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Probability Manipulation and Torp builds

After researching the Probability Manipulation skill more in depth, I have come to realize that it's a pretty powerful skill. But while it's usefulness for beam builds that are running multiple copies of FAW, the benefits of torp boats is less clear to me. Right now I'm running a Part/Grav Gen + Torp boat combo. Individual torpedoes would obviously not be as worth it as beams, but I have TS II and TS III. When using the PM skill while using TS, does it calculate the 50% chance for every torpedo fired? If so, that would make PM a far more valuble skill to me.
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Comments

  • e30erneste30ernest Member Posts: 1,794 Arc User
    My opinion is, if you are heavily invested into exotic damage, then Probability Manipulation may not be for you. But if Exotics are more or less a supplementary damage source for you, then it would be worth it even on a torp build. On a Torp build, I'd load up with exploiters to buff up CritD and enjoy the big booms.

    That's what I think @darkknightucf is doing right now if I'm not mistaken and it is working well for him.
  • makocallowaymakocalloway Member Posts: 455 Arc User
    Well, I usually do go heavy partgen of a sci ship. However, in this particular case it's more supplementary. I'm running a T6 Yorktown and the torps are def the main damage dealers.

    So PM works on each torp on a torp spread?
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  • kostamojenxkostamojenx Member Posts: 251 Arc User
    It does work with Torp Spread, I'm seeing bigger hits with my TS3 Nuetronics when using Probability Manipulation. But its harder to utilize properly with torpedoes due to so few torp volleys during a 30 second window.
  • e30erneste30ernest Member Posts: 1,794 Arc User
    AFAIK yes it does work per torp. I'd use this with secondary launchers, TS and CF salvo torps if I had it. But since my main kinetic toon also does heavy exotic damage, I decided not to invest in it.
  • rmy1081rmy1081 Member Posts: 2,840 Arc User
    I use it on a sci/torpedo t6 b'rel. I really like it, but I would either use some beam with FAW or, use some turrets with CSV. The reasoning is the dr debuff from the sci ultimate. Every crit causes more of a damage resistance debuff. Cannons have a really high fire rate so they will max the debuff the fastest. (this is assuming you unlocked Probability Penetration) I combo GW, CSV, Sensor Scan, then TS3. I usually 1 hit kill NPCs in advanced patrols and on elite setting I get them well over half way with just one Neutronic TS3. I have no upgraded equipment so I can only imagine what someone can do with mk14 gear.

    I have a feeling this Ultimate is up for the nerf bat, so be prepared if that happens.
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    Confirmed that the debuff does stack on a per-torp basis via salvo/volley torps or single shot.
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
  • makocallowaymakocalloway Member Posts: 455 Arc User
    wowza...Sounds like I need to redue my skills to get that skill pronto
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  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    It's pretty ridiculous now. Granted, outside of ProbManip, you won't be critting much, but that's part of the design philosophy for this kind of build. Hitting decently hard and waiting for one minute and forty seconds before literally nuking your targets to oblivion is a small price to pay for the wait :).

    As I outlined in this thread, it's a relatively straight-forward formula:

    1) Get ProbManip.
    2) Get all the critD in the Tac main tree & 1-2 in the critH (get the critH in the Tac ultimate line).
    3) Get HullPen and Shield Weakening (currently not working properly).
    4) Load up on your favorite, hard-hitting torps. Add Exploiter Tac Consoles.
    5) Pop ProbManip on your approach. Pop all other buffs.
    6) Debuff target and fire all torps.
    7) Fly by and enjoy the destruction you leave behind.
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
  • lexandro21lexandro21 Member Posts: 29 Arc User
    Probability Manipulation is currently what makes sci so powerfull. Which is a real nice change for me, as I always found sci to be much harder to crank out dps with. When combined with the numerous sci debuffs, it creates a window for extreme damage.

    My current tactic is to pop a gravity well 3, and as it drags in targets hit them with the sensor analysis and activate the matrix. I then fire of a spread of torpedoes (either gravametric or neutronic) and just watch the devastation unfold.

    With the critical rate set to 50% every few minutes all you really need to get superb damage is some exploiter consoles.
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