well the thing is, at release you kind of needed eps consoles. since then there have been many changes and i suppose this adds to confusion.
now if you want to test something, fire your weapons and look at your energy. if you dont have enough eps transfer your max power will drop. so it is possible to have too much drain and end up at almost no weapon power after a few cycles. in that case you need an eps console. if you have enough transfer to compensate your drain you should be fine, i never tested if you do more dmg in that case with an eps console.
no, you need energy levels past 125, around 150 preferably. currently the only confirmed use for an eps console in combat is quicker recovery from BO. it doesn't look like that test that dassemsto just ran shows it helping cannon fire, like i suspected.
i would like to see a more advanced test with 0 eps equipped and 4 eps equipped. we could clearly see if they had any effect then. when anyone with a good log parser has the time anyway.
i would like to see a more advanced test with 0 eps equipped and 4 eps equipped. we could clearly see if they had any effect then. when anyone with a good log parser has the time anyway.
I would also like to see this, but I don't expect the results to be substantial, that is, if the short-test is any indication. My gut tells me the power drain recharges instantly. (Heck, the devs said the same thing, but I'll take my guts' word over the devs' any day...)
So are you saying having a purple mk12 EPS console is a waste? It helps to recharge my weapon energy quicker after a cannon volley... or so I was led to believe.
keeping your energy levels in the green more often, surely helps with damage output?
forgive me if that's a silly question, but I'm sure that's at least how it used to be
So are you saying having a purple mk12 EPS console is a waste? It helps to recharge my weapon energy quicker after a cannon volley... or so I was led to believe.
-citation needed, we are thinking no, but its worth an in depth test once and for all.
keeping your energy levels in the green more often, surely helps with damage output?
forgive me if that's a silly question, but I'm sure that's at least how it used to be
energy over 125 helps. the eps console will help with BO, because the -50 power doesn't insta recharge like it does when a normal weapon cycle ends. that instant recharge should make it so eps consoles don't help with general weapon damage.
no, you need energy levels past 125, around 150 preferably. currently the only confirmed use for an eps console in combat is quicker recovery from BO. it doesn't look like that test that dassemsto just ran shows it helping cannon fire, like i suspected.
yes that is true, at high lvl with a proper build. now try a ship before you can put points into eps flow.
your power regeneration is acutally one of the few stats the game is kind enough to show you in your ship information. it is influenced by things like Starship Electro-Plasma Systems, warp theorist and eps consoles. what you need is more reg than drain. of course things like EPtW help too. most builds accomplish that without an eps console so it wont help them.
but as i said it is easy to create a build that will have about 0 weapon power after a few firing cycles and will stay there. in such a case an eps would help.
actually i noticed especially in low lvls that is a reason why some randoms fail so hard. if you look around outside the pvp forum, there are people who dont spec Electro-Plasma Systems. if you tell someone like that just use 8 beams and go broadsiding without an eps he might end up with 50dps per beam.
So are you saying having a purple mk12 EPS console is a waste? It helps to recharge my weapon energy quicker after a cannon volley... or so I was led to believe.
keeping your energy levels in the green more often, surely helps with damage output?
forgive me if that's a silly question, but I'm sure that's at least how it used to be
When STO was new, EPS recharge was the all and everything of damage. In season... 1.1 or 1.2, weapons were changed to recharge instantly. (with the exceptions of turrets, that were forgotten, then fixed, then broken, then fixed agiain) The conclusion was: EPS rate is not supposed to help.
Still, it may... further testing is definately needed. We know it helps with getting the power up after Beam Overload discharge. It may also be affecting other abilities, such as FAW, even if it shouldnt. (that one is alway broken in some way). There is also the distinct possibility that it affects some weapon types or energy types, but not others, as in "bugged"... After all we did see this with turrets way back in 2010.
Part of the problem is, we never got a straight answer from a dev how it truly works...
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yes that is true, at high lvl with a proper build. now try a ship before you can put points into eps flow.
your power regeneration is acutally one of the few stats the game is kind enough to show you in your ship information. it is influenced by things like Starship Electro-Plasma Systems, warp theorist and eps consoles. what you need is more reg than drain. of course things like EPtW help too. most builds accomplish that without an eps console so it wont help them.
but as i said it is easy to create a build that will have about 0 weapon power after a few firing cycles and will stay there. in such a case an eps would help.
actually i noticed especially in low lvls that is a reason why some randoms fail so hard. if you look around outside the pvp forum, there are people who dont spec Electro-Plasma Systems. if you tell someone like that just use 8 beams and go broadsiding without an eps he might end up with 50dps per beam.
Weapon drain and recharge is instant. EPS transfer doesn't affect it except in the case of Beam Overload. EPS power transfer rate affects the rate at which your power levels change between settings or when you come out of full impulse. Pre Season 1.2, it was a different story but not anymore. At some point people were claiming that it helped with beams, but I never saw any data to back that up.
Recovery of weapons power after firing multiple weapons is not affected by EPS consoles or skill (except for Beam overload).
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well i last tested it was about 1 month ago on a toon and it did help.
the last time i actually helped people in pvp to get form 30k dmg to 300k dmg in a match was about 5 months ago and all they did change was equip an eps console.
Weapon loadout, 8 Beam Arrays/ 6 Beam Arrays and 2 Dual Beam Arrays. There's two theories on this The First assumes you are going to be broad siding all the time to sustain DPS. This however also incurs a much larger power drain, so it's highly recommended that you run an EPS Console, or be prepared to eat more weapon batteries during spike damage periods. 8 Beams is best for a double FAW loadout, as it maximises your firing arc for your discoball. (aka death blossom, aka FAW Spam)
well i last tested it was about 1 month ago on a toon and it did help.
the last time i actually helped people in pvp to get form 30k dmg to 300k dmg in a match was about 5 months ago and all they did change was equip an eps console.
its likely the main factor here was how long the match lasted. there are a ton of other factors that can influence stuff like this. i'd be more interested in knowing if that damage was above average for everyone in ether match or not, that would actually tell us something, kinda.
also after a quick search it seems i am not the only one who thinks it helps. a quick quote form mavs cruiser thread:
he mentioned spike, so hes implying BO, so eps console. if not, he can be wrong, thats plenty possible, theres so much misconception out there about this.
also after a quick search it seems i am not the only one who thinks it helps. a quick quote form mavs cruiser thread:
The info may be out of date (need to go back and look at the post inquestion), though it's also worth noting that beam and cannon energy drains also work differently IIRC.
Mostly the EPS comes in for Overloads, and prepping for them on a beam boat. It also aides slightly in the period just after the overloads. Or at least it did at the time I wrote that.
I'd say I am willing to go back and test it to see if that is the case presently or not, but it's really difficult for me to muster up the will to log into sto again, to do anything pvp test related right now.
well yes there is much confusion but my example had nothing to do with the length of the match. actually they got much shorter once he did damage. i advised said player over a couple of matches and he copyed my build but he only started doing some dmg once he used an eps flow. that was well about 5months ago.
now i think about 1month ago on klingon toon i had cruiser with 4dbb an 2 turrets lvl 20-30 and i really needed an eps flow before i was able to skill electro plasma systems.
now on max lvl there isnt much use for it other than switching between power settings i suppose.
Mostly the EPS comes in for Overloads, and prepping for them on a beam boat. It also aides slightly in the period just after the overloads.
^^ What I said. I'm also adding a discalimer for FAW, because you never know what old version they give a new coat of paint and sell as "new-faw" every second patch.
After flying for a while I've realized that using AP:O as a flat damage buff isn't the best idea most of the time, and it's not really comparable to C:RF. Without DOffs AP:O has a long cooldown, and anyone smart is going to realize you just blew it on an attack run and tractor troll you to death.
Agreed. I alternate between AP:O and AP: D. Flying an escort, I don't have luxury of having a Polarized Hull skill, so I rely on AP:O to get me out of holds. I will occasionally use it for an alpha strike coming out of cloak or extra damage, but I usually end up paying for it with getting stuck in a Vent Theta Radiation, Vent Warp Plasma, or Tractor Beam when I use it during the latter purpose. Not fun.
As for the EPS Flow Regulator helping with maintaining power levels, I noticed from 207% to 277% that my weapon power levels were struggling to get back to 125 after each volley when my power transfer rate was at the former percentage. It would get back up to 125 1 out of 3 or 4 volleys (it would usually get to 120). Where as, with the rare MK XI EPS Flow Regulator (and 277% power transfer rate), my power level would get back to 125 3 out of 4 volleys.
I have not parsed my combat log. This was just what I was observing after testing it with and without the EPS Flow Regulator console several times.
As for the 150 power level, I was under the impression that there was a hard cap of 125. Did something change?
I have not parsed my combat log. This was just what I was observing after testing it with and without the EPS Flow Regulator console several times.
As for the 150 power level, I was under the impression that there was a hard cap of 125. Did something change?
Do not trust the green bars... Also, worth thinking about, if EPS makes your power come back faster, does it also make it drain faster? If some of your weapons fire an instant before the others, will they then fire at lower power because of the EPS? (personally, i choose to believe that weapon drain is not running through EPS consoles)
Back in the day, it was possible to buff your power beyond 125. They would newer fire at more than 125 power, AKA the soft cap, but the drain would be calculated from your actual hidden power levels. When the devs realized this, they placed a hard cap at 135, so being more than 10 above the soft cap was wasted. (and thus killing the awsome 8-beam cruisers). However, in one of this summer/spring patches, this change was reverted, and we're operating at full power again! And I'm loving it! (this was probably changed back by mistake, but I think the game is better this way)
Do not trust the green bars... Also, worth thinking about, if EPS makes your power come back faster, does it also make it drain faster? If some of your weapons fire an instant before the others, will they then fire at lower power because of the EPS? (personally, i choose to believe that weapon drain is not running through EPS consoles)
Back in the day, it was possible to buff your power beyond 125. They would newer fire at more than 125 power, AKA the soft cap, but the drain would be calculated from your actual hidden power levels. When the devs realized this, they placed a hard cap at 135, so being more than 10 above the soft cap was wasted. (and thus killing the awsome 8-beam cruisers). However, in one of this summer/spring patches, this change was reverted, and we're operating at full power again! And I'm loving it! (this was probably changed back by mistake, but I think the game is better this way)
Actually, I had the energy levels set to numerical display. I only adjust the power levels with the green bars when I get a new ship, and it wasn't saving the power settings from the old ship to the new ship. With that, I could definitely count the number of times I wasn't hitting 125 per volley. Still, it was observed visually, and could not provide a combat log to back this up.
As the hard cap, I recall reading that post months ago, but I thought they would have fixed it by now. Now I understand why my fleet mate was saying EPtW was so great, when he was already at the 125 "hard cap". I'm guessing you meant to say 125 hard cap, and not 135...because even if the old system had a hard cap of 135, that still doesn't sound right.
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no, you need energy levels past 125, around 150 preferably. currently the only confirmed use for an eps console in combat is quicker recovery from BO. it doesn't look like that test that dassemsto just ran shows it helping cannon fire, like i suspected.
i would like to see a more advanced test with 0 eps equipped and 4 eps equipped. we could clearly see if they had any effect then. when anyone with a good log parser has the time anyway.
I would also like to see this, but I don't expect the results to be substantial, that is, if the short-test is any indication. My gut tells me the power drain recharges instantly. (Heck, the devs said the same thing, but I'll take my guts' word over the devs' any day...)
keeping your energy levels in the green more often, surely helps with damage output?
forgive me if that's a silly question, but I'm sure that's at least how it used to be
-citation needed, we are thinking no, but its worth an in depth test once and for all.
energy over 125 helps. the eps console will help with BO, because the -50 power doesn't insta recharge like it does when a normal weapon cycle ends. that instant recharge should make it so eps consoles don't help with general weapon damage.
yes that is true, at high lvl with a proper build. now try a ship before you can put points into eps flow.
your power regeneration is acutally one of the few stats the game is kind enough to show you in your ship information. it is influenced by things like Starship Electro-Plasma Systems, warp theorist and eps consoles. what you need is more reg than drain. of course things like EPtW help too. most builds accomplish that without an eps console so it wont help them.
but as i said it is easy to create a build that will have about 0 weapon power after a few firing cycles and will stay there. in such a case an eps would help.
actually i noticed especially in low lvls that is a reason why some randoms fail so hard. if you look around outside the pvp forum, there are people who dont spec Electro-Plasma Systems. if you tell someone like that just use 8 beams and go broadsiding without an eps he might end up with 50dps per beam.
My stomach is clear and my mind is full of bacon!
When STO was new, EPS recharge was the all and everything of damage. In season... 1.1 or 1.2, weapons were changed to recharge instantly. (with the exceptions of turrets, that were forgotten, then fixed, then broken, then fixed agiain) The conclusion was: EPS rate is not supposed to help.
Still, it may... further testing is definately needed. We know it helps with getting the power up after Beam Overload discharge. It may also be affecting other abilities, such as FAW, even if it shouldnt. (that one is alway broken in some way). There is also the distinct possibility that it affects some weapon types or energy types, but not others, as in "bugged"... After all we did see this with turrets way back in 2010.
I may run a test on this...
:rolleyes:
Weapon drain and recharge is instant. EPS transfer doesn't affect it except in the case of Beam Overload. EPS power transfer rate affects the rate at which your power levels change between settings or when you come out of full impulse. Pre Season 1.2, it was a different story but not anymore. At some point people were claiming that it helped with beams, but I never saw any data to back that up.
Recovery of weapons power after firing multiple weapons is not affected by EPS consoles or skill (except for Beam overload).
[23:35] Horta deals 1738411 (1538303) Toxic Damage to Centurion Engineer with Corrosive Acid.
the last time i actually helped people in pvp to get form 30k dmg to 300k dmg in a match was about 5 months ago and all they did change was equip an eps console.
My stomach is clear and my mind is full of bacon!
My stomach is clear and my mind is full of bacon!
its likely the main factor here was how long the match lasted. there are a ton of other factors that can influence stuff like this. i'd be more interested in knowing if that damage was above average for everyone in ether match or not, that would actually tell us something, kinda.
he mentioned spike, so hes implying BO, so eps console. if not, he can be wrong, thats plenty possible, theres so much misconception out there about this.
The info may be out of date (need to go back and look at the post inquestion), though it's also worth noting that beam and cannon energy drains also work differently IIRC.
Mostly the EPS comes in for Overloads, and prepping for them on a beam boat. It also aides slightly in the period just after the overloads. Or at least it did at the time I wrote that.
I'd say I am willing to go back and test it to see if that is the case presently or not, but it's really difficult for me to muster up the will to log into sto again, to do anything pvp test related right now.
now i think about 1month ago on klingon toon i had cruiser with 4dbb an 2 turrets lvl 20-30 and i really needed an eps flow before i was able to skill electro plasma systems.
now on max lvl there isnt much use for it other than switching between power settings i suppose.
My stomach is clear and my mind is full of bacon!
^^ What I said. I'm also adding a discalimer for FAW, because you never know what old version they give a new coat of paint and sell as "new-faw" every second patch.
As for the EPS Flow Regulator helping with maintaining power levels, I noticed from 207% to 277% that my weapon power levels were struggling to get back to 125 after each volley when my power transfer rate was at the former percentage. It would get back up to 125 1 out of 3 or 4 volleys (it would usually get to 120). Where as, with the rare MK XI EPS Flow Regulator (and 277% power transfer rate), my power level would get back to 125 3 out of 4 volleys.
I have not parsed my combat log. This was just what I was observing after testing it with and without the EPS Flow Regulator console several times.
As for the 150 power level, I was under the impression that there was a hard cap of 125. Did something change?
Do not trust the green bars... Also, worth thinking about, if EPS makes your power come back faster, does it also make it drain faster? If some of your weapons fire an instant before the others, will they then fire at lower power because of the EPS?
Back in the day, it was possible to buff your power beyond 125. They would newer fire at more than 125 power, AKA the soft cap, but the drain would be calculated from your actual hidden power levels. When the devs realized this, they placed a hard cap at 135, so being more than 10 above the soft cap was wasted. (and thus killing the awsome 8-beam cruisers). However, in one of this summer/spring patches, this change was reverted, and we're operating at full power again! And I'm loving it!
As the hard cap, I recall reading that post months ago, but I thought they would have fixed it by now. Now I understand why my fleet mate was saying EPtW was so great, when he was already at the 125 "hard cap". I'm guessing you meant to say 125 hard cap, and not 135...because even if the old system had a hard cap of 135, that still doesn't sound right.
guess again
goind 10 above has always had it's benefits