In that case, i have absolutely no bloody idea how the numbers are being derived.
The KCB has a base DPS of 302.5. Based on a boost of 150% from weapon power, you're looking at roundabout a 50% boost from skill and gear to that.
The proton weapon on the other hand, doesn't even get the 150% boost from weapon power. It's only going up by the equivalent of 120 weapons power, with zero skill or gear bonuses.
It makes no sense.
If one assumed that it derived similar skill and gear bonuses (IE: weapon training, energy weapon training) to the KCB the proton weapon *should* be sitting at a dps of 1225 or so (DPV 765-ish) based on the shown tooltip values. But it's nowhere near that.
Hopefully Bort can pop in and shed some light on what's going on.
Could someone with the dilithium to afford the whole set confirm what happens when you cannon rapid fire in the cooldown on beam fire at will. does the weapon immediately go into the new firing mode without significant delay?
I think this weapon is meant to be used as a filler to get the set bonuses, unless it does more damage than we're seeying. If it can indeed be rear mounted i'd definitely try it at least.
well i got the 3 pieces and so now are on server doing sum combatlog pasering, the expermental weapon is out dpsing both my rear turrents combine alone, OVERALL what figures i see on my screen its does nice dps not as much as the cutting beam but still gives 2-3 turrents worth of damage alone
well i got the 3 pieces and so now are on server doing sum combatlog pasering, the expermental weapon is out dpsing both my rear turrents combine alone, OVERALL what figures i see on my screen its does nice dps not as much as the cutting beam but still gives 2-3 turrents worth of damage alone
I guess my question is, 2-3 turrets, does that equal up to a purple mk xii beam array with a single supporting console?
I mean it's a weapon, whose sole purpose is to give me damage, either spike or dps. If it's not equal to the task of a say 180 degree quantum torpedo or a beam array that has a larger arc, then what's it purpose?
Now I know the 3-piece gives us increased crit on all weapons, so we need to factor that in as well for the dps parcer. But two to three turrets doesn't exactly tell me how good it is without knowing all the factors.
Could someone with the dilithium to afford the whole set confirm what happens when you cannon rapid fire in the cooldown on beam fire at will. does the weapon immediately go into the new firing mode without significant delay?
Even more interesting: What happens if you activate both at the same time?:eek:
FKA K-Tar, grumpy Klingon/El-Aurian hybrid. Now assimilated by PWE.
Sometimes, if you want to bury the hatchet with a Klingon, it has to be in his skull. - Captain K'Tar of the USS Danu about J'mpok.
your cannons rapid fire and your beam fires randomly.
Since both cause your weapons to enter a rapid firing cycle then the only difference is multi vs single targeting.
It's about the effects on the proton weapon. With the set it's affected by all cannon and beam abilities except target subsystem. What happens with it if you have two running at the same time? Would Rapid Fire and FaW let it fire rapidly on the selected target and also randomly target things in the fire arc at the same time? Would it work with the ability that is activated first and ignore the second one? Or would the second one clear the first?
FKA K-Tar, grumpy Klingon/El-Aurian hybrid. Now assimilated by PWE.
Sometimes, if you want to bury the hatchet with a Klingon, it has to be in his skull. - Captain K'Tar of the USS Danu about J'mpok.
It's about the effects on the proton weapon. With the set it's affected by all cannon and beam abilities except target subsystem. What happens with it if you have two running at the same time? Would Rapid Fire and FaW let it fire rapidly on the selected target and also randomly target things in the fire arc at the same time? Would it work with the ability that is activated first and ignore the second one? Or would the second one clear the first?
Well like I said the only thing you would notice is if the beam started targeting randomly,both ability's apply a rapid fire state.
I would be more interested in overload and rapid fire.
As a time traveller, Am I supposed to pack underwear or underwhen?
Not everything you see on the internet is true - Abraham Lincoln
Well, don't count the proton weapon out yet.
I tested and parsed its damage over some time earlier today.
And i have to say, i hope we get more of them.
Not as set items, but as regular ones. To fill a ship with them.
Any word on why the proton weapon isn't receiving the same degree of skill and weapon power bonuses as every other existing energy weapon?
We're still investigating this claim. A quick look yesterday didn't show us any data that was out of line with any other existing energy weapon.
Mind if I ask how you're coming to the conclusion that the weapon isn't gaining proper bonuses? Are you looking at tooltip comparisons, damage parses, or what?
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
We're still investigating this claim. A quick look yesterday didn't show us any data that was out of line with any other existing energy weapon.
Mind if I ask how you're coming to the conclusion that the weapon isn't gaining proper bonuses? Are you looking at tooltip comparisons, damage parses, or what?
Tooltip comparisons mostly. Non weapon tray stats provided here simply do not jive with weapon-tray tooltips provided here based on the variables provided (125 weapons power, Amp warp core bonus x1, aux power of 54 with T4 nukara offensive passive)
If the experimental proton weapon were deriving the same benefits from weapon power and skills that the KCB does (which based on the dev blog outlining its capacities it absolutely should be) the proton weapon should be, in the gear scenario outlined by john98837, somewhere around 1220 or so DPS, not the 770ish it's apparently getting at the moment.
Maxed weapon power alone should be bringing it up to the 800 DPS range, yet it doesn't make it even that far.
Oops, accidentally conflated too feedback threads, and posted this info in another place... copy-pasting here...
We're taking a closer look at the Proton weapon now, and noticed that the tooltips are listing its energy drain incorrectly: It actually only drains -5 weapon power per firing cycle.
It's probably also worth noting that this weapon has an 8-pulse firing cycle, quite unlike any other weapon. Once per 0.5sec, for 4sec, with a 1sec recharge.
Between this firing cycle, and the recharge timer, and the lower energy drain, it's entirely possible that this weapon comes out on top even in its current state.
That said, we're also considering the possibility of 'baking in' a certain amount of bonus that would usually only be available via Tactical Consoles, since there will not be any +30% Proton Dmg consoles available at the launch of S8.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
Are the visuals done? Because if it stays that way I'm going to invest into anti-proton weapons.:D
FKA K-Tar, grumpy Klingon/El-Aurian hybrid. Now assimilated by PWE.
Sometimes, if you want to bury the hatchet with a Klingon, it has to be in his skull. - Captain K'Tar of the USS Danu about J'mpok.
Suggestion, the simplest solution would be to make it a turret.
This would be the best solution, as a turret it would be a viable weapon for Escorts, Cruisers, and Science ships. Even with a damage buff it would really only be viable for cruisers, and possibly sci ships.
Comments
Yes with AMP and T4 Nukara, T2 Omega weapons training as well. All screenshots taken with the same power level and buffs for comparison.
125/45/59/54 is the full power levels so only 1 amp on the screenshots.
The KCB has a base DPS of 302.5. Based on a boost of 150% from weapon power, you're looking at roundabout a 50% boost from skill and gear to that.
The proton weapon on the other hand, doesn't even get the 150% boost from weapon power. It's only going up by the equivalent of 120 weapons power, with zero skill or gear bonuses.
It makes no sense.
If one assumed that it derived similar skill and gear bonuses (IE: weapon training, energy weapon training) to the KCB the proton weapon *should* be sitting at a dps of 1225 or so (DPV 765-ish) based on the shown tooltip values. But it's nowhere near that.
Hopefully Bort can pop in and shed some light on what's going on.
Found it...
http://www.urbandictionary.com/define.php?term=turrent
Yes, but only against Voth, which given their immunity matrix doesn't make it very accurate.
Vs a Voth battleship:-
849 hits
17% of which critted (about 144 times)
8 Proton particle burn procs.
That's somewhere around 6% rather than 50%, but again the Voth immunity matrix doesn't make it very accurate.
I'll parse it later against some alternate opponents.
Daizen - Lvl 60 Tactical - Eclipse
Selia - Lvl 60 Tactical - Eclipse
863 hits
17% critting (say about 147 hits)
10 proton particle burn procs
Daizen - Lvl 60 Tactical - Eclipse
Selia - Lvl 60 Tactical - Eclipse
I guess my question is, 2-3 turrets, does that equal up to a purple mk xii beam array with a single supporting console?
I mean it's a weapon, whose sole purpose is to give me damage, either spike or dps. If it's not equal to the task of a say 180 degree quantum torpedo or a beam array that has a larger arc, then what's it purpose?
Now I know the 3-piece gives us increased crit on all weapons, so we need to factor that in as well for the dps parcer. But two to three turrets doesn't exactly tell me how good it is without knowing all the factors.
Sounds like its only checking on a crit on the first shot per target per firing cycle.
- Theory refutation: can someone testing this weapon post if they get a proc on a shot that wasnt the first shot of a cycle please?
Even more interesting: What happens if you activate both at the same time?:eek:
Sometimes, if you want to bury the hatchet with a Klingon, it has to be in his skull. - Captain K'Tar of the USS Danu about J'mpok.
your cannons rapid fire and your beam fires randomly.
Since both cause your weapons to enter a rapid firing cycle then the only difference is multi vs single targeting.
Not everything you see on the internet is true - Abraham Lincoln
Occidere populo et effercio confractus
It's about the effects on the proton weapon. With the set it's affected by all cannon and beam abilities except target subsystem. What happens with it if you have two running at the same time? Would Rapid Fire and FaW let it fire rapidly on the selected target and also randomly target things in the fire arc at the same time? Would it work with the ability that is activated first and ignore the second one? Or would the second one clear the first?
Sometimes, if you want to bury the hatchet with a Klingon, it has to be in his skull. - Captain K'Tar of the USS Danu about J'mpok.
Well like I said the only thing you would notice is if the beam started targeting randomly,both ability's apply a rapid fire state.
I would be more interested in overload and rapid fire.
Not everything you see on the internet is true - Abraham Lincoln
Occidere populo et effercio confractus
I tested and parsed its damage over some time earlier today.
And i have to say, i hope we get more of them.
Not as set items, but as regular ones. To fill a ship with them.
Any word on why the proton weapon isn't receiving the same degree of skill and weapon power bonuses as every other existing energy weapon?
we will wait ..
Dimier@Dimier Tac/Quin I.K.S. Mor'decai - 230k HY3 hit on tac cube.
Dim'Arr@Dimier Tac/Hegh'ta I.K.S. Skidish - 112k BO3 hit on Sphere.
Dimaricus@Dimier Eng/Falc R.W.W Kon'Dor - survived Valdora shot with full hull remains.
We're still investigating this claim. A quick look yesterday didn't show us any data that was out of line with any other existing energy weapon.
Mind if I ask how you're coming to the conclusion that the weapon isn't gaining proper bonuses? Are you looking at tooltip comparisons, damage parses, or what?
Cryptic - Lead Systems Designer
"Play smart!"
Tooltip comparisons mostly. Non weapon tray stats provided here simply do not jive with weapon-tray tooltips provided here based on the variables provided (125 weapons power, Amp warp core bonus x1, aux power of 54 with T4 nukara offensive passive)
If the experimental proton weapon were deriving the same benefits from weapon power and skills that the KCB does (which based on the dev blog outlining its capacities it absolutely should be) the proton weapon should be, in the gear scenario outlined by john98837, somewhere around 1220 or so DPS, not the 770ish it's apparently getting at the moment.
Maxed weapon power alone should be bringing it up to the 800 DPS range, yet it doesn't make it even that far.
We're taking a closer look at the Proton weapon now, and noticed that the tooltips are listing its energy drain incorrectly: It actually only drains -5 weapon power per firing cycle.
It's probably also worth noting that this weapon has an 8-pulse firing cycle, quite unlike any other weapon. Once per 0.5sec, for 4sec, with a 1sec recharge.
Between this firing cycle, and the recharge timer, and the lower energy drain, it's entirely possible that this weapon comes out on top even in its current state.
That said, we're also considering the possibility of 'baking in' a certain amount of bonus that would usually only be available via Tactical Consoles, since there will not be any +30% Proton Dmg consoles available at the launch of S8.
Cryptic - Lead Systems Designer
"Play smart!"
Sometimes, if you want to bury the hatchet with a Klingon, it has to be in his skull. - Captain K'Tar of the USS Danu about J'mpok.
This would be the best solution, as a turret it would be a viable weapon for Escorts, Cruisers, and Science ships. Even with a damage buff it would really only be viable for cruisers, and possibly sci ships.