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9k DPS Assault Cruiser Refit Aux2Batt PVE build & ISE in 6m 30s

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    ferdzso0ferdzso0 Member Posts: 0 Arc User
    edited February 2013
    This guy post an informative video to help people and all you can bring to the table is it wasn't him it was the tacs around him there's a reason you've got that hunk of uselessness as your avatar picture

    well, if you cannot realize how much such a team setup would affect the DPS of one person, then you are in error too.

    the build is good, but pointing out that it might not be as good as it is presented, is just a warning for those, who think this build will do miracles

    10k DPS Vesta threads: 1; 2
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    mustafatennickmustafatennick Member Posts: 868 Arc User
    edited February 2013
    ferdzso0 wrote: »
    well, if you cannot realize how much such a team setup would affect the DPS of one person, then you are in error too.

    the build is good, but pointing out that it might not be as good as it is presented, is just a warning for those, who think this build will do miracles

    Of course I can realise but sounded more like a shoot down to me
    ----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====---- :cool:
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    dome7dome7 Member Posts: 0 Arc User
    edited February 2013
    Hi,

    Nice vid, nice work. :)

    I had a 7k dps Ody but i had to try this Technician Doff trick. :) The Ody made 8k dps on the first run. But wanted to buy the Fleet Advanced Heavy Cruiser Retrofit (Excelsior) so i made the purchase now. 8,8k dps now the max for me. Combatlog

    Equipment:
    Romulan reputation torp, Romulan repu Beam array, Cutting Beam
    5XDisruptor Beam Array [Borg] (from Season 6)

    Maco XII deflector
    Adopted Maco engine
    Adopted Maco shield

    Assimilated console, Romulan repu console

    4x green Disruptor XII tac konzol


    Doffs:
    3 Technician
    Warp Core Eng (for more energy)
    System Eng
    (thinking about trying 3 Technician+ 2 Projectile Doff)


    Boff abilities:
    Tac: TT1, T:HY2, FAW3
    Sci: HE1, TSS2
    Eng: EPtS1
    ...... EPtW1, AtBat1
    ...... ET1, AtBat1, DEM2, EWP3


    With these changes i have Eject Warp Plasma3 with about 20 sec CD. DEM2 gives 40 shield penetration, DEM3 gives 50 so its not a big difference. As i see this change could be a good thing for u too.

    I would appreciate some feed back on this from you.


    I dont know if u knew this up-to-date plugin for ACT. It is updated quite often.

    Regards,
    d
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    pottsey5gpottsey5g Member Posts: 4,177 Arc User
    edited February 2013
    Of course I can realise but sounded more like a shoot down to me
    If that was directed at me I did not mean it as a shoot down. It was more what am I doing wrong as I cannot get the same DPS out of his setup. The only thing I can think off is the team mates as my test was solo dps. Going to spend the next few hours testing to see where I am going wrong.
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    sp3kysp3ky Member Posts: 0 Arc User
    edited February 2013
    dome7 wrote: »
    DEM2 gives 40 shield penetration, DEM3 gives 50 so its not a big difference. As i see this change could be a good thing for u too.

    I would appreciate some feed back on this from you.


    I dont know if u knew this up-to-date plugin for ACT. It is updated quite often.

    Regards,
    d
    I'll give DEM2 a go i'm mainly using it for the doff buff (8 sec nadion inversion), an EWP or similar could work better. I'll also try running a warp core eng. I'll also be trying torp HY as i'm now using the rommie torp and spread isn't really useful. Also I was using that plugin prior to the one i'm currently using, i'll have to try it out again now that I know more about parsing.

    As for the guys putting the parse down to running with tacs, check out the update video in the OP- I got 9.3k in an ISE with 3 engineers and barely any APB on enemies. I've also since broke 10k with the rommie torp in an ISE with a sci+3eng+tac so it's not the team composition though running with fleeties definitely helps overall.
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    pottsey5gpottsey5g Member Posts: 4,177 Arc User
    edited February 2013
    This is just not working for me 3.5k dps solo. I only made a few minor changes to your build; EPtS1 was swapped for power to engines. Purple Energy weapons officer doff swapped for 10% damage space borg. Nadeon console instead of your gas console and one of the tanking slots swapped for Rule 62 console. I do not see why any of that would give me more than x3 less dps.

    EDIT: 4k dps after another run.
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    bi9tbi9t Member Posts: 0 Arc User
    edited February 2013
    sp3ky wrote: »
    I'll give DEM2 a go i'm mainly using it for the doff buff (8 sec nadion inversion), an EWP or similar could work better. I'll also try running a warp core eng. I'll also be trying torp HY as i'm now using the rommie torp and spread isn't really useful. Also I was using that plugin prior to the one i'm currently using, i'll have to try it out again now that I know more about parsing.

    As for the guys putting the parse down to running with tacs, check out the update video in the OP- I got 9.3k in an ISE with 3 engineers and barely any APB on enemies. I've also since broke 10k with the rommie torp in an ISE with a sci+3eng+tac so it's not the team composition though running with fleeties definitely helps overall.


    Its hard to tell, but looks like there is up to 4 APB stacks at times on the targets. Looks like 2 different APB's then they get double stacked. This would account for the discrepancy of other people trying your build to lesser a success. Doesnt take away from the uses for an Aux2Bat build, but does put it into more realistic terms for others.
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    dome7dome7 Member Posts: 0 Arc User
    edited February 2013
    I understand your opinion guys about stacking APB but seriously which tac-escort goes alone to an eliteSTF? I have a 11k-13.5k dps tac who tank quite good for a while but needs some heal/help after or dies/have to run. If your APB gives to the cruisers bigger dps what gives the cruiser's hull heal/shield heal/agro taking to you escorts?

    @pottsey5g: Pls do a full EliteISE run and check your dps there (entire run). As I see everyone does this for a better comparison.
    Also I dont know are u using the spacebar keybind? On the first video sp3ky mentions it too. For me there is 11 skill on my spacebar so I always have 6-7 buff on my ship and u should be the best piano player to do that with pressing numbers.
    Also are u go close enough to ur enemies? if i wasn't wrong our energy weapons does the bigest damage from 2-2.5km.

    d
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    disposeableh3r0disposeableh3r0 Member Posts: 1,927 Arc User
    edited February 2013
    Actualy of you want more realistic comparisons you need to test in a more controlled situation.

    I recomend running the starbase 234 mission in the tau dewa sector, gives you the same enemies each time and there are no friendly npc ships to mess anything up.

    The numbers will be lower but you will get a better comparisson since the only variable is you.
    As a time traveller, Am I supposed to pack underwear or underwhen?

    Not everything you see on the internet is true - Abraham Lincoln

    Occidere populo et effercio confractus
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    darthlonestarrdarthlonestarr Member Posts: 161 Arc User
    edited February 2013
    This is a very interesting trick. I tried it on my Jem-Naught last night and really liked the effectiveness. Using my universal LT as an extra Eng spot made it doable. I can still can use FAW 3, and AP-B 3 with all the pets making it a very nasty triangle of death.

    Thanks for all the tips in this thread, its nice to see all the builds I might not have thought of.

    When running 2 versions of Aux2Batt, do I need to keep my AUX high or can I keep it medium or low for this to work? Does level even matter?
    [SIGPIC][/SIGPIC]
    Unrepentant; the pants optional fleet.
    Support Flagship PVP and Target Marking
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    dome7dome7 Member Posts: 0 Arc User
    edited February 2013
    You dont have to keep Aux power high. With higher Aux the AuxToBat gives more power to the other systems.
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    unheard1978unheard1978 Member Posts: 132 Arc User
    edited February 2013
    Using sp3ky skill plan build as a base and with the help of Folcwin's Starship Skill Point Effects Table
    http://home.comcast.net/~amicus/Skill%20Point%20Effects.htm

    and Lord Havelock's Ship Power Guide and Calculator.

    http://sto-forum.perfectworld.com/showthread.php?t=532731


    I optimize power and skills so you can get the best out of the ship for this build.
    please tell me what you think of my build

    http://www.stoacademy.com/tools/skillplanner/?build=winchesteng_993
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    nithanathnithanath Member Posts: 0 Arc User
    edited February 2013
    I tried (most of) sp3ky's aux2bat build with my engi toon and it works very good. Before that I didn't like flying cruisers very much. That has changed now, thanks.

    Since my toon is a Liberated Borg I have always been using plasma weapons, therefore I equipped 5x Romulan Plasma Beam Arrays, the Experimantal Romulan Plasma Beam Array (no energy drain) and the KCB. Downside: the beam arrays are very expensive.

    The 3 piece set bonus of the Romulan Singularity Harness set gives you Plasma Hyperflux (a kind of a BO + very nice DoT, no power drain). However, to get the bonus you also have to equip the Romulan Plasma Torpedo, which is not that useful when broadsiding. I'm not sure if the (otherwise very nice) Plasma Hyperflux is worth it.

    I fly a Rear Admiral Assault Cruiser which has a Lt. Cmdr. Engineer boff slot instead of a tactical one so i have EP2S 3 and EP2E 1 there (maybe I will swap that out for EP2W 1).

    Tactical: TT 1, BO 2, FAW 1.

    I'd like to try the Assault Cruiser Refit to get APB too, but (that may sound childish) I do not want to buy ZEN at the moment with all the bugs and recent stupid changes to the game.

    Adapted MACO Engines and Shields, Borg Deflector (for the Structural Integrity).
    3x Purple MK XI Plasma consoles.

    I also have the Mirror Universe Assault Cruiser which has 200 more crew, but it's downright ugly.

    Instead of the Tachyokinetic Converter (again, not buying ZEN) i use a normal purple RCS Console MK XI. I still have to get used to the slow turning rate which makes it difficult to always get as near to the enemies as possible to do optimal damage.

    I had to sacrifice some offensive skill points to other skills I need to make the toon more versatile.

    I don't to 9k damage with this setup, but i always manage to do around 6k in ISE with normal play style and only shooting useful targets (best was 7k). Still very satisfying.
    [SIGPIC][/SIGPIC]
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    ferdzso0ferdzso0 Member Posts: 0 Arc User
    edited March 2013
    so what is the dead topic rule. you have to repost after one month or whatever? well, boy do I keep this topic alive at the right moment? :D

    just wanted to note, that I made a build for my vesta from yours, OP (it was more of an inspiration, that you proved it could be done, so I obviously had to do it). I kinda mentioned it in there, and I will here, just so it is written :)

    another 10k dps vesta

    also what I have been testing connected to this build, is the support cruiser. imo for that purpose you use it, the fleet support cruiser would do it best, I have found it to be a brilliant thing :)

    10k DPS Vesta threads: 1; 2
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    arcademasterarcademaster Member Posts: 0 Arc User
    edited March 2013
    I have been tinkering with my Assault Cruiser with lot's of inspirations from this thread and it was a ton of fun, so first of all thanks for that.

    Now I have finally implemented the build from this thread (without HyperFlux torp and Exp. beam, still working on the Rep) but I'm having very strange power issues. So currently I'm using 6 beams + KCB + Torp.

    If I use a dragon flagship style build (EPtX cycling) my weapon power almost never drops below 100.

    If I use Aux2Bat style build, it goes as low as the 60s all the time when I'm not having the DEM doff active. I don't understand why because gear wise I did not change a single thing, and Aux2Bat should boost my weapon power just as much as EPtW.

    What is happening?

    Disclaimer: I'm STILL getting a ~500 DPS increase with the Aux2Bat build, I'm guessing from the much higher uptime on APB and FaW. If the power issues were gone it should be much higher though I think.
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    unheard1978unheard1978 Member Posts: 132 Arc User
    edited March 2013
    i just read this on aux2bat builds
    thecipher wrote: »
    Please don't listen to the person above me. I run two tanking builds myself (on two different characters) and have been pretty successful with it so far. If you want to tank, you have two ways of going about it:

    The traditional way is to stack threat control, resistances, and then have at least 2 x EPtS and Aux2SIF running, along with as many other healing abilities as you can.

    However, what it looks like you're doing is you're trying for an Aux2Bat build. When doing so, you need to keep a few things in mind:

    1: The vast majority of your healing is going to come from the 2-piece borg set bonus. More specifically, you need the borg deflector and engines. Doesn't matter which Mk, you're in it for the set bonus, and the actual stats on the items change very little from Mk X to Mk XII.

    2: You need as strong of a shield as you can get... as long as it's NOT Adapted MACO. The placate proc effect on that shield will drop you to the bottom of an aggro list faster than you can blink, no matter how much threat you're doing. Go with regular MACO or fleet shields if you can get them.

    3: You need to have 3 blue technicians. Purple if you can get it, for getting as much cooldown as possible.

    4: If you have access to the +threat consoles from the fleet embassy, you don't need to spec into threat control at all - Those points can be spent on making your ship tougher, hitting harder, etc. If you don't have access, then 3 or 6 ranks in threat control should suffice. The bonus resistance from this skill is really not worth mentioning, and not necessary.

    5: Drop the torpedo spread in favor of Attack Pattern Delta. It is a good debuff that also adds threat. Combine it with the duty officer that boosts the threat output, and you have a solid way of getting aggro back, should you lose it.

    6: Drop Engineering Team - it will interfere with Tactical Team which should take precedence here. Remember, you won't have much active healing, but you will be getting plenty of passive healing from your borg 2-piece set. Instead of Engineering Team, I would pick up Eject Warp Plasma. It won't do any extra damage or anything, but it's a good situational crowd control skill to have, especially as a tank if your targets are running away from you.

    7: Carry engine batteries. You can't tank if you can't get to the target fast enough. Drop the shield batteries in favor of these.

    8: Get the subspace field modulator, which is an episode reward. It will boost your resistances for when you need it. Drop the weapon batteries in favor of this. You really shouldn't need them as an engineer running aux2bat.

    9: Have human bridge officers. Their passive hull heal bonus from Leadership is invaluable on a tanking build like this.

    10: If you can afford it, get the duty officer that affects Directed Energy Modulation. He will make it so that you get weapon energy drain resistance while DEM is active, which in turn will help keep your power levels high.

    11: Consider getting polarize hull instead of Transfer Shield Strength. TSS won't do much with no aux power, and polarize hull will let you keep moving (which you need to be) and thus help you keep your defense bonus up. This is an optional though, and won't make or break your build.

    12: Consider replacing EPtW with EPtAux instead. You can rotate two EP powers, and the extra boost to aux power will help your overall power levels if you follow up with Aux2Bat. Again, not build breaking if you don't, but I would recommend it.


    so should we change the shields and apbeta to apdelta ? if so please can any one tell me what to.

    p.s would elite covariant with adapt mod and 1pc maco/omega work ?
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    sohtohsohtoh Member Posts: 620 Arc User
    edited March 2013
    As far as I know, Attack Pattern Delta does not add any Threat Generation unless you have the DOffs for it.
    "I'm not big on telepaths myself. I'm not big on guns either. But if everyone else has them, I want to make sure I can get my hands on the biggest one I can."
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    dragonsbitedragonsbite Member Posts: 530 Arc User
    edited April 2013
    I have been tinkering with my Assault Cruiser with lot's of inspirations from this thread and it was a ton of fun, so first of all thanks for that.

    Now I have finally implemented the build from this thread (without HyperFlux torp and Exp. beam, still working on the Rep) but I'm having very strange power issues. So currently I'm using 6 beams + KCB + Torp.

    If I use a dragon flagship style build (EPtX cycling) my weapon power almost never drops below 100.

    If I use Aux2Bat style build, it goes as low as the 60s all the time when I'm not having the DEM doff active. I don't understand why because gear wise I did not change a single thing, and Aux2Bat should boost my weapon power just as much as EPtW.

    What is happening?

    Disclaimer: I'm STILL getting a ~500 DPS increase with the Aux2Bat build, I'm guessing from the much higher uptime on APB and FaW. If the power issues were gone it should be much higher though I think.

    I noticed the exact same issues. So I did a few tests. Let me try to explain it. When you use Fire at Will whether zero beams or all beams are hitting anything it uses the combined power of all active beams that use FAW and power. You can test this by getting into combat, killing something, then try FAW when no enemies are around.

    So at 125 weapon power it looks like this for min weapon power with FAW active;

    8 beams=63 weapon power min
    6 beams=71 weapon power min

    Give or take a few power as we're all geared and specced differently.

    Now let's say you use a Aux2Batt build. Aux2Batt must be used along with FAW. If not you'll see the above numbers. If you do use FAW together with Aux2Batt you should see numbers close to as below.

    8 beams=68 weapon power min
    6 beams=80 weapon power min

    If you try Emergency Power to Aux+FAW+Aux2Batt it should be as below.

    8 beams=82 weapon power min
    6 beams=95 weapon power min

    Power should fluctuate between 100-125 with 6 beams.

    However if you instead use Emergency Power to Weapons you see numbers as below. And a disclaimer. I wasn't expecting to write this post. So don't rely on the accuracy. I was just testing a few things out. The above and below may need to be flip flopped.

    EP2W+FAW

    8 beams=74 weapon power min
    6 beams=86 weapon power min

    EP2W+FAW+Aux2Batt. With the last 2 being closely used together.

    8 beams=90 weapon power min
    6 beams=105 weapon power min

    With the last weapon power fluctuates between 120-125 with 6 beams. And only really hits 90 when Aux2Batt expires and just for a split second.

    And my apologies I didn't keep very good notes. So numbers may be a bit off here. But it should give you an idea of which works best and the proper order. Oddly I did see a low of 63 weapon power for Sp3ky. Not really sure what happened there as he's using 6 beams that use weapon power. So please test for yourself and see what results you get.

    OK that may be a bit difficult to test now because of the following change.

    Updated Fire at Will:
    Beam: Fire at Will is now capable of benefiting from weapon modifiers such as [Acc], [CrtH], etc.
    The energy drain inflicted by Fire at Will activation now only happens if you are actually able to fire upon an enemy.

    I do like this change as the power reduction looks to be fixed to use weapon power for each weapon that's actually able to hit a target , ie in the weapons target arc and in range. At least I hope that's what it means.

    Also this is nice.

    Emergency Power to Weapons will now grant the appropriate amount of bonus damage.
    This change will increase the damage bonus provided by this ability.

    I'm curious if the actual bonus damage that the tooltip shows wasn't working or if they're talking about the bonus damage via the extra weapon power. It's probably the former.


    Now not to nitpick peoples skillz. But i'd make a few suggestions to the Op. Only put 6 points into Warp Core efficiency and warp core potential. From 6 to 9 is only a 1 power increase to Aux and Engines, assuming both at 25 setting. It takes 5 points in Aux to get 2 weapon power when using Aux2Batt. Instead put 6 points into Aux. Or let's say you only put 3 points into Aux. Aux would increase by approx. 5. This is 3 more Aux power than the other way. Which means Aux2Batt would increase weapon power by an additional 2 weapon power. And with the change and or fix to EP2W it's really a no brainer.

    Previously from my experience for single target I got better results NOT using FAW. Not using FAW I was hitting and critting a lot harder. I was getting non crits for over 2k for example. Using FAW was making it hit a bit faster but damage was reduced. But with the change and or fix to FAW I believe FAW will now out perform not using it on single targets now. Can't wait to try this one out.

    -UPDATE- I'd say we're getting the bonus damage from EP2W now. Been testing a little bit since the patch and i'm still on the fence as to using FAW on single targets or not. Not using FAW i managed a non crit for 3,032 with my fleet plasma beam mk xii [dmg]x2 [acc]x2. EPS was active, as was APB1, TacTeam1, EP2W3 and Aux2Batt1. This was on a foundry mission with no friendlies. I don't have the DEM doff so I use EP2W3 instead of 1 for now.

    The change to FAW seems bugged and should be fixed in an upcoming patch. The more mobs within range the more weapon power you use. I was doing fine actually on STF's when there was 4 or less mobs within range. Wasn't until I did the Fleet defense where there was 8+ mobs within range that weapon power dropped a TRIBBLE ton and I was hitting like a wet noodle. I initially thought the mobs were using an ability to drain my weapon power. But that was not the case.
    U.S. ARMY CAVALRY SCOUT/DRAGOON DISABLED VETERAN
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    unheard1978unheard1978 Member Posts: 132 Arc User
    edited April 2013
    sp3ky wrote: »
    Correct, i'm a DPS engie :cool:

    I'll probably post an update when this build is "done". A couple of things I intend to work on/get:
    - Figure out optimal number of aux2batt
    - Downgrade FAW to II and put in APB
    - Upgrade tac consoles to mk XI purple or XII blue
    - Get a romulan tac boff
    - Get a rule 62 console / benchmark iso charge
    - Get the fleet version of regent (+1 tac console)
    - Upgrade +Threat consoles to XII
    - Possibly try rom plasma build (incl experimental beam)

    Those changes should push it past 12k easy :cool:

    after reading your thread again.
    I found this thread that may help you.

    http://sto-forum.perfectworld.com/showthread.php?t=547581
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    dragonsbitedragonsbite Member Posts: 530 Arc User
    edited April 2013
    I would like to point out that the Experimental Romulan Plasma Beam does use weapon power whether or not you are using Fire at Will or not. I did some extensive testing to verify this. So unless or until that weapon is fixed, going with that weapon combined with the Romulan Plasma Beams may not be the best option. Fleet disruptors or Fleet Antiprotons may be the better option for now.

    I initially saw this thread or another like it a couple months ago. Been planning to go this route after having read it. I'm still working on the gear and doffs. I only just recently got the Assault Cruiser Refit. I was previously using the Tac Odyssey until I thought my gear was close enough to justify using the Assault cruiser refit. The Odyssey actually works fairly well in this role. Although a slightly different boff skill layout. EP2W3 along with RSP3 and no DEM. Having done the switch to the Assault cruiser refit saw a nice increase in dps. The 180 degree quantum and the extra tac boff slot for torp spread is a very nice plus. Having DEM even without the doff is a bonus as well. While survivability should be lower I actually haven't died yet with the new ship. Being able to have APB2 and FAW2 vs 1 and 1 helped as well.

    My doff skill setup is exactly as the OP's updated layout. Well except I retained Engineering Team1 and I use EP2Shields3. I feel this helps a bit more with survivability as i'm taking less damage overall. Although at times I do feel like I need an extra hull heal. But so far it's going rather well.

    I'm still using the Jed Hadar shield and engine until I get more Omega marks. I need another Rumulan Boff which i'll get tomorrow nite. Still need the DEM doff. DPS soloing is about 8k dps vs single targets. I keep forgetting to turn on my log during STFs. But I expect it to be above that as there should be more debuffs on the mobs. That and aoe dps will help increase dps as well. I'm just happy I can do 8k dps vs single targets. I was worried it wouldn't do this well vs single targets.

    I did get 1st place doing the Crystalline entity just now. But again I forgot to turn my log on. So I've no idea how badly the others did or how well I did. My fleet tac buddy wasn't with me this time and he always beats me. But he is a tac and I would expect that from a decent player.
    U.S. ARMY CAVALRY SCOUT/DRAGOON DISABLED VETERAN
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    futurepastnowfuturepastnow Member Posts: 3,660 Arc User
    edited April 2013
    Forget the healing captain power, Aux to Battery is the real Miracle Worker.

    Here's an ISE parse from a couple of days ago. I'm an engineer captain using a Fleet Assault Cruiser. And I make no claim to this being normal- my average is around 7.5k. As with comedy, timing is important to high DPS.

    I love my technicians. Also, I use Advanced Fleet Phaser Arrays, so :P
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    ferdzso0ferdzso0 Member Posts: 0 Arc User
    edited April 2013
    I would like to point out that the Experimental Romulan Plasma Beam does use weapon power whether or not you are using Fire at Will or not.

    last time I tested (before they broke faw and fixed it again) faw and normal use did not use weap power with experimental beam (with bo it did). dunno if they messed it up with the faw fix since then

    10k DPS Vesta threads: 1; 2
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    mn03mn03 Member Posts: 0 Arc User
    edited April 2013
    ferdzso0 wrote: »
    last time I tested (before they broke faw and fixed it again) faw and normal use did not use weap power with experimental beam (with bo it did). dunno if they messed it up with the faw fix since then

    I just tested it and can confirm it still uses no weapon power.
    Join date: 5 Feb 2010
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    vesolcvesolc Member Posts: 244 Arc User
    edited April 2013
    aux2bat is nice :D ISE
    fleetassault
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    dragonsbitedragonsbite Member Posts: 530 Arc User
    edited April 2013
    mn03 wrote: »
    I just tested it and can confirm it still uses no weapon power.

    Your testing methodology is probably flawed. I tested it thoroughly and it does use weapon power. Try 8 beams, 4 beams and 2 beams and duel someone as I did. Watch your power levels. Swap out the Experimental For another beam and repeat the test. Look for the lowest weapon power. It'll be the exact same. Set weapon power at 70. Take off or swap out any gear that may skew the results due to a proc increasing power levels. Remove doffs if they effect power levels. Don't use ep2w, etc, etc. Don't let anything affect the results.

    Also you may want to check my post in the Fire at Will is broken thread. I've discovered several issues. http://sto-forum.perfectworld.com/showthread.php?p=9269081#post9269081

    I will recap my findings so far.

    Experimental Romulan Plasma Beam Array IS using weapon power for Fire at Will AND normal firing.
    Experimental Romulan Plasma Beam Array is hitting twice for physical damage 0 for each Fire at Will hit
    Experimental Romulan Plasma Beam Array is not reporting tooltip damage values for Fire at Will I, II or III
    All Beams are NOT including the [dmg] modifier during Fire at Will (may be a tooltip error, please fix as it's confusing)
    Confirm beams are including the acc, crit and crit sev modifiers during a Fire at Will. (I have not confirmed this)

    It looks like weapons with [Dmg] modifiers and perhaps passives as well are not being included in Fire at Will. Using a Beam Array with no [Dmg] modifier shows FAW 1, 2 and 3 doing the same damage as a [Dmg], Dmg]x2 and [Dmg]x3 weapons. This means you'd be better off not using weapons with [Dmg] modifiers and instead use non fleet weapons with Accuracy, Crit, Crit Severity or a combination of the 3.

    All of this is covered in the thread I linked.


    I'm trying Fire at Will III now which changes Attack pattern beta from II to I. Surprisingly you can trade your Romulan Tactical Boff as you can any boff, which I did. I didn't think this would work. I had a Tac train him FAWIII and had him trade him back. Oddly though the portrait graphics for him is now messed up, paperdoll and on the toolbar station. My other Romulan Boff graphics are fine.

    I'm also going back to EP2WIII as I still don't have the DEM doff. I did seem to get better results doing that. Oh I use a purple Warp Core Engineer doff as well for the +25 power to all systems. I'm not really seeing much of a difference yet between any. Although my highest dps did come with no DEM and using EP2WIII. But not nearly enough samples to confirm what averages the best.

    So far all of these are getting pretty close to the same results.

    FAW2, APB2, EP2W3, no DEM
    FAW2, APB2, EPW1, DEM3
    FAW3, APB1, EP2W3, no DEM
    FAW3, APB1, EP2W1, DEM3

    If I had the DEM doff without question using DEM3 would be the best. The only question left is do you use APB1 with FAW3 or APB2 with FAW2. All of these could do slightly over 9k dps soloing a foundry mission. So far i'm not really seeing any great numbers in STFs. It's fairly disheartening when a tac escort does double your dps in an STF.

    Also single target vs multiple target there is no difference in dps by using Fire at Will. The only increase came from using Torpedo spread vs multiple targets via the 180 degree quantum. As I would like to increase my single target and multiple target dps I may go back to using 2 torps and 2 purple projectile doffs. Or at least test it a bit.

    I found what was causing my FAW and non FAW hits for over 3k and crits for over 6k. Apparently it was the 3 piece bonus from Romulan Singularity Harness. When you use the 2 minute ability it increases damage for all your beams and the cutting beam as well. Seems to increase damage by a bit over 50%. It effected my fleet Plasma beams as well and works for FAW and normal hits. Sadly this was a dps loss as the cooldown is to long and missing 1 beam caused my average dps to suffer.
    U.S. ARMY CAVALRY SCOUT/DRAGOON DISABLED VETERAN
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    dragonsbitedragonsbite Member Posts: 530 Arc User
    edited April 2013
    I upgraded to the Fleet Assault Cruiser refit. I was finally able to consistently do just over 9k dps soloing. I then swapped out the 180 degree Quantum torp. This got me a high of 11,044 dps soloing. I never got over 10k dps before and yet 2 of my last 4 parses exceeded that. Again my testing ground is fed farm 102 acd, a foundry mission. It's the best gauge I have or have found for solo testing. Especially with a dps meter to verify all results, average hit, crit, crit sev, etc. Swapping out the fleet plasma for purple mk xii [CrtD]x3 was quite an improvement. As was switching to Romulan beam arrays. Below is what I was using for my best results so far.

    Weapons layout

    Fore
    Romulan Plasma Array X 3, Experimental Romulan Plasma Array

    Aft
    Plasma Array MK XII [CrtD]x3 X 2, Advanced Fleet Plasma Array [Dmg]x2 [Acc]x2, Cutting Beam

    APB2, FAW2, EP2W1, TT1

    Doffs were Techsx3, DEM doff, Exocomp

    FYI I increased battery skill to 99 so that weapon power stayed at +75 for 20 seconds instead of 10 when using a weapons battery. The exocomp doff's 10% bonus damage also increased to 20 seconds while using a weapons battery). I didn't really have the points for this before. But with dropping my torpedo I then was able to.

    I have 3 more weapons to switch out as I want to end up with 1 experimental and 6 romulan beam arrays. Don't use the fleet weapons for now. However if they ever fix the [dmg], [CrtH] and [acc] modifiers to work with FAW it'll be best going all elite fleet disruptors imo. But until then going all Romulan weapons is best. The results just keep getting better and better. I was just barely able to do 8k dps previously and it's gone up quite nicely since then.

    I only have 1 problem now. I now have a Tac ensign and really no ability to use. Sad he's just sitting there and doing nothing. Oh well at least I get his 2% crit and 5% crit severity. I may try a FAW 1. But I don't really see as that would help as it'll delay FAW 2 usage by 10 seconds. I guess it's worth a few test runs. Currently have a 2nd tac team. But I prefer FAW 2, TacTeam1, APB2, Aux2bat, etc, etc to all be in sync to maximize FAW 2's damage.
    U.S. ARMY CAVALRY SCOUT/DRAGOON DISABLED VETERAN
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    raj011raj011 Member Posts: 987 Arc User
    edited April 2013
    Can you do more damage if you use the original weapons console layout? What I mean is the 4x beams and 4x torpedoes layout? Will this also reduce the amount of power being used for the beams?
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    dragonsbitedragonsbite Member Posts: 530 Arc User
    edited May 2013
    Original? Not sure what you mean. And 4x beams would be a reduction in weapon power use yes. And you could do 4 torps. But if you did you wouldn't really be following the point of this thread imo.

    I updated my ship if anyone wishes to check it out. http://skillplanner.stoacademy.com/?build=triggersbeamboat_2920

    10,591dps during an STF. Finally turned on the combat log during a run. Everything is as the link above except i'm still short 1 Romulan beam array. And I don't have the Maco engine yet.

    Ok added another Rom beam and got 10,641dps. Not much of an improvement. But it was just 1 run. Max crit for Rom beams during normal firing was 7437.

    I may try swapping out the cutting beam for another Rom beam. Math says it should be an increase of 550dps. But loosing the 2 piece bonus will probably end up being a loss. It's worth a try I figure. I did a quick farming run and it was an increase. Did an STF and got 10.5k dps. So same results. So i'll go ahead and buy another Rom beam for more disruptor proc uptime and test again.
    U.S. ARMY CAVALRY SCOUT/DRAGOON DISABLED VETERAN
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    dragonsbitedragonsbite Member Posts: 530 Arc User
    edited May 2013
    They fixed the Experimental Romulan plasma beam to not use weapon power when using Fire at Will on Tribble. However my testing shows that it is still using weapon power during a FAW. Also apparently some procs were not working when using FAW. I wasn't sure what they meant by this. So I tested my 7 Rom beams. Fire dot damage went from under 100dps to over 400dps. With 461dps as my high. So we just gained 300+ dps if you're using Rom beams or Plasma beams. So atm it looks like Romulan beams are best in slot. Well at least until they fix the [dmg] and [acc] modifiers and they haven't yet. If you were on the fence about buying the Rom beams this should convince you now. Oh wait it was a bug. 1/2 the fire dot damage was to self. This has since been corrected. Have not tested fire dot damage after the latest fix.
    U.S. ARMY CAVALRY SCOUT/DRAGOON DISABLED VETERAN
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    pointedearspointedears Member Posts: 0 Arc User
    edited May 2013
    sp3ky wrote: »
    Update
    Update video here: http://www.youtube.com/watch?v=68_UjyPLNLI
    I made a few changes based on feedback in this thread and managed 9.3k dps in an ISE with 3 engineers (We cleared it in 5m20s). Summary of changes:
    - Moved APB up to Lt. Commander and FAW to Commander
    - Replaced emergency to auxiliary with emergency to weapons
    - Replaced engineering team with Auxiliary to SIF

    Original post
    http://www.youtube.com/watch?v=YcP7WbjoPew

    another reason why the devs need to look at aux to batt exploiting whilst players who actually try and build a setup without using exploits get nerfed and punished all the time :rolleyes:

    Anyways nice job none the less, don't get me wrong, nothing towards OP, just fed up of the biggest exploit in game always being overlooked
    [SIGPIC][/SIGPIC]
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