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Prefire Chamber or Phaser Relay

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited August 2012 in Federation Discussion
Defiant class, DHCs and turrets atm, all phasers. I've heard to go with either the Prefire Chamber or the Phaser Relay on many occasions, and I'm always told that X is better than Y on any given occasion. Anyone have any feed back? Currently I'm running Prefire Chambers.
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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    I have a set of both Prefire and Disrupter relay for my Sci Nebula for when I switch one of my Cannons out for a Dual Beam and the DPS looks identical on the mouse over. I think they make both so you can equip multiple weapon types.

    If you want to check just buy one of each with exploration badges (or exchange for cheap white) and swap them out in space and hover your mouse over your cannon on the weapons bar.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    Sprint01 wrote:
    Defiant class, DHCs and turrets atm, all phasers. I've heard to go with either the Prefire Chamber or the Phaser Relay on many occasions, and I'm always told that X is better than Y on any given occasion. Anyone have any feed back? Currently I'm running Prefire Chambers.

    Prefire Chambers will only effect DHC's, and turrets. Whether they are disruptors, Polaron, Phaser, or any other type of weapon.

    Phaser Relay will only effect phaser weapons that you have. Beams, DBB's, Cannons, & turrets.

    It doesn't really matter which one you have because they both will give you +26, and they both will have diminishing returns. That is the reason why I ran a quantum up front with one quantum chamber console when I fly my Defiant-R. Hope this helps.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    HamRadio18 wrote:
    and they both will have diminishing returns.
    No, they stack. Only percentage based consoles have diminishing returns.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    They stack, they're both + the same amount... so it really doesn't matter. Most escorts I've seen run 3x prefire and one torpedo console.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    Its simple,

    if you run different kinds of weapons but all with the same energy type, you use consoles that boost that energy type, for example phase relays.
    If you run all the same kind of weapon with different energy types, use consoles that boost those weapon types, beams or cannons.
    If you run a mix of weapon types and energy types, you are screwed :)

    If you run one weapon type with one energy type, it doesn't matters which of the two choices you use, or if you mix them. The end result will be the same.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    Cattivo80 wrote: »
    No, they stack. Only percentage based consoles have diminishing returns.
    dvsaris wrote: »
    They stack, they're both + the same amount... so it really doesn't matter. Most escorts I've seen run 3x prefire and one torpedo console.

    I stand corrected, thanks :)

    But that is what I would do, it works great. Your 3 DHC will strip their shields, then your quantums will take care of their hull. I would go with CRF 3, THY 3, and APO 1.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    The most beneficial is to use the same console as much as possible that cover most of your weapons. That pretty much explains the rest.

    They stack without diminishing results. Kthxbye

    So This:
    4x Quantum Console
    3x DHC + 1 Quantum + 3 turrets
    = less beneficial

    Then:
    4x Prefire chamber (Or whatever_
    3x DHC + 1 Quantum + 3 turrets

    (For an escort i.e.)

    Its not that you get more buff for the quantum because it doesnt cover any of your energy weapons. If you would put 7 Quantums on your escort they all would get the same damage buff per weapon as if you would have 1 quantum on it. Thats why its best to cover as much of your weapons as possible.

    Another example; If you would be using 4x Prefires with a full DHC 4x + 3x turrets on the aft, the other weapons will not get an extra damage buff when you would say, remove 1 DHC, or remove 2 DHC's, the damage buff is not being shared over the other remaining weapons. Thats why full coverage = most benefit.

    It would ofcourse be much better if we would have a system that could actually buff 1 weapontype more then the other, like I use 3x DHC + 3 Turrets and a Dual beam bank, so that i could actually put 4x Beam Consoles on my ship so that all the benefit would go to that single weapon only. Unfortunately thats not how it works :(
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    So should I base my + Damage on my Energy type, or my weapon type? +Damage to Phaser weapons, or +Damage to Cannons? Right now I've got the +26 Prefire Chambers x3 on my Defiant. Would I benefit more from going +26 Phasers instead?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    Sprint01 wrote:
    So should I base my + Damage on my Energy type, or my weapon type? +Damage to Phaser weapons, or +Damage to Cannons? Right now I've got the +26 Prefire Chambers x3 on my Defiant. Would I benefit more from going +26 Phasers instead?

    No, they are both +26, just stick with Prefire Chambers.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    It doesn't matters, since they are all phaser cannons.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    Sprint01 wrote:
    Defiant class, DHCs and turrets atm, all phasers. I've heard to go with either the Prefire Chamber or the Phaser Relay on many occasions, and I'm always told that X is better than Y on any given occasion. Anyone have any feed back? Currently I'm running Prefire Chambers.

    Sprint01 wrote:
    So should I base my + Damage on my Energy type, or my weapon type? +Damage to Phaser weapons, or +Damage to Cannons? Right now I've got the +26 Prefire Chambers x3 on my Defiant. Would I benefit more from going +26 Phasers instead?

    DHCs and Turrets atm, Phasers.

    You can go for both 4x Prefires or 4x Phaser relays. The dmg difference doesnt matter.
    The only thing you can consider is that if you would later choose to go with, lets say, 3x DHC and a DBB, and 3 turrets, all phaser, if you would have phaser relays, you wouldnt have to change to phaser relays.

    If you later would decide to go for 4x DHC + 3 turrets but as a disruptor energy type, you could stay with your Prefires. thats how it works.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    DHCs and Turrets atm, Phasers.

    You can go for both 4x Prefires or 4x Phaser relays. The dmg difference doesnt matter.
    The only thing you can consider is that if you would later choose to go with, lets say, 3x DHC and a DBB, and 3 turrets, all phaser, if you would have phaser relays, you wouldnt have to change to phaser relays.

    If you later would decide to go for 4x DHC + 3 turrets but as a disruptor energy type, you could stay with your Prefires. thats how it works.

    Thanks for the feed back guys. It's greatly appreciated :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    if you had to go those things which give plus 26 will the double you damage power, 52?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    Cattivo80 wrote: »
    No, they stack. Only percentage based consoles have diminishing returns.

    That isn't really true. Strictly speaking no console has diminishing returns. If it says it gives +20, it gives +20, whether its the first console of its type or the fourth. The only issue comes in certain after the fact calculations that makes it seem like you aren't getting the full effect, and as far as I know this only applies to armor consoles. But even for armor, you still get the full value of each console added into the equation.
  • ceejayuk1ceejayuk1 Member Posts: 0 Arc User
    edited August 2012
    Sorry to resurrect old threads, but am I right in thinking if your running all phaser turrets your better off with phaser relays over prefire chambers, ie a mk xi green phaser relay gives 24.4% phaser damage where as a blue mk xi prefire chamber only gives 17.5% cannon damage, so unless your running a rainbow ship(which is pointless) then the relays are a much better addition.
  • skhcskhc Member Posts: 355 Arc User
    edited August 2012
    ceejayuk1 wrote: »
    Sorry to resurrect old threads, but am I right in thinking if your running all phaser turrets your better off with phaser relays over prefire chambers, ie a mk xi green phaser relay gives 24.4% phaser damage where as a blue mk xi prefire chamber only gives 17.5% cannon damage, so unless your running a rainbow ship(which is pointless) then the relays are a much better addition.

    Yeah, energy specific consoles such as Phaser Relays are better than Prefire Chambers. It's fairly obvious looking at the percentages, so fill your Tac console spaces with Phaser Relays. That's why rainbow ships are considered a sign of noobishness (other than on a Torpedo built that just uses a couple of beams and all its consoles boost the torp damage), they're giving away damage for no reason other than to have pretty colours.

    I can't remember the evolution of weaponry in this game exactly, (probably because I took a break from STO around the time of this thread) but I believe at the time these posts were made, the Prefire Consoles had the same boost as energy-specific consoles, but it was offset by the fact that the skill tree had energy specific skills, which aren't there anymore. You'd have to spec in to phasers or disruptors or whatever. So it was still best practice to use one energy type.

    Rainbowing/Skittling has always been a sub-optimal option in this game.
  • quiscustodietquiscustodiet Member Posts: 350
    edited August 2012
    Phaser Relays.


    Anything that stacks additively has "diminishing returns", no matter what: you gain less going from 200 to 215 (7.5% increase) than from 100 to 115 (15% increase), even though it's always +15.
  • thisslerthissler Member Posts: 2,055 Arc User
    edited August 2012
    Phaser Relays.


    Anything that stacks additively has "diminishing returns", no matter what: you gain less going from 200 to 215 (7.5% increase) than from 100 to 115 (+15 increase), even though it's always +15.


    Just stop. Diminishing returns has a specific meaning and that's not it. I do realize you meant to type 15% and not just +15 in your second example.

    The actual output of the consoles doesn't decrease so there are no diminishing returns built into the calculations. They return the same value each time. Get it? Not diminished. Equal. The same.

    If the first console gave an output of x, and the second console gave x-1, you would have diminishing returns.

    And putting it in quotation marks doesn't change anything. It is still incorrect.
  • dknight0001dknight0001 Member Posts: 1,542
    edited August 2012
    ceejayuk1 wrote: »
    Sorry to resurrect old threads, but am I right in thinking if your running all phaser turrets your better off with phaser relays over prefire chambers, ie a mk xi green phaser relay gives 24.4% phaser damage where as a blue mk xi prefire chamber only gives 17.5% cannon damage, so unless your running a rainbow ship(which is pointless) then the relays are a much better addition.

    Why did you ressurect this thread?

    There is a rule against ressurecting a thread older than 30 days... for some reason.

    Rainbow boats don't do as much DPS as a boat with one Energy type and the corresponding consoles.
    I was once DKnight1000, apparently I had taken my own name so now I'm DKnight0001. :confused:
    If I ask you a question it is not an insult but a genuine attempt to understand why.
    When I insult you I won't be discreet about it, I will be precise and to the point stupid.
  • thibashthibash Member Posts: 506 Arc User
    edited August 2012
    thissler wrote: »
    Just stop. Diminishing returns has a specific meaning and that's not it.

    I think what he meant to say is that, compared to the previous amount of damage you did, the percentile change is less. An example:

    Say you deal 100 damage. You add a console that lets you deal +10 damage. That means you now deal 110 damage, which is 10% more than you did before you added that console.

    If you now add a second console, that will add another +10 to your damage, making it 120 damage. However, compared to 110 damage previously, suddenly you're not adding +10% to your damage, but rather +9.1%.

    The idea behind this is that because each console adds a fixed amount, rather than multiplying the previous amount, your damage is increased with a smaller percentage of the amount you had before. I think it stems from World of ********, where players upgrade single pieces of equipment rather than all at once, and dps increases are often measured in % boosts.

    It is a form of diminishing returns, but mostly due to the way of looking at it. I totally agree with you that you don't get an additional penalty for adding more consoles.
  • quiscustodietquiscustodiet Member Posts: 350
    edited August 2012
    thibash wrote: »
    I think what he meant to say is that, compared to the previous amount of damage you did, the percentile change is less.

    What she meant to do was clarify that the "diminishing returns" that were talked about in the thread are simply a natural function of absolute increases resulting in lesser relative increases when the base value is higher and that, as a result, it's not exactly restricted to one kind of stat over the others.


    Why Thissler got so arrogant and aggressive in reaction, I do not know nor do I care to learn.
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