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Turrets and procs.

mothermoymothermoy Member Posts: 53 Arc User
edited January 2013 in Federation Discussion
Currently i have a full set of Fleet Antiproton DHC and a Quant up front on my chell gret. Ive been toying with switching out antipolaron turrets for three fleet disruptor turret for the damage debuff proc. Would this be worth it? or is there a better proc (dont really pvp. mainly ELite STFs). would the procs make up for the slight damage tradeoff?
Post edited by mothermoy on

Comments

  • ferdzso0ferdzso0 Member Posts: 0 Arc User
    edited January 2013
    what you should do, is get a proc build, with all the procs on the ship. use the good procs on turrets, because they have a higher chance of getting the proc on the enemy, and the weaker procs on DHCs, so the higher dmg will magnify the effect of the proc.

    just dont do this please, no

    10k DPS Vesta threads: 1; 2
  • mothermoymothermoy Member Posts: 53 Arc User
    edited January 2013
    that backs up what im wanting to do. I have antiproton DHC up front. im wanting the Disruptor Proc to enhance not only mine but team damage.....thansk for help.
  • scurry5scurry5 Member Posts: 1,554 Arc User
    edited January 2013
    ferdzso0 wrote: »
    what you should do, is get a proc build, with all the procs on the ship. use the good procs on turrets, because they have a higher chance of getting the proc on the enemy, and the weaker procs on DHCs, so the higher dmg will magnify the effect of the proc.

    just dont do this please, no

    Sarcasm fail?

    P.S. Guys who are new to forums, highlight his post :)
  • ferdzso0ferdzso0 Member Posts: 0 Arc User
    edited January 2013
    mothermoy wrote: »
    that backs up what im wanting to do. I have antiproton DHC up front. im wanting the Disruptor Proc to enhance not only mine but team damage.....thansk for help.

    make sure to put tactical consoles for each weapon type to your slots to maximize your DPS
    scurry5 wrote: »
    Sarcasm fail?

    dont troll pls

    10k DPS Vesta threads: 1; 2
  • mothermoymothermoy Member Posts: 53 Arc User
    edited January 2013
    I realize im trading off some dps on my three turrets by not going antiproton. im just wondering if the damage-resist debuff proc accross my team is worth the damage tradeoff.......again im in a chell grett. have three fleet aniproton DHC up front. have my cutting beam in back. instead of running antiproton turrets im thinking about fleet disruptor turrets.....
  • stirling191stirling191 Member Posts: 0 Arc User
    edited January 2013
    If you're looking for a fleet dps buff synergy, load up an AP:B instead.

    More reliable than a random Proc, and depending on where you slot it considerably more powerful.
  • tom61stotom61sto Member Posts: 3,676 Arc User
    edited January 2013
    mothermoy wrote: »
    I realize im trading off some dps on my three turrets by not going antiproton. im just wondering if the damage-resist debuff proc accross my team is worth the damage tradeoff...

    It's not, as it takes a while to even stack up the proc most times. The already suggested Attack Pattern Beta is a much better idea.
  • shar487ashar487a Member Posts: 1,292 Arc User
    edited January 2013
    tom61sto wrote: »
    It's not, as it takes a while to even stack up the proc most times. The already suggested Attack Pattern Beta is a much better idea.

    The disruptor proc deals -10 resists per proc, but AP-Beta3 will give your target -49 resists. With 3 AP-Conn DOFFS, your AP-Beta3 will have a 15 second cooldown and 10 seconds uptime, making it active 66.6% of the time.

    For burst purposes, Anti-proton with AP-Beta3 will give you the highest damage output if your character is optimized for critical chance + critical severity. Otherwise, Disruptors will give you better results. Regardless of what energy type you go with, do NOT mix tactical damage bonus console types. Otherwise you are hampering your maximum possible DPS.
  • darkjeffdarkjeff Member Posts: 2,590 Arc User
    edited January 2013
    shar487a wrote: »
    Otherwise you are hampering your maximum possible DPS.
    ...by up to 60% of the base damage.

    One energy type, 4 Very Rare Mk XII tactical consoles = +120% to each weapon
    Two energy types, 2 Very Rare Mk XII tactical consoles each = +60% to each weapon

    That is why you do NOT mix energy types.
  • huas31rhuas31r Member Posts: 0 Arc User
    edited January 2013
    darkjeff wrote: »
    ...by up to 60% of the base damage.

    One energy type, 4 Very Rare Mk XII tactical consoles = +120% to each weapon
    Two energy types, 2 Very Rare Mk XII tactical consoles each = +60% to each weapon

    That is why you do NOT mix energy types.

    There are diminishing returns on all consoles. You don't get 120%.
  • tom61stotom61sto Member Posts: 3,676 Arc User
    edited January 2013
    huas31r wrote: »
    There are diminishing returns on all consoles. You don't get 120%.

    Not on all consoles, with the only big one being armor consoles -- which get diminishing returns the higher the resist goes up until the cap of 75% (I.E. mixing console types will not help much with a specific resist.

    Energy consoles should stack an even percent against the base damage (which won't be completely in line with the increase in DPS rating)
  • shar487ashar487a Member Posts: 1,292 Arc User
    edited January 2013
    huas31r wrote: »
    There are diminishing returns on all consoles. You don't get 120%.


    This really needs to get stickied:

    http://sto-forum.perfectworld.com/showpost.php?p=7340181&postcount=15
  • shar487ashar487a Member Posts: 1,292 Arc User
    edited January 2013
    darkjeff wrote: »
    ...by up to 60% of the base damage.

    One energy type, 4 Very Rare Mk XII tactical consoles = +120% to each weapon
    Two energy types, 2 Very Rare Mk XII tactical consoles each = +60% to each weapon

    That is why you do NOT mix energy types.

    You can mix similar energy types like Antiproton + Chroniton Beams, or Romulan Disruptors + Spiral Wave Disruptors, etc... so long as the Tactical Bonus Damage consoles remain identical (4+ Disrputor Coils, 4+ AP Mag Regulators, etc...). This is the only way you can mix proc types without losing significant DPS.
  • scurry5scurry5 Member Posts: 1,554 Arc User
    edited January 2013
    ferdzso0 wrote: »
    make sure to put tactical consoles for each weapon type to your slots to maximize your DPS



    dont troll pls

    Sorry, no trolling intended, just that it looked like he didn't notice your blackened out text.
  • jbmaverickjbmaverick Member Posts: 935 Arc User
    edited January 2013
    huas31r wrote: »
    There are diminishing returns on all consoles. You don't get 120%.

    Very simple disproof of this: remove all your tactical consoles and look at the tooltip for one of your weapons. Equip one tactical console and take note of the increase in the tooltip of the same weapon. Equip a second console and take note of the increase from the second number (hint: it's exactly the same, plus or minus some display rounding). Do this again for a third and fourth console, if applicable. The consoles DO stack without diminishing returns, they just only modify the base damage, not the damage added by the previous console(s). This does mean that your TOTAL damage doesn't increase at the same percentage rate, but that's not diminishing returns. Each console is exactly as effective as the last one.

    Additionally, the diminishing returns on resistance isn't on a per-console basis, but rather a continuous diminishing return. What this means is that if you, for example, have no resistances and equip a +30 resistance console that increases your resistance to 10%, a +60 console, without any other modifier, isn't going to give you 20% but something less. This applies to ALL sources of hull damage resistance, not just consoles, so it's not the consoles that are getting diminishing returns, it's the values themselves. It still means that each console will provide less true damage resistance that the one before it though, but the theory is that each console of the same value adds roughly the same amount to your "time to live" i.e. each console adds x seconds to your expected ability to survive sustained incoming fire.

    The universe has a wonderful sense of humor. The trick is learning how to take a joke.
  • huas31rhuas31r Member Posts: 0 Arc User
    edited January 2013
    Ok, i stand corrected. Only armor has diminishing returns.
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