On my mobius i have 3 fleet polaron dual heavy cannons but on stfs i have noticed the power drops and im not doing alot of damage, but would dual cannons even though alot less power be better because they would use less energy? Is tetryon a good choice? I used it a while ago on my mobius and done alot of damage to shields and hull and wondered if its worth havin fleet ones? I heard disruptors are better are they?
If you are doing a polaron build, you should definitely consider using the Jem Hadar set that gives you a boost to polarons. I have the full set on my fleet saber complete with Dominion Polaron weapons which have a tetryon proc, so it's good for taking shields down also, in my experience. the dominion set and weapons (dual cannons and beam arrays) can all be collected by replaying the 2800 FE series found in the Cardassian tab I think. Some may say the only downside to using the Dominion weapons though is that they are only mk 11 blue. Your mileage may vary of course. I have no issues with mine in PVE content. Also, regarding your damage, are you using polaron phase modulators in your Tac slot?
On my mobius i have 3 fleet polaron dual heavy cannons but on stfs i have noticed the power drops and im not doing alot of damage, but would dual cannons even though alot less power be better because they would use less energy? Is tetryon a good choice? I used it a while ago on my mobius and done alot of damage to shields and hull and wondered if its worth havin fleet ones? I heard disruptors are better are they?
Well... all right. If you're flying an Escort, your weapon power should start at 125 (the current maximum displayed value) through your captain skills and power settings. That's a good start to keeping your power up - I tend to run a Kumari with the Wing Cannons and 3x DHCs in front, and my power rarely dips below 100.
Dual Heavies are actually usually preferred for power management. The way that weapon power works is that the number in the tooltip is subtracted while the weapon is firing, and then immediately restored when the weapon finishes its firing cycle. DHCs have a short firing cycle at fairly long intervals, so you have more of your power available most of the time. DCs have a longer firing cycle at shorter intervals, so keep your power slightly more tied up. The biggest difference between DCs and DHCs, though, is number of shots per firing cycle - the DCs have more shots in each firing cycle, so they have more chances to crit, proc abilities, and things like that. The DHCs have fewer, harder hitting shots per firing cycle, so they benefit more from things like Cannon Rapid Fire, Cannon Scatter Volley, and a higher crit chance. In the end, it basically boils down to personal choice/build dependence when deciding between DCs and DHCs, since they do the same DPS in slightly different ways.
Polarons can be good in a dedicated power drain build, but most Escorts don't have the BOff slots to make one of those work. Tetryons are practically useless in STFs - most of the things that you're shooting at are unshielded to start with, and those that are shielded either have weak shields or have the whole team working to bring the shields down, rendering the Tetryon bonus damage to shields completely worthless most of the time. Disruptors are good for their -resistance proc, which helps damage from your whole team, and Antiprotons are good for their innate crit severity bonus, which is more reliable than the 2.5% proc on most weapon types.
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Joined January 2010.
I fly a MVAE with Polarised Disruptors which may be a good option for you since you use Polarons now. Two procs for the price of 1, and since Disruptors have the damage resistance debuff your team will love you
I fly a MVAE with Polarised Disruptors which may be a good option for you since you use Polarons now. Two procs for the price of 1, and since Disruptors have the damage resistance debuff your team will love you
The problem with the dual-type weapons is that they give up one of their modifiers for the additional proc. I, and I think almost everyone else with a strong opinion on the matter, would rather have another [Acc], [CrtH], or [CrtD] that's always on than a second proc that only has a 2.5% chance of occurring. Just to be clear, a Very Rare Disruptor might have [Acc] x3, but a Very Rare Polarized Disruptor will never be able to have that - it can only have up to [Acc] x2, because it gives up a modifier for the second proc.
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Joined January 2010.
The problem with the dual-type weapons is that they give up one of their modifiers for the additional proc. I, and I think almost everyone else with a strong opinion on the matter, would rather have another [Acc], [CrtH], or [CrtD] that's always on than a second proc that only has a 2.5% chance of occurring. Just to be clear, a Very Rare Disruptor might have [Acc] x3, but a Very Rare Polarized Disruptor will never be able to have that - it can only have up to [Acc] x2, because it gives up a modifier for the second proc.
I agree with this mostly, but as the OP noticed this in stf (making the assumption this is their main focus and reason for asking) [Acc]x2 still isn't to be sniffed at for lots of stationary/very slow moving targets. There is always a cost factor in this too. Mk XI Polarized Disruptor DHC with [Acc]x2 cost 1.4mil on the exchange, if you want an [Acc]x3 Disruptor you're paying 5 times as much. Fair enough the OP might be able to afford that for an entire ship but I know I couldn't drop tens of millions of EC including turrets at the drop of a hat
If you are doing a polaron build, you should definitely consider using the Jem Hadar set that gives you a boost to polarons. I have the full set on my fleet saber complete with Dominion Polaron weapons which have a tetryon proc, so it's good for taking shields down also, in my experience. the dominion set and weapons (dual cannons and beam arrays) can all be collected by replaying the 2800 FE series found in the Cardassian tab I think. Some may say the only downside to using the Dominion weapons though is that they are only mk 11 blue. Your mileage may vary of course. I have no issues with mine in PVE content. Also, regarding your damage, are you using polaron phase modulators in your Tac slot?
I agree with this mostly, but as the OP noticed this in stf (making the assumption this is their main focus and reason for asking) [Acc]x2 still isn't to be sniffed at for lots of stationary/very slow moving targets. There is always a cost factor in this too. Mk XI Polarized Disruptor DHC with [Acc]x2 cost 1.4mil on the exchange, if you want an [Acc]x3 Disruptor you're paying 5 times as much. Fair enough the OP might be able to afford that for an entire ship but I know I couldn't drop tens of millions of EC including turrets at the drop of a hat
Right, I was just using [Acc] to illustrate the point that the dual-type weapons only have two modifiers. There are any number of modifier combinations that are more desirable than the second proc, in my opinion.
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Joined January 2010.
Right, I was just using [Acc] to illustrate the point that the dual-type weapons only have two modifiers. There are any number of modifier combinations that are more desirable than the second proc, in my opinion.
Absolutely agree. I don't use a power drain build myself (something to consider if you're on Polarons and not doing so already as someone else posted) but just can't afford 40/50mil plus of upgrades so I stick to the hybrids. My main thing was the damage resist debuff, and if I get a power drop it would be a nice bonus.
I should point out I also fly a Mobius, which was my main STF beat the hell out of people ship but I fly it more for fun now with the Chroniton DBB/BO3 combo to still get some high DPS and AP cannons/Chroniton torps. It doesn't do as much DPS as my pure AP power build but I can get away with the off STF in it.
The biggest difference between DCs and DHCs, though, is number of shots per firing cycle - the DCs have more shots in each firing cycle, so they have more chances to crit, proc abilities, and things like that.
Actually, according to the last several threads involving DC vs DHC the crit/proc chances are per cycle and not per shot, nearly identical numbers coming from either type, with DCs coming in lower on DPS, as you said thanks to the drain mechanic.
My guess is "hope" keeps people not playing but posting on the forums. For others, its a path of sad realization and closure. Grieving takes time. The worst "haters" here love the game, or did at some point.
Actually, according to the last several threads involving DC vs DHC the crit/proc chances are per cycle and not per shot, nearly identical numbers coming from either type, with DCs coming in lower on DPS, as you said thanks to the drain mechanic.
Huh, guess I was slightly behind on my math update. Thanks for pointing me to the new information! Well, that definitely pushes the balance to favor DHCs due to the drain mechanic and the way their firing cycles work versus DCs.
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Joined January 2010.
In the end, it basically boils down to personal choice/build dependence when deciding between DCs and DHCs, since they do the same DPS in slightly different ways.
Actually, no.
DHCs have an additional +10% CRTD build in, which together in how the power drain works and how tac buffs benefit larger base damage more then lower base damage makes them all out better in every case. And since the proc change is per firing cycle, there is simply no reason at all to use DCs. DHCs outperform them all the time.
The only field where DCs are vastly superior is how much less they cost on the exchange
Actually, no.
DHCs have an additional +10% CRTD build in, which together in how the power drain works and how tac buffs benefit larger base damage more then lower base damage makes them all out better in every case. And since the proc change is per firing cycle, there is simply no reason at all to use DCs. DHCs outperform them all the time.
The only field where DCs are vastly superior is how much less they cost on the exchange
And this is exactly why my Defiant has purple Mk XI DC with [Acc]x3 that only cost 75k each.
I have my defiant outfitted with two phaser DHC's and 1 quad phaser cannon on the back 2 phaser turrets and fore and aft has also an tricobalt torp installed.
Phaser DHC have Ctrd x3 also the turrets has x3 acc don't know if the build is good but it works for me....
[SIGPIC][/SIGPIC]
"Coffee: the finest organic suspension ever devised. It's got me through the worst of the last three years. I beat the Borg with it."
I have a very rare power transfer console on mine is it worth having or better to have hull plating? I can see my weapons recharge fast but if i have two would they stack and keep my energy from depleting as fast?
Actually, no.
DHCs have an additional +10% CRTD build in, which together in how the power drain works and how tac buffs benefit larger base damage more then lower base damage makes them all out better in every case. And since the proc change is per firing cycle, there is simply no reason at all to use DCs. DHCs outperform them all the time.
The only field where DCs are vastly superior is how much less they cost on the exchange
Yeah, like I said above, I was behind on my updated math on the procs per shot versus procs per cycle information. I didn't mention the innate [CrtD] on DHCs because I thought that it was a known quantity.
Still, this doesn't change my opinion (from beta on) that DHCs and similar weapons (Wing Cannons, Quad Cannons) are the way to go.
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Joined January 2010.
Valkarie14,
I was going to say, if you're dropping weapons power, you need to have skill points in Electro Plasma Systems. The EPS regulator does the exact same function. I recommend at least 6 skill points in Electro Plasma Systems. One hint - if you have any points in Weapons System Performance, I recommend taking them out - the benefit for those points is minuscule compared to the amount of weapons power received. Better to spend those points in warp core potential, warp core efficiency and EPS.
Valkarie14,
I was going to say, if you're dropping weapons power, you need to have skill points in Electro Plasma Systems. The EPS regulator does the exact same function. I recommend at least 6 skill points in Electro Plasma Systems. One hint - if you have any points in Weapons System Performance, I recommend taking them out - the benefit for those points is minuscule compared to the amount of weapons power received. Better to spend those points in warp core potential, warp core efficiency and EPS.
Also old information. EPS/power transfer rate no longer helps with weapon power drain, only when you are actually switching your power levels around, I.e. coming out of full impulse yes, regaining power after firing DHCs, not anymore.
edit: unless you swap your power around a lot, stick with neutroniums.
My guess is "hope" keeps people not playing but posting on the forums. For others, its a path of sad realization and closure. Grieving takes time. The worst "haters" here love the game, or did at some point.
edit: unless you swap your power around a lot, stick with neutroniums.
Cheers!
Or you use lots of Emergency Power to X abilities, since EPS also helps with those (though that's more of an issue for cruisers, it does come up for some Escort builds).
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Joined January 2010.
The problem with the dual-type weapons is that they give up one of their modifiers for the additional proc. I, and I think almost everyone else with a strong opinion on the matter, would rather have another [Acc], [CrtH], or [CrtD] that's always on than a second proc that only has a 2.5% chance of occurring. Just to be clear, a Very Rare Disruptor might have [Acc] x3, but a Very Rare Polarized Disruptor will never be able to have that - it can only have up to [Acc] x2, because it gives up a modifier for the second proc.
The big exception I'd make there are Spiral Wave Disruptors, They may not have perfect mods but they don't give up anything for being a hybrid, making them roughly on par with Fleet Weapons.
Or you use lots of Emergency Power to X abilities, since EPS also helps with those (though that's more of an issue for cruisers, it does come up for some Escort builds).
Really? Didn't realize that, thanks for the info.
And to the OP...yeah probably stick to neutronium/whatever armor floats your mobius.
My guess is "hope" keeps people not playing but posting on the forums. For others, its a path of sad realization and closure. Grieving takes time. The worst "haters" here love the game, or did at some point.
Also old information. EPS/power transfer rate no longer helps with weapon power drain, only when you are actually switching your power levels around, I.e. coming out of full impulse yes, regaining power after firing DHCs, not anymore.
As someone who got here after they did this, what was the thinking behind this anyway? It's pretty much a 100% junk console now.
"We are smart." - Grebnedlog
Member of Alliance Central Command/boq botlhra'ghom
Or you use lots of Emergency Power to X abilities, since EPS also helps with those (though that's more of an issue for cruisers, it does come up for some Escort builds).
Minor clarification, the skill EPS transfer grants a bonus to these powers. The console does not.
Comments
I wonder what your power settings are and any engineering abilities you have such as EPtW?
Well... all right. If you're flying an Escort, your weapon power should start at 125 (the current maximum displayed value) through your captain skills and power settings. That's a good start to keeping your power up - I tend to run a Kumari with the Wing Cannons and 3x DHCs in front, and my power rarely dips below 100.
Dual Heavies are actually usually preferred for power management. The way that weapon power works is that the number in the tooltip is subtracted while the weapon is firing, and then immediately restored when the weapon finishes its firing cycle. DHCs have a short firing cycle at fairly long intervals, so you have more of your power available most of the time. DCs have a longer firing cycle at shorter intervals, so keep your power slightly more tied up. The biggest difference between DCs and DHCs, though, is number of shots per firing cycle - the DCs have more shots in each firing cycle, so they have more chances to crit, proc abilities, and things like that. The DHCs have fewer, harder hitting shots per firing cycle, so they benefit more from things like Cannon Rapid Fire, Cannon Scatter Volley, and a higher crit chance. In the end, it basically boils down to personal choice/build dependence when deciding between DCs and DHCs, since they do the same DPS in slightly different ways.
Polarons can be good in a dedicated power drain build, but most Escorts don't have the BOff slots to make one of those work. Tetryons are practically useless in STFs - most of the things that you're shooting at are unshielded to start with, and those that are shielded either have weak shields or have the whole team working to bring the shields down, rendering the Tetryon bonus damage to shields completely worthless most of the time. Disruptors are good for their -resistance proc, which helps damage from your whole team, and Antiprotons are good for their innate crit severity bonus, which is more reliable than the 2.5% proc on most weapon types.
Joined January 2010.
In regard to hating Star Trek 2009:
The problem with the dual-type weapons is that they give up one of their modifiers for the additional proc. I, and I think almost everyone else with a strong opinion on the matter, would rather have another [Acc], [CrtH], or [CrtD] that's always on than a second proc that only has a 2.5% chance of occurring. Just to be clear, a Very Rare Disruptor might have [Acc] x3, but a Very Rare Polarized Disruptor will never be able to have that - it can only have up to [Acc] x2, because it gives up a modifier for the second proc.
Joined January 2010.
In regard to hating Star Trek 2009:
I agree with this mostly, but as the OP noticed this in stf (making the assumption this is their main focus and reason for asking) [Acc]x2 still isn't to be sniffed at for lots of stationary/very slow moving targets. There is always a cost factor in this too. Mk XI Polarized Disruptor DHC with [Acc]x2 cost 1.4mil on the exchange, if you want an [Acc]x3 Disruptor you're paying 5 times as much. Fair enough the OP might be able to afford that for an entire ship but I know I couldn't drop tens of millions of EC including turrets at the drop of a hat
Does the polaron buff work on a non jem ship??
The only thing that doesn't work on non Jem'Hadar ships is the Victory is Life buff AFAIK.
Right, I was just using [Acc] to illustrate the point that the dual-type weapons only have two modifiers. There are any number of modifier combinations that are more desirable than the second proc, in my opinion.
Joined January 2010.
In regard to hating Star Trek 2009:
Absolutely agree. I don't use a power drain build myself (something to consider if you're on Polarons and not doing so already as someone else posted) but just can't afford 40/50mil plus of upgrades so I stick to the hybrids. My main thing was the damage resist debuff, and if I get a power drop it would be a nice bonus.
I should point out I also fly a Mobius, which was my main STF beat the hell out of people ship but I fly it more for fun now with the Chroniton DBB/BO3 combo to still get some high DPS and AP cannons/Chroniton torps. It doesn't do as much DPS as my pure AP power build but I can get away with the off STF in it.
Actually, according to the last several threads involving DC vs DHC the crit/proc chances are per cycle and not per shot, nearly identical numbers coming from either type, with DCs coming in lower on DPS, as you said thanks to the drain mechanic.
Huh, guess I was slightly behind on my math update. Thanks for pointing me to the new information! Well, that definitely pushes the balance to favor DHCs due to the drain mechanic and the way their firing cycles work versus DCs.
Joined January 2010.
In regard to hating Star Trek 2009:
Actually, no.
DHCs have an additional +10% CRTD build in, which together in how the power drain works and how tac buffs benefit larger base damage more then lower base damage makes them all out better in every case. And since the proc change is per firing cycle, there is simply no reason at all to use DCs. DHCs outperform them all the time.
The only field where DCs are vastly superior is how much less they cost on the exchange
And this is exactly why my Defiant has purple Mk XI DC with [Acc]x3 that only cost 75k each.
Phaser DHC have Ctrd x3 also the turrets has x3 acc don't know if the build is good but it works for me....
"Coffee: the finest organic suspension ever devised. It's got me through the worst of the last three years. I beat the Borg with it."
Yeah, like I said above, I was behind on my updated math on the procs per shot versus procs per cycle information. I didn't mention the innate [CrtD] on DHCs because I thought that it was a known quantity.
Still, this doesn't change my opinion (from beta on) that DHCs and similar weapons (Wing Cannons, Quad Cannons) are the way to go.
Joined January 2010.
In regard to hating Star Trek 2009:
I was going to say, if you're dropping weapons power, you need to have skill points in Electro Plasma Systems. The EPS regulator does the exact same function. I recommend at least 6 skill points in Electro Plasma Systems. One hint - if you have any points in Weapons System Performance, I recommend taking them out - the benefit for those points is minuscule compared to the amount of weapons power received. Better to spend those points in warp core potential, warp core efficiency and EPS.
Also old information. EPS/power transfer rate no longer helps with weapon power drain, only when you are actually switching your power levels around, I.e. coming out of full impulse yes, regaining power after firing DHCs, not anymore.
edit: unless you swap your power around a lot, stick with neutroniums.
Cheers!
Or you use lots of Emergency Power to X abilities, since EPS also helps with those (though that's more of an issue for cruisers, it does come up for some Escort builds).
Joined January 2010.
In regard to hating Star Trek 2009:
The big exception I'd make there are Spiral Wave Disruptors, They may not have perfect mods but they don't give up anything for being a hybrid, making them roughly on par with Fleet Weapons.
Really? Didn't realize that, thanks for the info.
And to the OP...yeah probably stick to neutronium/whatever armor floats your mobius.
Cheers!
As someone who got here after they did this, what was the thinking behind this anyway? It's pretty much a 100% junk console now.
"We are smart." - Grebnedlog
Member of Alliance Central Command/boq botlhra'ghom
Minor clarification, the skill EPS transfer grants a bonus to these powers. The console does not.
Most likely that, other than universal consoles, they want to keep weapon damage increasing consoles restricted to the tac slot.