I.S.S. YOUKIDDINGRIGHT
People keep asking me what i could do with a starcruiser/mirror starcruiser. so i threw the
Green Knight build onto it and did a quick ISE.
22.5k DPS without getting a GDF. It should hit 25-27k with a good GDF.
Your all welcome. :cool:
Comments
SCM - Hive (S) - [02:31] DMG(DPS) - @jarvisandalfred: 30.62M(204.66K) - Fed Sci
Tacs are overrated.
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As long as Jena uses this toon, it wouldnt surprise me
Are you asking why it's in the back or why it's on the ship in the first place?
for the first it doesn't matter since it's a broadsider. for the second it's 2p bonus is +3% critH.
And ya, that ewp seems more detrimental then using another beam.
But good show none the less...as always
My PvE/PvP hybrid skill tree
I wasn't asking a question It was an observation that I decided to spend effort posting without providing any details on my thinking about it. I get the 2pc from Protonic Arsenal, that was obvious (and even use it myself )
i only flew this ship twice just as "proof of concept". basically just copying a build from another ship, no refining, tweaking, or polishing was done. normally i'd have already flown the ship for many hours before i publish it's build.
just a couple things, meh on AP. run shield pen and DR reduction traits.
nakura 2p... the nakura particle converter is ok, but the DBB and webmine are definitly a DPS loss for this build.
TBR is actually a great idea. a good refinement for this build would be to replace the flowcaps +Pla with partigens +pla, the plasleech with an ISO (you don't really need plasleech with a2b), and swap PH with ST1, ST2 with TBR1.
that should get you a nice chunk of extra DPS without giving up any tank.
as for the EPW, it does as much damage as a beam array that has 3 vulnerability consoles boosting it. it also crits a lot more than normal beams, and those crits have a 50% chance to do direct to hull bonus damage.
do you have the necessary permits to think?
At 15+ APS, the additional CrtH working in conjunction with the +CrtH gearing to to the x2 CrtD weapons...probably provides more of a boost than an additional array would have. It's likely a positioning/piloting thing, where somebody less able to maneuver around and thus having lower APS would lower their probabilities and might see a better return from an additional array.
It's kind of funny too, if you compare the average damage from the EPW to the FAW2 EPW...and...one of the RomPlas to FAW2 RomPlas.
Hrmm, would require additional looks - but it kind of looks funky...off.
edit: Could just be the +6% CrtH it sports giving it higher numbers, have to check that parse again.
Likely meant the 2pc Strikeforce rather than Munitions, for the +2.5% Bonus damage. Would mean switching out the Engine/Shields.
The shield/engine/deflector has had its 2p (weapons stabilizers) redone to add a 2.5% bonus boost to weapon damage....its definitely not base but I don't know what category it actually is. and being that shields/engines usually never give you any dps anyway (excluding rom. Which isn't all that much). It's the new must haves for dps racers.
http://sto.gamepedia.com/Nukara_Strikeforce_Technologies
A dive into how much that 2.5% is surely needed
My PvE/PvP hybrid skill tree
3% crit across the board >loss of beam array arc in one weapon I suppose
My PvE/PvP hybrid skill tree
Protonic Polaron Array Mk XII [Acc]x2
Normal - 1061.4
FAW2 - 1106.9
Experimental Proton Weapon Mk XII [Acc][CrtH]x3
Normal - 556
FAW2 - 991.5
Well then...the EPW is definitely benefiting more from FAW2 all on its own just from how FAW is boosting the damage there. That's far more than the ~6% increase one would expect per shot from FAW2. It's almost an 80% boost.
In the linked parse, it goes from an avg of 410.3 to 2113 with FAW2.
Looking at one of my guys with it...
558.4 w/o and 827.2 w/ FAW2
519.2 w/o and 994.8 w/ FAW2
521.2 w/o and 831.4 w/ FAW2
It's curious, because comparing several parses including the linked one...I see the following:
Normal +
FAW2 -
There's a loss of avg DPV going from a Normal shot to FAW2...with various arrays.
However, the EPW shows a significant increase in DPV going from a Normal shot to FAW2.
Interesting...hrmm.
You are forgetting something. unbuffed by boff abilities the EPW is neither beam nor cannon. it's something inbetween. so it has a less damage than a beam, but a faster firing rate.
once you trigger FAW it becomes a beam, it's damage gets normalized to that of a beam and it's fire rate to FAW.
Nah, didn't forget anything - just didn't post the Cannon info. I've got the EPW on three toons (though on one it's just there as part of the 2pc/3pc bonuses for a torp boat)...one Beams + EPW and one "Cannons" + EPW.
Take a look at the numbers for how CRF/CSV affect the damage vs. how FAW/BO affect the damage.
Looking at one of my guys and some parses, cause I don't feel like logging in and looking at the tooltips...
EPW: 868.8 w/o and 936.7 w/ CSV1
DC: 1317.3 w/o and 1421.5 w/ CSV1
Turret: 725.1 w/o and 765.4 w/ CSV1
EPW: 781.7 w/o and 808.5 w/ CSV1
DC: 1299.5 w/o and 1287.1 w/ CSV1
Heavy Turret: 1339.8 w/o and 1425.9 w/ CSV1
EPW: 745.3 w/o and 828.2 w/ CSV1
DC: 1142.8 w/o and 1388.1 w/ CSV1
Heavy Turret: 1298.8 w/o and 1310.6 w/ CSV1
Suggesting that the "base" damage is that of "cannon"...even though the basic weapon can both CSV and BO (FAW coming with the 2pc and CRF with the 3pc) and benefits neither from Cannon/Beam consoles.
It wasn't a bug thing that I was suggesting, just that it was curious how much the weapon favors using it for its "beam" aspects rather than its "cannon" aspects. It converts the base damage from that of a "cannon" to that of a "beam"...or...
Meh, I really don't feel like logging in and working the math back to determine what base damage it converts to with FAW/BO...lol. I've got a case of the Monday Lazy going on.
It was just curious noting the benefit running it with a beam setup vs. running it with a cannon setup that gave a kick to my interest in it for a moment - lol - a moment that's passed.
Meh. 2.5% on 30k would be 750dps. Uh-uh one misclick and you loose more dps, and you get a much more instable. Romengine+Undine-Deflector surpasses those 2.5% easily, especially on a Tac (~10% on Attackpatterns ->+5% all damage while APA is running, +sustained boosts for the rest like passive boni and 5% Acc->overflow). Before omega-engines/Elite fleet deflector gave you boosts too. So dps with deflector/engines are quite common for a while now.
And if you go lower on DPS, then of course any CrtH/D-Boosts becomes more powerful compared to a 2.5% increase. Even if its flat. Make the comparison with 10k, its clear that a few crit-hits outdamages those 2.5%.
Another factor would be the loss of survivability, as you must get rid of fleet shields, since you need to use deflector+shield, since RomEngines gives you dps.
I know you are fond of it, but its not really worth it. And its nice of you to think, something with added bonus would be a unknown factor for high-dps-ers
Aside that I use it in front, since its easier to not lose the beamarc there, its not recommended on any ship like that. Sure, 3% is great, but if you already have 25%, 3% is pretty meager compared to a full-beam. So its worth depends on the ship, if its low crth or high crth. It is know, that on h-dps Scimis its more a dps-loss, and best case a zero-sum-game compared to a beam.
Plasma-Synergies can bring Rompla on one level with AP.
Huh. I thought you might hit 30. My theory was that piloting and flight times were your real limiting factor, given that you were able to get that much from Galaxy which has similar layout.
i've gotten a Gal-X up to 36-37k, but that ship has 4 tac consoles and a hangar bay. i haven't tried the Gal-R yet.
Like i said earlier in the thread, i only ran this ship twice and it's build it just a copy/paste from another ship. the build hasn't been refined for the ship at all. i figure i could have probably maxed it out at 27-28k DPS with a more polished build.
Between these three helpful links
Rom engines
Attack pattern alpha maneuver skill worth
Attack pattern beta/omega worth
For alpha, it seems the rom engines give a 4.6% strength boost (assumption is amp like) and very small amount of crith/critd.
For omega it seems to be a 1%-2% damage increase
And for beta it seems to be a + 2 to the debuff.
Those aren't on 100% of the time while the nukara is.
Plus I've said it a few times that I'm talking counter command deflector and nukara shields/engines.
Seems a passive 2.5% bonus (obelisk, maybe better) that's always on would be superior.
Also there's the semi relative thing of sarcasm assuming I was taking about the weapon set without acknowledging the shield/engine set that would lead one to believe that he hasn't experimented with this set yet.
So it's "nice" that you think I'm just some random smuck that's assuming I'm on to something that hasn't been thought of...but ya, it seems to be pretty decent
My PvE/PvP hybrid skill tree
Fluidic Deflector + Nukara Engine/Shield
vs.
Romulan Engine + Nukara Deflector/Shield
...hrmmm, I only have Tacs to have Tacs - I don't fly them regularly and don't enjoy them much, so it often leaves me not thinking as much about them as I probably should - or - I should just be more clear that I'm not thinking about them.
But that's just intuition.
My PvE/PvP hybrid skill tree
Gets into how often an Attack Pattern is up, keeping mind that APA/APO are bonus boosts - APB/APD are damage resistance debuffs and thus affect the actual applied damage...vs...what that 8472 Deflector is giving folks.
+5% Accuracy...won't help with FAW and Accuracy Overflow cause it's still broken.
+8.8 Energy Weapons provides a +4.4% strength/base boost to directed energy damage.
+17.5 Projectile Weapons provides a +8.75% strength/base boost to projectile damage.
+17.5 Structural Integrity provides ~5.3% additional base hull.
+8.8 Shield Systems provides ~2.7% additional base shield cap.
Then you've got some Damps and PartiGens...
That Attack Patterns boost from the Romulan Engine...yeah, that's bonus for APA/APO and that damage resistance debuff for actual applied with APB/APD.
Would get into how often there's an APx up or not, eh? Uptime duration and the calculations from there...
And then there's looking at the Nukara Deflector - and yeah, you can see the "vs. Tholian" aspect of it with its boosts.
Like anything else, it would come down to evaluating all aspects of the build and going with what's best...
Luckily I'm a cannon user. Still curious what comes out on top
My PvE/PvP hybrid skill tree
ACC overflow is broken for CSV and TS also.
Yep, things with pesky autohit components from target selection...meh.
Hrmm, probably means it's broken on the Turret Barrage too...