Forgetting everything else, including surviving, I am curious what the absolute maximum amount of DPS any ship in this game can put out is? Right now I am leaning towards the tactical Andorian ship with an Aux2bat setup, 4 dhcs and 1 dbb with a cutting beam and turret. Anyone else have any ideas or build setups?
NERF CANNONS - THEY NEED A 50% NERF
CRUISERS NEED A 206% HULL BUFF
if you mean sustained Damage per second over a long period of time, then its probably the Andorian Kumari with 5x MK XII purp tac consoles, 5 front DHC, 2 Turret aft.
2x RF2+Omega3
But 1 second spike is also DPS basically as DPS is actually just a measuring tool.
I do massive DPS for basically a few seconds in a alpha bop but not for the other 55 seconds in a minute, see? it fluctuates!!!!
DPS = Damage per second, if you wanna talk DPS like the general term please use damage!
Alpha volley is a common word for "spike" damage. I.e attackpattern alpha go down fighting, highyeild torpedo and beam overload 3, produce a spike damage of "this amount".
highest DPS is 4 DHC. but you dont want dps, you want max damage in a single second. spike gets kills, DPS just gets countered by heal cycling, proc heals, rep heals, cross heals and shield distribution.
3 DHC and a torp or DBB, or 2 DHC, a torp and a DBB. before anything can react and those heals over time everyone has can save them, they will be dead.
my favorite at the moment is 3 DHCs and a torp, 3 DHCs is usually enough to drop a shield facing, and if the torps hit hull they will deal at least 15k to 45k
The most damage I've done in a short period came from a Sci in an Advanced Escort.
Queue up THY#1.
Queue up THY#2.
Tractor.
Fire THY#1 Trans Torps. Fire THY#2 Trans Torps.
SNB the APO, TT, etc buffs the target may have used when the Tractor hit.
Drop the DPB3 of Trans Mines before passing.
Fire the rear Breen Cluster while passing.
Spin and hit the third THY (THY#1 again) of Trans Torps.
Target disintegrated with full shields.
That was before the increased CrtH with S7...would be interesting to see now. I doubt I could pull of the timing anymore - I've gotten lazy flying around going wheee in Beamscorts.
You'll find complaints about the ability to queue THY in various threads. There's a recent thread ongoing about the Breen Cluster although it's been complained about in various other threads as well.
Still, the only memorable attack I have in recent history would have been underestimating Mini's triple BO attack. It's just too easy to underestimate how hard that third BO can actually hit for...course, once you've experienced it - you can defend against it if you've got the layout. Most folks aren't going to be running the flaky kind of layout to do that though...much less an Eng. But if you are in an Eng, don't wait for the second BO to hit MW - with the activation delay, you'll already be dead from the third BO.
That being said though, I've wondered what it would be like to get hit by the following after it decloaks:
Tac Bort
Elite Fleet Disruptors
5x Induction Coils
Tet Glider
Leech
Jem Deflector (Flow)
Rom Flow [Pla]
Borg, 0Point, Tachyo
Third Rom Tac BOFF just for the extra boost for CrtH/CrtD
Passives - Precision, Omega Weapon Training, Omega Graviton Amplifier
Skills - 9 Weapons, 9 Energy Weapons, 9 Energy Weapon Specialization
DOFFs - Marion, Conn for that little extra AP, Tractor for a little extra shield strip
TT, CRF1, APO1, APA, TacFleet, GDF (even without hull damage), DEM3, with a Tractor to reduce Defense for some Accuracy Overflow, and even a Tachyon Beam for a little extra little less shields.
The most powerful build in the game revolves around power drain in a Klingon Carrier with Power Siphon Drones, Plasmonic Leech, Aceton Assimilator, Energy Siphon etc etc... Any ship becomes nullified with ~25 or less power to each subsystem...
The most powerful build in the game revolves around power drain in a Klingon Carrier with Power Siphon Drones, Plasmonic Leech, Aceton Assimilator, Energy Siphon etc etc... Any ship becomes nullified with ~25 or less power to each subsystem...
It's rather broken actually.
Drain have gotten the shaft this year and there are a lot more effective builds these days. The reasoning is plasma and trans don't need power to function and can kill you in 10 sec if they are buffed and execute. The andorian ship can rip through shield if its left alone to focus but can be drained. The bottom 3 are real close each other in dps and could go either way but plasma if built and spec right is almost a IWIN but can be neuterd by great healers in team play so its really a toss up but I would rate them like this.
Plasma
Andorian ship
Transphasic
Drain builds
In that order I rate dps
Nova Core
ParadiseKiller
House of Beautiful Orions Zeadonouse ToLate
The most powerful build in the game revolves around power drain in a Klingon Carrier with Power Siphon Drones, Plasmonic Leech, Aceton Assimilator, Energy Siphon etc etc... Any ship becomes nullified with ~25 or less power to each subsystem...
It's rather broken actually.
lol, ya thats the most powerful build if your opponent is afk
While Cloaked and out of Audio buff range: HY 2
At around 10km: APA, Tac Fleet.
Approaching, with in 7km: Attack pattern Omega 3, Decloak, Rapid Fire 2, Open Fire with 3 Disruptor DHCs + 2 Disruptor Turrets..
By the time the tops fire your with in 2km for Photonic Shockwave
If you time it right you'll decloak, Drop a shield facing, Stun them before they can react and blow them up from HY 2.
Oh wait.. you wanted Sustained Damage per second? Sorry.. not my cup of tea..
You think that your beta test was bad?
Think about this: American Football has been in open beta for 144 years. ~Kotaku
Off Topic a bit I know but I couldn't help myself:
I have seen over 15K dps for a CSE (some one else) and can do 13K sometimes in CSE but more around 10K for ISE and KASE (sometimes 11K and I have seen someone do 12K) depending on the ship. I have also seen someone do 10K in HSE but have only ever got 7-8K due to range (since I use a 100% energy build), this is ACT btw and not STOICS or combatlogtracker. This is also with only evasive and BFI doffs (for me anyway).
Fleet Patrol Escort:
Boff slots for CSE are:
Tactical Team 1x2, Cannon Scatter Volley 1 and 2, Beta 2 and 3
Emergency Power to Shields 1 and 2
Polarise Hull 1(to break tractors), Hazard Emitters 1 and Transfer Shield Strength 2
Aux Battery (not a boff slot but a really useful device to have when using hazard emitters and transfer shield strength)
ISE, KASE, PvP, Other:
Tactical Team 1x2, Rapid Fire 1 and 3, Omega1x2 and either Cannon Scatter Volley 1 or Beta 1
Emergency Power to Shields 1x2, Reverse Shield Polarity
Hazard Emitters 1(x2 and emergency power to shields 1 and 2 for borg) and Transfer Shield Strength 2
Aux Battery
I meant DPS, as in a very high sustained level of damage on a constant basis.
Yes but there are more types of DPS and DPS is again only a measurement you can take the average DPS, the highest DPS or the lowest DPS in a specific timeframe or even just in 1 period.
Also there is DPS versus Hull, or shields, or both, or a balance? Its rather unclear stating it this way.
If you want highest possible sustained damage on a constant basis balance both vs hull and shields its most obviously all DHC and Rapid fires.
I meant DPS, as in a very high sustained level of damage on a constant basis.
that makes no sense in general. DPS is a time based thing. I can sustain 10k dps in an ise. I can sustain 10k in cse. but I can sustain 15k dps on the same build, in shorter preiods of time.and if I shorten that time, I am getting as high as 40k.
DPS is too relative to measure to say what is the best like that.
if you say, what is the highest possible dps in, say ISE, than we could give you better ideas with numbers, as loads of ppl actually parse that
So you really have a multi-faceted question here. The first part revolves around the setup of the ship you're flying, the second revolves around your skills, third would be your Boff selection and lastly, your Doffs.
The ship setup part is easy. You can purchase whatever high dps ship and the weapons you are told to get easily. For me, I am running:
--- Kumari --- Front:
1 x Romulan Experimental Beam Array
2x Romulan Plasma Dual Heavy Cannons MK XII CrtD x2
2x Plasma Dual Heavy Cannons MK XII CrtDx2 CrtH
The romulan DHCs are to give me the disruptor proc. The regular plasma are for higher base damage and the CrtH modifier. Now, you may ask: Why the experimental beam? Easy, when it fires normally, it has no energy drain which means that my dhcs will fire off with max and near max power when cycling. It has a greater firing arc than dual beams so I can tag a BO from anywhere in a 250 degree arc. It is CrtH x3, has disruptor proc and 2.5% chance to add 137.6 dmg per sec plasma burn.
You might say, well you're losing front facing dps for using the torp in the back. I would point you to the description of Hyperflux: "Decreases damage resistance for 10 secs". The 2 piece set bonus provides +7.6% plasma damage (yes this boost the DHCs and beam damage)
My tac consoles are simply 5 x Plasma infuser arrays MK XII very rare.
Science consoles are: 2x Science emitter array MK XI [-th] [pla] (additional 9% plasma damage per console)
Engineering: Tachyokinetic converter, Zero point energy console, Universal assimlated module.
Dual batteries: Weapons and Aux + Shields and Aux
Deflector/Shield/Engine: You can run pretty much whatever you want here for a tank. Currently I am experimenting with Omega MX II to see if Tet Glyder and Gravitic anchor are helping me or hindering me. Have to parse more to see.
Now, we have to look at bridge officers:
Tacticals: 3x Very Rare Romulan Male Tactical officers: Superiror Romulan Operative
Engineering: Saurian (efficient)
Science: Saurian (efficient)
Abilities:
Tac Team I, CRF I, APO I, APO III
HY I, CRF I, Tac Team III
Beam Overload I, Beam Overload II
Emergency power to weapons I
Tractor Beam I, Hazard emitters II
Duty Officers:
Use whatever you want here, but since I use dual batteries, I am using an exocomp + whatever others I feel like at the moment.
So, you might say, most shields used in PVP have an innate plasma damage reduction. You would be correct. The reduction can be anywhere from 15% up to 35% depending on what you are using. That's all well and good. The nice thing is that, you can pump plasma's damage well above that of any other damage type. 2 consoles (emitter arrays) + romulan 2 piece bonus negate 26.9% of those resistances. Hyperflux tests show that the resistance decreases are crit based with my base resistance decrease of 49.3% to plasma, 11.7% to all other energy resistances and 17.1% to kinetic. With critcal on hyperflux: resistance decrease of 84.9% to plasma, 21.5% to all other energy resistances and 24.7% to kinetic.
I can instapop Oddys with upwards of 14k shields and 74k hull, escorts generally do not survive the alpha strike. In PVE I have gotten some pretty insane numbers. Upwards of 34-74k criticals with CRF I, 40-60k criticals with BO I and BO II. 2000+ plasma burn per second on hyperflux.
[Combat (Self)] Your Romulan Plasma Array - Overload I deals 41136 (12281) Plasma Damage to Tactical Cube.
[Combat (Self)] Your Dual Heavy Romulan Plasma Cannons - Rapid Fire I dealt 37439 (11142) damage(Critical) to Assimilated Carrier.
[Combat (Self)] Your Romulan Plasma Hull Melt deals 25872 (7169) Plasma Damage(Critical) to Assimilated Carrier.
Parse results, from other players, have shown an average of about 20-50% higher dps and damage dealt than the 2nd highest dmg dealer usually.
The DHCs have base:
1522-1529 (romulan vs regular) dps in space pre buff.
2530-2541 With Tac team, APO III and CRF I.
4829-4870 With alpha strike abilities
counting all weapons, on a real alpha strike, I get upwards of 23,000 - 31,000 dps for the first 10 seconds of firing. Then drops to about 16000-18000 with regular firing cycles and buffs. These are non critical values. I have a CrtH of 16.9% and a CrtD of 131.8% without attack pattern alpha. With APA III, 21.7% CrtH, 177.3% CrtD.
I will run some of my own parsers again to see if the number jive, I haven't personally run them since switching to the Kumari. Will post in a few days with some results from STFs and whatnot. :rolleyes:
@vikingblooded that's some pretty bitchin info on the hyperflux debuff, thanks for sharing. Do you have any numbers on the real difference in the damage boost between TT1 and TT3? I'm intensely curious to see if it's worth it.
_______________ CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that? Norvo Tigan@dontdrunkimshoot: hell ya, maybe
It's 10% more on your base damage. Realistically it adds something like 50 dps to each weapon when I use it. It is really only worth it on a ship like the Kumari where you have tac slots to spare. If you dont, you are better off with TT1
Well if you put it that way (as in any period within a STF and not the entire STF like I meant) 20K (over about 30secs or so) is quite easy if you hit all your buffs. And if you mean in one second then trikes will get you much higher. But how many betas and fire on my marks there are does help a lot so those numbers will sink a bit without them. So I would say something like 10K dps is about right for max damage against borg or other NPCs solo.
Edit: I have done 10K on Kang duty before over the entire STF and 10K against the first Terradome ship (whole battle or most of it). Well actually maybe trike mines will up that a little bit and max dps in PvP depends on what ship, what person (and their mood) so does not matter (oh and of course your ship and your mood).
Maybe you could knit me one too? Usually the target dies with the first volley, occasionally something manages to live through the first, but not long enough to make it through the second.
Maybe you could knit me one too? Usually the target dies with the first volley, occasionally something manages to live through the first, but not long enough to make it through the second.
Comments
2x RF2+Omega3
But 1 second spike is also DPS basically as DPS is actually just a measuring tool.
I do massive DPS for basically a few seconds in a alpha bop but not for the other 55 seconds in a minute, see? it fluctuates!!!!
Alpha volley is a common word for "spike" damage. I.e attackpattern alpha go down fighting, highyeild torpedo and beam overload 3, produce a spike damage of "this amount".
3 DHC and a torp or DBB, or 2 DHC, a torp and a DBB. before anything can react and those heals over time everyone has can save them, they will be dead.
my favorite at the moment is 3 DHCs and a torp, 3 DHCs is usually enough to drop a shield facing, and if the torps hit hull they will deal at least 15k to 45k
Or a Norg... with
Omega 3 + Over load 3 + overload 2 + HY 3 + HY 2 + Shockwave 1 + tractor
You could even throw in a CPB 1 I guess for an extra 20 shield dmg. lol
Queue up THY#1.
Queue up THY#2.
Tractor.
Fire THY#1 Trans Torps. Fire THY#2 Trans Torps.
SNB the APO, TT, etc buffs the target may have used when the Tractor hit.
Drop the DPB3 of Trans Mines before passing.
Fire the rear Breen Cluster while passing.
Spin and hit the third THY (THY#1 again) of Trans Torps.
Target disintegrated with full shields.
That was before the increased CrtH with S7...would be interesting to see now. I doubt I could pull of the timing anymore - I've gotten lazy flying around going wheee in Beamscorts.
You'll find complaints about the ability to queue THY in various threads. There's a recent thread ongoing about the Breen Cluster although it's been complained about in various other threads as well.
Still, the only memorable attack I have in recent history would have been underestimating Mini's triple BO attack. It's just too easy to underestimate how hard that third BO can actually hit for...course, once you've experienced it - you can defend against it if you've got the layout. Most folks aren't going to be running the flaky kind of layout to do that though...much less an Eng. But if you are in an Eng, don't wait for the second BO to hit MW - with the activation delay, you'll already be dead from the third BO.
That being said though, I've wondered what it would be like to get hit by the following after it decloaks:
Tac Bort
Elite Fleet Disruptors
5x Induction Coils
Tet Glider
Leech
Jem Deflector (Flow)
Rom Flow [Pla]
Borg, 0Point, Tachyo
Third Rom Tac BOFF just for the extra boost for CrtH/CrtD
Passives - Precision, Omega Weapon Training, Omega Graviton Amplifier
Skills - 9 Weapons, 9 Energy Weapons, 9 Energy Weapon Specialization
DOFFs - Marion, Conn for that little extra AP, Tractor for a little extra shield strip
TT, CRF1, APO1, APA, TacFleet, GDF (even without hull damage), DEM3, with a Tractor to reduce Defense for some Accuracy Overflow, and even a Tachyon Beam for a little extra little less shields.
That's just a curiosity thing, mind you.
It's rather broken actually.
Drain have gotten the shaft this year and there are a lot more effective builds these days. The reasoning is plasma and trans don't need power to function and can kill you in 10 sec if they are buffed and execute. The andorian ship can rip through shield if its left alone to focus but can be drained. The bottom 3 are real close each other in dps and could go either way but plasma if built and spec right is almost a IWIN but can be neuterd by great healers in team play so its really a toss up but I would rate them like this.
Plasma
Andorian ship
Transphasic
Drain builds
In that order I rate dps
ParadiseKiller
House of Beautiful Orions
Zeadonouse
ToLate
CRUISERS NEED A 206% HULL BUFF
lol, ya thats the most powerful build if your opponent is afk
B'rel BoP, Hegh'ta BoP, or 1k Day KDF
While Cloaked and out of Audio buff range: HY 2
At around 10km: APA, Tac Fleet.
Approaching, with in 7km: Attack pattern Omega 3, Decloak, Rapid Fire 2, Open Fire with 3 Disruptor DHCs + 2 Disruptor Turrets..
By the time the tops fire your with in 2km for Photonic Shockwave
If you time it right you'll decloak, Drop a shield facing, Stun them before they can react and blow them up from HY 2.
Oh wait.. you wanted Sustained Damage per second? Sorry.. not my cup of tea..
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
I have seen over 15K dps for a CSE (some one else) and can do 13K sometimes in CSE but more around 10K for ISE and KASE (sometimes 11K and I have seen someone do 12K) depending on the ship. I have also seen someone do 10K in HSE but have only ever got 7-8K due to range (since I use a 100% energy build), this is ACT btw and not STOICS or combatlogtracker. This is also with only evasive and BFI doffs (for me anyway).
Fleet Patrol Escort:
Boff slots for CSE are:
Tactical Team 1x2, Cannon Scatter Volley 1 and 2, Beta 2 and 3
Emergency Power to Shields 1 and 2
Polarise Hull 1(to break tractors), Hazard Emitters 1 and Transfer Shield Strength 2
Aux Battery (not a boff slot but a really useful device to have when using hazard emitters and transfer shield strength)
ISE, KASE, PvP, Other:
Tactical Team 1x2, Rapid Fire 1 and 3, Omega1x2 and either Cannon Scatter Volley 1 or Beta 1
Emergency Power to Shields 1x2, Reverse Shield Polarity
Hazard Emitters 1(x2 and emergency power to shields 1 and 2 for borg) and Transfer Shield Strength 2
Aux Battery
Do you mean something that shows oodles of DPS on the leaderboard at the end of a match? Even if it wasn't efficient/effective damage?
Yes but there are more types of DPS and DPS is again only a measurement you can take the average DPS, the highest DPS or the lowest DPS in a specific timeframe or even just in 1 period.
Also there is DPS versus Hull, or shields, or both, or a balance? Its rather unclear stating it this way.
If you want highest possible sustained damage on a constant basis balance both vs hull and shields its most obviously all DHC and Rapid fires.
that makes no sense in general. DPS is a time based thing. I can sustain 10k dps in an ise. I can sustain 10k in cse. but I can sustain 15k dps on the same build, in shorter preiods of time.and if I shorten that time, I am getting as high as 40k.
DPS is too relative to measure to say what is the best like that.
if you say, what is the highest possible dps in, say ISE, than we could give you better ideas with numbers, as loads of ppl actually parse that
10k DPS Vesta threads: 1; 2
The ship setup part is easy. You can purchase whatever high dps ship and the weapons you are told to get easily. For me, I am running:
--- Kumari ---
Front:
1 x Romulan Experimental Beam Array
2x Romulan Plasma Dual Heavy Cannons MK XII CrtD x2
2x Plasma Dual Heavy Cannons MK XII CrtDx2 CrtH
The romulan DHCs are to give me the disruptor proc. The regular plasma are for higher base damage and the CrtH modifier. Now, you may ask: Why the experimental beam? Easy, when it fires normally, it has no energy drain which means that my dhcs will fire off with max and near max power when cycling. It has a greater firing arc than dual beams so I can tag a BO from anywhere in a 250 degree arc. It is CrtH x3, has disruptor proc and 2.5% chance to add 137.6 dmg per sec plasma burn.
Rear:
Romulan Plasma Turret Mk XII Accx2 (again, disruptor proc)
Romulan Hyper-Plasma Torpedo Launcher
You might say, well you're losing front facing dps for using the torp in the back. I would point you to the description of Hyperflux: "Decreases damage resistance for 10 secs". The 2 piece set bonus provides +7.6% plasma damage (yes this boost the DHCs and beam damage)
My tac consoles are simply 5 x Plasma infuser arrays MK XII very rare.
Science consoles are: 2x Science emitter array MK XI [-th] [pla] (additional 9% plasma damage per console)
Engineering: Tachyokinetic converter, Zero point energy console, Universal assimlated module.
Dual batteries: Weapons and Aux + Shields and Aux
Deflector/Shield/Engine: You can run pretty much whatever you want here for a tank. Currently I am experimenting with Omega MX II to see if Tet Glyder and Gravitic anchor are helping me or hindering me. Have to parse more to see.
Now, we have to look at bridge officers:
Tacticals: 3x Very Rare Romulan Male Tactical officers: Superiror Romulan Operative
Engineering: Saurian (efficient)
Science: Saurian (efficient)
Abilities:
Tac Team I, CRF I, APO I, APO III
HY I, CRF I, Tac Team III
Beam Overload I, Beam Overload II
Emergency power to weapons I
Tractor Beam I, Hazard emitters II
Duty Officers:
Use whatever you want here, but since I use dual batteries, I am using an exocomp + whatever others I feel like at the moment.
So, you might say, most shields used in PVP have an innate plasma damage reduction. You would be correct. The reduction can be anywhere from 15% up to 35% depending on what you are using. That's all well and good. The nice thing is that, you can pump plasma's damage well above that of any other damage type. 2 consoles (emitter arrays) + romulan 2 piece bonus negate 26.9% of those resistances. Hyperflux tests show that the resistance decreases are crit based with my base resistance decrease of 49.3% to plasma, 11.7% to all other energy resistances and 17.1% to kinetic. With critcal on hyperflux: resistance decrease of 84.9% to plasma, 21.5% to all other energy resistances and 24.7% to kinetic.
I can instapop Oddys with upwards of 14k shields and 74k hull, escorts generally do not survive the alpha strike. In PVE I have gotten some pretty insane numbers. Upwards of 34-74k criticals with CRF I, 40-60k criticals with BO I and BO II. 2000+ plasma burn per second on hyperflux.
[Combat (Self)] Your Romulan Plasma Array - Overload I deals 41136 (12281) Plasma Damage to Tactical Cube.
[Combat (Self)] Your Dual Heavy Romulan Plasma Cannons - Rapid Fire I dealt 37439 (11142) damage(Critical) to Assimilated Carrier.
[Combat (Self)] Your Romulan Plasma Hull Melt deals 25872 (7169) Plasma Damage(Critical) to Assimilated Carrier.
Parse results, from other players, have shown an average of about 20-50% higher dps and damage dealt than the 2nd highest dmg dealer usually.
The DHCs have base:
1522-1529 (romulan vs regular) dps in space pre buff.
2530-2541 With Tac team, APO III and CRF I.
4829-4870 With alpha strike abilities
counting all weapons, on a real alpha strike, I get upwards of 23,000 - 31,000 dps for the first 10 seconds of firing. Then drops to about 16000-18000 with regular firing cycles and buffs. These are non critical values. I have a CrtH of 16.9% and a CrtD of 131.8% without attack pattern alpha. With APA III, 21.7% CrtH, 177.3% CrtD.
I will run some of my own parsers again to see if the number jive, I haven't personally run them since switching to the Kumari. Will post in a few days with some results from STFs and whatnot. :rolleyes:
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
Edit: I have done 10K on Kang duty before over the entire STF and 10K against the first Terradome ship (whole battle or most of it). Well actually maybe trike mines will up that a little bit and max dps in PvP depends on what ship, what person (and their mood) so does not matter (oh and of course your ship and your mood).
Right, the resist penalty is for hull with a DOT. But If I drop your plasma resist by 89%..... you get the picture.
I do; Hyperflux is broken.
it only lasts 10 seconds. is FOMM broken for doing the same thing?
i consider a successful alpha strike complete if i didn't need more then a single firing cycle :P
I wouldn't know what to do for that extra four seconds. Maybe I could knit a sweater?
How about a nice Argyle?
http://www.albinoblacksheep.com/flash/plaid