it's not universal.

    The 5th console will add an additional 31.9% base damage. That amount will be modified by weapon power. @125 Weapon Power, you're looking at 79.75% strength/base damage. Guess what...using any bonus buffs/abilities? Got EPtW1 up and running? That 31.9% is now providing 87.725% base damage. Want to work some other buffs into that? Want to add in a Crit? Want to add in some debuffs?

    I can do the math for this until your eyeballs fall out.

    Yep, no doubt I went through and just went off of what the person said that I was replying to instead of the information that I had typed out. My brain kind of turned to mush typing that all out for folks.

    One could have simply pointed out the error with the 7.5% being bonus (as per what I typed out) rather than strength (as suggested by the person I replied to there)...would have been a "doh" moment for me, corrected, and everybody would have gone on their merry way...

    ...but you chose to go the way you did? That's a trip...a serious trip. Have to figure you mistakenly posted on your main forum account rather than another account where I somehow ticked you off - or - perhaps I ticked you off by ticking off a friend.

    But thanks, lol...I needed the laugh.

    edit: How about this one, eh? Skip the CCTac Console, go with the 5th ATVx, grab the Hydro and Heavy Turret, figure int +Eng Power and +Turn, helping you stay on target for increased DPS uptime, figure in the +Aux and how it affects your T4 Nukara and if it helps you get Aux to 75 for [AMP] Synergy, look at what the +7.5% is giving you off the ATVx instead of the CCTac, address the higher CrtH or CrtD you have based on the ATVx you're sporting, then work in the potential debuffs that you or those on your team have added in...while dealing with any of the other strength boosts coming from skills/gear, additional bonus boosts coming from abilities, and then do the same thing with the CCTac instead of the 5th ATVx, eh? What Starship Weapon Training, Starship Energy Weapons, Starship Energy Weapon Specialization, Starship Attack Patterns, Starship Targeting, Starship Weapon Performance, what Personal Traits, what Rep Traits, what DOFFs, what BOFF traits, and what other gearing do we have going into it all, eh?
  • warpetwarpet Member Posts: 506 Arc User
    edited April 2014
    not worth of time if u had old reputation maxed at least with old system we could do it for passives but now it is useless
  • cerealplayercerealplayer Member Posts: 214 Arc User
    edited April 2014
    7.5% non-base/bonus/post-Weapon Power Phaser

    Do we *know* that it is non-base extra damage? In other words, do we know that it works like the anti-proton set 10% bonus, and unlike the dominion polaron damage bonus? I'm not saying I don't believe you. I'm just wondering whether it has been confirmed either by the devs, or through testing, etc.

    Thanks VD. As always, I appreciate your thorough (if overly verbose) contributions to STO knowledge :)
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited April 2014
    Do we *know* that it is non-base extra damage? In other words, do we know that it works like the anti-proton set 10% bonus, and unlike the dominion polaron damage bonus? I'm not saying I don't believe you. I'm just wondering whether it has been confirmed either by the devs, or through testing, etc.

    Thanks VD. As always, I appreciate your thorough (if overly verbose) contributions to STO knowledge :)

    I believe it's a matter of the wording chosen for the tooltips, though I don't know what wording was actually used and what means which.

    Aren't the different terms "damage strength" and "damage bonus"?

    I believe virusdancer is actually the author of the explanations for this.


    It's good to see others have taking over the flame of BigRedJedi and others.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • warpangelwarpangel Member Posts: 9,427 Arc User
    edited April 2014
    So, 13.1% and 7.5%...

    Compare 7.6% to plasma from the Romulan set and 9.6% per embassy science console. You're still better off using plasma unless you only have one science console. Also, the Romulan 0 power beam array easily beats the Undine turret in this age of BFAW.
  • farmallmfarmallm Member Posts: 4,630 Arc User
    edited April 2014
    To me the Rep is worth doing for a couple reasons. I usually like to see if there is story progression after each Tier. The stat bonuses are nice as well. And the reward after Tier 5 is usually great as well. As for the gear it depends. Sometimes I get stuff sometimes I don't.
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  • warpangelwarpangel Member Posts: 9,427 Arc User
    edited April 2014
    farmallm wrote: »
    To me the Rep is worth doing for a couple reasons. I usually like to see if there is story progression after each Tier. The stat bonuses are nice as well. And the reward after Tier 5 is usually great as well. As for the gear it depends. Sometimes I get stuff sometimes I don't.
    You can look up the story cutscenes on youtube. The whole point of the trainwreck that is the new rep system is that you don't get any more stat bonuses, just "options," just like the 16 other "options" you already had and now can't use because you only got 4 slots. And its faster to just grind the 50k dil or whatever for yourself than do the rep hoping for a T5 reward.

    There's nothing left but the gear, and it doesn't impress.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited April 2014
    It's good to see others have taking over the flame of BigRedJedi and others.

    Lol...if BRJ was giving a talk, I wouldn't even be in the same building as him...I'd be lost out in the parking lot somewhere. :P

    Much of the information comes from bareel, queue38, frtoaster, vonamicus, lordhavelock, thissler, (and did you see the formula that rbaker82 did for the DRR/DBRR? that was some serious heinous stuff) and countless others that I hope I haven't insulted by missing their names.

    I'm just a little more active on the forums than they are (lol, a little more active than they are combined...meh) - I just do simple math, I just do grunt work on some of the numbers and get data...those are the guys that have the brains to figure most of it out where I just drag my knuckles across the keyboard and drool a little.

    edit: As for the terms "bonus" and "strength" - Bort actually shared that in one of his posts. I'd been itching for some time to try to find "unified" terms for explanations; since some folks were fine with base and non-base, some preferred pre-Weapon Power and post-Weapon Power, and others had terms of their own. They're not the only boosts done in the calculations...but it definitely helps separate these two. They even started adding them to the tooltips. Kind of like what they did with the Damage Resistance Rating stuff...there's both Damage Resistance Rating and Damage Bonus Resistance Rating (that rbaker82 formula is pretty damn nifty in the diminishing returns thread). Don't recall if they rewrote the other tooltips to take into account "Bonus" or not. Hawk had said they were looking at the tooltips here and there...it's a big complaint from some of us about how confusing they can be at times.

    edit2: Damn, that first edit's a fugly wall of text...
  • assimilatedktarassimilatedktar Member Posts: 1,708 Arc User
    edited April 2014
    I'm currently contemplating if the whole set can be integrated into my Aventine build. At the moment I have the experimental romplas, 3 romplas beam arrays, 1 fleet quantum torpedo launcher on each end and the rommie console. Most of my stuff can easily be replaced with the new set, but it would reduce me to 3 beam arrays and one turret. Weaker broadside and aft damage, weaker FaW, slightly more damage in the forward arc. Do the set bonuses make up for that or should a science broadsider ignore the Counter-Command Ordnance?
    FKA K-Tar, grumpy Klingon/El-Aurian hybrid. Now assimilated by PWE.
    Sometimes, if you want to bury the hatchet with a Klingon, it has to be in his skull. - Captain K'Tar of the USS Danu about J'mpok.
  • greyhame3greyhame3 Member Posts: 914 Arc User
    edited April 2014
    warpangel wrote: »
    You can look up the story cutscenes on youtube. The whole point of the trainwreck that is the new rep system is that you don't get any more stat bonuses, just "options," just like the 16 other "options" you already had and now can't use because you only got 4 slots. And its faster to just grind the 50k dil or whatever for yourself than do the rep hoping for a T5 reward.

    There's nothing left but the gear, and it doesn't impress.
    Watching things on YouTube isn't the same as seeing them yourself.
  • edgecrysgeredgecrysger Member Posts: 2,740 Arc User
    edited April 2014
    My Mogh has disruptor beam and photon torpedoe build, and that set will be great for it. But again i am just not doing any undine reputation. Im done with it. Really tired of the same things over and over again with no sense at all. Of course a lot of people will do the reputation even if they are upset with the new season. Those are the guys who are making cryptic to keep going with their stupid updates. Unfortunately.
  • erei1erei1 Member Posts: 4,081 Arc User
    edited April 2014
    warpangel wrote: »
    So, 13.1% and 7.5%...

    Compare 7.6% to plasma from the Romulan set and 9.6% per embassy science console. You're still better off using plasma unless you only have one science console. Also, the Romulan 0 power beam array easily beats the Undine turret in this age of BFAW.
    I'm using the aux phaser DHC on my vesta, so I'm interested by this set on my sci character. Otherwise, I sadly agree.
    [SIGPIC][/SIGPIC]
  • spacebaronlinespacebaronline Member Posts: 1,103 Arc User
    edited April 2014
    Lol...if BRJ was giving a talk, I wouldn't even be in the same building as him...I'd be lost out in the parking lot somewhere. :P

    Much of the information comes from bareel, queue38, frtoaster, vonamicus, lordhavelock, thissler, (and did you see the formula that rbaker82 did for the DRR/DBRR? that was some serious heinous stuff) and countless others that I hope I haven't insulted by missing their names.

    I'm just a little more active on the forums than they are (lol, a little more active than they are combined...meh) - I just do simple math, I just do grunt work on some of the numbers and get data...those are the guys that have the brains to figure most of it out where I just drag my knuckles across the keyboard and drool a little.

    edit: As for the terms "bonus" and "strength" - Bort actually shared that in one of his posts. I'd been itching for some time to try to find "unified" terms for explanations; since some folks were fine with base and non-base, some preferred pre-Weapon Power and post-Weapon Power, and others had terms of their own. They're not the only boosts done in the calculations...but it definitely helps separate these two. They even started adding them to the tooltips. Kind of like what they did with the Damage Resistance Rating stuff...there's both Damage Resistance Rating and Damage Bonus Resistance Rating (that rbaker82 formula is pretty damn nifty in the diminishing returns thread). Don't recall if they rewrote the other tooltips to take into account "Bonus" or not. Hawk had said they were looking at the tooltips here and there...it's a big complaint from some of us about how confusing they can be at times.

    edit2: Damn, that first edit's a fugly wall of text...

    You talk a lot - but you are being overly humble about your knowledge:P "I just drag my knuckles across the keyboard and drool a little".:)
  • vivenneanthonyvivenneanthony Member Posts: 1,278 Arc User
    edited April 2014
    Don't waste your time. If you do that, start a small fleet for the best fleet weapons gear.
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