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How do i get 125 Attack...

dykerasdykeras Member Posts: 326 Arc User
edited May 2014 in The Academy
Simple question, what equipment will get me to 125 Attack?
At the moment I have 110 (on my temporal destroyer) - do I need to stick loads of fleet mods on it?
What items/mods effect the damage output ? (I guess only having the 28.1% damage modules instead of the 30% modules affects it) ?
Post edited by dykeras on

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  • jaguarskxjaguarskx Member Posts: 5,945 Arc User
    edited May 2014
    The following are equipment that I know of which can boost weapon power.

    Your starship.
    - T5 Cruisers get +5
    - T5 Escorts get +15
    - T5 Science gets zero

    Note: Cruiser Command: Weapon System Efficiency reduces energy weapon drain by 25% per shot.


    Plasma Distribution Manifolds; +3.5 max
    http://sto.gamepedia.com/Console_-_Engineering_-_Plasma_Distribution_Manifold

    Assimilated Module; +5 max
    http://sto.gamepedia.com/Omega_Adapted_Borg_Technology_Set

    Adapted MACO Combat Impulse Engines; +3.8 max
    http://sto.gamepedia.com/Adapted_M.A.C.O._(Space)

    Plasmonic Leech; +15 max
    http://sto.gamepedia.com/Console_-_Universal_-_Plasmonic_Leech
    - Very Rare drop from Tal'shiar Lock boxes
    - Listed for around 30 million EC on the Exchange... or whatever the player is asking for.

    I am sure there are others, but those are the only ones I know of.


    Weapon Systems Performance is an admiral level skill for your toon. Maxing it out gives you somewhere between 9.5 to 10 weapon power. Don't know the exact number.
  • jaguarskxjaguarskx Member Posts: 5,945 Arc User
    edited May 2014
    Based on the above assuming you have one of each of the equipment and maxed weapon system performance (assume +9.5), your theoretic power level would be as follows:

    Escort = 151.8
    Crusier = 141.8
    Science = 136.8

    In actuality it will be 125 since it can never exceed the number. Anything above acts like a "reserve". Each time you fire an energy weapon it drains 10 points if I am not mistaken. Assuming you fire 3 times your escort's power level drops to 121.8, cruiser down to 111.8 and science down to 106.8. That also assumes no recharging during that time period.

    Activating Weapon System Efficiency on a cruiser means each shot fired only drains 7.5 power instead of 10. That means after 3 consecutive shots your weapon power drops to 119.3 instead of 111.8.

    To take it a step further if the escort and cruiser both fires 4 times, then they end up with equal power level when the cruiser is using weapon system efficiency.

    Escort = 151.8 - 10 x 4 = 111.8
    Cruiser = 141.8 - (10 x 4) x 75% = 111.8
  • icsairgunsicsairguns Member Posts: 1,504 Arc User
    edited May 2014
    im not a feddy bear but here is what I got LINK
    Trophies for killing FEDS ahh those were the days. Ch'ar%20POST%20LoR.JPG


  • woodwhitywoodwhity Member Posts: 2,636 Arc User
    edited May 2014
    You lack Emergency Power to weapons, and if i remember correctly also plasmonic leech. The BO-Layout itself is sup-optimal, I must say.
  • mackermomomackermomo Member Posts: 247 Arc User
    edited May 2014
    Emergency Powers builds:

    I've had some very good players advise me to use EWIII (emergency power to weapons III), and then augment the build with three DOFFs that reduce the cooldown on all emergency power abilities.

    http://sto.gamepedia.com/Specialization:_Damage_Control_Engineer

    I combine this with emergency power to shields, and seems to work quite well. The DOFFs keep the emergency power abilities firing considerably faster than without the DOFFs. My weapons power will still drop below 125 at times, but my build is still in the process.

    I have also heard it's much better to use BFAW (beam fire at will), than beam overload, as the latter will greatly reduce the power to any energy weapon shots immediately following. It almost seems like it's a wash if you have a beam boat build. You give one big damage hit, then several reduced damage hits with beam overload. Beam fire at will provides additional dps without considerably draining the weapons power. It's also quite helpful for taking down loads of fighters, parts of the crystaline entity coming at you, and even some targetable torpedoes.

    Plasmonic Leech + Flow Capacitor + Fleet Modules

    I also have my flow capacitor skill maxed out and use a plasmotic leech with 7 beams. Each time a beam is fired, it drains weapon power (10 I think), but at least 2.7 of that is returned due to the draining effect of the leech. People will get different numbers on the drain depending on skills and additional modules.

    Aux2Bat Build

    I almost forgot about the aux2bat builds that are quite popular with beamboats. I've seen it primarily with the scimitar, but I'm sure it's used for other ships. Aux2bat builds have the same skill twice, augmented by three aux2bat DOFFs which will reduce the cooldown on multiple abilities. Aux2bat takes power from your auxiliary systems and distributes it to the other three, weapons, shields, engines. Your ship becomes faster, more resilient, and hits harder + all your BOFF abilities recharge faster. Good stuff.

    Here's the technician DOFF you need for that build.

    http://sto.gamepedia.com/Specialization:_Technician

    Here's how you get that specific DOFF, if you don't want to buy them on the exchange. They come from the "support colonization efforts" rare missions.

    http://sto.gamepedia.com/Assignment:_Support_Colonization_Efforts

    Keybinds to make it all work smoothly:


    Don't forget the value of keybinds when adding all these abilities together.

    http://hilbertguide.com/

    I like STO much, much better now that I discovered how to set up tray #7, use keybinds and hit the spacebar to fire the 10 abilities and balance shields.

    There's also a Romulan faction reward prototype weapon that does not drain weapons power, as I recall.

    Good luck.:)
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