The Klingon empire has been built with the help of disruptors - which have since evolved into various types of disruptors.
There are:
Disruptors
Plasma Disruptors
Spiral Wave Disruptors
Polarized Disruptors
Bio Molecular Disruptors
Nanite Disruptors
Elachi Disruptors
Resonant Disruptors
Coalition Disruptors
which ones do you think are better/worse and for what reasons?
And did I forget any type of disruptor?
18 characters
KDF: 2 tacs, 2 engs, 3 scis
KDF Roms: 3 tacs, 1 eng, 1 scis
FED: 2 tacs, 1 eng, 2 scis
TOS: 1 tac
all on T5 rep (up to temporal)
all have mastered Intel tree (and some more specs Points)
highest DPS: 60.982
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Comments
The proc on these weapons is something new and unique. If I understand the way the developers broke this down on Twitter and elsewhere, it's an extra hit of direct damage (of the Radiation damage type), and it also starts a 60 second timer. The timer is tracked on the target as a debuff. If the weapons proc again before that timer expires, the proc deals double the radiation damage and resets the timer. If it goes off again before the refreshed 60 second timer expires, it's triple damage, and so on, until the radiation is dealing 5x its base damage every time, until either the target dies or the timer expires because a proc didn't go off.
So here's a weapon type that sounds like it's designed to hit like a truck against bosses and enemies healthy enough to require it, and apparently the developers thought it should have a ramp-up time before it's dealing its full potential damage in order to keep you from one-shotting things that you shouldn't one-shot. It also seems to especially incentivize abilities that speed up your rate of fire, like the Kurak battlecruiser trait and the Martok and Krenim Anniversary ship consoles, so that you have as many chances to proc as possible before the timer expires. It would seem to strongly disincentivize abilities like Surgical Strikes, which slow down your rate of fire in return for a net gain on base weapon damage. The weapons are unique in a way that potentially changes one's choice of Boff abilities. Again, I'm looking forward to trying them out.
For extra fun, these weapons (and all the gear from Terran Task Force rep) specifically represent the fruits of years of Klingon R&D. There's our in-game answer to the question of why Klingons aren't depicted as sciencey: Top Klingons were working on these weapons in secret, in case they were needed against the Federation. Top. Klingons.
I do like the polarized ones for my scis. I have high Flow Caps to go with Plasmonic console and power drain skills - and an additional drain Chance is welcome as they are already enhanced with my flow cap skill.
But on most my toons I take whatever I got - going through reps and missions I picked up some decent ones, some more from Exchange (whatever had a good Price)....downside of having so many toons is that most are Discount builds
KDF: 2 tacs, 2 engs, 3 scis
KDF Roms: 3 tacs, 1 eng, 1 scis
FED: 2 tacs, 1 eng, 2 scis
TOS: 1 tac
all on T5 rep (up to temporal)
all have mastered Intel tree (and some more specs Points)
highest DPS: 60.982
I also have a full set of Epic Fleet Disruptors. They're now being used on my small ship/shuttle. They can't keep up with radiant anti-proton or withering disruptors. Just my two cents.
You're forgetting Elite Fleet Disruptors. Since the change to make [Dmg] mod actually useful, Fleet weaponry looks decent. While Fed Elite Fleet Phasers suck balls, the proc of Elite Fleet Disruptors has never sucked. It's just forgotten about ATM.
There's also some Con's with some of the choices you put up.
Lockbox Weapons can be very expensive to collect. Even more so if you're chasing weapons with desirable mod sets. That will only make an already expensive weapon even costlier. Polarized, Nanite, Elachi are nice Disruptors, but will be very expensive.
Coalition Disruptors are Lockbox weapons but they are Bound to Character when equipped. Other than that, as Lockbox weapons, they still have a good price tag on them. They're decent for the time being since they are a recent release from the previous lockbox, but as time goes on, their cost will only get higher.
Spiral Wave Disruptors are tied behind the outdated Galor. Their mod sets while high (4 mods despite having multiple proc effects) are not ideal.
Resonant Disruptors are okay but it's not like you can get a full set of these weapons, which I wish we could do.
The Terran Rep Withering Disruptors, namely the Reputation project ones, are actually very good.
..and not all of these were developed by Klingons. I guess the Borg got their Plasma weaponry, exclusively from the Romulans? Did the Vaadwaur get their Polaron weapons from the Dominion. Think before you post.
Tal'Shiar/Reman Resistance/Romulan Nemesis uniform, pls.
https://farm8.staticflickr.com/7403/13262502435_5604548f2c_o.png
Nobody said they were. The OP said "the Klingon Empire has been built with the help of disruptors - which have since evolved into various types" not that Klingons developed them. With the coalition disruptors it's even in the name
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Any ship energy weapon consoles/ ship Specials are Disruptors. So all my toons have at least one set of Disruptors
KDF: 2 tacs, 2 engs, 3 scis
KDF Roms: 3 tacs, 1 eng, 1 scis
FED: 2 tacs, 1 eng, 2 scis
TOS: 1 tac
all on T5 rep (up to temporal)
all have mastered Intel tree (and some more specs Points)
highest DPS: 60.982
So...the other night, it was late...and I was bored. I decided on a whim to pop the Radiant Anti-Proton back in and run some instances. Radiant Anti-Proton makes the Withering Disruptors look like squirt guns. I am relegating the Withering Disruptors to my main small ship. But my Fleet K'tinga is going modern and running Radiant Anti-Proton.
I couldn't let my Klingon comrades run with false info. And I honestly thought the Disruptors were better. Uhmmmm....not so much. They look great! Vicious looking red beams. However...the effects on the enemy weren't nearly as good. Also...the Radiant Anti-Proton increases my ships survivability which in turn increases DPS because I don't have to get out of enemy fire as much.
Q'apla, comrades!
On the flip side, Withering Disruptors have the rep project version DHC and BA with some very, very nice damage characteristics that improve performance the less HP the target has remaining.
I found it! You were right! I had two console sets that had other powers pop because of an anti-proton beam array set in the rear. BINGO! Mystery solved. Thanks.
I also like to mess around with the Bio Molecular ones for the extra radiation damage- and I'll probably switch one of my Science captains to the bio dhc/torp with turrets once the range adjustment goes live. And maybe go back to a BoP.
Bio-Molecular Disruptors are nice. Even better, they still are green for the purists out there.
ps only had 2 withering but might get 2 more at a later date.
I want to throw in for consideration, especially since it's a Disruptor, are the Terran Rep's Withering Disruptors in the projects. There are special DHC and Beam Array versions that have a very powerful perk that their damage increases as the hull of the target decreases, up to a max of 200% extra damage.
The Terran Rep Photon Torp is also the same way and is actually one of the most powerful torps you can access today.
Take a look at the Terran Rep withering disruptor and photon projects. You'll be impressed.
I wonder if the Sensor Analysis the TSAD has boosts the proc too, that might be giving them a bit of edge most other ships can't match. Should be a huge boost to Reputation project one, as you'll be able to knock down the hull faster, which feeds the bonus damage.
You're absolutely right. I have the project array on 2 characters, and I plan on the dhc for the biomolecular build, too.
The Counter Command tac console that boosts radiation (from the FE) boosts all radiation, iirc, so it fits well.
I will try them on my BORT C C that has sensor analysis & see what happens.
Well that explains why my bort c c outperforms my martok.
And after doing a few runs in my tal not using sensor analysis yes it makes a big diff.
The Bio-Disruptors have their bio effect which is also 2.5% chance, slows the target and applies a delayed radiation hit after 8sec, and comes in DMGx2 at best. The interesting thing is that they do retain the normal 2.5% disruptor physical DoT chance, as well as a +2% proc chance and a 7.5% Bonus Disruptor Damage increase if you use two parts of the set --- the one with the Hydrodynamic Compensator or whatever in it.
So like, DMGx2 CritD + Withering Radiation with Terrans, or DMGx2 + Bio (@4.5%) + disruptor DoT with Bio-Disruptors. Given that you're most likely running Temporal Operative which gives you a built in disruptor physical DoT chance of 10% and reduces damage resistance for 10 seconds when a DoT is applied, do you really want Withering Radiation to last for 60sec?? You can't reapply another DoT after 10sec if WR is still ticking away for another 50sec, you know what I mean?
Maybe it's overthinking things, but it seems that having the Bio wear off after 8sec would do you better on hard targets seeing as you can reapply the damage resistance buff of TempOp over & over.
Just a thought
I run Terrans on some builds, Bios on others. Really depends on the console real estate.
It would be nice if the OP added the damage merits for each type as well as any cons which enhanced them to help people not so well versed in the different types assuming that is the intention of the thread.
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