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Stupid question: How important is DPS? Or should i value weapons based on another quality?

theawesomeran#6208 theawesomeran Member Posts: 14 Arc User
Sorry if this has been asked before

Comments

  • postinggumpostinggum Member Posts: 1,117 Arc User
    Weapons are primarily there to blow stuff up, nice procs are the icing on the cake, so in most situations go with the dps.

    Some equipment comes in sets where having a second or third piece gives a bonus, its possible in those circumstances that slotting the lower dps 'set weapon' trumpc a higher dps regular weapon. For example, the nausicaan disruptor set from the Echoes of Light mission, is great for disruptor builds if all three pieces are used but not if only two.

    http://sto.gamepedia.com/Entoiled_Technology_Set
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  • lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    I think the answer is not as simple as just "blow stuff up". There's a more subtle side to weapons and that is how their procs and side effects change he way the battle plays out.
    Some of these can be quite significant changes that may help you more than just flat out damage.

    Take polaron weapons for example. They do damage just fine, but put them into a dedicated drain boat and you have a target that is being damaged AND it has no power, making even more of a sitting duck.
    Or disruptor weapons that lower the resistances of the target, meaning more damage can be done to it.
    Then you have things like the PEP torp that will stop targets dead in their track with its plasma cloud, stationary targets take more damage.

    So yes, all weapons do damage and doing more kills things faster. BUT...if you add in the special effects they have you can supplement your attack and control the battlefield much better. Don't just think of a gun as something shooting a funky energy beam, consider also the proc that might help slow, drain or debuff your enemy to help you and the team out.
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  • smokebaileysmokebailey Member Posts: 4,668 Arc User
    Just have a good time, says I.
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  • jaguarskxjaguarskx Member Posts: 5,945 Arc User
    edited July 2017
    1-- Pick a weapon you like to use; whether it is for the proc ability (2.5% of occurring), or that has a nice pretty effects, or for a theme. For example, all my science characters use Polaron weapons regardless of their faction. Coalition Disruptors are one of the most popular energy weapon types because it's proc is a -20 Disruptor resistance debuff which lasts for 30 seconds and can stack up to 5 times. Being popular and only coming out of the Year of Hell / Infinity lockboxes, they are not cheap, unless the weapon has undesirable modifiers.

    2 -- Buy or craft weapons with decent modifiers that works for you. Weapons with highly desirable mods like [CrtD]x2 [Pen] can be extremely expensive. So settling for something like [CrtD]x2 [Dmg] or [CrtD]x2 [CrtH] can be a lot more affordable. Critical chance is one of the harder things to increase on a starship. The higher your critical chance the more often you can do critical severity (critical damage). [CrtH] is not that desirable since it only give a +2% critical chance for the weapon that does has that proc; it is not for all your weapons. However, if you have no other consoles / abilities that can improve your ship's critical change, then [CrtH] is a decent stopgap until you do. Overload or [Over] is also a pretty nice proc to have for beam weapons.

    3 -- Upgrade the weapons and the appropriate tactical consoles to Mk XIV. Very rare is good enough for most people, but to max damage potential push them to epic quality. Ultra rare quality strikes a good balance because trying to improve quality from that point on can be extremely expensive. Weapons get a good boost in base damage going from Mk XII to Mk XIII, and going from Mk XIII to Mk XIV gives weapons it's biggest boost. Tactical consoles are easier to upgrade than the weapon itself so some players typically start

    4 -- Purchase or craft very rare Mk II weapons and tactical consoles. The lower the mark level the easier it will be to increase the rarity. But your chances will still be low.

    5 -- Sometimes it makes sense to purchase "failed" upgraded weapons during or after a Double Tech Point weekend. I have picked up some ultra rare Mk VII / Mk VIII [CrtD]x3 [Dmg] beam weapons for less than 1.1m EC on my secondary free to play only account. Naturally, I need to use more resources to upgrade them to Mk XIV, but at least those are some pretty good procs for an account where I do not play as much / have as many resources as my primary account where I do spend real money. I am not going to bother pushing them to epic quality.

    6 -- When upgrading any gear always use Superior Upgrade Kits to get the most Tech Points while using the least refined dilithium per Tech Point. It also gives a better chance of improving quality. But the % chance is still very small and it gets even smaller as the Mk level increases and the quality of the current piece of gear increases. The % chance can drop below 1% at which point you will see a 0% chance of increase. That is because the upgrade window does not display decimal places. For example, when attempting to upgrading an ultra rare Mk XIV to epic Mk XIV, I believe you need to apply 8 Superior Upgrade Kits before you see the chance of a rarity improvement increase by 1%.

    7 -- Use 1.5x or 2x Quality Research Accelerators (simply do a search for "1.5x q" or "2x q" on the Exchange without the quotes). Using them will increase the % chance of of each Superior Upgrade Kit to increase the quality of the piece of gear.

    8 -- If you already have an epic piece of gear that is not Mk XIV, then use 1.5x or 2x Technology Research Accelerators to increase the amount of Tech Points each Superior Upgrade Kit will provide. The button that will actually allow to do an upgrade will only become available after the gear has received enough total Tech Points. You find these accelerators on the Exchange by doing a search for "1.5x" or "2x" (without the quotes); they are typically less expensive than the Research Accelerators.

    9 -- Use gear from mission rewards or from the reputation systems that will improve the damage your weapons will do. For example, the rewards from "Echoes of Light" is good for disruptor weapons, whereas the rewards from "Sunrise" is good for phaser weapons.

    https://sto.gamepedia.com/Entoiled_Technology_Set#Nausicaan_Disruptor_Beam_Array
    https://sto.gamepedia.com/Quantum_Phase_Catalysts#Quantum_Phase_Torpedo
    Post edited by jaguarskx on
  • ltminnsltminns Member Posts: 12,572 Arc User
    Precisely why my Fed Tac in a Miradorn using Elachi DHC played the Future Proof episodes to get to 'Echoes of Light'.
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
    Judge Dan Haywood
    'As l speak now, the words are forming in my head.
    l don't know.
    l really don't know what l'm about to say, except l have a feeling about it.
    That l must repeat the words that come without my knowledge.'
    Lt. Philip J. Minns
  • ihatepwe735ihatepwe735 Member Posts: 337 Arc User
    For the most part all the weapons in STO are designed around the principal that all weapons should be equally desirable.

    What this means is that, at a given level and quality, you should be able to achieve the same nett dps with any of the weapon types - as long as your build supports it: If you have tactical consoles that boost polaron damage then equipping a phaser is going to be less effective than equipping a polaron.

    Things like the tactical consoles, and bonuses on sets, does mean that you do need to pick a weapon class and stick with it so you can get synergy benefits from all your equipped items.

    But for the most part there is no intrinsic bonus to phaser vs polaron vs anti proton or whatever either in space or on ground.

    And this rule doesn't just apply to STO. Every MMO that offers different kinds of damage will go to great care to ensure that any particular specialization is as capable as any other, or the playerbase will complain about a lack of effective choice.
  • themadprofessor#9835 themadprofessor Member Posts: 1,203 Arc User
    edited July 2017
    The question the OP is asking should not be "How important is DPS?" but "How important is DPS to me as a player?"

    It all comes down to your playing style. Some people pride themselves on being able to annihilate anything in seconds without breaking a sweat. Those are the people to whom DPS is important.

    I view things a bit differently, though.

    To me, the game is about having fun, and in a battle, the fun lies in the fight, not the victory. I much prefer having to think my way through a fight, to prioritize targets and to have to figure out the best strategy for taking out the enemy. That way when I do win, I feel like I accomplished something.

    To me, just walking in and knocking out a target with overwhelming firepower in a single volley is only fun every once in a while. If I can do that every time, it gets boring.

    But that's just me.

    Figure out for yourself what your preferred play style is. Despite what some of the elitists will say, every style of play is a valid and viable one and nobody's idea of fun is wrong.
    Space Barbie Extraordinaire. Got a question about Space Barbie? Just ask.

    Things I want in STO:

    1) More character customization options such as more clothing options, letting the toon complexion affect the entire body, not just the head. Also a true RGB color picker applied to all costume and appearance options, which would allow for true appearance customization and homogenous colors instead of "this same exact color looks vastly different on two different pieces."
    2) Bridge customization, not bridge packs. Let us pick a general layout and adjust the color palette, console appearance, and chair types, as well as more ready room layout options.
    3) Customizable ground weapons, i.e. The aesthetic look of phaser dual pistols but they shoot antiproton bolts. For obvious reasons this would only apply to standard ground weapons.
    4) For the love of Q please revamp Plasma Ground Weapons. They look like demented Supersoakers right now.
    5) True Vanity Impulse and Deflector effects similar to Vanity Shields.
    6) A greater payout for hitting T6 Reputations. Currently it takes more time and resources to get from T5 to T6 than it does to get from nothing to T5. Make that grind really pay out at the end.
    7) Mirrorverse Refugee event similar to AoY/Delta/Gamma, complete with new Mirrorverse recruits for all factions.
    8) Independent Faction, because yo ho yo ho a pirate's life for me!
  • theawesomeran#6208 theawesomeran Member Posts: 14 Arc User
    Thank you so much guys. Been playing for months and im still new as heck.
  • snowwolf#0563 snowwolf Member Posts: 1,018 Arc User
    Thank you so much guys. Been playing for months and im still new as heck.

    I've been here since Beta release when STO was released by Atari.. If anyone remember, and I'm still new as.. Yeah.. xD

  • antonine3258antonine3258 Member Posts: 2,391 Arc User
    Keep in mind dps rates are often set by queues like Infected Space - which has several large punching bag objects and several groups of tightly packed objects; so you can be perfectly set for that but have some issues with achieving similar success in other missions/queues
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  • jaguarskxjaguarskx Member Posts: 5,945 Arc User
    Now is a good time to upgrade gear to improve DPS with the Upgrade Weekend giving double tech points.
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