test content
What is the Arc Client?
Install Arc

best weapon type

135

Comments

  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited January 2013
    This post is just wrong on so many levels. All of those things have a 2.5% chance of happening, in 99,9% of all fights, only one or two will trigger once. And in return you lose up to 80% in BASE damage on every single attack, depending on how many tactical console slots you have.
    More like 5-10%. Why yes, I do have a Rainbow Oddy: http://marhawkman.deviantart.com/gallery/#/d5qrmci

    If you have good weapon type consoles, such as my directed energy manifolds, the total difference in DPS isn't that great. This is mainly because the effects of the tactical consoles are strictly additive and not cumulative. They give you a bonus based solely on the base damage and do not take into account any modifiers of any kind. This does become more significant on ships with more tac console slots. If you can mount 5 +30% consoles that will give a much better result than 5 +20% consols. However, for ships with only 2 tac consoles it doesn't make as much difference. So the maximum loss is 50%(+100% vs +150%). However, the ship weapons skill doesn't stack with this so it's not as potent as it looks.

    My personal favorites? Combining tet arrays with HY/salvo torps works nicely(especially phased tet). Most of my ships use phaser, but I also have a ship setup for a hardcore pyro build, Hargh + plasma. And my KDF guy uses disruptor/plasma-dis hybrid.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • shar487ashar487a Member Posts: 1,292 Arc User
    edited January 2013
    Antiproton doesn't always have a natural 2% to crit, in fact any of the above mentioned can have a +% chance to crit, while antiproton weapons do tend to favor high crit severity they are no better at times than other space weapons as the other types trade some crit severity for a debuff or dot dmg effect.

    Examples of some advanced fleet dhc's
    antiproton:427dmg+50%crit sev
    Disruptor:427dmg+30%crit sev 2.5%chance to cause a dmg reduction to enemies
    Phaser:427dmg+30%crit sev 2.5%chance to knock out a subsys for 5 secs.
    Plasma:427dmg+30%crit sev 2.5%chance to dot an enemy with plasma dmg for 10secs.
    Polaron:427dmg+30%crit sev 2.5%chance to cause a subsys power reduction to enemies
    Tetryon:427dmg+30%crit sev 2.5%chance to cause additional shield dmg to all of targets facing shields

    While others offer improved acc or crit% bonuses to proc, these that i have listed showed the highest crit severity bonus offered on advanced fleet space weapons.

    Antiproton gets an inherent +20% critical severity bonus. It has no standard proc-effect otherwise. What makes antiproton nasty in the hands of Tacticals is the fact that Tacs can crank up critical hit rates via attack pattern activation, making them ideal for on-demand alpha-strikes.
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited January 2013
    shar487a wrote: »
    Antiproton gets an inherent +20% critical severity bonus. It has no standard proc-effect otherwise. What makes antiproton nasty in the hands of Tacticals is the fact that Tacs can crank up critical hit rates via attack pattern activation, making them ideal for on-demand alpha-strikes.

    I'm sorry but nowhere have i ever seen or in use antiproton getting an inherent +20% crit sev, that you would have to prove and as for all energy weapons crit sev rates and crit bonus mods are equal when useing tac captain abilities. Unless there is some unique console or such allowing for antiproton weapons to gain further bonuses over another you have already seen the difference posted in my examples. I use phasers that have +50-70% crit sev bonuses, i've yet to run into a antiproton with higher than a +80%crit sev rate.
    tumblr_nq9ec3BSAy1qj6sk2o2_500_zpspkqw0mmk.gif


    Praetor of the -RTS- Romulan Tal Shiar fleet!

  • shar487ashar487a Member Posts: 1,292 Arc User
    edited January 2013
    I'm sorry but nowhere have i ever seen or in use antiproton getting an inherent +20% crit sev, that you would have to prove and as for all energy weapons crit sev rates and crit bonus mods are equal when useing tac captain abilities. Unless there is some unique console or such allowing for antiproton weapons to gain further bonuses over another you have already seen the difference posted in my examples. I use phasers that have +50-70% crit sev bonuses, i've yet to run into a antiproton with higher than a +80%crit sev rate.

    Please do some research before repeatedly asking for proof... it is not my job to constantly educate you.

    From http://www.stowiki.org/Damage_type

    Antiprotons, when confined into a beam, are normally crimson with a black void border
    Antiproton/Phaser differences
    Up close, the energy looks a lot more unstable, similar to Plasma and Tetryon energy. Antiproton beams were used by the Iconians, Undine, Crystalline Entity, and Fek'Ihri Horde (Undine antiproton weapons are pale yellow in color). In the game, Antiproton energy is used on end-game weaponry. Shields with the [Ap] suffix modifier take 20% less Antiproton damage than usual.

    Energy Bonus: +20% critical severity (Ground and Space)

    Google found the answer above in less than 2 seconds.
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited January 2013
    Wow 3 year old information regarding a beam not cannons and you take what the wiki says literally, ur even dumber than i thought. Even if this is still true today, they are only good at damaging an enemy when they crit.
    tumblr_nq9ec3BSAy1qj6sk2o2_500_zpspkqw0mmk.gif


    Praetor of the -RTS- Romulan Tal Shiar fleet!

  • shar487ashar487a Member Posts: 1,292 Arc User
    edited January 2013
    Wow 3 year old information regarding a beam not cannons and you take what the wiki says literally, ur even dumber than i thought.

    Did you actually read the information in the URL provided? The link is for energy weapon damage types, not beam or cannon specific information.

    Here's an easy in-game confirmation: Examine the stats of ANY antiproton non-DHC weapon wtihout [CrtD] -- you'll notice that they always carry +20% critical severity. If you find an antiproton weapon without any critical severity listing, then please post a screen shot here.

    Don't be surprised if others jump down your throat for pretending to know what you don't, then giving out bad advice as a result.
  • arcademasterarcademaster Member Posts: 0 Arc User
    edited January 2013
    Wow 3 year old information regarding a beam not cannons and you take what the wiki says literally, ur even dumber than i thought.

    It's 3 years old because this was never changed and is still accurate :rolleyes:
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited January 2013
    Funny in the description it says when confined into a B-E-A-M and remember the wiki is a user related site like this forum, so any information is just that user information and not game developer confirmed.

    Also doing the research into these weapons the +20% you so speak of is already displayed in my before mentioned example +30%crit sev vs +50%crit sev=+20% diff which is it's inate 20% bonus dmg that i already agreed upon that antiproton favor higher crit sev bonuses, but in no way does it get an additional +20% to go with that shown bonus if that's what you are trying to say. All antiproton weapons come with a +20%crit sev bonus higher than an equal weapon of its exact specs as the before mentioned were all [dmgx3 crtd].
    tumblr_nq9ec3BSAy1qj6sk2o2_500_zpspkqw0mmk.gif


    Praetor of the -RTS- Romulan Tal Shiar fleet!

  • zahinderzahinder Member Posts: 2,382 Arc User
    edited January 2013
    Do we really need to be yelling at one another about what imaginary starships are doing in an imaginary universe?

    What's wrong with you?
    Campaign: The Fenwick Cycle NWS-DKR9GB7KH

    Wicks and Things: NW-DI4FMZRR4 : The Fenwick merchant family has lost a caravan! Can you help?

    Beggar's Hollow: NW-DR6YG4J2L : Someone, or something, has stolen away many of the Fenwicks' children! Can you find out what happened to them?

    Into the Fen Wood: NW-DL89DRG7B : Enter the heart of the forest. Can you discover the secret of the Fen Wood?
  • shar487ashar487a Member Posts: 1,292 Arc User
    edited January 2013
    Funny in the description it says when confined into a B-E-A-M and remember the wiki is a user related site like this forum, so any information is just that user information and not game developer confirmed.

    Also doing the research into these weapons the +20% you so speak of is already displayed in my before mentioned example +30%crit sev vs +50%crit sev=+20% diff which is it's inate 20% bonus dmg that i already agreed upon that antiproton favor higher crit sev bonuses, but in no way does it get an additional +20% to go with that shown bonus if that's what you are trying to say. All antiproton weapons come with a +20%crit sev bonus higher than an equal weapon of its exact specs as the before mentioned were all [dmgx3 crtd].

    There's nothing to debate here -- Antiproton Weapons always get +20 critical severity whether you were aware of it or not. Even AP-weapon tooltips display the +20 Crit-Severity in addition to any other bonuses present (like +10 Crit-Severity for DHC's). It's been that way since season1.

    To call me "dumb" when I was simply stating a known fact really hurts your credibility. It takes more guts to acknowlege personal error and move on as opposed to hurling insults defending bad information and advice.
  • tragamitestragamites Member Posts: 424 Arc User
    edited January 2013
    While there are plenty of buffs and resistances out there for people to use if you want the "best" we have to look baseline to go off of.

    All energy weapons have a 2.5% proc chance.

    Antiproton-chance to penetrate shields for direct damage to hull

    Plasma-chance to deal additional plasma damage directly to hull

    Phaser-chance to shut down one subsystem

    Disruptor-chance to debuff targets resistances

    Tetryon-chance to deal extra shield damage

    Polaron-chance to reduce all subsystems by 25

    Torps and mines have thier uses

    Tricobalt-deals massive aoe damage slow recharge

    Quantum-deals high dps with decent recharge

    Photon-deals good dps with fast recharge

    Plasma-extra plasma dot directly to hull

    Chroniton-

    Transpasic-

    One damages engines the other has shield pen but i forget which is which.

    Some resistances apply only to shields so dage that is applied directly to the hull is not blocked.

    It really depends on your preference but also the role you want to achieve with your weapons.

    Hope this helps some.
    [SIGPIC][/SIGPIC]
  • darkjeffdarkjeff Member Posts: 2,590 Arc User
    edited January 2013
    valkarie14 wrote: »
    is it correct that the same weapon type all over does nore damage?
    You misunderstand.

    There are three different tactical consoles that boost damage:

    1. The best console that boosts all cannons and turrets give +20%.
    2. The best console that boosts all beams give +20%.
    3. The best console that boosts a specific weapon energy type gives +30%.

    If you have a rainbow boat you'd have to use the 1st or 2nd type of console. (Depending on if you have all beams, or cannons and turrets.)
    If you have weapons that use only one energy type, you use the 3rd type of console.

    If you have 2 tactical console slots, that's a difference between +40% and +60% damage.
    If you have 3 tactical console slots, that's a difference between +60% and +90% damage.
    If you have 4 tactical console slots, that's a difference between +80% and +120% damage.
    If you have 5 tactical console slots, that's a difference between +100% and +150% damage.

    So yes, you do more damage sticking to one energy type, but only because of the tactical consoles.
  • shar487ashar487a Member Posts: 1,292 Arc User
    edited January 2013
    tragamites wrote: »
    While there are plenty of buffs and resistances out there for people to use if you want the "best" we have to look baseline to go off of.

    All energy weapons have a 2.5% proc chance.

    Antiproton-chance to penetrate shields for direct damage to hull

    ...<SNIP>...

    The above is no longer valid due to Cryptic's inability to properly code a 100% shield penetration proc (not sure why lol), so they replaced the buggy proc with +20 crit-severity.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited January 2013
    darkjeff wrote: »
    You misunderstand.

    There are three different tactical consoles that boost damage:

    1. The best console that boosts all cannons and turrets give +20%.
    2. The best console that boosts all beams give +20%.
    3. The best console that boosts a specific weapon energy type gives +30%.

    If you have a rainbow boat you'd have to use the 1st or 2nd type of console. (Depending on if you have all beams, or cannons and turrets.)
    If you have weapons that use only one energy type, you use the 3rd type of console.

    If you have 2 tactical console slots, that's a difference between +40% and +60% damage.
    If you have 3 tactical console slots, that's a difference between +60% and +90% damage.
    If you have 4 tactical console slots, that's a difference between +80% and +120% damage.
    If you have 5 tactical console slots, that's a difference between +100% and +150% damage.

    So yes, you do more damage sticking to one energy type, but only because of the tactical consoles.
    It's also good to remember that both the bonus from this AND the bonus from the energy weapons skill are added to the base and neither includes the other in it's calculation.

    IE: total = Base + (consoles * base) + (EW skill * base)
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited January 2013
    shar487a wrote: »
    There's nothing to debate here -- Antiproton Weapons always get +20 critical severity whether you were aware of it or not. Even AP-weapon tooltips display the +20 Crit-Severity in addition to any other bonuses present (like +10 Crit-Severity for DHC's). It's been that way since season1.

    To call me "dumb" when I was simply stating a known fact really hurts your credibility. It takes more guts to acknowlege personal error and move on as opposed to hurling insults defending bad information and advice.

    No it was you who stated i was incoorect when u didn't read all the facts of my post. I did not disagree that antiproton favors crits for which you jumped to the conclusion i didn't support that fact...

    the weapons shown in the examples showed it had a higher crit sev showing it favors the crit sev yet you still jumped to conclusions making it out to be that they get an additional bonus for which they don't, than post some dumb url that you urself didn't read very well telling me i didn't read the description it didn't make any mention of anything other than a beam weapon all you seen was the +20% bonus and made up your own assumptions.
    tumblr_nq9ec3BSAy1qj6sk2o2_500_zpspkqw0mmk.gif


    Praetor of the -RTS- Romulan Tal Shiar fleet!

  • shar487ashar487a Member Posts: 1,292 Arc User
    edited January 2013
    No it was you who stated i was incoorect when u didn't read all the facts of my post. I did not disagree that antiproton favors crits for which you jumped to the conclusion i didn't support that fact...

    the weapons shown in the examples showed it had a higher crit sev showing it favors the crit sev yet you still jumped to conclusions making it out to be that they get an additional bonus for which they don't, than post some dumb url that you urself didn't read very well telling me i didn't read the description it didn't make any mention of anything other than a beam weapon all you seen was the +20% bonus and made up your own assumptions.

    This is what you originally posted:
    Antiproton doesn't always have a natural 2% to crit, in fact any of the above mentioned can have a +% chance to crit, while antiproton weapons do tend to favor high crit severity they are no better at times than other space weapons as the other types trade some crit severity for a debuff or dot dmg effect.

    Examples of some advanced fleet dhc's
    antiproton:427dmg+50%crit sev

    ...<SNIP>...

    This was my reply:
    shar487a wrote: »
    Antiproton gets an inherent +20% critical severity bonus. It has no standard proc-effect otherwise. What makes antiproton nasty in the hands of Tacticals is the fact that Tacs can crank up critical hit rates via attack pattern activation, making them ideal for on-demand alpha-strikes.

    Notice that I did not contradict your statement... I just stated a proven fact that AP weapons automatically get +20 crit-severity.

    This was your following reply:
    I'm sorry but nowhere have i ever seen or in use antiproton getting an inherent +20% crit sev, that you would have to prove and as for all energy weapons crit sev rates and crit bonus mods are equal when useing tac captain abilities. Unless there is some unique console or such allowing for antiproton weapons to gain further bonuses over another you have already seen the difference posted in my examples. I use phasers that have +50-70% crit sev bonuses, i've yet to run into a antiproton with higher than a +80%crit sev rate.

    I then provided the STOWiki link confirming my statement, and we all know the resulting melt-down that followed.

    So, I made no assumptions whatsoever... all of the above text speaks for itself.

    My advice to you: just let this go... there's no need for any ongoing hostility.
  • alexhurlbutalexhurlbut Member Posts: 292 Arc User
    edited January 2013
    shar487a wrote: »
    This is what you originally posted:



    This was my reply:



    Notice that I did not contradict your statement... I just stated a proven fact that AP weapons automatically get +20 crit-severity.

    This was your following reply:



    I then provided the STOWiki link confirming my statement, and we all know the resulting melt-down that followed.

    So, I made no assumptions whatsoever... all of the above text speaks for itself.

    My advice to you: just let this go... there's no need for any ongoing hostility.
    Yeah there are four words I like to say to Shadow but I like being able to post on the forums more than I dislike Shadow.
  • interestedguyinterestedguy Member Posts: 0 Arc User
    edited January 2013
    It will be different if you do mostly pvp or pve.

    For PvP, tetryon and plasma are both pretty terrible because the extra damage is a really small percentage of the type of damage you need to do to kill another player.

    Phasers, on the other hand, are really really good in pvp because disabling another players heals, weapons, or engines, for even a brief moment can open a window that you can kill them.

    Disrupters and Polaron are a little bit in the middle, especially with Polaron.

    With Polaron, you can slow a player down, which will decrease their defense, reduce their shield energy level, which makes them take more damage, decrease their weapon output which makes you take less damage, and decrease their aux which will make their heals worse.

    You wont get a sitting duck type of effect like you can with Phasers, but you can still get some nice overall reduction in the opponent players abilities.

    That, along with the fact that Polarons are extremely cheaper than phasers, is why I use polarons.

    For PvE, I still think tetryon is the worst. Plasma might be OK depending on how high you can get the extra damage. Of the other 4, I think they would all be fine, though disrupters and anti protons are probably better because you will do more damage, and most pve targets are weaker, so disabling or diminishing their systems is not as important as in pvp.

    Edited for additional thing:

    One great way to see how bad tetryon is, and possibly how bad plasma is, is to take whatever the extra damage is and divide it by 40 (ie 2.5%). That is how much damage you are adding to each shot of yours. From my memory of when I did this before with tetryon, it was something like 2 extra damage a shot or something like that. And that is what you get if they have shields left!
  • bumperthumperbumperthumper Member Posts: 513 Arc User
    edited January 2013
    Once I went Polarized Disruptors, I never went back.

    The procs are extremely useful. If both of them go off at the same time, it can be devastating on the target. If they go off in tandem, it can be even harsher, because it can skip whatever defensive ability CD your target is on.

    Just make sure to grab at least 1 [Acc] modifier with them, though.
    A proud member of The Collective ARMADA
    NOT A FAN OF ARC!
  • shar487ashar487a Member Posts: 1,292 Arc User
    edited January 2013
    It will be different if you do mostly pvp or pve.

    For PvP, tetryon and plasma are both pretty terrible because the extra damage is a really small percentage of the type of damage you need to do to kill another player.

    Tetryon is terrible because it is strictly anti-shield. Once shields are breached, tetryon offers no additional benefits.

    Plasma in PVP is also bad because of currently existing Omega Rep shields with inherent plasma resists (Omega, MACO, KHG,and Borg Assimilated space sets).
    Phasers, on the other hand, are really really good in pvp because disabling another players heals, weapons, or engines, for even a brief moment can open a window that you can kill them.

    Disrupters and Polaron are a little bit in the middle, especially with Polaron.

    With Polaron, you can slow a player down, which will decrease their defense, reduce their shield energy level, which makes them take more damage, decrease their weapon output which makes you take less damage, and decrease their aux which will make their heals worse.

    You wont get a sitting duck type of effect like you can with Phasers, but you can still get some nice overall reduction in the opponent players abilities.

    That, along with the fact that Polarons are extremely cheaper than phasers, is why I use polarons.

    Phasers are nice for their momentary subsystem disables, but if the target players run any Subsystem Repair skills, then this shutdown is very short (less than a few seconds).

    Polaron suffers similar problems because resulting proc power-drops disappear almost instantly -- I don't know if this is affected by Electroplasma System skills, but the results are the same.

    Disruptors offer the most extra damage performance -- because of how disruptor breach lowers total target resistance and can now stack, all weapons firing at the breached target gain a 10% damage boost per active breach proc.
    For PvE, I still think tetryon is the worst. Plasma might be OK depending on how high you can get the extra damage. Of the other 4, I think they would all be fine, though disrupters and anti protons are probably better because you will do more damage, and most pve targets are weaker, so disabling or diminishing their systems is not as important as in pvp.

    Edited for additional thing:

    One great way to see how bad tetryon is, and possibly how bad plasma is, is to take whatever the extra damage is and divide it by 40 (ie 2.5%). That is how much damage you are adding to each shot of yours. From my memory of when I did this before with tetryon, it was something like 2 extra damage a shot or something like that. And that is what you get if they have shields left!

    Plasma offers the best PVE damage output at the moment due to all of the new Romulan science consoles that boost plasma damage. This, combined with the disruptor + plasma fire procs of the newest Romulan plasma weapons, make for a very high damage combo.

    BTW, the formula should read as

    Weapon Total DPS = Base DPS + 0.025 * Average_Proc_DMG. This should get you a more accurate figure, but it does ignore other factors like critical hits.

    Hope this helps :)
  • valkarie14valkarie14 Member Posts: 762 Arc User
    edited January 2013
    Whats proc mean? Where can i get antiproton? So what heavy cannon shall i have? I ger confused with stuff like severity etc can you explain :)
  • interestedguyinterestedguy Member Posts: 0 Arc User
    edited January 2013
    shar487a wrote: »

    Disruptors offer the most extra damage performance -- because of how disruptor breach lowers total target resistance and can now stack, all weapons firing at the breached target gain a 10% damage boost per active breach proc.



    Plasma offers the best PVE damage output at the moment due to all of the new Romulan science consoles that boost plasma damage. This, combined with the disruptor + plasma fire procs of the newest Romulan plasma weapons, make for a very high damage combo.

    BTW, the formula should read as

    Weapon Total DPS = Base DPS + 0.025 * Average_Proc_DMG. This should get you a more accurate figure, but it does ignore other factors like critical hits.

    Hope this helps :)

    Yeah thanks, that is really helpful. I havent dabbled too much with the new plasma weapons but now I want to do so. Also, I believe I was underestimating disrupters because I didnt account for how other players skills would negatively affect the polaron and phaser procs, as well as not knowing things like disrupter procs stacked.

    Also, from what I can tell on other parts of this thread, disrupter procs last 15 seconds which is a huge amount of time for an extra 10% damage.

    I am still a fan of polarons just because they are alright and I have used them for a bit, but disrupters and plasma might be better.
  • styxslethestyxslethe Member Posts: 18 Arc User
    edited January 2013
    Well i use 2x Phased Tetryon cannon in the front with Romulan plasma torp, and in the back 2x phased tetryon turret and the cutting beam (i am using a Multi-Mission Reconnaissance Explorer) and it does massive damage even if shields are down, shields drop fast and the hvy plasma torps will do massive damage then, also i use Rapid Fire 1 and 2 and high yield 1 and 2,

    I have picked the cannons because of the 180 arc so i dont need to be in 45 arc all the time to fire those weapons, also have the assimilated set on and aswell the assimilated console to get that extra weapon power, i set weapon power at 100 and shield at 50 rest at 25 and because i am an engineer i can hold out long and deal massive damage
  • shar487ashar487a Member Posts: 1,292 Arc User
    edited January 2013
    valkarie14 wrote: »
    Whats proc mean? Where can i get antiproton? So what heavy cannon shall i have? I ger confused with stuff like severity etc can you explain :)

    Proc is an abbreviation for "process-effect." A process effect is any passively activated ability that triggers as a result of its activation condition(s) being met (random chance roll, 10 hits in a row, shields below 20%, etc...), but for STO, procs are usually chance-based.
  • shar487ashar487a Member Posts: 1,292 Arc User
    edited January 2013
    Yeah thanks, that is really helpful. I havent dabbled too much with the new plasma weapons but now I want to do so. Also, I believe I was underestimating disrupters because I didnt account for how other players skills would negatively affect the polaron and phaser procs, as well as not knowing things like disrupter procs stacked.

    Also, from what I can tell on other parts of this thread, disrupter procs last 15 seconds which is a huge amount of time for an extra 10% damage.

    I am still a fan of polarons just because they are alright and I have used them for a bit, but disrupters and plasma might be better.

    On the plus side for polarons, you can stack flow capacitors to maximize subsystem drain magnitude. If you run an energy drain build with Plasmonic Leech (KDF), Power Shiphons, Tyken's Rift, and other energy denial abilities, the net results can be quite devastating, especially in PVP.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited January 2013
    shar487a wrote: »
    BTW, the formula should read as

    Weapon Total DPS = Base DPS + 0.025 * Average_Proc_DMG. This should get you a more accurate figure, but it does ignore other factors like critical hits.

    Hope this helps :)
    Actually.... AFAIK procs trigger PER HIT, not per firing cycle. Thus;

    Weapon Total DPS = Base DPS + ((0.025 * NumHits) * Average_Proc_DMG)
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • shar487ashar487a Member Posts: 1,292 Arc User
    edited January 2013
    styxslethe wrote: »
    Well i use 2x Phased Tetryon cannon in the front with Romulan plasma torp, and in the back 2x phased tetryon turret and the cutting beam (i am using a Multi-Mission Reconnaissance Explorer) and it does massive damage even if shields are down, shields drop fast and the hvy plasma torps will do massive damage then, also i use Rapid Fire 1 and 2 and high yield 1 and 2,

    I have picked the cannons because of the 180 arc so i dont need to be in 45 arc all the time to fire those weapons, also have the assimilated set on and aswell the assimilated console to get that extra weapon power, i set weapon power at 100 and shield at 50 rest at 25 and because i am an engineer i can hold out long and deal massive damage

    Phased Tetryon does well vs. shields because of its dual proc mechanics:

    1) the polaron proc drains shield subsystem power, thereby lowering shield resists and recharge rate. If the polaron proc drops a subsystem below zero, then that subsystem stops working until power rises above zero again.

    2) the phaser proc randomly knocks out subsystems. This is always a nice PVP feature.

    Unfortunately, neither phased tetryon proc offers any damage bonuses against exposed ship hulls. However, the Cutting Beam and Romulan Hyper-plasma torpedo launcher both make up for this deficiency since they deal double ship hull damage.
  • shar487ashar487a Member Posts: 1,292 Arc User
    edited January 2013
    Actually.... AFAIK procs trigger PER HIT, not per firing cycle. Thus;

    Weapon Total DPS = Base DPS + ((0.025 * NumHits) * Average_Proc_DMG)

    Sounds right based on past testing :)
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited January 2013
    shar487a wrote: »
    This is what you originally posted:



    This was my reply:



    Notice that I did not contradict your statement... I just stated a proven fact that AP weapons automatically get +20 crit-severity.

    This was your following reply:



    I then provided the STOWiki link confirming my statement, and we all know the resulting melt-down that followed.

    So, I made no assumptions whatsoever... all of the above text speaks for itself.

    My advice to you: just let this go... there's no need for any ongoing hostility.

    Lol the first quote was correct antiproton doesn't have an inate +2% chance to crit but instead has a higher crit sev rate which is plainly shown, you must of been blind not noticing it was in relation to someone elses post stating that antiproton gets an automatic +2% crit chance NOT CRIT SEV, than i stated with facts and my own agreement that antiproton favors higher crit sev/dmg, when u came off acting like that was a false statement making it out to be that the before mentioned weapon with a +50%crit sev rating gets an additional +20% for which it doesn't.
    tumblr_nq9ec3BSAy1qj6sk2o2_500_zpspkqw0mmk.gif


    Praetor of the -RTS- Romulan Tal Shiar fleet!

  • zahinderzahinder Member Posts: 2,382 Arc User
    edited January 2013
    One nice benefit of plasma with new romulan/omega stuff is that plasma torp damage is also 'plasma energy damage.'

    So if you have a console that boosts plasma damage, it applies to plasma beams and cannons, AND the DOT effect that they and plasma torps deal.

    Romulan hyper-plasmas also have a high rate of fire.


    Trying out a torp-heavy plasma build with my engineer in a Breen ship, I have never seen him rip through enemies faster in pve. I mean, I'm sitting there going 'this is totally OP' as a continuous stream of torps stroll merrily into targets.

    Hyper-plasmas have a huge problem in pvp, I imagine -- one aceton assimilator shuts them down very very fast (along with the usual aoe stuff).


    Note that I have a Romulan hyper-plasma, purple MK XI plasma torp, and two blue MK XI plasma DHCs (working toward getting the better stuff, now that I like the build)
    In the rear is an omega torp, two junk turrets (I think one is green MK XI, the other is blue MK X?) and a kinetic cutting beam.

    Hardly optimized, but... wow. Stuff just DIES almost as fast as my tac/escort.

    Heck, I often have to switch targets before an enemy dies just so I don't waste torps which will redirect to the wrong target when the enemy dies.


    I'm not bragging. I'm a passable player, not an expert, but... wow.


    I've also tried Polaron with the same engineer. It's a great team power, I think, since draining enemy power softens them to everybody. (Polarized disruptors would be even better, I suspect -- and I believe they aren't very expensive on the exchange)

    It doesn't kill as absurdly fast as the plasma, but it seems to soften up main targets nicely.


    My tac/escort swears by antiproton. Extra crit love, and it looks so suhweet. My one annoyance is that the best antiproton is currently either via exchange or fleet. Meh
    Campaign: The Fenwick Cycle NWS-DKR9GB7KH

    Wicks and Things: NW-DI4FMZRR4 : The Fenwick merchant family has lost a caravan! Can you help?

    Beggar's Hollow: NW-DR6YG4J2L : Someone, or something, has stolen away many of the Fenwicks' children! Can you find out what happened to them?

    Into the Fen Wood: NW-DL89DRG7B : Enter the heart of the forest. Can you discover the secret of the Fen Wood?
Sign In or Register to comment.