I am interested in the Voth and Fluidic ones, what are the most used ones? Both variants are pretty expensive in MK XII VR quality, with the Fluidic ones even more expensive.
Is the Voth 25% Damage Output reduction chance more worth than the 2.5 Repell + Kinetik Damage chance from the Fluidic ones?
The top dog is traditional AP weaponry. The other variations just aren't as good. The Fluidic ones are especially terrible since the repel effect is the opposite of what you want. Even more so if you use cannons. Stick to the traditional AP.
"Normal" Antirpoton have a +20% CrtD bonus for their "proc".
Voth have a 25% chance on a crit to reduce target's damage by 9.1% for their proc.
Fluidic have a 2.5% chance to repel and do a separate amount of shield penetrating damage for their proc.
Neither have the "Normal" AP's +CrtD...they have different "procs" instead.
The "Normal" AP's "proc" is always there sort of thing. The Voth is an odd one - the on crit bit and all. The Fluidic is a trip cause the repel can reduce your damage by increasing the loss from falloff.
Actually, the last I looked, the Voth ones also have half of the +CrtD bonus.
I had just double checked them on the Exchange before typing that out. Checking against [Acc][CrtH][Dmg] type mods to avoid any potential overlap from any [CrtD] mod.
Different weapons do different things. But when you're a hammer, everything is a nail, amirite?
Obvious Crit is Obvious. Standard AP wins the damage contest. If you're running a ship that utilizes a high crit build. There's a point where Crit Severity isn't that significant at all by the way, people seem to keep forgetting the basic math here. But ok where and when would the other weapons be worthwhile?
I'd say on a ship that wasn't primarily doing it's damage based on crit rate. Or a ship that is pretty much relying on non energy weapon damage.
So if you need a poor mans TBR, you pick fluidic and do some dirty with that.
You want to degrade your foes damage output? Voth. Interesting note, you do need 10% crit hit to get the same proc rate as you would get from a standard 2.5% proc. Not overly hard to get, but not that high that it would be a serious damage build. Now, on the other hand, on high crit builds this pretty much promises a high frequency of ROI.
I know this will sound lame, but just saying for those folks out there that like to 'play' a bit more than parse meters, they could choose to put undine arrays only on the stern, to push away any pesky butt leeches.
So clearly not the top DPS choice, but something to play around with for sure.
ok, now with all these replies in mind, I think I will stick to the regular ones as much as possible.
You know, I usually check the Wiki and there I see all these nice colors of the energy weapons.
But I think I shouldn't concentrate so much on the color aspect..
All these neon colors, the dark blue ones, the lightblue plasmas, the greens,...
ONE voth AP might be good; they have a higher than usual proc rate and the debuff from it is nice.
There may be uses for fluid AP -- if you use pedal to the metal, perhaps, you could push things along in front of you, esp in a cannon build (use the aft turrets for pushing, maybe?)
Most of the time however you are looking to craft and upgrade a set of critdX4 or X3 at the very least.
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Mine Trap Supporter
Thanks !
Voth have a 25% chance on a crit to reduce target's damage by 9.1% for their proc.
Fluidic have a 2.5% chance to repel and do a separate amount of shield penetrating damage for their proc.
Neither have the "Normal" AP's +CrtD...they have different "procs" instead.
The "Normal" AP's "proc" is always there sort of thing. The Voth is an odd one - the on crit bit and all. The Fluidic is a trip cause the repel can reduce your damage by increasing the loss from falloff.
I had just double checked them on the Exchange before typing that out. Checking against [Acc][CrtH][Dmg] type mods to avoid any potential overlap from any [CrtD] mod.
Ok, so I will stick to regular APs.
Thank you guys!
And I am just asking.. the Fluidic ones.. are they shooting orange colored rays? Really orange?:o
Different weapons do different things. But when you're a hammer, everything is a nail, amirite?
Obvious Crit is Obvious. Standard AP wins the damage contest. If you're running a ship that utilizes a high crit build. There's a point where Crit Severity isn't that significant at all by the way, people seem to keep forgetting the basic math here. But ok where and when would the other weapons be worthwhile?
I'd say on a ship that wasn't primarily doing it's damage based on crit rate. Or a ship that is pretty much relying on non energy weapon damage.
So if you need a poor mans TBR, you pick fluidic and do some dirty with that.
You want to degrade your foes damage output? Voth. Interesting note, you do need 10% crit hit to get the same proc rate as you would get from a standard 2.5% proc. Not overly hard to get, but not that high that it would be a serious damage build. Now, on the other hand, on high crit builds this pretty much promises a high frequency of ROI.
I know this will sound lame, but just saying for those folks out there that like to 'play' a bit more than parse meters, they could choose to put undine arrays only on the stern, to push away any pesky butt leeches.
So clearly not the top DPS choice, but something to play around with for sure.
ok, now with all these replies in mind, I think I will stick to the regular ones as much as possible.
You know, I usually check the Wiki and there I see all these nice colors of the energy weapons.
But I think I shouldn't concentrate so much on the color aspect..
All these neon colors, the dark blue ones, the lightblue plasmas, the greens,...
There may be uses for fluid AP -- if you use pedal to the metal, perhaps, you could push things along in front of you, esp in a cannon build (use the aft turrets for pushing, maybe?)
Most of the time however you are looking to craft and upgrade a set of critdX4 or X3 at the very least.