I'm running a Fed Science character in a Scryer with all part gen boosters in the 5 science slots. (4 embassy one field exciter)
I have a huge radiation effort going with neutronic torp and gel pack two piece bonus of 14.2 radiation. Counter command tac console for the 29.5 radiation and a constriction anchor for it's 23.7 exotic damage boost.
Ok - so I decide to slot the advance thoron beam in the back for the Isokinetic cannon (unboosted 13,762 damage)
Then I pick up the experimental proton weapon to get 3% crit and the boost to photon torpedoes (26.6) Already running amaco eng and shield for (25% torp and 8.9 boost to aux)
I have the PeP torp which gets help from part gens (love the slow and burn)
That leaves one weapon slot. Two tac consoles and one eng console I'm not fully sold on and my delima and questions to you all.
Only have 13% weapons crit (exotic capped at 50% with 318 part gens). This is using general torp locators for crit in two of three tac slots.
Question 1; Would I do better using severity there? To boost exotic crits? This is basicly a 3 torp boat and 2 other weapons for bonuses.
Question 2; The other (last) eng slot currently has a neutronic - I could put in a Proton Particle Stabilizer for the 3 piece bonus of 10% photo crit and 10% severity...to go along with the severity tac consoles....
Question 3; The last weapons slot current has a disruptor omni - mostly for possible debuff and forward arc. Any other suggestion that would add synergy to the above? Not using Beam Overload so it's not for that.
Tac boffs TS2, Kemocite 1 and tac team1
Eng Boff Structure Integrity collapse 3, aux to SI 2 and empts 1
Sci Boffs GW3, Doffed TBR2, Destable Res Beam 1 and tachyon beam 1 - deteriorating secondary
Sci Boff is hazards 3, tss2 and science team (defense boff)
Doffs - 3 deflector and Graga, other two open to suggestions (normally run two damage control but doesnt help this build it seems.
Tactics currently used:
I drop cloak with sensor analysis, GW3, destable res beam and structural Integ collapse. Then a sensor scan and TS2 spread boosted with kemocite and tac team. Followed by the Iso Cannon on a big target. ( I'm thinking on a medium target now - to start warp explosion reactions...)
I put all - threat in 4 embassy console...heat in the kitchen is a killer. I dropped reciprocity because of that though I still pick up a lot of aggro in pugs.
I dropped the counter command deflector (part gens and other bonuses for a fleet axion deflector) It has a minor boost to part gens but also boosts holds confuses and maneuvers (def) but I like the 10% decrease in science cool downs. The gel pack adds 7% decrease. AHOD trait adds even more.
Have emitter synergy trait, battle ready and Improved tachyon beam slotted. Particle Manipulator currently gives me 31.8% base is 66% per stats screen.
I can see adding 30% to that severity number...is it worth the loss of 3.6 crit? I'm inclined to say yes but lossing netronium....I'm still very squishy.
Where is the majority of your damage coming from? Which part of your damage would you want to buff more? Is the answer to both questions your exotic abilities or torpedoes?
If it's exotic, go for severity. Remember, your base critical chance also stacks with your critical chance from Particle Manipulator. Your exotic damage critical chance would be around 63%, so adding severity will bring more bang for buck. This is why it is still good to get as much Particle Generators as possible. It not only adds damage, but severity as well.
If you want to buff your weapon damage, aim to add critical chance. More of that is better in this regard.
Have plenty of fleet credits so took a gamble. Boosted severity from 66 to 99 dropping base crit to 11.5, only losing 1.5 points. Anyway my exotic severity is now 131 and crit at 62. My average crit jumped 1000 points to about 7000, and when it does Crit, it usually does all 10 clicks. This is on a destabilized resonance beam - just the radiation part. DRB1 does 1578 per tick times 10.
That's basically 100,000 crit over a full 10 secs. Add a GW3 at 1812 then close in and TRB at 2455 - another 90,000 if it Crit's not to mention the -5 resistance debuff per tick on DRB and the numbers just grow. Did I say it's half 50 percent ignore shields and half 100 percent ignore shields.
Comments
If it's exotic, go for severity. Remember, your base critical chance also stacks with your critical chance from Particle Manipulator. Your exotic damage critical chance would be around 63%, so adding severity will bring more bang for buck. This is why it is still good to get as much Particle Generators as possible. It not only adds damage, but severity as well.
If you want to buff your weapon damage, aim to add critical chance. More of that is better in this regard.
I hope this helps.
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That's basically 100,000 crit over a full 10 secs. Add a GW3 at 1812 then close in and TRB at 2455 - another 90,000 if it Crit's not to mention the -5 resistance debuff per tick on DRB and the numbers just grow. Did I say it's half 50 percent ignore shields and half 100 percent ignore shields.
All in all, extremely happy with the changes.