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Phased vs Fleet Tetryon Arrays

resoundingenvoyresoundingenvoy Member Posts: 439
I noticed something last night.

The adv. fleet tetryon array has a base DPS of 196. Counting 2.5% of the ~330 shield damage they can do to shield per shield facing that totals to ~205DPS (229DPS if you count the damage it does to the other three facings.)

That isn't too bad ... Even with the price ... until you notice this.

http://www.stowiki.org/Polarized_Dual_Tetryon_Beam_Bank

That has a base DPS of 168 with a 10% chance to do ~330 to shields, per shield facing. If you only count the damage done to one facing 10% of the time that's ~201 DPS. Almost base 300DPS if you count the damage to other shield facings. They are a free quest reward.

So ... That means if I used the polarized arrays I'd be paying to lose ~33% of my damage before I open up with torpedoes. How does that make sense?
Post edited by resoundingenvoy on

Comments

  • kingofhearts888kingofhearts888 Member Posts: 56 Arc User
    edited August 2012
    question withdrawn*
  • lordfuzunlordfuzun Member Posts: 54 Arc User
    edited August 2012
    No. He's comparing the Phased Tetryon Beams you can get from "The New Link" mission to basic Tetryon Weapons Beams. And he is correct. Phased Tetryons have a 10% change to proc compared the the 2.5 of basic Tetryons. The Phased Tet have less base damage than the Fleet Weapons, but over time they average more shield proc damage.
  • pottsey5gpottsey5g Member Posts: 4,251 Arc User
    edited August 2012
    The 10% change to proc is broke and more like 0.02% and if you think thats bad take a look at fleet mines which are useless compared to normal mines. DMG doesnt work on mines so why do Fleet mines have DMG?
  • dwhornetdwhornet Member Posts: 108 Arc User
    edited August 2012
    Wait fleet weapons suck?!?

    Oh yea nothing new here, This has been discussed at length there is not a single reason why anyone should bother with star-bases at this point. Unless ofcourse you PvP, the fleet ships will give you a definite edge it stats, but thats the very definition of Pay2win.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited August 2012
    they also have about a 10% chance to hit anything fast with no acc mods
  • soulwarrior78soulwarrior78 Member Posts: 541 Arc User
    edited August 2012
    pottsey5g wrote: »
    The 10% change to proc is broke and more like 0.02% and if you think thats bad take a look at fleet mines which are useless compared to normal mines. DMG doesnt work on mines so why do Fleet mines have DMG?

    It's been fixed in Tribble today:
    [*]Updated Polarized Tetryon weapons so they proc as frequently as intended.
  • lordfuzunlordfuzun Member Posts: 54 Arc User
    edited August 2012
    they also have about a 10% chance to hit anything fast with no acc mods

    Actually it's 25%. :P

    That's the floor for the chance to hit in the game for space combat.
  • kamiyama317kamiyama317 Member Posts: 1,295 Arc User
    edited August 2012
    They need to let us choose our modifiers on crafted weapons. I would love to have Tetryon Beams with improved procs and accuracy bonuses.
  • matteo716maikaimatteo716maikai Member Posts: 823
    edited August 2012
    They need to let us choose our modifiers on crafted weapons. I would love to have Tetryon Beams with improved procs and accuracy bonuses.

    the only problem with choosing is then noone would ever need weapons from anywhere else.
  • resoundingenvoyresoundingenvoy Member Posts: 439
    edited August 2012
    I wouldn't go so far as to say the fleet weapons suck. The 10% accuracy is nice. (More so if you can pass the 100% mark it piles on the crit damage, iirc.) The higher base damage is nice to when are through the shields. It just odd that the raw shield damage is lower for the fleet weapons.

    Meaning you get through shields faster with the polarized arrays(10% proc chance), and can pile on heavy hitters directly to the hull or just start working on the hull sooner!

    Take a bit deeper look it's not quite paying to lose 33% damage, It just strikes me as odd you go through all the effort to get fleet weapons and they are on par or better free items out there! At lower levels (,and for free!)

    One the one hand you have blue mark XI for free, and the other a new tier of rarity mark XII that don't quite seem to measure up. Am I missing something?
  • grouchyotakugrouchyotaku Member Posts: 0 Arc User
    edited August 2012
    ...
    That has a base DPS of 168 with a 10% chance to do ~330 to shields, per shield facing. If you only count the damage done to one facing 10% of the time that's ~201 DPS. Almost base 300DPS if you count the damage to other shield facings. They are a free quest reward.

    So ... That means if I used the polarized arrays I'd be paying to lose ~33% of my damage before I open up with torpedoes. How does that make sense?
    Now I've used a complete set of Polarized Tetryon Beam Arrays, and they can melt shields like butter, provided that they hit the target... I eventually moved to 'Dilithium Store' Tetryon Beam Array Mk XI [Acc]x2 [Dmg], as without a [Acc] bonus, a ship with Polarized Tetryons is much more vulnerable to speedy little Escorts and those pesky fighter swarms...

    I'm currently trying a setup using Phased Tetryon Mk XI [Acc]x2, which do slightly less damaged then my 'Dilithum Store' beam arrays, but have a 2.5% chance of taking out a target system... Now if their worth the costs, or not, remain to be seen...
  • carmenaracarmenara Member Posts: 0 Arc User
    edited August 2012
    They need to let us choose our modifiers on crafted weapons. I would love to have Tetryon Beams with improved procs and accuracy bonuses.

    Morrowind (and probably other Elder Scrolls games I never played) had the ability to custom craft gear.

    You got to choose whatever you wanted but it was many times more expensive than using store-bought or looted magical gear. Also drained power really fast if you went overboard trying to make it do like 1k magical damage per strike.

    Custom crafted gear in STO could be balanced the same way. The more toys you add to the device/weapon, the more it costs.
    STF Flight Instructor since Early 2012. Newbies are the reason why STO lives and breathes today. Do not discriminate.

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  • reallydumbpwereallydumbpwe Member Posts: 60 Arc User
    edited August 2012
    the only problem with choosing is then noone would ever need weapons from anywhere else.

    Would that really be a problem? Crafting SHOULD be worth the effort; as of now, not so much. I'd love the ability to specifically craft weapons the way you want them specc'd.
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