I had a question, and I felt it should be here as it pertains mostly to the Republic.
Is the energy type for the turret from the Undine Reputation is decided by which ally the character has chosen? It would seem to me that for Romulan Characters, the turret should be plasma. Or would that be ineffective as the Undine use Anti-Proton/Plasma weapons.
Speaking of which, are the Undine space weapons from the Reputation Store Anti-Proton/Plasam hybrids much as the Romulan Plasma weapons are Plasma/Disruptor Hybrids?
Both Fed & KDF toons have access to both Phaser or Disruptor weapons in the 8472 reputation store & projects.
Cryptic painted the Roms in a stupid corner by their own design for pushing "Republic uses Plasma" B.S., so they're kind of stuck on the 8472 weapons with no boost to the Republic's choice of weapons.
For KDF Roms though, this is a no-brainer.
Now, as far as the Bio-Molecular weapons vs Rom Plasma weapons, it's equal unless you're using the Ar'kif and totally focused on Plasmas.
For the Ar'kif, you simply have a lot of means of reinforcing the damage for Plasma weapons. All ships, Fed, KDF, Warbird or not, have the same plasma focusing options. But the Ar'kif has the set to reinforce it further. But the rest of the Warbirds aren't necessarily tightly focused towards Plasma like the Ar'kif.
As for the Rom Plasma vs BM weapons themselves, again, I think they're equal.
- They have the same number of mods because both types are Hybrid Weapons.
- They both can inflict a proc to land DOTs on them.
- BM weapon Radiation damage like Plasma DOTs go to the hull. However, Radiation Damage is not tied to Particle Generators Skill but can be increased via Consoles from the 8472 Rep. Plasma DOT effectiveness with Particle Generators can come from many sources and not as tightly dictated as BM weapons with Radiation increasing bonus.
- If facing Undine however, the BM weapons win hands down. But how much content of this game has you facing Undine?
As for the stuff to increase the effectiveness of both weapons, just a very quick, hastily put together list so you can judge for yourself.
PLASMA WEAPONS
- Tactical Consoles (regular or Spire)
- Romulan Singularity Harness: +7.6% Plasma Damage
- Romulan Embassy Science Consoles +Plasma: +9.6% Plasma Damage
- Ar'kif Set: +10% Plasma Damage
- For better Plasma DOTs, ANY source of Particle Generators will improve this.
BM Phaser
- Tactical Consoles (regular or Spire)
- Counter-Command Ordnance: +7.5% BONUS Phaser Damage
- Counter-Command Multi Energy Relay (Part of the CC Ordnance Set): +13.1% Phaser Damage
- Counter-Command Multi Energy Relay: +26.2% Radiation Damage
BM Disruptors
- Tactical Consoles (regular or spire)
- Counter-Command Ordnance: +7.5% BONUS Disruptor Damage
- Counter-Command Multi Energy Relay (Part of the CC Ordnance Set): +13.1% Disruptor Damage
- Counter-Command Multi Energy Rleay: +26.2% Radiation Damage
- Elachi Silent Enemy Set (2 weapon + 1 console complete set but Disruptor bonus is 2 piece): +7.6 Disruptor Damage
Hazard Emitters clears Plasma DOTs, though I don't know if it does the same with BM weapon radiation effects. It wouldn't surprise me if it does the same to it.
Both Plasma and BM weapons can be increased quite a bit, but of course, this comes at a severe cost in ridiculous console and weapon space. Whether it's worth it depends on the player, ship, and build philosophy.
- If facing Undine however, the BM weapons win hands down. But how much content of this game has you facing Undine?
We have content where we face Undine? I mean, in theory, they tried to make some, but in practice, they failed to actually make it relevant to the game. So there's only BZ, which, being non-Elite content, doesn't count as everything explodes when given a stern and forceful glare anyway.
We have content where we face Undine? I mean, in theory, they tried to make some, but in practice, they failed to actually make it relevant to the game. So there's only BZ, which, being non-Elite content, doesn't count as everything explodes when given a stern and forceful glare anyway.
You are unfortunately quite right, and sadly, the same can be said about the Voth and the rest of the FOTM threats. In a few months, nobody will give a **** about them, just like the Voth.
I heard they were with the Tholians now. I don't clearly remember the Tholian, so I'm not 100% sure
For your damage type, you can use anything you want, Romulan or not. I plan to use a disruptor setup on my fed for example. I will miss the awesome KDF fleet disruptors, but it's not a big deal in the end.
Also, the Undines doesn't use plasma (since they were revamped), and no space enemy so far seems to have any kind of resists against any special kind of damage (except for CE, with high resist to energy). However, in pvp, players usually have a lot of plasma resist, because of the borg rep shield (omega, maco, KHG or borg), widely used. And even with the fleet shield, it's good to have plasma resist on it, since borg stf will likely be played forever, which is not true for the FOTM enemy.
Both Fed & KDF toons have access to both Phaser or Disruptor weapons in the 8472 reputation store & projects.
Cryptic painted the Roms in a stupid corner by their own design for pushing "Republic uses Plasma" B.S., so they're kind of stuck on the 8472 weapons with no boost to the Republic's choice of weapons.
Interesting. Thanks, as I had not yet unlocked those projects. As for the character trait for plasma, I thought that was only for actual Romulans. Remans, Alien, and Borg characters are not shoehorned into mandatory Plasma use at endgame.
I don think it is quite shady that the Romulan Experimental, Reman Experimental, Borg Adapted, and the Romulan Weapon set all force players to use plasma.
The Undine rep weapon set and the ground stuff don't include plasma because plasma already has a bunch of potential boosts already, ie. ar'kif console set, singularity harness set, embassy science consoles, etc. And on ground, the (free and now very easily slotted) plasma weapon specialist trait provides a +10% damage boost to plasma-equal to the phaser/disruptor boost offered by the Counter-Command armor set.
Simply put, the real reason plasma's not included with all these set bonuses and such is that if it was, it would be overkill due to the plasma boosts already present.
The Undine rep weapon set and the ground stuff don't include plasma because plasma already has a bunch of potential boosts already, ie. ar'kif console set, singularity harness set, embassy science consoles, etc. And on ground, the (free and now very easily slotted) plasma weapon specialist trait provides a +10% damage boost to plasma-equal to the phaser/disruptor boost offered by the Counter-Command armor set.
Simply put, the real reason plasma's not included with all these set bonuses and such is that if it was, it would be overkill due to the plasma boosts already present.
So? Disruptors already had the Silent Enemy strength bonus and now it gets a damage boost bonus which is better than any of the bonuses plasma can get (not to mention the arkif set is applicable to only one ship, so you're basically arguing a damage boost bonus plus a strength bonus is somehow worse than two or three strength bonuses - huh?). I would agree with you if singularity harness was a damage boost rather than a strength but it's not.
And on ground you're giving up another ground trait for plasma weapon specialist - I certainly wouldn't trade for example superior soldier plus the disruptor bonus for superior plasma weapon specialist. Try again.
So? Disruptors already had the Silent Enemy strength bonus and now it gets a damage boost bonus which is better than any of the bonuses plasma can get (not to mention the arkif set is applicable to only one ship, so you're basically arguing a damage boost bonus plus a strength bonus is somehow worse than two or three strength bonuses - huh?). I would agree with you if singularity harness was a damage boost rather than a strength but it's not.
And on ground you're giving up another ground trait for plasma weapon specialist - I certainly wouldn't trade for example superior soldier plus the disruptor bonus for superior plasma weapon specialist. Try again.
Silent Enemy 2 piece disruptor bonus is +7.5% base damage. It's also the only non TAC/Spire Console, disruptor specific boost in the game. Phasers don't have any phaser specific boosts other than the new 8472 rep stuff.
All while Plasma has the dizzying array of options out there.
So in other words... deal with it, or hop onto Phasers or, as canon Romulans were doing... Disruptors.
I had a question, and I felt it should be here as it pertains mostly to the Republic.
Is the energy type for the turret from the Undine Reputation is decided by which ally the character has chosen? It would seem to me that for Romulan Characters, the turret should be plasma. Or would that be ineffective as the Undine use Anti-Proton/Plasma weapons.
Speaking of which, are the Undine space weapons from the Reputation Store Anti-Proton/Plasam hybrids much as the Romulan Plasma weapons are Plasma/Disruptor Hybrids?
Yes, it would be nice if there were a decent Plasma Ground Set out there... Space has the Singularity Harness, Quad Cannon + Singularity Modulator, and the Embassy Science Consoles [+Pla], but Ground is sorely lacking in a good set with a Plasma Weapon. Just go with an Advanced Fleet Plasma weapon, as there aren't Elite Fleet Plasma weapons either. :P
With each passing day I wonder if I stepped into an alternate reality. The Cubs win the world series. Donald Trump is President. Britain leaves the EU. STO gets a dedicated PvP season. Engineers are "out of control" in STO.
Yes, it would be nice if there were a decent Plasma Ground Set out there... Space has the Singularity Harness, Quad Cannon + Singularity Modulator, and the Embassy Science Consoles [+Pla], but Ground is sorely lacking in a good set with a Plasma Weapon. Just go with an Advanced Fleet Plasma weapon, as there aren't Elite Fleet Plasma weapons either. :P
Interesting piece of information about that!
The Romulan Plasma rep store weapons are mostly fairly standard fare for hybrid weapons, sacrificing a modifier for the extra proc. Except for a single modifier combo available to them: [CritX]x2. [CritX] is a rare modifier available to these weapons and Fleet weapons, though Fleet ones can only get one [CritX].
[CritX] is a hybrid modifier that comprises a full [CritH] modifier and half of a [CritD] modifier.
Thus, [CritX]x2 = [CritH]x2 [CritD]. Three modifiers, just like normal non-hybrid weapons.
Three conventional modifiers, two procs. I'll let you figure out what else does that on your own, although I'll admit that this is an extremely narrow set of weapon options, being a single modifier set.
Now, I would like a ground set with a plasma weapon, though I suspect it wouldn't have a direct damage boost on account of Romulans having Plasma Weapon Specialist to stack on it.
The Romulan Plasma rep store weapons are mostly fairly standard fare for hybrid weapons, sacrificing a modifier for the extra proc. Except for a single modifier combo available to them: [CritX]x2. [CritX] is a rare modifier available to these weapons and Fleet weapons, though Fleet ones can only get one [CritX].
[CritX] is a hybrid modifier that comprises a full [CritH] modifier and half of a [CritD] modifier.
Thus, [CritX]x2 = [CritH]x2 [CritD]. Three modifiers, just like normal non-hybrid weapons.
Three conventional modifiers, two procs. I'll let you figure out what else does that on your own, although I'll admit that this is an extremely narrow set of weapon options, being a single modifier set.
Now, I would like a ground set with a plasma weapon, though I suspect it wouldn't have a direct damage boost on account of Romulans having Plasma Weapon Specialist to stack on it.
Silent Enemy 2 piece disruptor bonus is +7.5% base damage. It's also the only non TAC/Spire Console, disruptor specific boost in the game. Phasers don't have any phaser specific boosts other than the new 8472 rep stuff.
All while Plasma has the dizzying array of options out there.
So in other words... deal with it, or hop onto Phasers or, as canon Romulans were doing... Disruptors.
I would prefer to use Disruptors with my Romulan and Reman characters, but we do seem to be railroaded into Plasma.
And that proved absolutely nothing about what you said, nor disproved anything I said.
They are talking about how Exotic Damage categorizes things because there are certain DOFFs / Traits that kick off depending if Exotic Damage abilities occured.
Plasma DOTs from a weapon source, i.e. Plasma Weapons & Torps, do not count as Exotic Damage.
People keep saying particle generators boost plasma weapon dots...they just don't and this rumor keeps spreading. I've tried multiple times and the generators don't even boost the dot in the least...
People keep saying particle generators boost plasma weapon dots...they just don't and this rumor keeps spreading. I've tried multiple times and the generators don't even boost the dot in the least...
I think because some powers that are boosted by Exotic only have "plasma" in the name is why this confusion exists.
Does the OP realize that the heavy turrets don't parse that well? The main reason to use one is for the set bonus, and then requires the use of either a torp or a console that doesn't boost damage.
Parsing ships with disruptor tac consoles the AP 360 on a FAW boat is way better than a heavy turret, you probably need to be using cannon abilities. For pve moving from disruptors to rom-plasma or AP just isn't worth the grind
Does the OP realize that the heavy turrets don't parse that well? The main reason to use one is for the set bonus, and then requires the use of either a torp or a console that doesn't boost damage.
Parsing ships with disruptor tac consoles the AP 360 on a FAW boat is way better than a heavy turret, you probably need to be using cannon abilities. For pve moving from disruptors to rom-plasma or AP just isn't worth the grind
With the exception of the Experimental Romulan Beam Array, my entire ship's gear is almost all either mission rewards or reputation project random drops.
Comments
Cryptic painted the Roms in a stupid corner by their own design for pushing "Republic uses Plasma" B.S., so they're kind of stuck on the 8472 weapons with no boost to the Republic's choice of weapons.
For KDF Roms though, this is a no-brainer.
Now, as far as the Bio-Molecular weapons vs Rom Plasma weapons, it's equal unless you're using the Ar'kif and totally focused on Plasmas.
For the Ar'kif, you simply have a lot of means of reinforcing the damage for Plasma weapons. All ships, Fed, KDF, Warbird or not, have the same plasma focusing options. But the Ar'kif has the set to reinforce it further. But the rest of the Warbirds aren't necessarily tightly focused towards Plasma like the Ar'kif.
As for the Rom Plasma vs BM weapons themselves, again, I think they're equal.
- They have the same number of mods because both types are Hybrid Weapons.
- They both can inflict a proc to land DOTs on them.
- BM weapon Radiation damage like Plasma DOTs go to the hull. However, Radiation Damage is not tied to Particle Generators Skill but can be increased via Consoles from the 8472 Rep. Plasma DOT effectiveness with Particle Generators can come from many sources and not as tightly dictated as BM weapons with Radiation increasing bonus.
- If facing Undine however, the BM weapons win hands down. But how much content of this game has you facing Undine?
As for the stuff to increase the effectiveness of both weapons, just a very quick, hastily put together list so you can judge for yourself.
PLASMA WEAPONS
- Tactical Consoles (regular or Spire)
- Romulan Singularity Harness: +7.6% Plasma Damage
- Romulan Embassy Science Consoles +Plasma: +9.6% Plasma Damage
- Ar'kif Set: +10% Plasma Damage
- For better Plasma DOTs, ANY source of Particle Generators will improve this.
BM Phaser
- Tactical Consoles (regular or Spire)
- Counter-Command Ordnance: +7.5% BONUS Phaser Damage
- Counter-Command Multi Energy Relay (Part of the CC Ordnance Set): +13.1% Phaser Damage
- Counter-Command Multi Energy Relay: +26.2% Radiation Damage
BM Disruptors
- Tactical Consoles (regular or spire)
- Counter-Command Ordnance: +7.5% BONUS Disruptor Damage
- Counter-Command Multi Energy Relay (Part of the CC Ordnance Set): +13.1% Disruptor Damage
- Counter-Command Multi Energy Rleay: +26.2% Radiation Damage
- Elachi Silent Enemy Set (2 weapon + 1 console complete set but Disruptor bonus is 2 piece): +7.6 Disruptor Damage
Hazard Emitters clears Plasma DOTs, though I don't know if it does the same with BM weapon radiation effects. It wouldn't surprise me if it does the same to it.
Both Plasma and BM weapons can be increased quite a bit, but of course, this comes at a severe cost in ridiculous console and weapon space. Whether it's worth it depends on the player, ship, and build philosophy.
You are unfortunately quite right, and sadly, the same can be said about the Voth and the rest of the FOTM threats. In a few months, nobody will give a **** about them, just like the Voth.
Hey, have you ever heard of Elachi? :cool:
For your damage type, you can use anything you want, Romulan or not. I plan to use a disruptor setup on my fed for example. I will miss the awesome KDF fleet disruptors, but it's not a big deal in the end.
Also, the Undines doesn't use plasma (since they were revamped), and no space enemy so far seems to have any kind of resists against any special kind of damage (except for CE, with high resist to energy). However, in pvp, players usually have a lot of plasma resist, because of the borg rep shield (omega, maco, KHG or borg), widely used. And even with the fleet shield, it's good to have plasma resist on it, since borg stf will likely be played forever, which is not true for the FOTM enemy.
Interesting. Thanks, as I had not yet unlocked those projects. As for the character trait for plasma, I thought that was only for actual Romulans. Remans, Alien, and Borg characters are not shoehorned into mandatory Plasma use at endgame.
I don think it is quite shady that the Romulan Experimental, Reman Experimental, Borg Adapted, and the Romulan Weapon set all force players to use plasma.
Simply put, the real reason plasma's not included with all these set bonuses and such is that if it was, it would be overkill due to the plasma boosts already present.
So? Disruptors already had the Silent Enemy strength bonus and now it gets a damage boost bonus which is better than any of the bonuses plasma can get (not to mention the arkif set is applicable to only one ship, so you're basically arguing a damage boost bonus plus a strength bonus is somehow worse than two or three strength bonuses - huh?). I would agree with you if singularity harness was a damage boost rather than a strength but it's not.
And on ground you're giving up another ground trait for plasma weapon specialist - I certainly wouldn't trade for example superior soldier plus the disruptor bonus for superior plasma weapon specialist. Try again.
Silent Enemy 2 piece disruptor bonus is +7.5% base damage. It's also the only non TAC/Spire Console, disruptor specific boost in the game. Phasers don't have any phaser specific boosts other than the new 8472 rep stuff.
All while Plasma has the dizzying array of options out there.
So in other words... deal with it, or hop onto Phasers or, as canon Romulans were doing... Disruptors.
Yes, it would be nice if there were a decent Plasma Ground Set out there... Space has the Singularity Harness, Quad Cannon + Singularity Modulator, and the Embassy Science Consoles [+Pla], but Ground is sorely lacking in a good set with a Plasma Weapon. Just go with an Advanced Fleet Plasma weapon, as there aren't Elite Fleet Plasma weapons either. :P
I run a full plasma torpedo build :P 100% canonical :P
And let me tell you about the dizzying array of options for photons compared to plasma :rolleyes:
Not to mention the ground weapon inequality.
Interesting piece of information about that!
The Romulan Plasma rep store weapons are mostly fairly standard fare for hybrid weapons, sacrificing a modifier for the extra proc. Except for a single modifier combo available to them: [CritX]x2. [CritX] is a rare modifier available to these weapons and Fleet weapons, though Fleet ones can only get one [CritX].
[CritX] is a hybrid modifier that comprises a full [CritH] modifier and half of a [CritD] modifier.
Thus, [CritX]x2 = [CritH]x2 [CritD]. Three modifiers, just like normal non-hybrid weapons.
Three conventional modifiers, two procs. I'll let you figure out what else does that on your own, although I'll admit that this is an extremely narrow set of weapon options, being a single modifier set.
Now, I would like a ground set with a plasma weapon, though I suspect it wouldn't have a direct damage boost on account of Romulans having Plasma Weapon Specialist to stack on it.
Thank you, I was wondering what critx was
I don't believe that is correct.
http://sto-forum.perfectworld.com/showpost.php?p=9822701&postcount=9
I would prefer to use Disruptors with my Romulan and Reman characters, but we do seem to be railroaded into Plasma.
And that proved absolutely nothing about what you said, nor disproved anything I said.
They are talking about how Exotic Damage categorizes things because there are certain DOFFs / Traits that kick off depending if Exotic Damage abilities occured.
Plasma DOTs from a weapon source, i.e. Plasma Weapons & Torps, do not count as Exotic Damage.
Way to waste your first post on the forums.
I think because some powers that are boosted by Exotic only have "plasma" in the name is why this confusion exists.
Parsing ships with disruptor tac consoles the AP 360 on a FAW boat is way better than a heavy turret, you probably need to be using cannon abilities. For pve moving from disruptors to rom-plasma or AP just isn't worth the grind
With the exception of the Experimental Romulan Beam Array, my entire ship's gear is almost all either mission rewards or reputation project random drops.