After thinking on this for quite some time.. I've begun to wonder, do Dual cannons and Dual Heavy Cannons REALLY have the same "DPS" as they list in their Tool tips?
Obviously we know from experience that the Dual Heavy Cannons out shine Dual Cannons because:
1: Their Damage is up front and not over time.
2: The Weapon power drain effects Dual Cannons more because of how many shots are fired compared to Dual Heavy Cannons.
So, this makes me wonder, do they still do the same DPS? And if not, perhaps that is something that could be labeled in the Bug area since Dual Cannons are not performing as they should?
As most of you know, I'm not a numbers and data gatherer. It's just not my specialty. How ever if some one else, dev or other wise, wanted to gather and show that data, it might prove useful to find out if there really is something wrong with Dual Heavy Cannons vs. Dual Cannons, perhaps even leading to a way to make them more viable then they obviously are now..
You think that your beta test was bad?
Think about this: American Football has been in open beta for 144 years. ~Kotaku
After thinking on this for quite some time.. I've begun to wonder, do Dual cannons and Dual Heavy Cannons REALLY have the same "DPS" as they list in their Tool tips?
Obviously we know from experience that the Dual Heavy Cannons out shine Dual Cannons because:
1: Their Damage is up front and not over time.
2: The Weapon power drain effects Dual Cannons more because of how many shots are fired compared to Dual Heavy Cannons.
So, this makes me wonder, do they still do the same DPS? And if not, perhaps that is something that could be labeled in the Bug area since Dual Cannons are not performing as they should?
As most of you know, I'm not a numbers and data gatherer. It's just not my specialty. How ever if some one else, dev or other wise, wanted to gather and show that data, it might prove useful to find out if there really is something wrong with Dual Heavy Cannons vs. Dual Cannons, perhaps even leading to a way to make them more viable then they obviously are now..
Actually their is a single occasion where DHCs are outperformed by DCs.
DEM active with Nadion Inversion active.
But yeah DCs could be removed tomorrow and I wouldn't even notice.
Should notice that for many things, they have similar DPS but varying DPV. Were I to hazard a guess, I'd say that the DPS numbers being similar comes from a naked system. Once you add in skills, abilities, consoles, etc, etc, etc - the DPS numbers become a lie...so to speak...just because of the way damage is modified.
Thanks to mini nadion... the dual cannons are more then usable.
They pair well with glider, dem and honestly even the proc rate is pretty crazy... the power issues that made them suck before can be removed now with gear.
Thanks to mini nadion... the dual cannons are more then usable.
They pair well with glider, dem and honestly even the proc rate is pretty crazy... the power issues that made them suck before can be removed now with gear.
Interesting. Another avenue for me to test..... If your in game later, i'll quiz you more about this.
Thanks to mini nadion... the dual cannons are more then usable.
They pair well with glider, dem and honestly even the proc rate is pretty crazy... the power issues that made them suck before can be removed now with gear.
Aren't procs based on weapon cycles rather than hits?
Aren't procs based on weapon cycles rather than hits?
Right and DC cycle twice as fast... its why DHC get the 10% crtd bonus... because DC get twice the proc rate.
OR perhaps they don't its hard to understand anything happening with the stupid weapons power returns these days.
If that is how it is supposed to work (that the proc is the same) then something is way off cause they indeed proc twice as often... I have had as many as 4 Mini Nadion procs stacked up on the Andorian ship with 5 dc.
i tried dcs like a month back, thinking that with a torp they would reliably keep a faceing down for torps to hit. instead, they never took facings down at all. they have more in common with beam arrays then DHCs
i tried dcs like a month back, thinking that with a torp they would reliably keep a faceing down for torps to hit. instead, they never took facings down at all. they have more in common with beam arrays then DHCs
DC fire 4 shots and drain 10 per volley, to infer it's -10 per shot means my 3DCs would be draining (3*4)*10 = 120....including my aft weapons I'd be having minus weapons power so mathematically you can't have -10 per shot.
DC drain less but lack the 10% severity whereas the DHC have the 10% crit severity but drain 12.
Some procs from what I've seen are per shot so DCs will win in that regard having twice as many chances to score a successful hit and thus trigger the proc. By definition then all the procs in your tooltip for a given weapon should be 'per volley' but procs like the targeting assault from the reputation system are per hit. Didn't write the maths down but I did perform the tests but have been using DC for some time though may go back to DHC just to compare actual combat data.
Sounds most right.. accept the power usage. DHC are much more power efficient.
The main reason people have been pro DHC for a long time... is simply that the more dc you put on the faster your dmg drops of due to the much higher power usage.
My point is now with things like the DEM doff (more for battle cruisers and lockbox cruisers)... and the Cutting beam 2 piece omega proc.... you can offset most of that handicap in power usage. Thus gaining double to proc rate... you still won't see the 10k+ crits... but if you get a string you will get a ton of 4-6k crits off the DC... I find them very viable now. Previous to the items... and if you are not running the cutting beam they are still terrible.
Sounds most right.. accept the power usage. DHC are much more power efficient.
The main reason people have been pro DHC for a long time... is simply that the more dc you put on the faster your dmg drops of due to the much higher power usage.
My point is now with things like the DEM doff (more for battle cruisers and lockbox cruisers)... and the Cutting beam 2 piece omega proc.... you can offset most of that handicap in power usage. Thus gaining double to proc rate... you still won't see the 10k+ crits... but if you get a string you will get a ton of 4-6k crits off the DC... I find them very viable now. Previous to the items... and if you are not running the cutting beam they are still terrible.
Although you are correct the wep amplifier proc will help a bit.
I've been thinking of trying quad disruptors and regular cannons on my jhec. Because I run eptw1 and aux2bat1 constantly I usually get 179 weapon power near 90% of the time. Also Plasmonic leech and maco shield add another 25ish power for 204 weapon power. Also if I use batteries like aux or weapon and aux that gets it near 300 with the weapon+aux batter if I hit it before aux2bat.
I would've preferred a 5th fore weapon on it for sure since my build could handle a dual beam or 5th dhc. The weapon's proc is per cycle, but Isis doff and like mentioned subvert targeting from tier 4 rom rep is on per hit. I think it would be nice to check if dual cannons are actually worth something with this over capping power build.
I have been doing tests on the Khyzon with 4 Dual Cannons + Wing Cannons on my Engineer. I did see the double Proc rate. And with the Wing Cannons it seems to give them that Extra Punch they need to deal damage. Nadion Inversion also helps me control my weapon power. (Although I'm not good at regulating when to Nadion inversion. )
I do agree how ever that they are VERY similar to the way Dual Beam banks work (Since my other build I run on my engi is 4 DBB + Wing Cannons) But I'm starting to see what is being talked about. And I have been able to cut down shields regularly. Granted not with the Power that a Tac + DHCs do it.
I can also see how Dual Cannons can make it hard on Tac team to keep the shields up because of the constant assault pelting them and draining them down.
This makes me want to test them with my Tac and change out his 5 Plasma DHCs for 5 Plasma Dual Cannons with his Tet glider. (Yes he has a cutting beam, but no he doesn't have the DEM doff)
You think that your beta test was bad?
Think about this: American Football has been in open beta for 144 years. ~Kotaku
I've been thinking of trying quad disruptors and regular cannons on my jhec. Because I run eptw1 and aux2bat1 constantly I usually get 179 weapon power near 90% of the time. Also Plasmonic leech and maco shield add another 25ish power for 204 weapon power. Also if I use batteries like aux or weapon and aux that gets it near 300 with the weapon+aux batter if I hit it before aux2bat.
Correct me if im wrong but your power will never go over 125. Although with all the Boffs and batt used here it may not fall below 125. Some clerification here would be nice?
Power can (once again) be overcapped (as you can see by boosting your weapons power with consoles etc. and dropping the slider down to 90 or whatever) - this 'surplus' power is used by weapons during their firing cycles - you'll never get more DPS than 125 power gives you, but if you have that buffer, all subsequent weapons fire after the first shot will suffer less drain penalties.
This is particularly useful for Beam Arrays since they have horrific power drain.
What weylandjuarez said. I basically create a huge buffer with weapon power. So my weapon power rarely drops below 125. This allows me to hit very hard almost continuously, because the dhcs and turrets hit at 125 power most of the time. The easiest way for someone to test this is to use an weapon battery and then use cannon rapid fire or beam overload. You'll see from the over capping that the drain doesn't go as far down as it usually would.
for what, the 2 piece bonus? its basically redundant in the face of overcaping, it was tested on a 2 AtB vet ship, it had all the weapons power it needed. the problem was the damage is not spike, and will not shatter a facing before someone has time to react. DC damage will be immediately noticed, and TSS with manual distribution will almost always be enough to keep that facing from ever falling, before the whole rest of the guys shields have been shot to nothing. thats the problem with all non DHC damage.
and then someone gives your target ST3, and undoes everything you did.
i am considering something thought, 1 torp, 2 DHC, 1 DC. maybe that would still be enough to kill a facing, and the DC to keep that sliver from blocking the incoming torp. might give that a shot later.
Messed around with 5 Plasma Dual Cannons.. and I guess with out the DEM doff and only the Cutting Beam, it's just not going to be enough to cut through a very tanky target. Where as my 5 DHCs do a better job even with out the Dem Doff.
You think that your beta test was bad?
Think about this: American Football has been in open beta for 144 years. ~Kotaku
I've found today that 3dhc and quad disruptor cannons is very good. The quads hit as hard as a dhc if not harder with over capping on weapons and more power to engines with aux2bat. The quads would keep a shield facing down allowing the dhcs to hit on hull more often. So for once quads are actually useful only needed aux2bat to make them that way lol.
That's for those that may be thinking the proc rate is different. The second test isn't all that interesting as it really just shows autofire. They serve two very different purposes in the game, this is not how they are used in the game, so comparing them is sorta special, just not useful.
If you're in a ship designed to land damage on a hull, you use dc's and dem. If you're in a ship designed to carry DHC's and you can also carry CRF, then you do that.
And anyone that's interested in saying "well things like tet glider are per hit"..yes. we know. here's a cookie.
for what, the 2 piece bonus? its basically redundant in the face of overcaping, it was tested on a 2 AtB vet ship, it had all the weapons power it needed. the problem was the damage is not spike, and will not shatter a facing before someone has time to react. DC damage will be immediately noticed, and TSS with manual distribution will almost always be enough to keep that facing from ever falling, before the whole rest of the guys shields have been shot to nothing. thats the problem with all non DHC damage.
and then someone gives your target ST3, and undoes everything you did.
i am considering something thought, 1 torp, 2 DHC, 1 DC. maybe that would still be enough to kill a facing, and the DC to keep that sliver from blocking the incoming torp. might give that a shot later.
I find mixing and matchng simply messes up your timings which reduces dps.
The point of the DC + cutting beam spam... is to multi proc the nadion & +10 weapon power proc.
In my testing there is no amount of overcapping that saves DCs or any other cannons for that matter... if they are somehow now allowing cannons to overcap over +135 its news to me.
Trust me the Cutting beam makes all the difference as the DC will proc it all over the place.
One hit might not be spike... but 8 per volley instead of 4... makes for some insane crit runs. If you choose the right type of weapons the spike basicly makes it self. I have found anything with the polaron proc to work best for that... a mulit proc seems to make for nasty chains of 5-10 crits in a row. They might be 5-6k instead of 10... I find they will rack up 30-50k in dmg in a very short order.
I will admit, with the Plasma DC's I did notice once or twice a stack of 5 Plasma Dots on a target. But the damage of the DC's is still pretty low, even with 5xDCs fireing + Cutting Beam. I haven't added in DEM yet to the build because I don't have the available funds to buy the DEM doff. Also I'd be trying to do this on my Khyzon, and not a ship that can run Aux 2 bat x2 + Dem 2 for example. I'd probably have to run EptW 1 + EptS 1 + Dem 1 at the very best.
You think that your beta test was bad?
Think about this: American Football has been in open beta for 144 years. ~Kotaku
I will admit, with the Plasma DC's I did notice once or twice a stack of 5 Plasma Dots on a target. But the damage of the DC's is still pretty low, even with 5xDCs fireing + Cutting Beam. I haven't added in DEM yet to the build because I don't have the available funds to buy the DEM doff. Also I'd be trying to do this on my Khyzon, and not a ship that can run Aux 2 bat x2 + Dem 2 for example. I'd probably have to run EptW 1 + EptS 1 + Dem 1 at the very best.
Your also running your engi. (if I'm not mistaken)
I think for the DC to have the tipping point spike wise... you might almost need the tac buffs.
I honestly haven't tested DC out on anything other then tacs. I might have to put one of my sci or engi in a scort to test the theory.
i have used single cannons cruisers quite a bit, they basically work like DCs only have less dps and more arc. i also know all about attacking DEM and glider to them, it proboly doubles the effective damage per shot when minmaxed well. but, its not enough on its own. its still so gradual that your own healing can outpace it, and any outside healing can nullify it completely.
so i use these things with DHCs, that will give less hits from DEM and glider, but at that point its just extra damage per shot, wile at its core its the spike from the DHCs that do the main work. its still noticeable, the DEM and glider effect though, its still very worth using. both are very energy dependent, so the more efficient DHC power usage benefits their damage as well. infant, unless you over cap, DC and DHC glider and DEM damage would likely be the same, just from how your energy levels fluctuate more with DCs.
Your also running your engi. (if I'm not mistaken)
I think for the DC to have the tipping point spike wise... you might almost need the tac buffs.
I honestly haven't tested DC out on anything other then tacs. I might have to put one of my sci or engi in a scort to test the theory.
No, this was on my Tactical officer with 5 Plasma DC's..
I'm also going to test out 5 Phased Tetryon DC's + Plasma Flow Capacitor consoles. Just to laugh at the Idea that I'm doing about.. 6 Procs.. (Also noticed the 2 Piece Romulan Set buffs the damage in the tool tip of the plasma proc)
You think that your beta test was bad?
Think about this: American Football has been in open beta for 144 years. ~Kotaku
Comments
Actually their is a single occasion where DHCs are outperformed by DCs.
DEM active with Nadion Inversion active.
But yeah DCs could be removed tomorrow and I wouldn't even notice.
Install your Cutting beam
Install your regular DC...
And be amazed at how they shred stuff up.
Thanks to mini nadion... the dual cannons are more then usable.
They pair well with glider, dem and honestly even the proc rate is pretty crazy... the power issues that made them suck before can be removed now with gear.
Interesting. Another avenue for me to test..... If your in game later, i'll quiz you more about this.
Right and DC cycle twice as fast... its why DHC get the 10% crtd bonus... because DC get twice the proc rate.
OR perhaps they don't its hard to understand anything happening with the stupid weapons power returns these days.
If that is how it is supposed to work (that the proc is the same) then something is way off cause they indeed proc twice as often... I have had as many as 4 Mini Nadion procs stacked up on the Andorian ship with 5 dc.
Did you have a Cutting beam on out of curiosity ?
DC drain less but lack the 10% severity whereas the DHC have the 10% crit severity but drain 12.
Some procs from what I've seen are per shot so DCs will win in that regard having twice as many chances to score a successful hit and thus trigger the proc. By definition then all the procs in your tooltip for a given weapon should be 'per volley' but procs like the targeting assault from the reputation system are per hit. Didn't write the maths down but I did perform the tests but have been using DC for some time though may go back to DHC just to compare actual combat data.
The main reason people have been pro DHC for a long time... is simply that the more dc you put on the faster your dmg drops of due to the much higher power usage.
My point is now with things like the DEM doff (more for battle cruisers and lockbox cruisers)... and the Cutting beam 2 piece omega proc.... you can offset most of that handicap in power usage. Thus gaining double to proc rate... you still won't see the 10k+ crits... but if you get a string you will get a ton of 4-6k crits off the DC... I find them very viable now. Previous to the items... and if you are not running the cutting beam they are still terrible.
Cutting beam wont help as it does not strip shields, and he stated he couldnt even strip the shield facings,,cutting beam is for hull damage.
Although you are correct the wep amplifier proc will help a bit.
I believe that is the Maestro's main point. The kinetic damage is almost a total side issue to the two piece proc.
The borg weapons set 2 piece provides a 2.5% chance (on all weapons fired) to proc
+1000 power drain resist and +10 weapon power
So um ya it makes a massive difference.
I would've preferred a 5th fore weapon on it for sure since my build could handle a dual beam or 5th dhc. The weapon's proc is per cycle, but Isis doff and like mentioned subvert targeting from tier 4 rom rep is on per hit. I think it would be nice to check if dual cannons are actually worth something with this over capping power build.
I do agree how ever that they are VERY similar to the way Dual Beam banks work (Since my other build I run on my engi is 4 DBB + Wing Cannons) But I'm starting to see what is being talked about. And I have been able to cut down shields regularly. Granted not with the Power that a Tac + DHCs do it.
I can also see how Dual Cannons can make it hard on Tac team to keep the shields up because of the constant assault pelting them and draining them down.
This makes me want to test them with my Tac and change out his 5 Plasma DHCs for 5 Plasma Dual Cannons with his Tet glider. (Yes he has a cutting beam, but no he doesn't have the DEM doff)
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
Power can (once again) be overcapped (as you can see by boosting your weapons power with consoles etc. and dropping the slider down to 90 or whatever) - this 'surplus' power is used by weapons during their firing cycles - you'll never get more DPS than 125 power gives you, but if you have that buffer, all subsequent weapons fire after the first shot will suffer less drain penalties.
This is particularly useful for Beam Arrays since they have horrific power drain.
for what, the 2 piece bonus? its basically redundant in the face of overcaping, it was tested on a 2 AtB vet ship, it had all the weapons power it needed. the problem was the damage is not spike, and will not shatter a facing before someone has time to react. DC damage will be immediately noticed, and TSS with manual distribution will almost always be enough to keep that facing from ever falling, before the whole rest of the guys shields have been shot to nothing. thats the problem with all non DHC damage.
and then someone gives your target ST3, and undoes everything you did.
i am considering something thought, 1 torp, 2 DHC, 1 DC. maybe that would still be enough to kill a facing, and the DC to keep that sliver from blocking the incoming torp. might give that a shot later.
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
That's for those that may be thinking the proc rate is different. The second test isn't all that interesting as it really just shows autofire. They serve two very different purposes in the game, this is not how they are used in the game, so comparing them is sorta special, just not useful.
If you're in a ship designed to land damage on a hull, you use dc's and dem. If you're in a ship designed to carry DHC's and you can also carry CRF, then you do that.
And anyone that's interested in saying "well things like tet glider are per hit"..yes. we know. here's a cookie.
I find mixing and matchng simply messes up your timings which reduces dps.
The point of the DC + cutting beam spam... is to multi proc the nadion & +10 weapon power proc.
In my testing there is no amount of overcapping that saves DCs or any other cannons for that matter... if they are somehow now allowing cannons to overcap over +135 its news to me.
Trust me the Cutting beam makes all the difference as the DC will proc it all over the place.
One hit might not be spike... but 8 per volley instead of 4... makes for some insane crit runs. If you choose the right type of weapons the spike basicly makes it self. I have found anything with the polaron proc to work best for that... a mulit proc seems to make for nasty chains of 5-10 crits in a row. They might be 5-6k instead of 10... I find they will rack up 30-50k in dmg in a very short order.
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
Your also running your engi. (if I'm not mistaken)
I think for the DC to have the tipping point spike wise... you might almost need the tac buffs.
I honestly haven't tested DC out on anything other then tacs. I might have to put one of my sci or engi in a scort to test the theory.
so i use these things with DHCs, that will give less hits from DEM and glider, but at that point its just extra damage per shot, wile at its core its the spike from the DHCs that do the main work. its still noticeable, the DEM and glider effect though, its still very worth using. both are very energy dependent, so the more efficient DHC power usage benefits their damage as well. infant, unless you over cap, DC and DHC glider and DEM damage would likely be the same, just from how your energy levels fluctuate more with DCs.
No, this was on my Tactical officer with 5 Plasma DC's..
I'm also going to test out 5 Phased Tetryon DC's + Plasma Flow Capacitor consoles. Just to laugh at the Idea that I'm doing about.. 6 Procs.. (Also noticed the 2 Piece Romulan Set buffs the damage in the tool tip of the plasma proc)
Think about this:
American Football has been in open beta for 144 years. ~Kotaku