I'm looking for peeps who run and have done some testing on use of multiple energy types.
Specifically I'm looking estimates of the numerical advantage offered by having multiple energy types. Are procs mutually exclusive? Is it better to run them in pairs IE Tertryon/Anti-Proton?
I'm trying to get a feel for whether its worth while consider to switch away from single energy type builds, as we start gaining access to the new Fleet Weapons Consoles.
It's generally considered daft to run skittles/rainbows. You either have to use +beam or +cannon tac consoles which have half (?) The +damage of a specific energy type console.
It isn't as bad as a lot of people think though, seeing as an xi purple energy damage console gives 28.1% extra damage based on an a Mk 0 common weapon, which is pretty much jack-stab.
You are still definitely lowering your damage output, just by not as much as a lot of people seem to think.
I can kind of see the point in it on an 8 beam cruiser, sticking 4 of disruptor and 4 of summat else (antiproton maybe?) but I wouldn't run 8 beams until the new cruiser commands get released and you can fly with 25% reduction in weapon drain.
Also, if you do try it prepare for a load of blaggy in stf's from random who blame you for missing an optional.
With BFAW doubling proc rates of weapons and the new Beam dmg consoles from the new holding, I think we are going to see a real uptake in effective Skittle boats. I could picture 2 energy types like say Phased Tetryon and Romulan Plasma/Polarized Disruptors being really good choices to combine. Add a Leech and Romulan Threat Scaling consoles and you'll get even meaner ships.
Hi, my name is: Elim Garak, Former Cardassian Oppressor
LTS, here since...when did this game launch again?
With BFAW doubling proc rates of weapons and the new Beam dmg consoles from the new holding, I think we are going to see a real uptake in effective Skittle boats. I could picture 2 energy types like say Phased Tetryon and Romulan Plasma/Polarized Disruptors being really good choices to combine. Add a Leech and Romulan Threat Scaling consoles and you'll get even meaner ships.
Geeze you Star Treck Online neards with your abbreaviations. Oh wait I'm one of those now...
Anyway I'm assuming that BFAW is Beam Fire At Will.
What are the new beam damage consoles from the new holding?
We need to track down a Dev and get their take on the math. I believe strongly the Cryptic believes multi-energy type is statistically advantageous, thus all weapon consoles being inferior to straight energy.
Beyond that energy pairings what do you like and why?
Example- I like Tetryon/Antiproton, for beating down shields and then getting more crit through.
I also like Plasma/disruptors, increased damage + dot strikes me as solid.
I'm shocked that not some fleet battle cry by now.
25% to Beam dmg with either +1.something to CrtH or 8% to CrtD, Fleet Tac consoles from the new fleet holding (come in beam, cannon, torp or mine flavors).
Hi, my name is: Elim Garak, Former Cardassian Oppressor
LTS, here since...when did this game launch again?
25% for a generic skittles setup, vs 40% for a specific one?
No brainer. You're still cutting your damage output significantly.
Edit: Trying to recall, but I think purp XII consoles are +40%
Well your wrong Purple Mk XII are 30%
In other words 4.5% more of specific energy type damage then fleet mark XII when they become available (Which are 25.5%).
So 4.5% of weapon base damage vs 1.6% crit or 8% severity. How that stacks up is currently open to debate but it won't be for much longer we will get answer one way or another.
In other words 4.5% more of specific energy type damage then fleet mark XII when they become available (Which are 25.5%).
So 4.5% of weapon base damage vs 1.6% crit or 8% severity. How that stacks up is currently open to debate but it won't be for much longer we will get answer one way or another.
Most of my fleet use either MK XI purple or MK XII blue as they are a lot cheaper but only have +28.1%
I'm trying to get a feel for whether its worth while consider to switch away from single energy type builds, as we start gaining access to the new Fleet Weapons Consoles.
Worth? Not really. At best, it allows all-beam or all-cannon build to run a special set weapon of a different energy type without penalty.
Rainbow and Skittle Boats exist purely for trolling. There is no substantive value in doing such a thing right now, and even the fleet consoles won't make it GOOD, just un-bad.
Doing so is inferior in every measurable way. It produces no advantage whatsoever.
There is none. None whatsoever.
No, but it still serves no real purpose...
Worth? Not really. At best, it allows all-beam or all-cannon build to run a special set weapon of a different energy type without penalty.
Rainbow and Skittle Boats exist purely for trolling. There is no substantive value in doing such a thing right now, and even the fleet consoles won't make it GOOD, just un-bad.
First thank you for replying
Second if procs are not mutually exclusive then it is logically impossible that there is no measurable impact upon damage output. If you pair plasma with a 10% increase to damage proc your going to get a dot that does 10% more damage. That has to be a measurable value.
Whether that value is significant enough to make up for the lose of the use pure energy is the question. Keep in mind that value of the pure energy is not that large. Have you done the math on how much damage your energy consoles actually add? That percentage is multiplied by the base damage of your weapon. That's not a huge value.
On my ship a 28.1% console translates to 122.5 damage per shot on DHC admittedly that per console per weapon. For a 25.5 it would be 110.5 So the question is will 1.6 plus to critH or 8% plus to CritD and whatever damage is generated by other energy proc greater then 12 damage lose of going from 28.1% to 25.5% The crit gain may exceeding that lose right out of the gate, but if procs are not mutually exclusive and they can be forced, then there must be some combinations of energy types that will offer a measurable damage return.
My thought right out of the gate, would be to use disruptor with Plasma, and then Anti-proton beam/deal beam in the position to take advantage of Beam Overload.
If you can get that all to go off there will be a real amount of damaged added. First from AP increase crit severity, then from a 10% increase in damage from disruptor proc and then a dot from plasma. Those values are real and a way can be found to measure it.
I would consider adding a turret or two of a different type if the procs are worth it. But not a whole skittle boat and not anything with a lower rate of fire.
Most of my fleet use either MK XI purple or MK XII blue as they are a lot cheaper but only have +28.1%
That's only a -2.6% to base damage.
I'd wager that in game there are far more people rocking Mk XI Blues - which is generally the max before the prices go crazy - so now your talking 0.7% difference per... Plus any torps/cutting beam will also get a benefit from the tac consoles.
Also gives a nice base set for testing different builds.
Ohhhhhhhh look at all the pretty colors... Multiple procs from different weapon types wouldn't help bc a proc is only as good as the next volley behind it while the target is proc'd.
Less weapon power via beam or cannon tac consoles instead of energy weapon specific means less damage and not being able to take advantage of the procs.
If you want to know about the best weapon types that have the best procs? chose a specific type and stick to it will greatly improve your play.
Plasma - multiple benefits in terms of build setups ex, sci consoles + romulan gear
Disruptor - always nice to lower resist of target to hit harder on the next volley
Antiproton - added CritD for powerful hits
Phaser - certain ships and consoles are phaser specific which means added damage from special abilities
Polaron - its nice to make your target squishier + jem'hadar set bonus
Tetryon - shield strip a bit faster + benefits from Nukara sets
Your first real point isn't strictly true. For a variety of reasons. First not all energy type bonuses are proc based (AP for example), next who says that next hit has to be yours? Most of the time you run with a team, your buddy can add to the hit just as well as you can. Next even if it was true, there are a long list of ways to ensure that your next volley does more damage then the first, See a long list of powers, BO/Directed energy +Marion/HY many others.
But I do appreciate you adding the energy abilities
The idea was to have you list your best guess at optimal pairings. But its a good start.
Comments
It isn't as bad as a lot of people think though, seeing as an xi purple energy damage console gives 28.1% extra damage based on an a Mk 0 common weapon, which is pretty much jack-stab.
You are still definitely lowering your damage output, just by not as much as a lot of people seem to think.
I can kind of see the point in it on an 8 beam cruiser, sticking 4 of disruptor and 4 of summat else (antiproton maybe?) but I wouldn't run 8 beams until the new cruiser commands get released and you can fly with 25% reduction in weapon drain.
Also, if you do try it prepare for a load of blaggy in stf's from random who blame you for missing an optional.
The stickler is that you loose chances to proc a single proc, in favor of chances to proc others.
You loose consistency but damage wise, it's no issue
My PvE/PvP hybrid skill tree
LTS, here since...when did this game launch again?
ROFL...
I made the mistake of reading this post at work and busted out laughing. People are looking at me like I'm smoking something now...
Geeze you Star Treck Online neards with your abbreaviations. Oh wait I'm one of those now...
Anyway I'm assuming that BFAW is Beam Fire At Will.
What are the new beam damage consoles from the new holding?
Beyond that energy pairings what do you like and why?
Example- I like Tetryon/Antiproton, for beating down shields and then getting more crit through.
I also like Plasma/disruptors, increased damage + dot strikes me as solid.
I'm shocked that not some fleet battle cry by now.
LTS, here since...when did this game launch again?
No brainer. You're still cutting your damage output significantly.
Edit: Trying to recall, but I think purp XII consoles are +40%
Well your wrong Purple Mk XII are 30%
In other words 4.5% more of specific energy type damage then fleet mark XII when they become available (Which are 25.5%).
So 4.5% of weapon base damage vs 1.6% crit or 8% severity. How that stacks up is currently open to debate but it won't be for much longer we will get answer one way or another.
Most of my fleet use either MK XI purple or MK XII blue as they are a lot cheaper but only have +28.1%
That's only a -2.6% to base damage.
There is none. None whatsoever.
No, but it still serves no real purpose...
Worth? Not really. At best, it allows all-beam or all-cannon build to run a special set weapon of a different energy type without penalty.
Rainbow and Skittle Boats exist purely for trolling. There is no substantive value in doing such a thing right now, and even the fleet consoles won't make it GOOD, just un-bad.
First thank you for replying
Second if procs are not mutually exclusive then it is logically impossible that there is no measurable impact upon damage output. If you pair plasma with a 10% increase to damage proc your going to get a dot that does 10% more damage. That has to be a measurable value.
Whether that value is significant enough to make up for the lose of the use pure energy is the question. Keep in mind that value of the pure energy is not that large. Have you done the math on how much damage your energy consoles actually add? That percentage is multiplied by the base damage of your weapon. That's not a huge value.
On my ship a 28.1% console translates to 122.5 damage per shot on DHC admittedly that per console per weapon. For a 25.5 it would be 110.5 So the question is will 1.6 plus to critH or 8% plus to CritD and whatever damage is generated by other energy proc greater then 12 damage lose of going from 28.1% to 25.5% The crit gain may exceeding that lose right out of the gate, but if procs are not mutually exclusive and they can be forced, then there must be some combinations of energy types that will offer a measurable damage return.
My thought right out of the gate, would be to use disruptor with Plasma, and then Anti-proton beam/deal beam in the position to take advantage of Beam Overload.
If you can get that all to go off there will be a real amount of damaged added. First from AP increase crit severity, then from a 10% increase in damage from disruptor proc and then a dot from plasma. Those values are real and a way can be found to measure it.
Or just not doing your work :P (just kidding)
I'd wager that in game there are far more people rocking Mk XI Blues - which is generally the max before the prices go crazy - so now your talking 0.7% difference per... Plus any torps/cutting beam will also get a benefit from the tac consoles.
Also gives a nice base set for testing different builds.
Your first real point isn't strictly true. For a variety of reasons. First not all energy type bonuses are proc based (AP for example), next who says that next hit has to be yours? Most of the time you run with a team, your buddy can add to the hit just as well as you can. Next even if it was true, there are a long list of ways to ensure that your next volley does more damage then the first, See a long list of powers, BO/Directed energy +Marion/HY many others.
But I do appreciate you adding the energy abilities
The idea was to have you list your best guess at optimal pairings. But its a good start.