Captain: Tactical Flying a Tier 4 Fleet Advanced Escort
Gear
Fore Guns: Ad Fleet DHC mk xii [acc]x2 [dmg]x2 {X4}
Defector: ?
Engine: Elite fleet mk xii [spd] x1 [turn]x2 {pwr}
Shield: Elite fleet adaptive covariant mk xii capx2 res Adapt
rear: Ad fleet turrts mk xii [acc]x2 [dmg]x2 {X2} Cutting Beam
Engineering consoles: Tachyokinetic converter assimilated module
Science: Field Gen MK xii very rare X2 Zero point Energy conduit
Tactical: Phaser Relay mk xii very rare X5
Skills
Starship Attack Patterns = MAX
Starship weapons training = MAX
Driver coil = MAX
Starship Hull repair = MAX
Starship Shield Emitters = MAX
Starship Energy Weapons = MAX
Structural Integrity = MAX
Ship Warp Cor effciency = MAX
Ship Shield Systems = MAX
Maneuvare= MAX
Targeting = MAX
Impules thrusters = MAX
Warp Core Poetential = MAX
Engine Performance = MAX
Hull plating = MAX
Shield Performance = MAX
Energy Weapon Specaialzation = MAX
Starshp Weapon Performance = MAX
power insultors = 1
Elector plama = 3
a few points in dampers, decompiler, flow caps, subsystem repair as well as graviton & particle gens will help more than assigning points for less than .5% boosts
thx for the advice. how will dampers, decompiler, flow caps, subsystem repair as well as graviton & particle gens as an escort can you give some examples? How does this tranlate also in the terms of DPS you said .5% boost does that mean if I take 1 point out of Energy Weapon Specaialzation that my over all DPS will drop by .5%? what the math on this
thx for the advice. how will dampers, decompiler, flow caps, subsystem repair as well as graviton & particle gens as an escort can you give some examples? How does this tranlate also in the terms of DPS you said .5% boost does that mean if I take 1 point out of Energy Weapon Specaialzation that my over all DPS will drop by .5%? what the math on this
dampers help resist tractorbeams. these will hurt you, not just directly, but with the bonus acc people shooting you will get. and speed is a big part of your defence in an escort.
I run double omega patterns in cycle so tractorbeams are not really that much of a problem
flow caps boosts the proc from polarons tetryons & hybrids with those procs
also boosts the shield drain from sci abilities
I dont use any of this
decompiler will extend the active time of stuns & disables you use,
phaser proc, how long your tractor beam will last etc
I do use phasers so this may help
grav gens will increase the power of your own tractor beam, tbr force etc
I dont use tractor beam
part gens boost teh damage from fbp, & iso charge if you get it. along with vent theta/ewp, grav wells, the damage you do with tractor beam
dont think I use any of this ether even tho I dont understand all the abs.
the .5% is a guess. theres a guy in the pvp forums with a chart for all the diminishing returns, but basically, some of those maxed out skills, literally count as points spent for zero real benefit after the 6th or 7th point.
I would love to see this chart and thx for all the great feed back
APOIII, APOI, CSVI, and TTI
CRFI, TTI
TTI
ETI EPWII
You have too many XT abilities here, 3xTT1 and ET1, when you can only use 2. Now, with an all cannon build there isn't much to do with that third tac ens slot, but you can do something worthwhile with the eng one. I would say the best course is to get 2 copies of EPtS for your 2 eng slots, you really want that continuous shield resistance, or you could get 3 Damage Control Engineers so you can get close to full uptime on both EPtS1 and EPtW2 (the attack pattern doffs aren't doing anything for you anyway since you have 2 copies of APO, which puts them at the minimum cooldown for that ability). You also didn't say what your 3 sci abilities are, I'd recommend HE1, TSS2, and GW1.
I'd also say that you shouldn't run any of the power boosting skills above 6 points, the last 3 give you perhaps 1 point of power, at a cost of a fair number of skill points, so it's really not worth it.
You have too many XT abilities here, 3xTT1 and ET1, when you can only use 2. Now, with an all cannon build there isn't much to do with that third tac ens slot, but you can do something worthwhile with the eng one. I would say the best course is to get 2 copies of EPtS for your 2 eng slots, you really want that continuous shield resistance, or you could get 3 Damage Control Engineers so you can get close to full uptime on both EPtS1 and EPtW2 (the attack pattern doffs aren't doing anything for you anyway since you have 2 copies of APO, which puts them at the minimum cooldown for that ability). You also didn't say what your 3 sci abilities are, I'd recommend HE1, TSS2, and GW1.
I'd also say that you shouldn't run any of the power boosting skills above 6 points, the last 3 give you perhaps 1 point of power, at a cost of a fair number of skill points, so it's really not worth it.
above your say "I have too many xt abilities here" It appears that I can use all 4 and that by having 1 min cool down with 15 sec sub cool down that 4 @ 15 secs works perfectly to continually have TT or ET constantly going, so I dont understand what you mean by I can only use 2. I like the seggestion to change it to EPts tho but thro the logic of just needing more shield heal then hull heal. I tested the attack pattern doffs and they work fine. Are you saying that there will be a cool down advantage if I switch APOI to APDII ? Thx for pointing out the science ability blank. I was using TSSII HEI POII.
above your say "I have too many xt abilities here" It appears that I can use all 4 and that by having 1 min cool down with 15 sec sub cool down that 4 @ 15 secs works perfectly to continually have TT or ET constantly going, so I dont understand what you mean by I can only use 2. I like the seggestion to change it to EPts tho but thro the logic of just needing more shield heal then hull heal. I tested the attack pattern doffs and they work fine. Are you saying that there will be a cool down advantage if I switch APOI to APDII ? Thx for pointing out the science ability blank. I was using TSSII HEI POII.
It's not a 1 minute cooldown if you have the abilities maxed out with expertise, which you certainly should, then it's only 30 seconds. I suspect the situation with your attack patterns will be similar, APO fully trained with no doffs has a cooldown of 1 minute, with a 30 second cooldown for a second copy, and the doffs can't reduce the cooldown below that 30 second duplicate cooldown. APD is not worth using for PvE, you're much better off with APB, which has a 30 second cooldown, a 15 second duplicate cooldown, and a 15 second global cooldown with APO and APD, so depending on how powerful the doffs are you might benefit from switching to APB2 and APO3, or you might not, you can run the numbers on that.
Thx that was intrusting so with this given information how does this translate into over all dps. Meaning lets say my average dps is 1000 if I take 3 click off the top of star ship weapons specialization from 9 to 6 how do I use this chart to find my new average dps?
Thx that was intrusting so with this given information how does this translate into over all dps. Meaning lets say my average dps is 1000 if I take 3 click off the top of star ship weapons specialization from 9 to 6 how do I use this chart to find my new average dps?
You don't, because it is wrong with the weapon skills. Weapons skills have a .5 mod applied and then increase the base damage of the weapon by that percent.
For example, DHCs deal a base damage of 174 per hit. Let us say you have 99 weapons training and 99 energy weapons training or a total of 198 so with a .5 mod we go right back to 99% more base damage. Or +172 damage per volley. DHCs have a .5 second firing cycle with a 1 second cooldown or they fire a shot every 1.5 seconds giving you a DPS increase of 115 roughly.
TLDR: Each skill point of weapon training and energy weapons training increases DHC DPS by 1.15 for the gun. Keep in mind this increase is still increased by Weapon Power bonus and any activatable ability +% damage bonus such as Attack Pattern Alpha.
It's not a 1 minute cooldown if you have the abilities maxed out with expertise, which you certainly should, then it's only 30 seconds. I suspect the situation with your attack patterns will be similar, APO fully trained with no doffs has a cooldown of 1 minute, with a 30 second cooldown for a second copy, and the doffs can't reduce the cooldown below that 30 second duplicate cooldown. APD is not worth using for PvE, you're much better off with APB, which has a 30 second cooldown, a 15 second duplicate cooldown, and a 15 second global cooldown with APO and APD, so depending on how powerful the doffs are you might benefit from switching to APB2 and APO3, or you might not, you can run the numbers on that.
Thx this was very helpful. I switched the APO1 to CRF2. With the new set up I basically get a constant stream of APO3 and CRF2 every 30 seconds which is better DPS then APO3 + APO1 since APO1 has a duplicat cooldown of 30 secs making it use less when APO3 has a 30 second kewl down also.
It's not a 1 minute cooldown if you have the abilities maxed out with expertise, which you certainly should, then it's only 30 seconds. I suspect the situation with your attack patterns will be similar, APO fully trained with no doffs has a cooldown of 1 minute, with a 30 second cooldown for a second copy, and the doffs can't reduce the cooldown below that 30 second duplicate cooldown. APD is not worth using for PvE, you're much better off with APB, which has a 30 second cooldown, a 15 second duplicate cooldown, and a 15 second global cooldown with APO and APD, so depending on how powerful the doffs are you might benefit from switching to APB2 and APO3, or you might not, you can run the numbers on that.
Ya funning enuff I didn't have the skills max out in expertise. Opps after that I found that all the time was like you said and I droped the second APO
You don't, because it is wrong with the weapon skills. Weapons skills have a .5 mod applied and then increase the base damage of the weapon by that percent.
For example, DHCs deal a base damage of 174 per hit. Let us say you have 99 weapons training and 99 energy weapons training or a total of 198 so with a .5 mod we go right back to 99% more base damage. Or +172 damage per volley. DHCs have a .5 second firing cycle with a 1 second cooldown or they fire a shot every 1.5 seconds giving you a DPS increase of 115 roughly.
TLDR: Each skill point of weapon training and energy weapons training increases DHC DPS by 1.15 for the gun. Keep in mind this increase is still increased by Weapon Power bonus and any activatable ability +% damage bonus such as Attack Pattern Alpha.
thx for this. so with this in mind it worth it to me to max weapon training and Energy weapons training because I can't really see that much use in some of the other skills that people have been saying I should put some points in.
thx for this. so with this in mind it worth it to me to max weapon training and Energy weapons training because I can't really see that much use in some of the other skills that people have been saying I should put some points in.
In general for the cost of maxing out a skill tou could put 1 point in any other skill and get doubble the bonus.
So realy maxing out a skill isnt recomended.
Putting those points into something like warp core potential would give you better overall performance since all your power levels you be higher.
OR really anything in the engineering section
As a time traveller, Am I supposed to pack underwear or underwhen?
Not everything you see on the internet is true - Abraham Lincoln
Comments
http://www.stoacademy.com/tools/skillplanner/search.php
USS WARRIOR NCC 1720 Commanding Officer
Star Trek Gamers
thx for the advice. how will dampers, decompiler, flow caps, subsystem repair as well as graviton & particle gens as an escort can you give some examples? How does this tranlate also in the terms of DPS you said .5% boost does that mean if I take 1 point out of Energy Weapon Specaialzation that my over all DPS will drop by .5%? what the math on this
hmm I guess I lost him anyone else?
I would love to see this chart and thx for all the great feed back
≡/\≡
You have too many XT abilities here, 3xTT1 and ET1, when you can only use 2. Now, with an all cannon build there isn't much to do with that third tac ens slot, but you can do something worthwhile with the eng one. I would say the best course is to get 2 copies of EPtS for your 2 eng slots, you really want that continuous shield resistance, or you could get 3 Damage Control Engineers so you can get close to full uptime on both EPtS1 and EPtW2 (the attack pattern doffs aren't doing anything for you anyway since you have 2 copies of APO, which puts them at the minimum cooldown for that ability). You also didn't say what your 3 sci abilities are, I'd recommend HE1, TSS2, and GW1.
I'd also say that you shouldn't run any of the power boosting skills above 6 points, the last 3 give you perhaps 1 point of power, at a cost of a fair number of skill points, so it's really not worth it.
above your say "I have too many xt abilities here" It appears that I can use all 4 and that by having 1 min cool down with 15 sec sub cool down that 4 @ 15 secs works perfectly to continually have TT or ET constantly going, so I dont understand what you mean by I can only use 2. I like the seggestion to change it to EPts tho but thro the logic of just needing more shield heal then hull heal. I tested the attack pattern doffs and they work fine. Are you saying that there will be a cool down advantage if I switch APOI to APDII ? Thx for pointing out the science ability blank. I was using TSSII HEI POII.
It's not a 1 minute cooldown if you have the abilities maxed out with expertise, which you certainly should, then it's only 30 seconds. I suspect the situation with your attack patterns will be similar, APO fully trained with no doffs has a cooldown of 1 minute, with a 30 second cooldown for a second copy, and the doffs can't reduce the cooldown below that 30 second duplicate cooldown. APD is not worth using for PvE, you're much better off with APB, which has a 30 second cooldown, a 15 second duplicate cooldown, and a 15 second global cooldown with APO and APD, so depending on how powerful the doffs are you might benefit from switching to APB2 and APO3, or you might not, you can run the numbers on that.
Thx that was intrusting so with this given information how does this translate into over all dps. Meaning lets say my average dps is 1000 if I take 3 click off the top of star ship weapons specialization from 9 to 6 how do I use this chart to find my new average dps?
You don't, because it is wrong with the weapon skills. Weapons skills have a .5 mod applied and then increase the base damage of the weapon by that percent.
For example, DHCs deal a base damage of 174 per hit. Let us say you have 99 weapons training and 99 energy weapons training or a total of 198 so with a .5 mod we go right back to 99% more base damage. Or +172 damage per volley. DHCs have a .5 second firing cycle with a 1 second cooldown or they fire a shot every 1.5 seconds giving you a DPS increase of 115 roughly.
TLDR: Each skill point of weapon training and energy weapons training increases DHC DPS by 1.15 for the gun. Keep in mind this increase is still increased by Weapon Power bonus and any activatable ability +% damage bonus such as Attack Pattern Alpha.
Thx this was very helpful. I switched the APO1 to CRF2. With the new set up I basically get a constant stream of APO3 and CRF2 every 30 seconds which is better DPS then APO3 + APO1 since APO1 has a duplicat cooldown of 30 secs making it use less when APO3 has a 30 second kewl down also.
Ya funning enuff I didn't have the skills max out in expertise. Opps after that I found that all the time was like you said and I droped the second APO
thx for this. so with this in mind it worth it to me to max weapon training and Energy weapons training because I can't really see that much use in some of the other skills that people have been saying I should put some points in.
In general for the cost of maxing out a skill tou could put 1 point in any other skill and get doubble the bonus.
So realy maxing out a skill isnt recomended.
Putting those points into something like warp core potential would give you better overall performance since all your power levels you be higher.
OR really anything in the engineering section
Not everything you see on the internet is true - Abraham Lincoln
Occidere populo et effercio confractus
ever hear of the edit button.You are spamming in this thread.
USS WARRIOR NCC 1720 Commanding Officer
Star Trek Gamers