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What are the best mods for torpedoes? (No speed doffs, no rep torps)

pottsey5gpottsey5g Member Posts: 4,254 Arc User
Has there been any study or tests into the best mods for basic torpedoes? For a while now I have been thinking about trying a different type of torpedo boat without any speed doffs. Instead using x2 Critical Severity projectile doffs and x1 projectile damage doff.

At first I was thinking about using x4 Quantum with 60% Critical Severity or perhaps the Radiant ones as you can buy 50% Critical Severity easily. Then I got thinking what is the best mod for this situation? It looks like the projectile Critical Severity doffs are better than the damage ones. But how do torpedo mods play out with x4 basic torpedoes? Has anyone else flown a torpedo boat like this, if so how did it go?

Comments

  • tigerariestigeraries Member Posts: 3,492 Arc User
    best mod is torp spread... free torp spread 1...
  • pottsey5gpottsey5g Member Posts: 4,254 Arc User
    tigeraries wrote: »
    best mod is torp spread... free torp spread 1...
    Doesn't that stop or get in the way of torp spread 3 by locking it out? I thought the spr mod like overload mod on beams is bad when you already use torpedo spread or beam overload as the level 1 power locks out the level 3 power?

  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    The [Spr], [Rapid], and [Over] mods cause a brief lock-out for their related BOff power.

    For heavy-hitting torpedoes (Quants, or torps that have a heavy component to them when fired via HY), DMGx3[Pen] rules. For your lighter torps (Transphasics) it's a tight race, but DMGx3[Pen] squeaks by.

    Note that TriCobalt does not have any working mods at current date of post.
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
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    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
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  • pottsey5gpottsey5g Member Posts: 4,254 Arc User
    Thanks. I got a little distracted between the CE event and playing around with high yield builds. Now I have time to take another look at my plan of x3 or x4 basic torpedoes. But before I spend 100’s of millions of EC and lots of dill on upgrades I want to confirm the best mods.

    DMGx3[Pen] is clearly good for HY. But what about an Engineer pilot in a cruiser without attack patterns using torpedo spread 3 with Quants? Does DMGx3[Pen] still come out on top? How big a difference is there between DMGx3[Pen] and CrtDx3, [Pen] in that situation? Was also thinking about the 50% Crit severity Radiant torpedo's. Not the advanced one but the rep store ones. Less damage and going be a pain to get the 4th mod I want but could x4 of them mean I can skimp on heal powers?

    For background info depending on build my crit chance is around 23% to 30% and Crit severity 120% to 167%.

    Been running ISA for 10 hours yesterday and not really getting anywhere working out what’s best for console and doffs. Still got no idea on +CrtD or +DMG doffs for torps? Same problem with consoles. I keep swapping between the 12% all damage from Sustained Radiant, 18.8% all damage from Rule 82 Combat console. Along with 2.2% crit from Zero point, or fit x2 consoles that each gives 12% crit serv. My DPS keeps isn’t consistent enough to work out which fit is best.
  • pottsey5gpottsey5g Member Posts: 4,254 Arc User
    edited September 2015
    Just been playing around with front Radiant torpedoes to test the hull proc and noticed, since the Kemo rebalance the Adv Radiant torpedo seems good under limited situations.

    Well torp spread Kinetic damage is still terrible being half of other torpedoes. After testing the arc spread damage was high and getting a noticeable amount of extra kemo hits over my Neutronic torpdeo . 4 spread hits against 2 NPC’s turns into 12 Arc hit which turns into 32 Kemo hits under testing. In GGA against a large amount of NPC’s grouped 8 spread hits turned into 50 ARC hits and 100's kemo hits.

    Due to the kinetic damage being half of other torpedoes with spread its not a powerful torpedo. But with the kemo change it’s now useable. Still a useless torpedo without kemo as the damage is so low.

    http://postimg.org/image/4zwsf0yux/
    http://postimg.org/image/re8l6fz87/

    EDIT: Think I need to stop calling the Adv Radiant torp rubbish. Just got 79k dps with it from my ISA test run with the following doffs. x1 Crit chance, x1 DMG, x1 Crit Sev. It was combined with the Neutronic with x2 Con Fire Power.




    Post edited by pottsey5g on
  • anjc#8825 anjc Member Posts: 291 Arc User
    Nutronic is great for damage, but with a decent cool down (with the two set bonus), Gravimetric Photon is pretty powerful with the two set bonus, less damage then the nutronic but higher recharge. Radiant is a quantum torp that most of the time gives you a temporary hull heal. Tricobalt is the second most powerful, next to the Bio-Neural Warhead, a 45sec recharge (if memory serves) that can fire from 15Km away (yes out of range of normal weapons), it is a targetable torp, but it has shields, decent hull, and an antiproton turret. There is the Romulan torp (3 torps in 3 second, they are targetable and can easily be shot down with a Faw or torp spread) it is a decent torp, but is made foreword firing builds. The omega plasma is good for anything, but is not the most powerful. The standards are not worth mentioning. Also there is particle emission plasma, great in pvp against escorts or anything else since it does decent-ish damage, but makes a plasma cloud that pretty much puts you at a full stop. Then you have the torps that come with ships (Voth Transphasic-Chroniton Torp, has the bonuses of 40% damage and the slowing ability of chroniton weapons, also it has a 180 Degree arc, yes 180, not 90, so it is epic for Beam Boats) and the thermonic torp, which disables everything for a few seconds, and does the damage of a transphasic, so is not really worth it unless you enjoy spamming.
    Forgot a few. There is a bio-molecular photon torp, it is decent with no major flaws, also the two set bonus with the Hydrodynamics Compensator (which every build should have) adds I believe +17.5 Phaser and Disruptor Damage. Harpeng is not really worth it. Antiproton is amazing but you cannot get it anymore.
    And that is it, there are a few that I didn't mention that I find to be not worth it or I simply forgot, oh, and cluster torps are up to you.
  • pottsey5gpottsey5g Member Posts: 4,254 Arc User
    edited September 2015
    “Antiproton is amazing but you cannot get it anymore.”
    Got 4 of those on one of my ships and it looks so pretty. You reminded me of the Bio-Neural Warhead and I wonder does con firepower reset its cool down to zero?

    EDIT: Doesn't work. But what does work is x1 missile launcher and x1 cluster torpedo with x2 Con Fire Power. The missiles reset the clusters torp so you can fire a cluster every 2 to 4 seconds.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    The bio-molecular photon torpedo might be something to experiment if you look into a crit focused high yield build. High Yield Torpedo for this torpedo creates a single torpedo, but non-targetable. Which means all damage is focused in a single torpedo and crits would hit extra hard.

    But I don't know how that compares to other torpedoes overall. I pretty much rely on Gravimetric Torpedoes, Particle Emission Torpedoes and Neutronics, since they all have great synergy with Gravity Well. And most of my Torpedo-based builds are science vessels.​​
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • wolfmoonstarwolfmoonstar Member Posts: 13 Arc User
    My favorite Torp mod is Arc. 180* firing arc on my Quantum is just too good to pass up on my cruiser.
    Finally, I can relax and enjoy the vast beauty of the Galaxy.
  • pottsey5gpottsey5g Member Posts: 4,254 Arc User
    edited September 2015
    Thanks for the tips. My aim was to build a torpedo boat with x1 Crit chance, x1 DMG, x1 Crit Sev doffs. That means I need to hit or get near max fire rate without any speed projectile doffs. That pretty much rules out the slow firing torpedoes or limits me to 1 slow fire torpedo as I fly Crusiers. I was thinking more along the lines of 4 Quantum or 3 Quantum and 1 Neutronics. Or perhaps 1 adv radiant torpedo. #

    The big question is more as an Engineer pilot in a cruiser who doesnt use attack patterns which mods to go for on the Quantum's? I think I have it narrowed down to 3 options which is x3 torps with DMGx3[Pen] or 3 torps with CRTDx3[Pen] or 3 torps with Radiant & 50% crit serv.

    I know for Tac pilots and attack patterns DMGx3[Pen] is best. But does that apply to cruiser Engineer pilots without attack patterns?
  • gerwalk0769gerwalk0769 Member Posts: 1,095 Arc User
    edited September 2015
    pottsey5g wrote: »
    Has there been any study or tests into the best mods for basic torpedoes? For a while now I have been thinking about trying a different type of torpedo boat without any speed doffs. Instead using x2 Critical Severity projectile doffs and x1 projectile damage doff.

    At first I was thinking about using x4 Quantum with 60% Critical Severity or perhaps the Radiant ones as you can buy 50% Critical Severity easily. Then I got thinking what is the best mod for this situation? It looks like the projectile Critical Severity doffs are better than the damage ones. But how do torpedo mods play out with x4 basic torpedoes? Has anyone else flown a torpedo boat like this, if so how did it go?

    Pen in my opinion. On reddit I think a person looked over torpedo modifiers.

    I've run all photon builds pre-Grav torpedo with the Risan Corvette (all basic photon torpedoes), and when the Gravimetric and then the Enhanced Molecular torpedoes came out on the Breen Plesh Brek and the Dyson Science Destroyer respectively (mixed reputation and basic photon torpedoes). When I obtained the EWP I used that (aft) to increase photon damage. I've also run all plasma torpedo boats with and without reputation plasma torpedoes.

    I never parsed the builds but observationally they were not as effective as mixed sustained (quick firing)/burst (slow firing burst damage) torpedo boats in terms of how quickly I killed a target. Mono type torpedo boats lead to a long involved dogfight.

    Four fore slots with torpedoes with 8 sec recharge rates is doable. It sounds like you might want to run energy weapons also so you might be onto something.​​
    Joined STO in September 2010.
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