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Maximum DPS

empireofsteveempireofsteve Member Posts: 665 Arc User
edited March 2013 in PvP Gameplay
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
Post edited by empireofsteve on

Comments

  • mttheferengi88mttheferengi88 Member Posts: 4 Arc User
    edited March 2013
    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!!!!
  • zorena#3961 zorena Member Posts: 254 Arc User
    edited March 2013
    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".
    Noone.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited March 2013
    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
  • praxi5praxi5 Member Posts: 1,562 Arc User
    edited March 2013
    Max 'burst' damage you'll get is a Kumari using BO 3 + RF 2 + Omega 3 + Tractor Beam 1 + DEM 1 with an HYT/Spread Tric.
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited March 2013
    praxi5 wrote: »
    Max 'burst' damage you'll get is a Kumari using BO 3 + RF 2 + Omega 3 + Tractor Beam 1 + DEM 1 with an HYT/Spread Tric.

    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
    [SIGPIC][/SIGPIC]
    Dignity and an empty sack is worth the sack.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited March 2013
    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.

    That's just a curiosity thing, mind you.
  • freedumb4evafreedumb4eva Member Posts: 269
    edited March 2013
    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.
  • paradise1killerparadise1killer Member Posts: 145 Arc User
    edited March 2013
    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
  • empireofsteveempireofsteve Member Posts: 665 Arc User
    edited March 2013
    I meant DPS, as in a very high sustained level of damage on a constant basis.
    NERF CANNONS - THEY NEED A 50% NERF
    CRUISERS NEED A 206% HULL BUFF
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited March 2013
    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
  • webdeathwebdeath Member Posts: 1,570 Arc User
    edited March 2013
    Favorite Way to Spike:

    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. :D

    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
    [SIGPIC][/SIGPIC]
  • afree100afree100 Member Posts: 332 Arc User
    edited March 2013
    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
    Starfleet M.A.C.O. KDF Honor Guard
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited March 2013
    I meant DPS, as in a very high sustained level of damage on a constant basis.

    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?
  • darkfader1988darkfader1988 Member Posts: 0 Arc User
    edited March 2013
    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.
    MT - Sad Pandas
  • ferdzso0ferdzso0 Member Posts: 0 Arc User
    edited March 2013
    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

    10k DPS Vesta threads: 1; 2
  • vikingbloodedvikingblooded Member Posts: 25 Arc User
    edited March 2013
    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.

    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:
    RLTW
  • redrickyredricky Member Posts: 1,004 Arc User
    edited March 2013
    @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
  • vikingbloodedvikingblooded Member Posts: 25 Arc User
    edited March 2013
    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
    RLTW
  • afree100afree100 Member Posts: 332 Arc User
    edited March 2013
    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).
    Starfleet M.A.C.O. KDF Honor Guard
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited March 2013
    the hyperflux is just a dot and hull armor debuff like FOMM, only its not clearable by TT
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited March 2013
    Honestly An Omega torpedo energy bolt can deal a very high spike damage if coupled with Alpha strike.
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • vikingbloodedvikingblooded Member Posts: 25 Arc User
    edited March 2013
    the hyperflux is just a dot and hull armor debuff like FOMM, only its not clearable by TT

    Right, the resist penalty is for hull with a DOT. But If I drop your plasma resist by 89%..... you get the picture.
    RLTW
  • game5pockgame5pock Member Posts: 0 Arc User
    edited March 2013
    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.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited March 2013
    game5pock wrote: »
    I do; Hyperflux is broken.

    it only lasts 10 seconds. is FOMM broken for doing the same thing?
  • vikingbloodedvikingblooded Member Posts: 25 Arc User
    edited March 2013
    I only need it for the first 6 seconds. The target is generally dead by then. If it's not, i probably screwed up my alpha strike.
    RLTW
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited March 2013
    I only need it for the first 6 seconds. The target is generally dead by then. If it's not, i probably screwed up my alpha strike.

    i consider a successful alpha strike complete if i didn't need more then a single firing cycle :P
  • vikingbloodedvikingblooded Member Posts: 25 Arc User
    edited March 2013
    I agree :D
    RLTW
  • thisslerthissler Member Posts: 2,055 Arc User
    edited March 2013
    I only need it for the first 6 seconds. The target is generally dead by then. If it's not, i probably screwed up my alpha strike.

    I wouldn't know what to do for that extra four seconds. Maybe I could knit a sweater?
  • vikingbloodedvikingblooded Member Posts: 25 Arc User
    edited March 2013
    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.
    RLTW
  • thisslerthissler Member Posts: 2,055 Arc User
    edited March 2013
    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.

    How about a nice Argyle?

    http://www.albinoblacksheep.com/flash/plaid
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