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Wing Cannon Testing

ussultimatumussultimatum Member Posts: 0 Arc User
Test: Starbase 234 (100% hit chance, to avoid DMG vs. ACC conversation)

Offensive Powers cycled: CRF 2 & 3, TT 1 x2, APB 1 x2 (no captain powers were used)

Distance: 2 to 3 km

DOFFs: 3 x SDO

NOTES:

  • All 3 consoles were slotted for both tests.
  • I did not use the console special attacks, my testing was strictly limited to CRF/CSV
  • I did deploy the pets, however SB234 (Normal mode) destroyed them within 5 to 10s each time. They contributed nothing to the overall DPS.






Layout 1: (Wing Cannon slotted in Left most weapon slot for maximum Weapon Power)
4x MK XI Phaser DHC [CrtH]x3
1x Wing Cannon [DMG]x4

2x MK XI Phaser Turret [CrtH]x2 [CrtD]x1

4x MK XI Rare Phaser Relays


Layout 1 LOG - EDITED


Layout 2

4x MK XI Phaser DHC [CrtH]x3
1x MK XI Andorian Phaser DHC [ACC]x2 [DMG]x1

2x MK XI Phaser Turret [CrtH]x2 [CrtD]x1

4x MK XI Rare Phaser Relays

Layout 2 LOG - EDITED



As you can see the results were nearly identical (the non-wing cannon set up came out ahead, but the amount is insignificant), the Wing Cannon does not add any more DPS even in PvE with 100% chance to hit the target vs. a DHC that has no real advantage in PvE (Andorian with ACCx2).

This means it can only be worse in PvP.


Other issues:

1) Both tests utilized the Andorian Wing Cannon Platforms, you'll notice they don't show up in the logs anywhere - this is because they died nearly instantly.

2) I had a comment on the other Andorian consoles but as per tweets from Captain Gecko they are due for a buff of some kind. I'll reserve evaluation until then.

That being said as it stands now the Wing Cannon is not particularly good in PvE (it's not an improvement over a DHC, that is) and even worse in PvP, and the burst damage console is a very powerful (if extremely inaccurate in PvP) BO 3 you can only use on one specific cannon with 600% the cooldown of a typical BO 3.
Post edited by ussultimatum on
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Comments

  • ariseaboveariseabove Member Posts: 186 Arc User
    edited February 2013
    Thats your opinoin buddy not FACT!

    My wing cannon platforms hardly ever die for starters and my wing cannon most definitely does additional dps to the tune of 10k (buffed).

    It's an Awsome Pve ship, yet to take it into pvp but I'de imagine it will just be like any other escort.

    It depends what skills you have trained in, Passive skills acquired, your gear not just whacking on any old weapons on any old ship then complaining it doesn't work.
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited February 2013
    ariseabove wrote: »
    STUFF!!

    Feel free to post your combat logs and testing.
  • foundrelicfoundrelic Member Posts: 1,380 Arc User
    edited February 2013
    ariseabove wrote: »
    Thats your opinoin buddy not FACT!

    My wing cannon platforms hardly ever die for starters and my wing cannon most definitely does additional dps to the tune of 10k (buffed).

    It's an Awsome Pve ship, yet to take it into pvp but I'de imagine it will just be like any other escort.

    It depends what skills you have trained in, Passive skills acquired, your gear not just whacking on any old weapons on any old ship then complaining it doesn't work.



    I took mine into a PVP one on one with someone who simply wanted to see what it could do.


    The player I was up against was a PVP'er, I am most certainly not.


    I am however a more than capable escort pilot.


    He was in a JHAS I was in the Tac version with all three consoles.


    THe only real issues that came out of this were,


    1. I am NOT a PVP player and as such was outskilled.

    2. the JHAS turns on a frakking DIME, the Andorian ships do not. They turn well but are outclassed by the JHAS in turn rate.



    My WCP deployments were responsible for my getting him to 50% health in roughly 5 seconds.


    THe only problem with them is that they only fire when your Andorian Wing cannons fire.

    If they were able to simple autofire they'd be great as they ALWAYS face the enemy.
  • stirling191stirling191 Member Posts: 0 Arc User
    edited February 2013
    That being said as it stands now the Wing Cannon is not particularly good in PvE (it's not an improvement over a DHC, that is) and even worse in PvP, and the burst damage console is basically a BO 3 you can only use on one specific cannon with 600% the cooldown of a typical BO 3.

    You're making the very large assumption that for PvE the only way to be effective in a Kumari is to stack DHCs
  • shield309shield309 Member Posts: 21 Arc User
    edited February 2013
    It completely jives with what I saw in my tests. He is talking about the wing cannons also, not the WC platforms.

    In my tests I used a stand alone DHC and then a WC with no other cannons on the whole ship.

    The issue is clearly how CRF interacts with the WCs. I have a suspicion the lower firing rate of the WC does not play well with CRF and instead of getting a DPS boost from the increased # of shots the only aspect of CRF that is effecting the WCs is the lowering of damage per shot.

    I scanned through the whole in game combat log of each fight and looked at the hits. The WCs per the CRF description in stowiki should be routinely hitting in the 2500ish range on my ship given my base damage. However, the majority of the CRF hits with it were around 1000ish. My DHCs did much better.

    The only way the WCs make up the differences to be close to the DHCs in the damage averages of his log is that they have big auto attack hits.

    I'm not bad mouthing the ship because I love it. I survive just fine in STFs in the tac version. Bottom line is though I don't use any of the consoles and I don't mount the wing cannons and that's because the ship performs better without them.
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited February 2013
    You're making the very large assumption that for PvE the only way to be effective in a Kumari is to stack DHCs


    1) My testing was to show a comparison of 4 DHC + 1 Wing Cannon vs. 5 DHCs. Nothing you do beyond that set up will change what the Wing Cannon is going to realistically do.

    2) All cannons is still one of, if not the most, consistent DPS layouts, even in PvE. This is not an assumption, this is from over 12 months of grinding STFs and log parsing dozens of ships and ship layouts (quite literally, thousands of ESTFs. I have 10 L50 characters in full MK XII MACO / OMEGA / KHG and in most cases multiple sets, 90% of which was attained pre-rep system).

    3) Feel free to show your own testing and data.
  • darramouss1darramouss1 Member Posts: 1,811 Arc User
    edited February 2013
    I'm not going to do testing to show this as it's late and I couldn't be bothered.

    In my past testing I've found that the weapon you place in the left-most slot ALWAYS does more damage. I can't figure out why but I've seen it make up to a 5% difference.

    When I've done weapon testing I've found the best way is to have only one of each type of weapon on the ship. That way the parser doesn't show you the sum of multiple weapons. Sure, you might run a skittle boat but if you're capable in eSTFs then you'll be fine in a skittle boat in normal STFs.
  • totenmettotenmet Member Posts: 592 Arc User
    edited February 2013
    I have tested all the Andorian Escorts with all kinds of set ups. (I do have everything currently available in the game, so all sets all ships etc, I am a collector). Or like the Borg would do: I've assimilated all

    My conclusions are:

    1. They are definitely not over powered. in fact other existing ships allow builds with e.g. higher DPS. (If you think they are overpowered that should be an incentive to optimize your current build).

    2. They do not add a new game-play style. If you think it does I am interested to hear which type of game style with this ship cannot be done with any other existing ship.

    3. No "must buy" ships (see point 1), just If you like them you buy them like I did for the collection.

    Remark: Cryptic's strategy of nerfing and un-nerfing and creating variations etc is a method to create dynamics and sales. If everything would be completely static and predicable, game would feel more boring. And people would not feel the incentive to fiddle around, check out new stuff, etc for example to keep their build optimal.
  • megacharge07megacharge07 Member Posts: 476 Arc User
    edited February 2013
    I'm not going to do testing to show this as it's late and I couldn't be bothered.

    In my past testing I've found that the weapon you place in the left-most slot ALWAYS does more damage. I can't figure out why but I've seen it make up to a 5% difference.

    Because your weapons fire from left to right and the left most weapon fires with the benefit of having weapon power maxed completely, where as the second third and fourth will have less as weapon power goes down from use of the previous weapons in the sequence.
    tumblr_mt0cmzAQpC1rm3hhlo2_500.gif
  • stirling191stirling191 Member Posts: 0 Arc User
    edited February 2013
    1) My testing was to show a comparison of 4 DHC + 1 Wing Cannon vs. 5 DHCs. Nothing you do beyond that set up will change what the Wing Cannon is going to realistically do.

    2) All cannons is still one of, if not the most, consistent DPS layouts, even in PvE. This is not an assumption, this is from over 12 months of grinding STFs and log parsing dozens of ships and ship layouts (quite literally, thousands of ESTFs. I have 10 L50 characters in full MK XII MACO / OMEGA / KHG and in most cases multiple sets, 90% of which was attained pre-rep system).

    3) Feel free to show your own testing and data.

    1) That I can accept

    2) You're operating under another assumption, this time that a 5/2 ship is functionally identical to a 4/3 ship. How many of those parses from the last year come from a 5/2 ship?

    3) As of right now, you're the one with zero data (see 2). Unless and until you change that, others are under zero obligation to dispute (or support) your assertion with data of their own.
  • darkfader1988darkfader1988 Member Posts: 0 Arc User
    edited February 2013
    Test: Starbase 234 (100% hit chance, to avoid DMG vs. ACC conversation)

    Offensive Powers cycled: CRF 2 & 3, TT 1 x2, APB 1 x2 (no captain powers were used)

    Distance: 2 to 3 km

    Layout 1

    4x MK XI Phaser DHC [CrtH]x3
    1x Wing Cannon [DMG]x4

    2x MK XI Phaser Turret [CrtH]x2 [CrtD]x1

    4x MK XI Rare Phaser Relays


    LAYOUT 1 LOG


    Layout 2

    4x MK XI Phaser DHC [CrtH]x3
    1x MK XI Andorian Phaser DHC [ACC]x2 [DMG]x1

    2x MK XI Phaser Turret [CrtH]x2 [CrtD]x1

    4x MK XI Rare Phaser Relays

    LAYOUT 2 LOG



    As you can see the results were nearly identical (the non-wing cannon set up came out ahead, but the amount is insignificant), the Wing Cannon does not add any more DPS even in PvE with 100% chance to hit the target vs. a DHC that has no real advantage in PvE (Andorian with ACCx2).

    This means it can only be worse in PvP.


    Other issues:

    1) Both tests utilized the Andorian Wing Cannon Platforms, you'll notice they don't show up in the logs anywhere - this is because they died nearly instantly.

    2) I had a comment on the other Andorian consoles but as per tweets from Captain Gecko they are due for a buff of some kind. I'll reserve evaluation until then.

    That being said as it stands now the Wing Cannon is not particularly good in PvE (it's not an improvement over a DHC, that is) and even worse in PvP, and the burst damage console is basically a BO 3 you can only use on one specific cannon with 600% the cooldown of a typical BO 3.


    Um... For PVE it really doesnt matter if u uwze MK XIIII DMG x6 weaps or common mk x right, the npc's will blow up anyway because they are senselessly shooting at everything.

    oh wait..

    lulz.

    I thought this game was PVE only. hahahahahh
    MT - Sad Pandas
  • sunfranckssunfrancks Member Posts: 3,925 Arc User
    edited February 2013
    Owning both the Jem Bug and now the Kumari, the Bug is still the king of Escorts.
    Fed: Eng Lib Borg (Five) Tac Andorian (Shen) Sci Alien/Klingon (Maelrock) KDF:Tac Romulan KDF (Sasha) Tac Klingon (K'dopis)
    Founder, member and former leader to Pride Of The Federation Fleet.
    What I feel after I hear about every decision made since Andre "Mobile Games Generalisimo" Emerson arrived...
    3oz8xC9gn8Fh4DK9Q4.gif





  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited February 2013
    2) You're operating under another assumption, this time that a 5/2 ship is functionally identical to a 4/3 ship. How many of those parses from the last year come from a 5/2 ship?

    Feel free to take this to the PvP forums and ask them if 5/2 vs. 4/3 and which one will have better output assuming DHCs/Turrets.

    The answer is clear as day.

    3) As of right now, you're the one with zero data (see 2).

    You mean other than what I posted?

    Again, post your testing. I'm not sure what you'd be proving since you don't actually seem to have a point.


    The Wing Cannon does not significantly improve DPS over a 5th DHC, and FWIW I did in fact slot it in the left most slot of the ship.
  • shifter777shifter777 Member Posts: 53 Arc User
    edited February 2013
    1) My testing was to show a comparison of 4 DHC + 1 Wing Cannon vs. 5 DHCs. Nothing you do beyond that set up will change what the Wing Cannon is going to realistically do

    You are cheating yourself out of DPS. Ive tested with the five DHC setup, then 4 DHC plus Wing Cannon. Niether worked out well with CRF or CSV. Now on the other hand, 3 DHC, Wing Cannon and a Torp worked like a beast. Even just 4 DHC and torp was still a beast. This setup just simply fired right. The 5(or 4 and Wing Cannon) without a Torp just had long pauses between firing. You dont want to give them time to get any shields back! Oh, and for goodness sakes lose those consoles they are all worthless, they fire better without them. Just a RCS console instead (so you can turn better) and whatever other consoles you like.
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited February 2013
    shifter777 wrote: »
    subjective information backed up by zero combat parsing


    Testing is better than hyperbole.

    Post your combat logs.



    You are also missing the entire point of the testing.
  • stirling191stirling191 Member Posts: 0 Arc User
    edited February 2013
    Feel free to take this to the PvP forums and ask them if 5/2 vs. 4/3 and which one will have better output assuming DHCs/Turrets.

    Emphasis mine.

    You're still not getting it are you? You're operating under a set of assumptions from a functionally different configuration that you havent actually bothered to test yet.
    You mean other than what I posted?

    Your data is wing cannon versus DHC, not "optimal" loadout for a 5 fore slot ship. Fundamental difference.

    The Wing Cannon does not significantly improve DPS over a 5th DHC, and FWIW I did in fact slot it in the left most slot of the ship.

    Never argued it didn't, only that your premise (IE: 5 DHCs are better than anything else) is inherently flawed since you never actually bothered to test it, then went out of your way to preach how it's better than anything else in PvE.
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited February 2013
    You're still not getting it are you?


    No, you are the one not getting it.

    1) You are making assumptions. You have no data to present.

    2) You have missed the entire point of the thread, multiple times.

    3) You are assuming that there is some other optimal layout and repeatedly refuse to post any data showing otherwise.


    I'm done with you, either add to the thread and discuss the actual topic and not your continued DERAILMENT and show your data or I'm just going to ignore you.
  • stirling191stirling191 Member Posts: 0 Arc User
    edited February 2013
    No, you are the one not getting it.

    1) You are making assumptions. You have no data to present.

    Apparently, neither do you.
    2) You have missed the entire point of the thread, multiple times.

    I've done nothing of the kind. You're the one who changed tack by running with the assumption that what works for older escorts automatically works for the Kumari.
    3) You are assuming that there is some other optimal layout and repeatedly refuse to post any data showing otherwise.

    Please quote for me where I have made any statement saying there is a superior build on a Kumari. You won't be able to, because I haven't. The only point I've been consistently making is that because of the fundamental change in the way the ship is setup (specifically the 5/2 weapon slottings) assumptions based around the "standard" escort layout (4/3) do not by definition transfer.

    Assuming they do with zero testing is operating under a fundamentally questionable premise.


    I'm done with you, either add to the thread and discuss the actual topic and not your continued DERAILMENT and show your data or I'm just going to ignore you as useless.


    You're the one who made the following statement:
    2) All cannons is still one of, if not the most, consistent DPS layouts, even in PvE. This is not an assumption, this is from over 12 months of grinding STFs and log parsing dozens of ships and ship layouts (quite literally, thousands of ESTFs. I have 10 L50 characters in full MK XII MACO / OMEGA / KHG and in most cases multiple sets, 90% of which was attained pre-rep system).

    yet refuse to back it up with data on a 5 fore weapon ship. And I'm the one who's derailing things?

    Bottom line: provide for me thorough logs showing 5 dhcs/2 turrets outperforming other builds and I'll happily concede the point. Unless and until you do, don't go around making unfounded statements about what is superior to what.
  • bareelbareel Member Posts: 3 Arc User
    edited February 2013
    Thoughts in red
    Emphasis mine.

    You're still not getting it are you? You're operating under a set of assumptions from a functionally different configuration that you havent actually bothered to test yet.

    Not sure why you cannot accept the conclusion that in a 5 cannon setup the wing cannon is not significantly better than a DHC. Seems pretty cut and dry

    Your data is wing cannon versus DHC, not "optimal" loadout for a 5 fore slot ship. Fundamental difference.

    I love those who insist they are the greatest and know the best things to do. Yet refuse to say what it is.

    Never argued it didn't, only that your premise (IE: 5 DHCs are better than anything else) is inherently flawed since you never actually bothered to test it, then went out of your way to preach how it's better than anything else in PvE.

    Actually optimum weapons vary greatly depending on the engagement. But the OP is correct that you cannot really go wrong with all DHCs/Turrets

    I for one will happily fly a tac version with 3/4 DHC, 1/0 WC, 1 Torp, 1 Cutter, and a mine launcher though. I already have a nearly optimal fleet defiant no desire to complete cut n paste his setup. But I also hate phasers in PvE, disruptors FTW!
  • ariseaboveariseabove Member Posts: 186 Arc User
    edited February 2013
    Feel free to post your combat logs and testing.

    Theres not really much point, I run a completely different setup to you.

    http://steamcommunity.com/sharedfiles/filedetails/?id=128665397

    Just ignore the beam overload lol, still yet to get back to esd.

    Your testing also didn't indicate what Doff's you have on active duty as this is very important and also what skills your toon has.

    We can go back and forth we data all you like but its not going to make much sense unless we run the same setup.
  • wirtddwirtdd Member Posts: 211 Arc User
    edited February 2013
    ariseabove wrote: »
    Theres not really much point, I run a completely different setup to you.

    http://steamcommunity.com/sharedfiles/filedetails/?id=128665397

    Just ignore the beam overload lol, still yet to get back to esd.

    Your testing also didn't indicate what Doff's you have on active duty as this is very important and also what skills your toon has.

    We can go back and forth we data all you like but its not going to make much sense unless we run the same setup.

    Having OCD tantrums.

    For the love of Q: Switch that beam overload for another tactical team. U do not need 2 Eng team. I can, if I try VERY hard, ignore that photon tac console... but PLEASE remove the universal borg from tacticals. Throw as far away as u can that alt torpedo launcher and get another turret.

    >.<
    Bastet
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited February 2013
    ariseabove wrote: »

    Your testing also didn't indicate what Doff's you have on active duty as this is very important and also what skills your toon has.

    3x SDOs, nothing else.
  • shield309shield309 Member Posts: 21 Arc User
    edited February 2013
    All this back and forth over DOFFS and set up and so forth is very entertaining but the bottom line is when you compare the damage output of the Kumari cannons with a standard set of DHCs in the game combat log it is clear they are broken and not working with CRF. Unless the answer from above is that they are working as intended with the cannon specialty attacks to which my reply would be it is time to make some room in my bank for them I guess.
  • rickpaaarickpaaa Member Posts: 637 Arc User
    edited February 2013
    shield309 wrote: »
    All this back and forth over DOFFS and set up and so forth is very entertaining but the bottom line is when you compare the damage output of the Kumari cannons with a standard set of DHCs in the game combat log it is clear they are broken and not working with CRF. .

    If the 3 piece set was not equipped during testing, the wing cannons don't work with cannon powers.
    The three-piece set bonus is Wing Cannon Synergy. This allows the player's deployed Wing Cannon Platforms to benefit from the player?s special cannon abilities such as Cannon: Rapid Fire, Cannon: Scatter Volley, and the special attacks provided by the Tachyon Induction Relay and Phaser Dispersal Array consoles.
    giphy.gif
    Member since December 2009


  • edited February 2013
    This content has been removed.
  • shar487ashar487a Member Posts: 1,292 Arc User
    edited February 2013
    rickpaaa wrote: »
    If the 3 piece set was not equipped during testing, the wing cannons don't work with cannon powers.

    That shared cannon buffs 3-piece bonus only pertains to Wing Cannon Platforms, not the Wing Cannons that are slotted directly on the ship.


    To USS_Ultimatum: Which slot was the Kumari Wing Cannon mounted during testing? Since weapons fire from left to right, I can see the Wing Cannons mounted in the forward left slot getting the most benefit since it will be firing before other weapon energy drains kick in.
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited February 2013
    rickpaaa wrote: »
    If the 3 piece set was not equipped during testing, the wing cannons don't work with cannon powers.

    As others have noted, that's for the Wing Cannon Platform. The "Platform" is a console (ENG version) that launches Pets that are supposed to synch with your CRF/CSV.

    It has nothing to do with the actual Wing Cannon that is slotted in your weapon slot.


    That being said, I'll clairfy:

    • All 3 consoles were slotted for both tests.
    • I did not use the console special attacks, my testing was strictly limited to CRF/CSV
    • I did deploy the pets, SB234 (Normal mode) destroyed them within 5 to 10s each time. They contributed nothing to the overall DPS.
    I'll add this to the OP.


    For some reason I can't view your data.

    Hmm, I'm not sure why.

    Is anyone else having issues? I'll check the sharing permissions later today - although I'm pretty sure I set it to anyone with the link.

    Not sure why your post has attracted such vitriol, I thank you for your efforts and contributions to this debate.


    There are a lot of players with pre-concieved notions about ship mechanics and functions. They don't like the idea that their favorite set up might not be the "best" or "most optimal".


    My goal was to test the DPS contribution of the Wing Cannons vs. a 5th DHC.


    shar487a wrote: »
    To USS_Ultimatum: Which slot was the Kumari Wing Cannon mounted during testing?

    Left most slot to give it the most benefit.

    I'll put that into the OP.
  • shield309shield309 Member Posts: 21 Arc User
    edited February 2013
    Thanks for those clarifying. To be clear, and somewhat redundant. I am specifically speaking to the Kumari Wing Cannons. Not the cannon platform console that makes the little carrier pets.

    I think some people are taking this all a little too personally and getting nasty, if I may again state that I love the ship. My posting is solely about the issue with the Kumari wing cannons.

    I'd like to point out discussions over where the weapon is loaded and what someone's build is or their skill set up is essentially irrelevant to what I am discussing. I will re post to move the conversation to the point.

    I ran a test. I engaged the Tal Shiar in one of the Tau Dewa system and ran the fight start to end twice, once with the Kumari wing cannon and once with a DHC as the only cannon class of weapon on the ship.

    My base damage on the wing cannons is just shy of 1800 and on my DHC is just shy of 700.

    CRF was used. CRF reduces the damage per shot from a cannon but increases the total # of shots. This causes more chances for procs and there is a fixed % increase in the base damage output of 30/40/50% for the 3 skill levels of it.

    I went through the combat log for each fight looking at the damage entries for the two weapons and specifically the CRF strings of fire.

    The DHC #s were precisely what I would expect and anywhere from about 1000 to much higher depending on other skills like TT and APO. The wing cannons were a very different story. On all non crit hits their #s were no where near what they should have been. The DHC had many strings of CRF fire where there would be 3 hits 1000ish. The problem with the wing cannons was that was also about their #s as well. There should have been a number of strings of CRF fire from the wing cannons of at least 2500 and some higher given TT and APO, but there weren't any. Their crits were also not on par with what I would expect to see based on how CRF works with all other cannons.

    Auto attack hits from the cannon did show #s you would expect to see from a 1700 base damage weapon, so the issue is clearly how they interact with CRF. I've always stated my hunch is CRF reduces the damage per shot at the front end of a string of 10 secs of rapid fire like it is supposed to. I don't think the Kumari wing cannons, because of the inherent slower rate of fire, can put out enough shots to make up the damage reduction after the ten seconds. Just my hunch, but that doesn't change the #s.

    The consoles are a whole other discussion.
  • ariseaboveariseabove Member Posts: 186 Arc User
    edited February 2013
    wirtdd wrote: »
    Having OCD tantrums.

    For the love of Q: Switch that beam overload for another tactical team. U do not need 2 Eng team. I can, if I try VERY hard, ignore that photon tac console... but PLEASE remove the universal borg from tacticals. Throw as far away as u can that alt torpedo launcher and get another turret.

    >.<

    I did say "just ignore the beam overload I haven't got back to esd"....

    As for the Eng Team you do realise by having two I always have a heal 15secs apart instead of 30?

    As for the borg piece you might want to look at its stats, I mainly use it for its +5 weapon power the other consoles listed there only give a percentage boost the borg console does not.
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited February 2013
    shield309 wrote: »
    T
    I ran a test. I engaged the Tal Shiar in one of the Tau Dewa system and ran the fight start to end twice, once with the Kumari wing cannon and once with a DHC as the only cannon class of weapon on the ship.

    My base damage on the wing cannons is just shy of 1800 and on my DHC is just shy of 700.

    CRF was used. CRF reduces the damage per shot from a cannon but increases the total # of shots. This causes more chances for procs and there is a fixed % increase in the base damage output of 30/40/50% for the 3 skill levels of it.

    I went through the combat log for each fight looking at the damage entries for the two weapons and specifically the CRF strings of fire.

    The DHC #s were precisely what I would expect and anywhere from about 1000 to much higher depending on other skills like TT and APO. The wing cannons were a very different story. On all non crit hits their #s were no where near what they should have been. The DHC had many strings of CRF fire where there would be 3 hits 1000ish. The problem with the wing cannons was that was also about their #s as well. There should have been a number of strings of CRF fire from the wing cannons of at least 2500 and some higher given TT and APO, but there weren't any. Their crits were also not on par with what I would expect to see based on how CRF works with all other cannons.

    Auto attack hits from the cannon did show #s you would expect to see from a 1700 base damage weapon, so the issue is clearly how they interact with CRF. I've always stated my hunch is CRF reduces the damage per shot at the front end of a string of 10 secs of rapid fire like it is supposed to. I don't think the Kumari wing cannons, because of the inherent slower rate of fire, can put out enough shots to make up the damage reduction after the ten seconds. Just my hunch, but that doesn't change the #s.

    The consoles are a whole other discussion.


    Interesting.


    I'd recommend the following:

    • Use SB 234 for testing, it lives for quite a bit longer than standard NPCs and will give you a better overall picture. If it's tough to survive get a friend to heal you.
    • Please feel free to post your combat logs, it would be good to see data that is not solely from me and a big help to thread as well as any devs that are reading. :)


    That being said, when I get home I'll go through the hits to see if I can find patterns like you suggest where the Wing Cannon is not firing in fast succession when CRF is most likely activated and post that if it's feasible.
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