I have been using the a combat log parser for testing of surgical strike. So far I am disappointed with the outcome. After about 5 patrols set on elite difficulty and 5 on normal. Surgical strike does less damage than a in buffed weapons rotation. From what I have read the power slows down weapons fire for a Acc and crith bonus. This is awesome idea but I am not see why I should use them.
Here is how I used the skill. In my current build I rotate scatter volley and surgical strike. They put the other on a global cd of 15 seconds. I have keyboard them to space bar to keep a fair test. This should give me 10 seconds of scatter volley, 5 seconds of normal fire, 10 seconds of surgical strike, 5 more seconds of normal fire, then rinse and repeat. In the ten patrols I have done scatter volley has done more damage than both, it is hitting multiple targets and has a 15% damage bonus. The next biggest damage dealer is normal weapons fire, followed surgical strike.
Here is what I want, I would like to see if other players using DPS combatlog parsers could respond and see if they are getting the same results. It they are I am going to remove surgical strike and use another ability. I am not going to waste an ability when I am not getting any benefit.
Have you checked the difference between shielded and unshielded? From what I can tell its seems like BO but on crack.. Break shields pop SS and watch 6 or 7 hits in the 25k to 50k range one after the other. But if the target is shielded the damage seems a lot less... Also its a single target weapon attack so in group content Scatter Volley and BFAW should win out.. But singe target it should be doing a lot more. Then again my experience with it is from a DBB escort not a cannon escort. Have not tried it on a cannon escort yet I'm also use SS3... What level of SS are you using?
I am using SS2 is what I am using,mi do see it hitting hard. The problem I have is it is not doing more damage than unbuffed weapons in a parsed environment. This is of course over the entire combatlog. I do see some 17-20k hits with cannons. I think that the firing rate could be turned up a bit, I am going to do more testing.
Well that the thing.. combat log should be both aoe and single target. Have you looked at just a single target like a gate or something. Also 17k seems low... I'm hitting for 25 to 50k per hit depending on targets health level avg is about 30k unless there is a issue between using beams vs cannons with SS some sort of bug with the skill.
I have used SS buffed with TT and ApB and I have seen beautiful numbers against single targets with beams, applied to cannons I saw next to nothing, Deffinitely a beam skill. It brings great damage but in a multitarget its about equivelent to faw. Maybe one copy faw and one SS for beam ships would even out. If anyone get high numbers please suggest a build, I will test.
Energy Type is important for Surgical Strikes in it's current state; as it is right now, most weapons under the effect of SS deal phaser damage, which means you gain no benefit from your tac consoles until SS's duration is over.
Energy Type is important for Surgical Strikes in it's current state; as it is right now, most weapons under the effect of SS deal phaser damage, which means you gain no benefit from your tac consoles until SS's duration is over.
Really? Is that confirmed?
Well then again I wouldn't be surprised by the mess what DR is so far. :rolleyes:
Really? Is that confirmed?
Well then again I wouldn't be surprised by the mess what DR is so far. :rolleyes:
I have yet to see a Dev acknowledge the bug, but you can check to see if your particular weapons are affected by pressing "p" while on a space map, scroll down to your weapons, then look in the detailed description for the part for Surgical Strikes, it'll state the damage type there; i.e. X Phaser damage (Z DPS).
I have seen that a couple of times while trying to parse my Qib. Big phaser beam came up when the ship is geared with rom-plasmas. Does anything in sto work right now a days?
I have yet to see a Dev acknowledge the bug, but you can check to see if your particular weapons are affected by pressing "p" while on a space map, scroll down to your weapons, then look in the detailed description for the part for Surgical Strikes, it'll state the damage type there; i.e. X Phaser damage (Z DPS).
thx gona check it out, would be interesting if there are already some test done in this regards.
I hardly trust the tool tips because they can be bugged but affects still apply.
Edit:
Ok did a few thing on tirbble and it seems it just applies fine, with weapon consoles.
Surgical stike applies just fine to any weapon, with the console stack, beside DC/DHC.
e.g.
Beam Array: Bio-Disruptor:
741 Damage without any consoles -> 1778 damage with surgical strike 2
892 Damage with disruptor consoles (2xmk12 vulnerability locators 31,9%) -> 2141 damage with surgical strike 2
In both cases the multiplier is 2,4.
Bio-Phaser:
741 Damage without any consoles -> 1778 damage with surgical strike 2
865 Damage with phaser consoles (2xmk11 phaser relay 26,2%) -> 2077,5 damage with surgical strike 2
In both cases the multiplier is 2,4.
It is the same for all other beam arrays I tested.
Dual Heavy Cannons Nukara-Tetryon:
1289,3 Damage without any consoles -> 3094,3 damage with surgical strike 2
1552,7 Damage with tetryon consoles (2xmk12 vulnerability locators 31,9%) ->3094,3 damage with surgical strike 2
and here is the problem.
cannon get the normal 2,4 damage multiplier without the use of consoles, but doesn't get the multiplier with the consoles.
I also checked turret and DBAs, the 2,4 multiplier applies to anything on that damage typs. DC also suffer from the same bug as DHC.
Energy Type is important for Surgical Strikes in it's current state; as it is right now, most weapons under the effect of SS deal phaser damage, which means you gain no benefit from your tac consoles until SS's duration is over.
Well if that's true then that may explain the dps differences.. I'm using Bio-Phasers and phaser tac consoles.
I have been using the a combat log parser for testing of surgical strike. So far I am disappointed with the outcome. After about 5 patrols set on elite difficulty and 5 on normal. Surgical strike does less damage than a in buffed weapons rotation. From what I have read the power slows down weapons fire for a Acc and crith bonus. This is awesome idea but I am not see why I should use them.
Here is how I used the skill. In my current build I rotate scatter volley and surgical strike. They put the other on a global cd of 15 seconds. I have keyboard them to space bar to keep a fair test. This should give me 10 seconds of scatter volley, 5 seconds of normal fire, 10 seconds of surgical strike, 5 more seconds of normal fire, then rinse and repeat. In the ten patrols I have done scatter volley has done more damage than both, it is hitting multiple targets and has a 15% damage bonus. The next biggest damage dealer is normal weapons fire, followed surgical strike.
Here is what I want, I would like to see if other players using DPS combatlog parsers could respond and see if they are getting the same results. It they are I am going to remove surgical strike and use another ability. I am not going to waste an ability when I am not getting any benefit.
If you would repeat that with CRF and a SS of equal rank, that would be some information worth having. Otherwise not so much. You don't need a parser to know that CSV is going to out perform SS in most patrols. So this isn't something worth discussing.
If you would repeat that with CRF and a SS of equal rank, that would be some information worth having. Otherwise not so much. You don't need a parser to know that CSV is going to out perform SS in most patrols. So this isn't something worth discussing.
Cheers and let us know if you do those parses.
Its DHC and DC are bugged, they don't take into account the damage boost from tactical consoles.
Its DHC and DC are bugged, they don't take into account the damage boost from tactical consoles.
All other weapons do.
I have to say, that was a lot of tiresome note taking. Anyway. I don't have SS3. Just 1 and 2.
SS1 just doesn't seem to apply to anything that isn't a beam.
The experimental cannon, just for ha ha's, takes a dps hit when you trigger SS1.
SS2 does apply to everything. And tac consoles apply. But only if it's phaser. If you equip a tet cannon, and a phaser tac console, you get SS2 dps buffed correctly.
So anyway. In summation. As far as tooltip readings.
SS1 doesn't apply at all to anything that isn't a Beam.
SS2 does apply, but it applies as phaser damage.
If you equip phaser tac consoles the tooltip damage is upgraded accordingly.
And if anyone would like to parse CRF2 Vs SS2 or 3 vs 3, that's still information that would be worth having.
Dual Heavy Cannons Nukara-Tetryon:
1289,3 Damage without any consoles -> 3094,3 damage with surgical strike 2
1552,7 Damage with tetryon consoles (2xmk12 vulnerability locators 31,9%) ->3094,3 damage with surgical strike 2
and here is the problem.
cannon get the normal 2,4 damage multiplier without the use of consoles, but doesn't get the multiplier with the consoles.
I also checked turret and DBAs, the 2,4 multiplier applies to anything on that damage typs. DC also suffer from the same bug as DHC.
So it seems DC and DHC are bugged with SS.
Thanks for all the good work! I stumbled on this thread by accident and now I know....Surgical Strike is completely bugged and useless on my current ship because all my fore weapons are DHC plasma.
Space the final frontier. These are the voyages of [your name here] on a five year mission to gain one level after the delta rising xp nerf.
Thanks for all the good work! I stumbled on this thread by accident and now I know....Surgical Strike is completely bugged and useless on my current ship because all my fore weapons are DHC plasma.
I'm using surgical strikes with a phaser setup in the phantom and it's absolutely brutal. In ISA it pulled 19k Dps overall but it's single target Dps upon further examination was much higher against the 3 cubes and gate - 36-39k, and my top end lance so far was 283k. A recluse was present for the parse but not for my highest hit.
I have yet to open the intelligence specialization flanking traits which with the way I pilot will be a huge boost.
I'm using surgical strikes with a phaser setup in the phantom and it's absolutely brutal. In ISA it pulled 19k Dps overall but it's single target Dps upon further examination was much higher against the 3 cubes and gate - 36-39k, and my top end lance so far was 283k. A recluse was present for the parse but not for my highest hit.
I have yet to open the intelligence specialization flanking traits which with the way I pilot will be a huge boost.
It you run a phaser setup SS is amazing.
Could you please parse using SS 1 with some type of cannons so we can know if it is a tool tip error of it truly isn't being applied?
I don't have any parses but i'm running SS1 & SS2 with elite phaser DHCs and I've seen some volleys chain massive crit hits. Definitely some big numbers coming up and I seem to be considerably more able to kill things that with any non-intel ship.
So I think it's definitely working well for me.
I have done the tooltip test with my antiproton dual heavy cannons and both SS1 and SS2 seem to make them deal phaser damage instead of antiproton, so my antiproton tac consoles don't boost my cannons when SS is active, according to the tooltip.
Unfortunately I don't have phaser cannons or consoles so I can't really know for sure if it's a tooltip bug or an actual damage reduction. I replaced both SS1 and SS2 with 2 copies of CRF and things seem to die faster.. but I'm not 100% sure as I might see what I would expect from the tooltip.
I've submitted an ingame bug report ticket about the issue (always wondered if that button does anything at all), if we all report the issue it will hopefully get aknowledged and fixed.
I really enjoy the ready from what every one is telling me. Here is an update and some carification. I was not concerned about SS dealing or not dealing more or less damage than scatter volley, they are two different animals. While scatter volley will end up doing more damage in a group of target SS should do better afpgainst a lone target. What I was having issues with was in ten parsed patrols normal unbuffed weapons fire accumulated more damage than over the run than SS.
To trouble shot this I changed the order of my keybinds for the testing and saw a different numbers. SS ended up out damaging normal weapons fire.
Then in changed the keybind one more time. I removed all other external buffs that could effect SS, SV, and normal weapons fire. This is where I realized what was going on. I was doing all of my testing in the Scryer, I had previously mastered the Phantom. With the phantom triat and high defense enemies where missing me resetting my scatter volley to global, this was not allowing my SS to be used as often. The trait from the phantom reduced the CD of tactical and Intel powerd by 10% but no lower than global or shared, because of high defense this was allowing my scatter volley and normal weapons fire to have more toggles than SS. When I changed my keybind and put SS in front of Scatter volley I saw the same thing but reverse.
Surgical strikes seem to work, but have bugged dmg type.
I ran some parses against starbase 234 (only the starbase, not the ships before).
3 with Surgial Strikes 3 with Rapid fire. numbers kinda averages together, give or take, i didn't use calculator.
Using Faeht with 4x antiproton dhcs mk14 Crtdx2 Rapid.
Used Surgical Strikes 1 and 2, then replaced it with CRF 2 and 3. Kept everything else the same.
With surgical strikes. i averaged about 15k dps. Crit chance with strikes on was in the 55-70% region. (10% less with 1 vs 2 obviously).
Surgical strikes changed damage type from antiproton to phaser. Shows clearly in logfile.
Avg dmg on dhc was 5.2k.
avg dmh dhc +ss1 8.4k.
avg dmg dhc +ss2, 10.5k.
with rapid fire setup. my average dps jumped to about 20k.
Crit chance here is 35-37%
avg dmg dhc. 5.3k
avg dmg dhc+ crf2: 6,8k
avg dmg with dhc+crf3: 7.5k
Diffrence is the fire rate.
SS i had around 40 hits with SS1 and 50 with SS2.
While with CRF, i had 100 hits with crf2 and 130 hits with crf3.
SS does give nice juicy big numbers, i saw some 50k crits with APA + GDF, while CRF just fires so much faster it just chews the target apart, and still does some nice numbers. 37k max hit there.
I think SS works. Its just not good enough to be an alternative to either Crf or Csv. Maybe if it would allow for the Rapid mod on dhcs to fire while its going it'd be nicer.
(Rapid on my dhcs never actually procces on any of the SS parses, but procces twice on all 3 rapid fires pasrses, i had data with crf 1, crf 2 and crf3).
I tried Surgical Strike 2 with my Plasma Beam Arrays and according to the log, it resulted in Plasma damage. So it is not affecting Beam Arrays. This was just for comfirmation.
"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."
Sounds more and more like its a spike-damage ability, especially for PVP, but for sustained PVE damage one is still better off with the classic tac skills?
I think its more the point of being available to lets say the eclipse. ApB II and fire at will or beam overload II are good and finde but surgical strikes gets to be a commander ability..which bars the tac captain from using things like venting plasma (mew) or direct energy modulation III (if you have a person to train and a boff to recive).
Think i will try ss2 (is there ss3?) with demII. In my case it will slot ionic turbulence II
Edit: Direct Energy Mod II didn´t work that well in Argala (Elite); going back to Ionic Turbulence II ^^
I have been using the a combat log parser for testing of surgical strike. So far I am disappointed with the outcome. After about 5 patrols set on elite difficulty and 5 on normal. Surgical strike does less damage than a in buffed weapons rotation. From what I have read the power slows down weapons fire for a Acc and crith bonus. This is awesome idea but I am not see why I should use them.
Here is how I used the skill. In my current build I rotate scatter volley and surgical strike. They put the other on a global cd of 15 seconds. I have keyboard them to space bar to keep a fair test. This should give me 10 seconds of scatter volley, 5 seconds of normal fire, 10 seconds of surgical strike, 5 more seconds of normal fire, then rinse and repeat. In the ten patrols I have done scatter volley has done more damage than both, it is hitting multiple targets and has a 15% damage bonus. The next biggest damage dealer is normal weapons fire, followed surgical strike.
Here is what I want, I would like to see if other players using DPS combatlog parsers could respond and see if they are getting the same results. It they are I am going to remove surgical strike and use another ability. I am not going to waste an ability when I am not getting any benefit.
I've heard it's buggen of DC or DHC.
Space the final frontier. These are the voyages of [your name here] on a five year mission to gain one level after the delta rising xp nerf.
Surgical strikes seem to work, but have bugged dmg type.
I ran some parses against starbase 234 (only the starbase, not the ships before).
3 with Surgial Strikes 3 with Rapid fire. numbers kinda averages together, give or take, i didn't use calculator.
Using Faeht with 4x antiproton dhcs mk14 Crtdx2 Rapid.
Used Surgical Strikes 1 and 2, then replaced it with CRF 2 and 3. Kept everything else the same.
With surgical strikes. i averaged about 15k dps. Crit chance with strikes on was in the 55-70% region. (10% less with 1 vs 2 obviously).
Surgical strikes changed damage type from antiproton to phaser. Shows clearly in logfile.
Avg dmg on dhc was 5.2k.
avg dmh dhc +ss1 8.4k.
avg dmg dhc +ss2, 10.5k.
with rapid fire setup. my average dps jumped to about 20k.
Crit chance here is 35-37%
avg dmg dhc. 5.3k
avg dmg dhc+ crf2: 6,8k
avg dmg with dhc+crf3: 7.5k
Diffrence is the fire rate.
SS i had around 40 hits with SS1 and 50 with SS2.
While with CRF, i had 100 hits with crf2 and 130 hits with crf3.
SS does give nice juicy big numbers, i saw some 50k crits with APA + GDF, while CRF just fires so much faster it just chews the target apart, and still does some nice numbers. 37k max hit there.
I think SS works. Its just not good enough to be an alternative to either Crf or Csv. Maybe if it would allow for the Rapid mod on dhcs to fire while its going it'd be nicer.
(Rapid on my dhcs never actually procces on any of the SS parses, but procces twice on all 3 rapid fires pasrses, i had data with crf 1, crf 2 and crf3).
So it might be more interesting to compare Surgical Strike I to BFAW III, and Surgical Strike II and III to DEM III on an Engineering heavy ship.
Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
Comments
Really? Is that confirmed?
Well then again I wouldn't be surprised by the mess what DR is so far. :rolleyes:
I have yet to see a Dev acknowledge the bug, but you can check to see if your particular weapons are affected by pressing "p" while on a space map, scroll down to your weapons, then look in the detailed description for the part for Surgical Strikes, it'll state the damage type there; i.e. X Phaser damage (Z DPS).
thx gona check it out, would be interesting if there are already some test done in this regards.
I hardly trust the tool tips because they can be bugged but affects still apply.
Edit:
Ok did a few thing on tirbble and it seems it just applies fine, with weapon consoles.
Surgical stike applies just fine to any weapon, with the console stack, beside DC/DHC.
e.g.
Beam Array:
Bio-Disruptor:
741 Damage without any consoles -> 1778 damage with surgical strike 2
892 Damage with disruptor consoles (2xmk12 vulnerability locators 31,9%) -> 2141 damage with surgical strike 2
In both cases the multiplier is 2,4.
Bio-Phaser:
741 Damage without any consoles -> 1778 damage with surgical strike 2
865 Damage with phaser consoles (2xmk11 phaser relay 26,2%) -> 2077,5 damage with surgical strike 2
In both cases the multiplier is 2,4.
It is the same for all other beam arrays I tested.
Dual Heavy Cannons
Nukara-Tetryon:
1289,3 Damage without any consoles -> 3094,3 damage with surgical strike 2
1552,7 Damage with tetryon consoles (2xmk12 vulnerability locators 31,9%) ->3094,3 damage with surgical strike 2
and here is the problem.
cannon get the normal 2,4 damage multiplier without the use of consoles, but doesn't get the multiplier with the consoles.
I also checked turret and DBAs, the 2,4 multiplier applies to anything on that damage typs. DC also suffer from the same bug as DHC.
So it seems DC and DHC are bugged with SS.
Well if that's true then that may explain the dps differences.. I'm using Bio-Phasers and phaser tac consoles.
If you would repeat that with CRF and a SS of equal rank, that would be some information worth having. Otherwise not so much. You don't need a parser to know that CSV is going to out perform SS in most patrols. So this isn't something worth discussing.
Cheers and let us know if you do those parses.
Its DHC and DC are bugged, they don't take into account the damage boost from tactical consoles.
All other weapons do.
I have to say, that was a lot of tiresome note taking. Anyway. I don't have SS3. Just 1 and 2.
SS1 just doesn't seem to apply to anything that isn't a beam.
The experimental cannon, just for ha ha's, takes a dps hit when you trigger SS1.
SS2 does apply to everything. And tac consoles apply. But only if it's phaser. If you equip a tet cannon, and a phaser tac console, you get SS2 dps buffed correctly.
So anyway. In summation. As far as tooltip readings.
SS1 doesn't apply at all to anything that isn't a Beam.
SS2 does apply, but it applies as phaser damage.
If you equip phaser tac consoles the tooltip damage is upgraded accordingly.
And if anyone would like to parse CRF2 Vs SS2 or 3 vs 3, that's still information that would be worth having.
Cheers.
Thanks for all the good work! I stumbled on this thread by accident and now I know....Surgical Strike is completely bugged and useless on my current ship because all my fore weapons are DHC plasma.
No. Read the other post.
I have yet to open the intelligence specialization flanking traits which with the way I pilot will be a huge boost.
It you run a phaser setup SS is amazing.
Could you please parse using SS 1 with some type of cannons so we can know if it is a tool tip error of it truly isn't being applied?
So I think it's definitely working well for me.
Unfortunately I don't have phaser cannons or consoles so I can't really know for sure if it's a tooltip bug or an actual damage reduction. I replaced both SS1 and SS2 with 2 copies of CRF and things seem to die faster.. but I'm not 100% sure as I might see what I would expect from the tooltip.
I've submitted an ingame bug report ticket about the issue (always wondered if that button does anything at all), if we all report the issue it will hopefully get aknowledged and fixed.
To trouble shot this I changed the order of my keybinds for the testing and saw a different numbers. SS ended up out damaging normal weapons fire.
Then in changed the keybind one more time. I removed all other external buffs that could effect SS, SV, and normal weapons fire. This is where I realized what was going on. I was doing all of my testing in the Scryer, I had previously mastered the Phantom. With the phantom triat and high defense enemies where missing me resetting my scatter volley to global, this was not allowing my SS to be used as often. The trait from the phantom reduced the CD of tactical and Intel powerd by 10% but no lower than global or shared, because of high defense this was allowing my scatter volley and normal weapons fire to have more toggles than SS. When I changed my keybind and put SS in front of Scatter volley I saw the same thing but reverse.
I ran some parses against starbase 234 (only the starbase, not the ships before).
3 with Surgial Strikes 3 with Rapid fire. numbers kinda averages together, give or take, i didn't use calculator.
Using Faeht with 4x antiproton dhcs mk14 Crtdx2 Rapid.
Used Surgical Strikes 1 and 2, then replaced it with CRF 2 and 3. Kept everything else the same.
With surgical strikes. i averaged about 15k dps. Crit chance with strikes on was in the 55-70% region. (10% less with 1 vs 2 obviously).
Surgical strikes changed damage type from antiproton to phaser. Shows clearly in logfile.
Avg dmg on dhc was 5.2k.
avg dmh dhc +ss1 8.4k.
avg dmg dhc +ss2, 10.5k.
with rapid fire setup. my average dps jumped to about 20k.
Crit chance here is 35-37%
avg dmg dhc. 5.3k
avg dmg dhc+ crf2: 6,8k
avg dmg with dhc+crf3: 7.5k
Diffrence is the fire rate.
SS i had around 40 hits with SS1 and 50 with SS2.
While with CRF, i had 100 hits with crf2 and 130 hits with crf3.
SS does give nice juicy big numbers, i saw some 50k crits with APA + GDF, while CRF just fires so much faster it just chews the target apart, and still does some nice numbers. 37k max hit there.
I think SS works. Its just not good enough to be an alternative to either Crf or Csv. Maybe if it would allow for the Rapid mod on dhcs to fire while its going it'd be nicer.
(Rapid on my dhcs never actually procces on any of the SS parses, but procces twice on all 3 rapid fires pasrses, i had data with crf 1, crf 2 and crf3).
Think i will try ss2 (is there ss3?) with demII. In my case it will slot ionic turbulence II
Edit: Direct Energy Mod II didn´t work that well in Argala (Elite); going back to Ionic Turbulence II ^^
I've heard it's buggen of DC or DHC.
So it might be more interesting to compare Surgical Strike I to BFAW III, and Surgical Strike II and III to DEM III on an Engineering heavy ship.
BFAW would blow surgical strikes out of the water dps wise, compaing aoe to single target. Would be better to compare it to beam overload if anything.
It also doesn't share cooldown with DEM, so if you wanna compare that, use SS2 + DEM2 vs SS1 and DEM3 if anyhting.
And SS1 + DEM III vs SSIII + DEM I.