I love to run STFs for their dilithium earning potential. And I have all my ships armed with the Mk XII [Borg] space weapons. But I'm wondering if I might do better to use fleet energy weapons with [Dmg]x3. Here's why...
The Borg energy weapons have a couple different options for modifiers, but basically it's [Borg] and a couple others. The way I see it, you basically get an advantage against Borg NPCs because you have a 7.5% chance to do 1,000 extra damage against them. And all of them have a maximum of one [acc] modifier.
But with the fleet space weapons, I get a [Dmg]x3-a lot more dps, and they are no less accurate, with the same [acc] modifier (as an option anyway). But with the [Dmg]x3, I'd be doing a lot more dps over time, with EVERY hit, as opposed to hoping for a 7.5% chance of extra damage to kick in.
As for torpedos, I haven't decided yet. Yes, the fleet versions have higher dps, but the Borg version is a GUARUNTEED extra 1,000 damage, not 7.5% chance. So who knows.
But about the energy weapons, what do you think?
Joseph
Don't let them promote you. Don't let them transfer you. Don't let them do anything that takes you off the bridge of that ship, because while you're there... you can make a difference.
-Captain James T. Kirk
I use a mixture of both, myself. Overall, the better DPS is good for things that are going to hit hard. So, I'd say, leave the BORG stuff on Turrets, that will hit constantly, for low amounts of damage, since the 1k of damage is solid big damage compared to the typical damage it outputs, and also, they'll shoot at borg 24-7, vs dual cannons which only fire once in a while.
The more opportunity it has to be used, the more likely you'll proc the 1k damage. So on my Escort, I run fleet cannons and torps up front, and borg turrets in the back.
Or run all fleet [acc], and get the tholian +10% damage against Borg doff. That's what I'm running in stf's at the moment.
I forgot about the Tholian Borg doff. That's a great idea. I'll have to look into that. An extra 10% damage all the time could really put fleet weapons over the top in this decision.
I also like the Borg turrets in the back and fleet weapons up front idea. Makes a lot of sense.
Don't let them promote you. Don't let them transfer you. Don't let them do anything that takes you off the bridge of that ship, because while you're there... you can make a difference.
-Captain James T. Kirk
I love to run STFs for their dilithium earning potential. And I have all my ships armed with the Mk XII [Borg] space weapons. But I'm wondering if I might do better to use fleet energy weapons with [Dmg]x3. Here's why...
The Borg energy weapons have a couple different options for modifiers, but basically it's [Borg] and a couple others. The way I see it, you basically get an advantage against Borg NPCs because you have a 7.5% chance to do 1,000 extra damage against them. And all of them have a maximum of one [acc] modifier.
But with the fleet space weapons, I get a [Dmg]x3-a lot more dps, and they are no less accurate, with the same [acc] modifier (as an option anyway). But with the [Dmg]x3, I'd be doing a lot more dps over time, with EVERY hit, as opposed to hoping for a 7.5% chance of extra damage to kick in.
As for torpedos, I haven't decided yet. Yes, the fleet versions have higher dps, but the Borg version is a GUARUNTEED extra 1,000 damage, not 7.5% chance. So who knows.
But about the energy weapons, what do you think?
Joseph
DMG modifiers are the weakest modifiers out of all of them. Each DMG modifier increases your base damage by 5 or so. ACC will increase the amount of times you hit your target by 10% Let's say that allows one extra hit than your [dmg] modifier. Already, your ACC just out DPSed your DMG modified weapon.
[crith] will increase your chances of getting a critical. One extra critical will out DPS your dmg modifier.
[critd] will increase your critical damage when you get a critical. Getting the same number of hits with one critical in there will out DPS your dmg modifier (even if you only had one critd, 20% of 250 DPS = 50).
Any of the other modifiers are better than the DMG modifier.
If you're only going to do STFs, stick with the Borg weapons.
DMG modifiers are the weakest modifiers out of all of them.
I disagree ACC as I find ACC weaker then DMG. I already get 99% to 100% hit rate without ACC so ACC adds little to DPS. BORG is useless as well since over half the Borg in STF?s are not classed as borg so you get no bonus. The only mods worth while seem to be the crit based ones.
Any of the other modifiers are better than the DMG modifier.
If you're only going to do STFs, stick with the Borg weapons.
I might agree in theory, but I don't really have the patience to grind ecs for [ACC]x3 weapons which are so popular, and I don't craft. I'm comparing two different types of weapons, both of which have a single [acc] modifier, so that shouldn't really be an issue for me, right? Both will be just as accurate.
Don't let them promote you. Don't let them transfer you. Don't let them do anything that takes you off the bridge of that ship, because while you're there... you can make a difference.
-Captain James T. Kirk
Honestly, don't fix what ain't broken really. If you have your Borg weapons, don't worry about trying to get fleet weapons, because you're gonna need, at the bare minimum of 60k dil, and 120k fleet credits if you run a sci ship, and up to 80k dil and 160k fleet credits on a cruiser.
Compared to the Borg weapons, which cost you nothing but time, and some luck to get.
I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
I must admit, respect points to Trendy for laying down the law like that.
Don't torpedoes apply the 1000 damage bonus to every hit as well with the borg ones?
Yes, that is why I haven't necessarily decided to move away from Borg torpedoes. They give the 1000 bonus every time, so they would probably still be the best against Borg opponents.
In pvp, however, the Fleet torpedoes would do more damage per hit.
Don't let them promote you. Don't let them transfer you. Don't let them do anything that takes you off the bridge of that ship, because while you're there... you can make a difference.
-Captain James T. Kirk
I disagree ACC as I find ACC weaker then DMG. I already get 99% to 100% hit rate without ACC so ACC adds little to DPS. BORG is useless as well since over half the Borg in STF?s are not classed as borg so you get no bonus. The only mods worth while seem to be the crit based ones.
Having an overflow of ACC against your target adds to your critd (and I think crith). It may not be as much as a straight critd (or crith) mod, but it would still be more than 5 damage per mod that DMG gives you.
I have not looked into it for a while, but the DMG modifier on torpedos was broken. The damage calculated when you use HY was the same as if you woulndt had any modifier.
Having an overflow of ACC against your target adds to your critd (and I think crith). It may not be as much as a straight critd (or crith) mod, but it would still be more than 5 damage per mod that DMG gives you.
You might be surprised at that if you run the numbers. If you are lucky you might get 1% crit chance from ACC that means 1 in 100 shots is an extra crit hit but most of the time it is much worse than 1% bonus.
DMG on the other hand will have 100 shots with extra damage so the way I see it is the extra crit damage from ACC is as useless as DMG and if you are getting the acc crit damage you would be better off with the crit mods.
wait you can buy fleet weapons for your ships? Where do you go, I have looked everywhere on my starbase.
If you level your Industrial Fabricator (Engineering) high enough, you can get fleet space weapons from a NPC on your OPS level. The fleet I'm part of just finished the Tier II upgrade and we have Advanced Fleet Weapons.
Member since November 2009... I think. (UFP) Ragnar
If you level your Industrial Fabricator (Engineering) high enough, you can get fleet space weapons from a NPC on your OPS level. The fleet I'm part of just finished the Tier II upgrade and we have Advanced Fleet Weapons.
nice, are they good? I was think of getting the Spiral Wave beams for my AC to replace my mark 12 borg beams for something higher in dps and can hit the target more for pvp.
You might be surprised at that if you run the numbers. If you are lucky you might get 1% crit chance from ACC that means 1 in 100 shots is an extra crit hit but most of the time it is much worse than 1% bonus.
DMG on the other hand will have 100 shots with extra damage so the way I see it is the extra crit damage from ACC is as useless as DMG and if you are getting the acc crit damage you would be better off with the crit mods.
have run the numbers, overflow accuracy = higher critical chance and critical severity. so not only do you crit more often, you do more damage when you do crit. all my characters have maxed accuracy, and with bonus acc weapons damage increases. bonus accuracy is a % not a flat number. the more you have in the skill the higher the bonus.
if you have only 3 ranks in starship weapons targeting you're not going to get much of a boost. at 9 ranks, 99 equates to ~132 (~140 w.accurate trait) accuracy with [accx3] mod. if your target gets slowed or stopped that bleed-over from what i've seen is around 70% crit rate for the duration. dmgx3 can't match that. even on a target moving at full speed crit rate is ridiculous (not that i'm complaining mind)
and then there's bonus crit severity...if you haven't seen it then you don't know...obviously you haven't or you'd know why accx3 is popular. it does require that skill to be maxed however...as even 6 ranks only gives a ~109 total bonus. and of course it helps to have at least 6 ranks in energy weapon specialization too. even more bonuses to crit chance and severity. \o/
Dr. Patricia Tanis ~ "Bacon is for sycophants and products of incest."
Donate Brains, zombies in Washington DC are starving.
nice, are they good? I was think of getting the Spiral Wave beams for my AC to replace my mark 12 borg beams for something higher in dps and can hit the target more for pvp.
The Advanced ones are... interesting. All standard types(no hybrids) available with [DMG]x3 and a forth modifier of your choice. Probably would be better to save up EC for [ACC]x2 or x3 weapons off the Exchange for PvP, as the Advanced Fleet ones max out at 1x [ACC] which will be just as accurate as your [Borg] weapons with it. For STFs, well, this thread was made and I was thinking of making a similar one.
I thought there were Elite Space Weapons coming, but I can't find them in the Engineering Tier listings.
Are there even any procs that are still working? Not kidding, I can't tell the difference, please answer this.
Polaron and Disruptor procs are working for sure, though it takes a fair bit of sustained fire to stack enough of either to be noticable, and I've seen sub-system disable icons from Phaser and Phased Tetryon pop up now and then.
the torpedos still work, and probabaly the best type are photons...since the 1000 dmg apply to each shot. meaning that the photon surpasses the dmg spike of the quantum.
it may be that the proc doens't work on all borg, i don't know...but the torpedos do work on all targets that count (gate, cubes, spheres, transformers, generator)
in my opinion the dmg modifier is surely not the best one, but it is ok for turrets or beams. the more time your weapons are on target, the better the dmg modifier is, IMHO. i switched all my turrets to advanced fleet versions, but i only had the borg ones before...so there was a dmg increase agains non borg. that goes without saying.
i'm still in doubt if it does make sense to change my MKXII DHC [acc]x2 [critD], since i'm using those for PVP, and i'm not sure if it is worth 30k dilithium to change them. it may result in a dmg loss due to frequent misses.
so my advice, if you have MKXII [acc]x2 or higher, then don't change for now...if you have borg stuff, you probably can change it.
I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
I must admit, respect points to Trendy for laying down the law like that.
[borg] has a 7,5% chance to do 1000 damage. 1000 x 0.075 = average of +75 Damage per shot.
So versus Borg the [borg] weapons are the logical choice. Even if the the damage form the [dmg] procs is further increased by weapon energy, consoles etc. (im not sure about this at the moment) it is impossible that it improves it by the factor of 15, to even match the [borg] proc.
if your target gets slowed or stopped that bleed-over from what i've seen is around 70% crit rate for the duration. dmgx3 can't match that. even on a target moving at full speed crit rate is ridiculous (not that i'm complaining mind)
70%!! Everything I have seen says it?s more like 0.5% to 1% crit chance from overflow. Overflow is hardly any better than DMG unless I got the numbers wrong.
[borg] has a 7,5% chance to do 1000 damage. 1000 x 0.075 = average of +75 Damage per shot.
So versus Borg the [borg] weapons are the logical choice. Even if the the damage form the [dmg] procs is further increased by weapon energy, consoles etc. (im not sure about this at the moment) it is impossible that it improves it by the factor of 15, to even match the [borg] proc.
General "value" of procs.
[acc] > [CrtH] > [CrtD] > [Dmg]
yeah but that 1000 damage is to NPC borg not the any other ships in game.
Forgive me if I'm wrong, but I recall a post from a dev (pre-season 6) indicating that every proc adds to the base damage of the weapon; the [DMG] modifier gives you a flat out +5 while the other procs give something like +0.25 - in addition to the proc itself. So for [ACC] you're not only getting a higher change to hit (and crit), but you get a small bonus to base damage as well.
I'd quote the dev, but it's MUCH harder to find old posts now that they're all "archived".
70%!! Everything I have seen says it?s more like 0.5% to 1% crit chance from overflow. Overflow is hardly any better than DMG unless I got the numbers wrong.
I believe 70% includes your passive critical severity, no? With the Assimilated module and maxed skills, I think my critical severity was just shy of 60%. Which, I'm pretty sure is the same for everyone else.
If you take that into account, the critical severity is 10% from Acc overflow.
Likewise, the 60% passive critical severity + the 70% DHC critdx3 = 130% critical severity.
overflow accuracy = higher critical chance and critical severity. so not only do you crit more often, you do more damage when you do crit. all my characters have maxed accuracy, and with bonus acc weapons damage increases. bonus accuracy is a % not a flat number. the more you have in the skill the higher the bonus.
if you have only 3 ranks in starship weapons targeting you're not going to get much of a boost. at 9 ranks, 99 equates to ~132 (~140 w.accurate trait) accuracy with [accx3] mod. if your target gets slowed or stopped that bleed-over from what i've seen is around 70% crit rate for the duration. dmgx3 can't match that. even on a target moving at full speed crit rate is ridiculous (not that i'm complaining mind)
and then there's bonus crit severity...if you haven't seen it then you don't know...obviously you haven't or you'd know why accx3 is popular. it does require that skill to be maxed however...as even 6 ranks only gives a ~109 total bonus. and of course it helps to have at least 6 ranks in energy weapon specialization too. even more bonuses to crit chance and severity. \o/
Many of us understand how ACC overflow works.
The problem is that its not simply how much ACC you have, its your current ACC compared to your Target's defense.
Even a target, an NPC target, moving at the slowest available speed will have something +50% defense bonus.
From my testing, the immobile Borg structures also seem to have some passive Defense bonus (enough to negate ACC overflow) as I tested with 9 Ranks in Targeting Systems, Accurate Captain Trait, ACCx3 DHCs/Turrets and my combat logs ended up with average 9-10% critical hits after firing on gates in KASE - which is the same as when I was using CrtDx3 weapons.
Now if you do have some method of constantly and consistently lowering your target's defense score (like a Tractor beam) then yes I think you will see benefits from ACC overflow.
have run the numbers, overflow accuracy = higher critical chance and critical severity. so not only do you crit more often, you do more damage when you do crit. all my characters have maxed accuracy, and with bonus acc weapons damage increases. bonus accuracy is a % not a flat number. the more you have in the skill the higher the bonus.
if you have only 3 ranks in starship weapons targeting you're not going to get much of a boost. at 9 ranks, 99 equates to ~132 (~140 w.accurate trait) accuracy with [accx3] mod. if your target gets slowed or stopped that bleed-over from what i've seen is around 70% crit rate for the duration. dmgx3 can't match that. even on a target moving at full speed crit rate is ridiculous (not that i'm complaining mind)
and then there's bonus crit severity...if you haven't seen it then you don't know...obviously you haven't or you'd know why accx3 is popular. it does require that skill to be maxed however...as even 6 ranks only gives a ~109 total bonus. and of course it helps to have at least 6 ranks in energy weapon specialization too. even more bonuses to crit chance and severity. \o/
Fleet are better, Dmg proc is better than Borg proc, borg proc is about 1% of all damage using all borg energy weapons (combatlog every time, well at least for me) I have heard quite a few people say Acc is better than the other mods even for PVE.
Comments
The more opportunity it has to be used, the more likely you'll proc the 1k damage. So on my Escort, I run fleet cannons and torps up front, and borg turrets in the back.
Best of both worlds.
I forgot about the Tholian Borg doff. That's a great idea. I'll have to look into that. An extra 10% damage all the time could really put fleet weapons over the top in this decision.
I also like the Borg turrets in the back and fleet weapons up front idea. Makes a lot of sense.
Don't let them promote you. Don't let them transfer you. Don't let them do anything that takes you off the bridge of that ship, because while you're there... you can make a difference.
-Captain James T. Kirk
[crith] will increase your chances of getting a critical. One extra critical will out DPS your dmg modifier.
[critd] will increase your critical damage when you get a critical. Getting the same number of hits with one critical in there will out DPS your dmg modifier (even if you only had one critd, 20% of 250 DPS = 50).
Any of the other modifiers are better than the DMG modifier.
If you're only going to do STFs, stick with the Borg weapons.
I might agree in theory, but I don't really have the patience to grind ecs for [ACC]x3 weapons which are so popular, and I don't craft. I'm comparing two different types of weapons, both of which have a single [acc] modifier, so that shouldn't really be an issue for me, right? Both will be just as accurate.
Don't let them promote you. Don't let them transfer you. Don't let them do anything that takes you off the bridge of that ship, because while you're there... you can make a difference.
-Captain James T. Kirk
Compared to the Borg weapons, which cost you nothing but time, and some luck to get.
Yes, that is why I haven't necessarily decided to move away from Borg torpedoes. They give the 1000 bonus every time, so they would probably still be the best against Borg opponents.
In pvp, however, the Fleet torpedoes would do more damage per hit.
Don't let them promote you. Don't let them transfer you. Don't let them do anything that takes you off the bridge of that ship, because while you're there... you can make a difference.
-Captain James T. Kirk
DMG on the other hand will have 100 shots with extra damage so the way I see it is the extra crit damage from ACC is as useless as DMG and if you are getting the acc crit damage you would be better off with the crit mods.
If you level your Industrial Fabricator (Engineering) high enough, you can get fleet space weapons from a NPC on your OPS level. The fleet I'm part of just finished the Tier II upgrade and we have Advanced Fleet Weapons.
(UFP) Ragnar
nice, are they good? I was think of getting the Spiral Wave beams for my AC to replace my mark 12 borg beams for something higher in dps and can hit the target more for pvp.
have run the numbers, overflow accuracy = higher critical chance and critical severity. so not only do you crit more often, you do more damage when you do crit. all my characters have maxed accuracy, and with bonus acc weapons damage increases. bonus accuracy is a % not a flat number. the more you have in the skill the higher the bonus.
if you have only 3 ranks in starship weapons targeting you're not going to get much of a boost. at 9 ranks, 99 equates to ~132 (~140 w.accurate trait) accuracy with [accx3] mod. if your target gets slowed or stopped that bleed-over from what i've seen is around 70% crit rate for the duration. dmgx3 can't match that. even on a target moving at full speed crit rate is ridiculous (not that i'm complaining mind)
and then there's bonus crit severity...if you haven't seen it then you don't know...obviously you haven't or you'd know why accx3 is popular. it does require that skill to be maxed however...as even 6 ranks only gives a ~109 total bonus. and of course it helps to have at least 6 ranks in energy weapon specialization too. even more bonuses to crit chance and severity. \o/
Donate Brains, zombies in Washington DC are starving.
The Advanced ones are... interesting. All standard types(no hybrids) available with [DMG]x3 and a forth modifier of your choice. Probably would be better to save up EC for [ACC]x2 or x3 weapons off the Exchange for PvP, as the Advanced Fleet ones max out at 1x [ACC] which will be just as accurate as your [Borg] weapons with it. For STFs, well, this thread was made and I was thinking of making a similar one.
I thought there were Elite Space Weapons coming, but I can't find them in the Engineering Tier listings.
Polaron and Disruptor procs are working for sure, though it takes a fair bit of sustained fire to stack enough of either to be noticable, and I've seen sub-system disable icons from Phaser and Phased Tetryon pop up now and then.
it may be that the proc doens't work on all borg, i don't know...but the torpedos do work on all targets that count (gate, cubes, spheres, transformers, generator)
in my opinion the dmg modifier is surely not the best one, but it is ok for turrets or beams. the more time your weapons are on target, the better the dmg modifier is, IMHO. i switched all my turrets to advanced fleet versions, but i only had the borg ones before...so there was a dmg increase agains non borg. that goes without saying.
i'm still in doubt if it does make sense to change my MKXII DHC [acc]x2 [critD], since i'm using those for PVP, and i'm not sure if it is worth 30k dilithium to change them. it may result in a dmg loss due to frequent misses.
so my advice, if you have MKXII [acc]x2 or higher, then don't change for now...if you have borg stuff, you probably can change it.
It's a text bug that they've yet to fix. Elite space weapons are still there, but ALL the way at the end of the line at Tier 5 engineering.
[dmg] increases your base damage by +5
[borg] has a 7,5% chance to do 1000 damage. 1000 x 0.075 = average of +75 Damage per shot.
So versus Borg the [borg] weapons are the logical choice. Even if the the damage form the [dmg] procs is further increased by weapon energy, consoles etc. (im not sure about this at the moment) it is impossible that it improves it by the factor of 15, to even match the [borg] proc.
General "value" of procs.
[acc] > [CrtH] > [CrtD] > [Dmg]
yeah but that 1000 damage is to NPC borg not the any other ships in game.
I'd quote the dev, but it's MUCH harder to find old posts now that they're all "archived".
If you take that into account, the critical severity is 10% from Acc overflow.
Likewise, the 60% passive critical severity + the 70% DHC critdx3 = 130% critical severity.
If you have combat logs that can show this, please post them.
Many of us understand how ACC overflow works.
The problem is that its not simply how much ACC you have, its your current ACC compared to your Target's defense.
Even a target, an NPC target, moving at the slowest available speed will have something +50% defense bonus.
From my testing, the immobile Borg structures also seem to have some passive Defense bonus (enough to negate ACC overflow) as I tested with 9 Ranks in Targeting Systems, Accurate Captain Trait, ACCx3 DHCs/Turrets and my combat logs ended up with average 9-10% critical hits after firing on gates in KASE - which is the same as when I was using CrtDx3 weapons.
Now if you do have some method of constantly and consistently lowering your target's defense score (like a Tractor beam) then yes I think you will see benefits from ACC overflow.
Based on the cost, [BORG] variants are significantly cheaper.
very informative