Would anyone be willing to give some very general info or advice on how to easily and inexpensively increase my DPS?
With how DR has changed things into an almost seeming "MOAR DPS!" race, I'm seeing that I'm one of 'those people' who is not doing all that great on the DPS scale. I don't run Advanced anything aside from the Crystalline Catastrophe, usually daily, but I have been wanting to expand into some of the other queues but I don't feel I should hit those up until I KNOW I can actually contribute.
I recently downloaded and have used the CombatLog reader and I'm not liking what I'm seeing. While there are apparently specific missions/queues to run to get an overall better sample to truly measure DPS, the times I've used it I'm still usually falling way behind everyone else and am seemingly lucky to break 3k at the best of times. Granted, I've been running Science ships and Cruisers of late, but still. I'm not looking to hit 10k DPS, at least not yet. If I could hit 5k-6k with the mostly Mk 11 uncommon gear I have, I'd be really happy. I need someplace to start and starting with the basics makes the most sense to me.
I'm an altoholic so I tend to fly a variety of ships and don't always stick with the Sci Captain in a Sci ship type combos. I'm not asking for builds, just some general guidelines on how to get the most bang for my resources. Basically, how can I get at least 5k-6k DPS on things that are relatively easy/cheap to get? I can't just hit 50 and be all Mk 14 purpled out, so starting small is where I'll begin.
At some point, when I decide on the type of character I want to dedicate the time and resources to actually "max out", I'll begin looking for specific builds and begin getting the Mk 13 & 14 stuff. For now, I'm just kind of following what I've heard from others, sticking to one energy type and not mixing beams/cannons.
I do want a bit a bit of survivability so I tend to keep a minimum of 75 power in shields, engines at at least 50 power, weapon power usually maxed out (but that doesn't always mean 125 power) and everything else goes into aux. Now, if I'm running a Sci ship, I will sometimes sacrifice a bit of weapon power to get or keep aux up over 50.
So...
Are there certain skills I should max out regardless of the type of Captain I'm using? (I'm talking about the skill tree skills, not BOff abilities)
What specific skills should each type of Captain concentrate on? (Tactical, Science and Engineering)
Are there skills I should avoid or 'underslot'?
Are there any BOff abilities I should avoid?
Are there any BOff abilities I should ABSOLUTELY use?
What traits and Reputation Abilities are best to use?
Is it impossible to get good (to me, 5k-6k is good) DPS with only Mk 11 Uncommon gear?
I've made a sample build
here of what I would generally do. I made it a Tactical because that's the one that came easiest to my mind on how I normally build it, since I'm not in game ATM. I've put in the skills and points I tend to do, though it may not be entirely accurate. I also added in some weapons I know I actually have on one ship, though the Captain is an Engineer.
So, what am I doing wrong? :P
Thanks in advance for any and all help.
Comments
To oversimplify things, high DPS numbers come from picking a weapon type (in your case cannons), stacking the heck out of buffs for it, picking up AOE boff skills, minimizing the cooldowns of those offensive skills (doffs are important here), and then positioning yourself so that you're hitting the largest number of targets at once and can keep the pressure on. Those people posting higher numbers, they aren't using JUST a couple of big guns on a single target or two, but rather hitting half a dozen targets at once with themselves heavily buffed and the targets heavily debuffed. Add in coordinated friends for stacked debuffs and running the missions hundreds of times to the point they could probably do it with their eyes closed and thats why some people are putting out 20 times a normal players damage despite ultimately being just another player. (Like I said, oversimplified version)
For your posted ship example, a cheap and simple setup along that line would be set your tac boffs to
Cmdr Tac
TT1, CSV1, APB2, APO3
LtCmdr Tac
TT1, CSV1, Spread 3
You keep the Tac Teams cycling constantly both for the shield balancing and for the smidgen of extra damage that provides. You have two copies of CSV which lets you keep up the AOE 10 out of every 15 seconds. Torpedo Spread 3 lets you use your torpedo on multiple targets when you have a good angle, hits the largest number of targets, and is noticably better than Spread 2 (whereas CSV1 works just fine at level 1, since mostly you just want the AOE boost). Moreoever, the game has recently added a number of torpedoes with good secondary effects that bypass shields and have slight AOEs of their own, making a Spread against bunched targets truly nasty (the Gravimetric, Bio Molecular, and Neutronic torpedoes from various Reputations, or the Crafted plasma torpedo). Note, the most min-maxed cannon-escorts usually drop the torpedo for more energy weapons and related skills, but if you're gonna keep it (I wouldn't fly a ship without a torp, just on principle), may as well get the most out of it.
You have Attack Pattern Beta for the hull debuff (which can stack with teammates), and when you use Tactical Initiative you can keep it always active, and during normal play used for when you have a good angle on a group of targets. Attack Pattern Omega gives you a similar offensive boost, stronger for yourself but not as good for the team, and gets you out of movement debuffs besides (or carry a second APB). Also if you have deep enough pockets, there is a rare doff, a Cardassian Conn Officer named Zemok (I forget his last name) that reduces the cooldown times on attack patterns and pair would get both skills to almost their global cooldowns, but last I looked he was 40 million a pop so its not for most people.
For your engineering skills its a similar game of constant stacked buffs and cooldown reductions. A popular tool here is the Damage Control Engineer duty officer (blue or purple quality), who's proc reduces the cooldown of Emergency Power To X powers to almost their global cooldown, and with 3 doffs you get 6 chances to proc per 30-second cycle and you only need 1 success to max out your uptime. To boost your offense, the first skill on your list should be Emergency Power To Weapons 2 (EPTW2) then paired with Emergency Power To either Engines 1 (EPTE1) or Shields 1 (EPTS1) depending on your preferences. The EPTW gives you both extra weapon energy to reduce weapon drain and thus boost damage, and it gives a flat damage boost besides. EPTS it looks like you already know the benefits of the healing and hardening there, but EPTE there is something to be said for raw speed (though you can get a ship doing impulse 50-60 without EPTE, so personally I like having shields). So by using Damage Control engineers, you can have 2 skills instead of your current 1 and keep them both up pretty much all the time. Then you have your other two slots for Engineering Team 1 and your choice of AuxToSIF like you have or maybe RSP1 for emergencies or AuxToDampeners for extra turning and durability, or even get really out there with a single copy of Auxiliary To Battery (though thats frowned upon by a lot of minmaxers these days, it still has its uses). The point is to use doffs to squeeze in an extra power, then cut cooldowns to keep them all active all the time.
Ship gear looks mostly okay to me. I mean I'd go 3 DHCs and 3 turrets and get some rep gear for set bonuses plus an Amp warp core, but the thematic layout looks about right. Fleet consoles would of course be nice but first you gotta get access, maybe a -threat +plasma-burn sci console or two, then your eng consoles as Fleet Neutronium (+Turn), Fleet RCS (+ResAll), Resonant Cascade, and then a slot left for whatever rep set you go for. Plasmonic Leech would be nice of course, but at 40 million a pop its not cheap. But you're on the right track.
Skills I'm going to stay away from. I personally like setting my skills for 3 for lesser-used, 6 for often used, 9 for a few critical ones (I like the flexibility that gives me), but I know that from a minmax standpoint it isn't optimal so I just won't go there.
Honestly you're pretty close, its just little changes and exploiting what those changes open up.
(Maybe not the perfect minmaxed build, but cheap, easy to acquire, easy to use.)
First off, if you are lvl 50+, than you need invest in some better quality gear, because quite frankly sticking with mk XI un-commons is killing your dps/survivability potential in itself.
Player skill, are you good, average, not very good, poorly, sucks in general?
Player skill can improve with time and practice but, this is provided the player can technically improve realistically.
Boff skills play a huge role in how effective, your dps/survivability will be, as does actual player skill and, finally gear choice would probably fall lastly.
Know your doffs and, what they can do for you.
Dps is relative to your overall potential but, that potential can easily look small if you are not quickly engaging enemies.
In other words, if you do not make full effort to get into the heat of the battle, than your dps score is going to reflect that badly, no matter how much actual dmg you can potentially inflict.
Many player(s) I see personally, kill their own dps score, by simple laziness flying around doing absolutely nothing for secs - mins at a time, busy firing 1-2 weapons at a time, not firing at all at times but, busy spamming vanity skills/consoles, etc.
Praetor of the -RTS- Romulan Tal Shiar fleet!
1.) Be a decent pilot. Understanding how and when to use skills is more important to any build.
2.) Be uniform in your style of attack. All beams / all cannons is a start.
3.) Max your tac consoles for one type of energy.
4.) READ, READ, READ - there are hundreds of build examples in this forum, on reddit (my current favourite) and on stoacademy.com. Post your build (sto academy is easiets, reddit more comprehensive) and ask for criticism and suggestion. Here you will learn about BOFFS, DOFFS and the secrets of good design,
5.) Join the public channel for the DPS league. Great place to ask questions form players who are focusing on maxing their dps records.
6.) LISTEN TO THE CRITICISM. And adapt, rebuild, and have some fu
And, on a similar note, here's my baics of ship building post.
SCM - Hive (S) - [02:31] DMG(DPS) - @jarvisandalfred: 30.62M(204.66K) - Fed Sci
Tacs are overrated.
Game's best wiki
Build questions? Look here!
For example there is a big difference between EFFECTIVE DPS and just spamming BFAW all over the place and hitting invulnerable targets like Borg gates/transformers.
If you sit in front of the ISA gate whilst it's still invulnerable you can get massive DPS numbers but your shots are doing nothing of value so your super-high DPS is wasted.
Therefore knowing how and when to get the high DPS is the most important aspect i'd say, and that means becoming a better pilot.
I've seen plenty of Scimitars that should wipe the floor in PVE but do barely any damage because all they do is spam BFAW at everything and most of it is wasted. Same with people spamming TS at targets with their shield facings still up, just wasted DPS as it has no realistic effect (with the exception of specialist torps like grav or particle emission).
If you get into a position where when you drop BFAW or TS or whatever it only hits things you want to kill at the time then your DPS will be both high and effective.
1st episode
you can find the following episodes on his channel.
Or if you tend to play in teams, you can also use Caustic Plasma, which is the direct replacement for Romulan Plasma. Imagine you are all facing an Elite-level Dreadnought. Just one teammate with Caustic Plasma makes a big difference for the entire team.
My Ship Builds: USS Conqueror, HMS Victorious, HMS Concord, ISS Queen Elizabeth, Black Widow III
Click here to view my DeviantArt.
Have you tried Plasma Doping?
You take the Plasma DOT consoles from the Embassy, stack and upgrade as many as possible...
Then...
You take +Beam Damage Vulnerability Locators, and stack and upgrade as many as possible.
Instant DPS boost.
My Ship Builds: USS Conqueror, HMS Victorious, HMS Concord, ISS Queen Elizabeth, Black Widow III
Click here to view my DeviantArt.
Why are you pushing this so hard?
Now, as for one of my requests, keeping it inexpensive...
Well, since I haven't decided exactly what alt/ship combo to start spending time and resources on yet, I want to start small and work up from there. I'm certain I need to improve my playing skill and the last thing I want to do is burn myself out farming for things like Dil, EC, marks and even crafting mats and not hitting that 10k-15k mark and then blaming it on the equipment. So while I know that better gear will result in better DPS, I want to practice first before going gonzo. Which means for now, no rep gear, no fleet gear and only what I can afford to get off the exchange. I'm limited to about 5 mil EC currently since I haven't really amassed a load of it yet.
I'm not looking to hit 20k DPS with Mk 11 stuff, I'd be happy doubling my seemingly pathetic 2.5k-3k that I'm currently doing. By using the advice I've already gotten, I'm hoping that my Escorts will be doing better than my Science ships and Cruisers have been. (yeah, no doubt they will)
Perhaps it's the fact I started looking at my DPS while flying those very ships that has me worried, but with people saying they are pulling 15k+ in some Sci ships, it left me feeling like a chump. In my Sci ships I was averaging 2.5k DPS, with a couple of spikes to just a tad over 3k DPS. Using Grav Well and Tykens when they were up, trying to clump the baddies together before using AoE's. I get that Sci ships aren't going to be huge DPS monsters in the hands of someone like myself, that may come with time and knowledge.
My cruisers did do better DPS, but while averaging around 3k DPS with a couple spikes near but not over 4k, it's obvious I'm doing something wrong. I need to double up on some AoE abilities for starters. It'll be like relearning the game, but I do want to improve so what the heck.
I think I have the basics down, as far as play style goes, it's just a matter of refining it. Also seeing where I can move some skill points around to better increase my DPS thanks to the links jarvisandalfred posted.
I have been seeing the crit debate for some time and I've just never been able to resolve which is actually better. CrtD means a lot more DPS when you crit, but if you don't have a high crit chance that extra damage doesn't come into play as much. But if you focus on CrtH, sure you crit more often, but then your damage isn't as high. I do see most people leaning toward the CrtD so I'm inclined to lean that way as well. And eventually adding in the Embassy consoles for some added plasma damage won't hurt either.
Once again, I appreciate all the input. Please keep it coming and I'll try and do my best to improve!
Set a man on fire and keep him warm for the rest of his life.
Anyone who tells you to go [CrtH] over [CrtD] on a Space weapon is probably not worth listening to, because they most likely have no idea what they're talking about.
There has not been a "debate" for a very, very long time.
Because it's generic advice on how to increase DPS, as the OP wanted.
Why do you care about what legitimate advice I give to people asking for more DPS?
More people having higher DPS is a good thing.
I was chatting with some folks the other day and they mentioned that the Mods on weapons stack their effects. Like if you slot 8 beam arrays and all of them have CrtDx3, one of the people was under the impression that would make the over all damage for every weapon be CrtDx24. I personally find this difficult to believe but it did get me wondering. After searching around for a while I couldn't really find any clear answers so...
Do weapon mods stack and give an additive bonus to all weapons, or are they simply for that one weapon?
My guess is they are for the one weapon only. I can't imagine Cryptic would allow THAT kind of damage output to stand for very long.
Also, what are some decent missions/queues to give a realistic test of DPS for the CombatLog Reader? It could simply be that my DPS is actually closer to the "okay" range, I just happen to be sampling in poor instances.
And last but not least, is putting points into Starship Energy Weapon Specialization a waste or is it something that "everyone" should do?
I get that more crit chance and crit damage are always going to be better. But it just seems expensive (to me) to spend 9k points for a 1% crth increase and a 13.6% crtd increase, or 27k for 2% and 25% increase. (Although the crtd increase does look decent) Would the points be better spent elsewhere and relying more on weapon mods and consoles be the way to go?
Again, I appreciate all the suggestions and info.
Set a man on fire and keep him warm for the rest of his life.
Go with your instinct. This is every kind of wrong.
The standard used by most people for comparison to others is infected space advanced. However Depending what specifically your trying to test you might want to use a more controlled environment. There are a few foundry missions set up to help you test the extent of single target or AoE damage.
Again your instincts are not bad. Starship Energy Weapon Specialization is not a necessity. Like many other things its nice to have, and it will effect how high your DPS ceiling is. There is no avoiding that. But not having it isn't going to keep you from doing 50k+ DPS with a fed Sci or Eng. Player skill will. Captain skill, not so much.
This is by far the best thread I have read on the STO forum and this clear explanation of the way to get the best results is a cracking read.
I started STO when it very first came out and played it for 3 years and then let it slide. Have just recently taken it up again (3 weeks ago) and am now totally mystified as to the changes that have been made - am up to level 56 but more by luck than by judgement. Recently though have lots of people talking about DPS and wanted to know how I lined up with other people. I have downloaded and installed Combatlog reader but cannot get it create the combat log - it says put /combatlog 1 in the chat just before the game starts but I cannot get it to create the combatlog itself.... anyone know anything else i should be doing?
Lastly - is it the case that until I get to level 60 and get my R&D up to level 15 the likelihood is that I will be severely outgunned until I get myself the top end weapons - consoles etc.
Kepp posting people - it's great to be able to re ad proper posts as opposed to others who just want to knock the game and developers.
When you type /combtalog 1, this will create an actual combatlog file, not show you any actual log in your UI.
Also, /combatlog 1 starts the recording sequence, while /combatlog 0 acts as the stop button FYI.
Now, when it comes to the combatlog reader software, you need hunt down the Perfect World Entertainment file (like mine is located in the C: programs section), once you are here keep digging in the files section for Star Trek Online live file and, eventually you should stumble upon a file that is labeled log!
This is where it stores your recorded logs and, what the combatlog reading software is specifically looking for!
As for your last question, no, you do not actually need be lvl60, nor do you need the biggest baddest of everything, as player skill + ship build efficiency is the biggest thing first, than work on getting all the biggest and baddest toys when you can!
Praetor of the -RTS- Romulan Tal Shiar fleet!
-- all captains wanting dps probably want to max out the 3 energy weapon damage skills, flow caps, and power to the 4 systems, and flat power to all systems. If you use torps, 3 points in the torp skills. Most of the rest will be defensive stuff, hull and shield perks, ground stuff.
-- depends. if you want a science build, you need particle generators, for example. If you just want to drop all your guys into tactical ships and go in guns a blazing, not so much. Really, in a dps themed nutshell, eng and tac can focus on guns/ dps and science *could* do the same. OR science could use exotic damage and science ships. And, tac can do science builds very well, because tac abilities boost ALL damage types. But the guns-a-blazing builds are fine for all classes and should be the starting point because science is 1) weird and takes some time to understand how to play it and how to build for it and 2) science builds are expensive and 3) science ships are also a little weird. Master the guns, then come back for science later when bored and when you do, bring your wallet.
-- yes. I, for one, do not use a lot of batteries, so the battery skill is not useful to me. My gunship chars don't need most of the science OFFENSE skills. I usually cannot find enough points to stick into the movement skills... I get there when I get there, slow but a big hammer.. But its YOUR build. The only think to really understand is that if you do not USE it, do NOT put points into it!
-- BO skills... um... avoid things with stupidly long cooldowns. Example... (PVE) ... feedback pulse is nasty, but it lasts like 5 seconds and has a long long long cooldown. Reverse shield polarity is uber but here again, it takes forever to cool down and its a crutch that makes sense at low levels but should be phased out at higher levels.
-- My favorite BO abilities include:
- eng power to weapons! Adds much damage and helps keep your power up for more deeps.
- tac team ... adjust the shields toward the incoming abuse.
- sci hazard emitters ... heals your hull and removes a variety of damage effects
- sci team -- shield heal and removes a variety of effects
- eng team -- counters self inflicted problems from intel skill OSS
- attack pattern beta ... debuffs enemy to take more damage
- tractor repulsors, gravity well --- these can kill projectiles, small fighters, and help get the enemy off you, among other things. Many uses for all kinds of ships, even if weakly applied by a non science build, they can still do a lot of stuff.
- obvious tactical / intel attacks (fire at will, beam overload, rapid fire, scatter fire, surgical strikes, etc) to provide single target or aoe damage
- round out depending on what your ship can seat... more engineering? Slot some hull heals. More sci? Slot another shield heal. More tac? Slot another tac team or something.
- aux 2 bat is still a build, but only some ships support it, and its expensive to do right.
--
rep abilities: there are not so many that you even really have choices.
rep traits: crit damage, crit chance, and your favorite damage ones... shield bypass, damage resist debuff, aux2dps, torp nastiness, ... try them out, pick 2. If you are feeling extra delicate, you can slot a defensive one as well.
-- Not at all. Its probably impossible to do 100k dps in MK XI gear flying a level 40 free ship. But let me make 2 true statements:
1) dps in this game has gone insane.
2) because of #1, it is easy to get "enough" dps even if you do not reach insane levels.
power creep or overpowered stuff might make the game stupid for top players and pvp but it makes it possible to build a functional ship on the cheap without a lot of work. You should be able to double your dps without spending a lot of resources. The first 10k is mostly officer abilities, power levels, blue quality active officers (dont forget your active officers!!!), and learning the basic game mechanics of stacking damage buffs and debuffs.
-- some things will make it easier (cheaper, faster to get there, etc). A tactical ship --- 4 or 5 tac consoles is easier to set up for dps than 5 engineer consoles and 2 tac consoles. 5 forward weapons is going to pack more punch than 4 forward weapons. AP and plasma are going to have an edge over the others for a generic build.
-- some things can SAVE you a TON of MONEY (dil, etc). Crafted items are account bound. Share a set of weapons, upgraded to XIV, rather than upgrade 4 sets for 4 toons! The crafted super consoles (sci, eng) are acct bound. Rep can be done twice as fast on alts after one toon has hit tier 5. Alts farm dil in parallel, so you can gear up one toon at a time quickly.
Will look harder about what weapons etc I am using and see if I can improve on what I have already.
Thanks
These videos may help but, note I did not need any RAR software added for me!
Is the actual combatlog reader software updated and, actually working normally even though you are not adding in any actual combatlogs?
Are you a steam user? As this can have the logs located in a different location!
Make sure you java is up to date as well and, is this for a mac or pc? Because I do not know if it even works for mac!
Also, you need be in an active engagement for it to even record a log so, when you are just about to enter a mission, type in chat /combatlog 1, than when finished type in the same chat /combatlog 0.
https://www.youtube.com/watch?v=jdBmevChrtU
https://www.youtube.com/watch?v=CRYHJg5_COE
Praetor of the -RTS- Romulan Tal Shiar fleet!
Cheers
Not sure what can be causing your issue than myself, there should be an active combatlog within the logs file!
Is the problem, simply that you cannot trace where it is located or, that you cannot get it to load up and display in the parser software?
Praetor of the -RTS- Romulan Tal Shiar fleet!
That is the problem - there is NO active combatlog within the logs file. I have found my way to the root folder as has been described but there is no file there? Strange I know because the game should create one when I ask it to - ie /combatlog 1 when I start the game in the chat window. It is weird but am thinking of actually creating the file and dropping it into the logs folder and seeing if STO will then write over it when I give it the command /combatlog 1.
I have tried seeing if it is an 'administrative issue' within windows and have run the game ensuring that it is run with administrator rights. No joy.
This really has me stumped - am quite happy around computers having built my own and others - this as I said before is just daft. This is not one of my steam games and as you suggested it could be located elsewhere which is why I have searched the whole computer for a file named Combatlog - no trace.
It's probably somewhere in the 'Neutral Zone'...lol
Well, I can tell you this, the actual combatlog is not a file itself but, rather a txt document located within a folder!
Now, with that said, are you actually engaging in a combat scenario for it to begin recording some combatlogs? This is a biggie here but, I am assuming you knew this already?
http://i1250.photobucket.com/albums/hh527/technotranceism/Public%20Use/Capture1_zpsd4111ec6.png
This link will direct you to my photobucket and, here you can browse how I locate my combat file!
Granted, the photos seem to be slightly out of order so, be warned!
But, I did # them accordingly!
Praetor of the -RTS- Romulan Tal Shiar fleet!
Thanks for posting the photobucket photos. Yes I have run a combat game after the command /CombatLog 1
My path is - Cryptic studios>Star Trek Online>Live>Logs>GameClient
This then shows me the following logs -
Alerts
Clientservercomm
Crash
Pcl
Shutdown
Vivox
Voicechat.
That said it is noticeable that the last time any of these logs was updated was 24th April 2012 - whereas when I look at yours they are all recently updated.
My game was installed from the original game that was released on DVD - since that time I would presume that the way the game is handled has changed since it became a Free to play downloadable game.
I will check it out with the support desk and see if they can shed any lioght on it.
Can only thank you again for taking the time and effort to help me out with this issue - nice one!
You may or, may not need to actually create a log file yourself (only speculation) but, you would be best to contact their support group and, see what it would entail involving your situation!
Praetor of the -RTS- Romulan Tal Shiar fleet!
Have submitted a ticket - will wait and see the outcome
Cheers