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Improving: Pathfinder (~17kdps), Shuttle: 4k dps :)

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  • czertik123czertik123 Member Posts: 1,122 Arc User
    edited November 2014
    Here is my build. If you have any questions, I would be happy to answer: USS Tranquility.

    Have you it somewhere with names of consoles/skills of boffs ? pictures dont tell us much if we dont know icons.
    And as sidenote - 17k dps ISNT much, maby ok for science ship, but you have many crusers which hit 20-35k dps mark.
  • dauntless89dauntless89 Member Posts: 178 Arc User
    edited November 2014
    czertik123 wrote: »
    Have you it somewhere with names of consoles/skills of boffs ? pictures dont tell us much if we dont know icons.
    Yes will add that thing so many people required whenever I have time to finish it. I've underestimated the fact most people may not know the gear so well. So, noted.
    czertik123 wrote: »
    And as sidenote - 17k dps ISNT much, maby ok for science ship, but you have many crusers which hit 20-35k dps mark.
    I am not using tactical nor engineering toon. I am also not using a cruiser or escort/carrier to show off some sort of huge dps.
    I am using a science toon with deep science ship with hybrid build between exotic damage/radiation and torpedoes. Its not common for ships with this layout, skills and equipment to even hit 13k dps but this ship have managed to do so. That was my point with this thread - there is still hope for pure science orientated players

    I let the tons of dps to those made for it - tacticals, while I focus on other things. :)

    (On a side note, 20-35k dps like you stated, I've seen people doing that very very rare. I like to do pugs and see how the average people handle advanced. In very rare occasions there will be someone above 20-25k dps)
  • birzarkbirzark Member Posts: 634 Arc User
    edited November 2014
    If you mean the "starship weapon trainin" skill, where i placed the 9 points - you should know it is improving all damage, both torpedo and energy. In my build I am not focusing directly at a certain plain, being "only GW' or "only drain" or "only torpedo". I am getting best of all together as much as the game can allow me.
    About your proposed skills:
    -My build have no usefulness of electro plasma system. I have the ferengi console giving me 67.5% transfer (total 177.5(8.9)). Also I am always using 1 set of powers (instead to switch btw attack/defense/engine/auxiliary).
    -I dont need more accuracy (from the isa run you can see my accuracy is 99.93% only 5 missed attacks out of 7586). The ship trait algorithm from intel spec and "Adaptive targeting" also from intel (5% accuracy if miss x4 - 20%). Accuracy is no problem.
    -As for maxing torpedo damage - it would take 1500 for this tier instead 1000 skill points, which wont allow me to place 2 points. Also its 10 points difference which is equal to ~50-70 damage or less for torpedoes.

    The skills are in synergy with my build, I had to modify them 3 times so far (thanks to the free reskill necessity when DR came out) so most of the required skills were taken. :)

    9 points in weapons performance ONLY increases weapon power which doesn't help torpedoes or exotic damage, having the 9 points there feels like a waste to me.
  • dauntless89dauntless89 Member Posts: 178 Arc User
    edited November 2014
    birzark wrote: »
    9 points in weapons performance ONLY increases weapon power which doesn't help torpedoes or exotic damage, having the 9 points there feels like a waste to me.

    My mistake, I apologize. Well in first place I am using these skills with nearly all my sci ship, some benefit most of it, others not so much and that is why I had to make it balanced as much as possible for their sake as well.

    Also the more power you have in weapons, the more bonus power you get - that's the skill. So it is also helping me distribute the power levels more properly.

    I had plans where to place these points but the thing is nothing global would change.
    For example the 27'000 skill points can go:
    -7500 plating (to max it but resistance is not so huge problem for me)
    -9000 armor (to make it 6 lines, slight bonus, not so needed as well)
    -6000 energy weapon/projectile (to slightly boost these 2 but damage would be very little and since using 3 beams and 3 torpedoes (with 6sec cd/12sec) it wont be a burst of dps boost as well)
    -4500 power insulator (to max them but difference would be very little, also Unimatrix shield have 50% defense vs shield drain so it wont be noticed)

    Other idea of mine to put them all in projectile weapon specialization but seems low bonus:
    Rank Bonus Critical Chance Critical Severity Effective DPS increase
    9 +99 +2.0% +25.01% +2.10%

    So, after a lot of thinking just felt this would be best if finish the "boost" sequence of the entire ship powers at any levels, being lower or higher, which in return is making the things easy when trying to make levels perfect.
    If you ask me, all tier 5 need some rebuild or buff. As high end skills, most of them are not so useful.
  • hawkrunnerhawkrunner Member Posts: 150 Arc User
    edited November 2014
    These are the stats from my T6 intrepid flown by a tac captain.

    http://i.imgur.com/gAI55yH.jpg

    I'm wondering if it's possible to improve these numbers... for starters, dying 4 times didn't help lol. I'm also not using the secondary deflector.. hmmm.
  • questeriusquesterius Member Posts: 8,499 Arc User
    edited November 2014
    hawkrunner wrote: »
    These are the stats from my T6 intrepid flown by a tac captain.

    http://i.imgur.com/gAI55yH.jpg

    I'm wondering if it's possible to improve these numbers... for starters, dying 4 times didn't help lol. I'm also not using the secondary deflector.. hmmm.

    For starters why do you mix antiproton and polaron? I understand that you want the isokinetic cannon, but why mix damage types.

    I see demolition teams and with that in mind I'd say grab the doff to reverse the TBR. Keep you enemies close.

    For the rest I'd say show us your build in Skillplanner.

    BFAW with a tac in a science vessel is inefficient though and I'd recommend single targets. This should also reduce some of the aggro you got and allow you to survive more.
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • dauntless89dauntless89 Member Posts: 178 Arc User
    edited November 2014
    hawkrunner wrote: »
    I'm wondering if it's possible to improve these numbers... for starters, dying 4 times didn't help lol. I'm also not using the secondary deflector.. hmmm.

    Can you say which STF was that? And if possible to provide the entire team damage/dps too. As for your damage, it seems pretty good for the limited tactical initiative on this ship (console/abilities).
    Still, considering you were using a tactical captain, don't you think the Dps you provided was kinda limited compared to what you could have done with real tactical ship?

    What did you mean by "not using 2nd deflector" ? You unmounted it for a test run or you had the solanaee one?

    Instead of improving these numbers I would advice you to use another tactical ship if you have access to one. The intrepid is good ship for its purpose but very limited for duties not intended to be done with it - pointing at tactical job. Its not impossible but why squishing out dps from it with 2 tac console (that matters now if speaking about tac orientation) - when you can get a ship with 5? Dont mean to discourage you or something but each game have a "class" focusing on something and if you mess up the things - the results would not be as satisfying as they would be with the "pure class".
  • hawkrunnerhawkrunner Member Posts: 150 Arc User
    edited November 2014
    This was Infected space advanced. Team damage/dps below.

    http://i.imgur.com/JcI9DlM.jpg

    I know I could get more damage out of a tac-oriented ship, but I have a lot of fun flying the intrepid and using science abilities. I have another tac character that I use tac-based ships, but I wanted to try this out, and it is fun to use Tac fleet and APA to buff the science abilities, which are further buffed from particle manipulator.

    By "not using 2nd deflector" I meant that I wasn't using any of the abilities that would use its effect.


    I've been using the +32.8% [+beam] vulnerability locator consoles.. it is less overall damage than if I had combined into one energy weapon type, but the iso cannon is hard to give up, and I don't know if I can get the same damage from polarons that would lack the +20% critD that AP has.

    I'll see about swapping out BFAW, and maybe using DBBs instead of arrays? I'm running with attack pattern beta as well, for the debuff and attack pattern expertise temporary hit points.
  • dauntless89dauntless89 Member Posts: 178 Arc User
    edited November 2014
    Well, considering the whole team damage and dps, I can say you did more than fine. If you like to fly this ship - then do so and have fun. :)

    If you want to change to polaron, find beams with 2%critH and 40% severity ([CrtH][CrtD]x2) they will serve you well. But as tactical captain you must try to maintain 1 type of damage instead a mixture (exception is protonic weapon for some specific builds).

    Otherwise, if you have already upgraded your current gear, there is no need to invest any further and lose resources for nothing. Its just too expensive right now so maintain the Antiproton and keep the ISO cannon if you like it. I see the damage it did for the whole ISA was really huge for an ability with 1min cd.

    About the 2nd deflector - its drawback if you are not using any abilities listed in its info. Why dont you get 1 Charged Particle Burst? In this way you can drop the radiation around you. Tyken's Rift would also be better over your gravity well. And if this tractor beam is yours...get tachyon beam. In this way you will end up with 3 abilities to refresh the radiation (2 aoe and 1 single). Give it a try and keep 130 auxiliary if possible for best results.
  • hawkrunnerhawkrunner Member Posts: 150 Arc User
    edited November 2014
    Hmm.. you have some interesting suggestions there! I'll definitely switch the tractor beam for a tachyon... I was using a tractor beam doff for the shield drain, but with the secondary deflectors it seems more useful to go tachyon and get a different doff. I'm curious though about how tyken's rift is better than gravity well?

    Also is there a trick to getting 4k dps from the aeroshuttle? It was struggling to get 1k for me when I tried it.

    I'd post my build with the skillplanner but it's not really stable right now; I'm making a lot of changes... I was using Override subsystem safeties 1, but I think I'm going to drop it for something else, maybe EPTS 1 for the shield heal and temporary hit points.
  • dauntless89dauntless89 Member Posts: 178 Arc User
    edited November 2014
    My point was made towards your specific build: tyken's rift will be more useful than your gravity well because it is one of the listed abilities to gain the radiation dot. Tyken's Rift can outdamage Gravity Well in certain occasions because of the damage bonus it gains. Also draining the powers will lead to npc's doing less energy damage to you and your team, they will be slowed down, their shield regeneration will fall as well. Of course get the Very Rare doff that have chance to spawn additional TR.

    CPB/TR/TB are 3 of the 5 abilities to gain either shield drain (from solanaee def) or radiation damage (from deteriorating def)
    You might lose some CC effects in this way, but from what I see - you never intended to be a CC ship/debuff/drain and etc...so ye this will serve you well in both damage and some AOE power drain plus radiation :)

    About the shuttle, the "trick" is to drain powers/shields fast so most of its damage will land at the hull. I can shut down most systems of the npc's. In this way the entire team can start digging the hull, leading to the shuttle damage being increased instead its torpedoes to land at shield (its using quantum torpedoes).
    Aside from that I've noticed its average dps from 4-5 ISA's to be 2-2.5k. Depending on the target (being with or without shields) its dps may raise or fall. That is something we cant control but can affect by our actions indirectly.

    There is no need to post your build if you dont want to. I see all you do from that parser but if you would like to share - do so.
  • dauntless89dauntless89 Member Posts: 178 Arc User
    edited December 2014
    I apologize for the delay with the skillplanner that has been requested. Post 1 contains my current updated build now. The duty officers are in the "Description" Tab while some good explanations are in the "Notes" as well as my prime Alpha Run.
    I've also added few more runs in both ISA and CE where you can see the slight boost anytime a change has been made. The last improvement was ~20k in both of them from 16.5-18k.

    Feel free to check it out and comment if you find anything to wonder about :)

    PS: Cant find a way to update the threat title to change the numbers, any hints?
  • generator88generator88 Member Posts: 698 Arc User
    edited December 2014
    Speaking just for myself, that's quite a bit easier to read, tyvm for taking the extra time to do that.

    It's a very interesting build, and while I don't have the Pathfinder, I'm hoping that the other science ships get Secondary Deflectors sooner than later, as there look to be some nice ideas here.

    Thanks again,
    Generator
    =================

    I'm sure your DPS is great, but as Kahless said, "a petaQ with high system mastery is still a petaQ." (Well, he should have said it...!)
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