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The Craziest Thing Happened at CCA

chastity1337chastity1337 Member Posts: 1,608 Arc User
So I made a CCA run with my KDF Engineer Artemisia in her K't'inga retrofit. It's a work in progress, so I was happy to see 46K DPS. It's nothing in the scale of such things, but it's progress in working up her loadout.

But we had killed the Entity before it had time to release its energy burst even once, and I was curious who had been the heavy hitter. So I started poking through the other 9 players, and I found this -

http://imgur.com/a/OWNrT

This is, again, not me.

But how in the name of Dante's Seven TRIBBLE does anyone crank out 221K?!?!? The numbers are all there, CLR does a nice job of breaking it down, and you can see what he's using but but but...

****edit again****

Photobucket was compressing the TRIBBLE out of the screenshot until it was almost impossible to read, so I replaced it with a link to Imgur. You will still see a small version at first, but just click on it once to expand to visible.
Post edited by chastity1337 on

Comments

  • tom61stotom61sto Member Posts: 3,673 Arc User
    imgur.com is where I see most STO screenshots. Also, blank out the name when you re-upload it, as keeping it in might fall under 'name and shame' rules for the forum.

    As for the damage, the Crystaline Entity is extremely vulnerable to Kinects, and the break down reveals that the user posted has that in Spades. All the big hitting Reputation torps, Concentrate Firepower (kinect debuff and round-robin free high yield torps w/ torp cooldown reset) on top of high EPG to crank out Kinetic typed damage from Gravity Well and Destabilizing Resonance Beam (this ability also gives a solid debuff).
  • chastity1337chastity1337 Member Posts: 1,608 Arc User
    edited January 2017
    tom61sto wrote: »
    imgur.com is where I see most STO screenshots. Also, blank out the name when you re-upload it, as keeping it in might fall under 'name and shame' rules for the forum.

    As for the damage, the Crystaline Entity is extremely vulnerable to Kinects, and the break down reveals that the user posted has that in Spades. All the big hitting Reputation torps, Concentrate Firepower (kinect debuff and round-robin free high yield torps w/ torp cooldown reset) on top of high EPG to crank out Kinetic typed damage from Gravity Well and Destabilizing Resonance Beam (this ability also gives a solid debuff).

    OK, moved to Imgur and link replaced, thanks very much. I am going to leave it alone and risk getting spanked for "name 'n shame", simply because...as soon as I edit it, at all, it becomes suspect.

    On Concentrate Firepower - if you look at the description, it all talks about allies, not "self and allies". If you're telling me from personal experience that it is actually "self and allies", I believe you, but that's not what it says.

    In the larger overall sense, I know how CCA works, but my own results are more like those of a mere mortal, not a DPS demi-god. This is my personal best CCA run -
    http://imgur.com/a/NaSuZ

    Big difference there. Rykir has 221K DPS, with a 207K max-one-hit, while my total is only 82K with a 60K max-one-hit. Rykir has GW1 at the top slot, with 15% of his total DPS, while I have GW3 at the top, with 63% of my total damage. Overall, he/she is getting a lot more out of torpedoes than I am.

    Damn, I was so happy with Intel as Primary spec and Pilot as Secondary. I really don't want to give up the boosts from Pilot, but it's looking like Command has some really persuasive arguments. Anything for "MOAR DPS!!!!"

    I just realised, Concentrate Firepower is a BOFF ability, which means you need a Command ship to use it. When I wrote the above, I was thinking it was an ability from Specialisation, like Rock 'n Roll. Ok, well, hmm, not happening then. And here I thought I'd found the Holy Grail...
    Post edited by chastity1337 on
  • tom61stotom61sto Member Posts: 3,673 Arc User
    edited January 2017
    Look into the Temporal Spec, as the linked user has it and it contributed a fair bit. Each point in it while it's active gives you EPG, on top of that it gives: an extra DoT, adds a debuff to anything with a DoT, increases damage from DoTs, makes your anomalies (Gravity Well and the like) able to move (more time in center = more DeePS from it) and gives your targetable high-yield torps temporary HP. Also, it can prevent you from dying... sounds sorta Grail-like come to think of it.

    Another thing to look into is the Delphic Tear Generator (Universal console from last lockbox), large percentage boost to your EPG based abilities, increases CritH, and has a pretty decent active damaging ability to boot.

    One last quick thing I'm not sure you have but the linked user does (has full three-set to get Secondary Torpedo Tube) is the Console - Universal - Ferrofluid Hydraulic Assembly which knocks off half a second of the shared recharge time between torps, which lets you belt out more torps in a given time.
  • staq16staq16 Member Posts: 1,181 Arc User
    Look up "DPS infinity" for people doing horrible things to the CE with torpedoes. Looks like the player here is using a command ship heavily optimised for photon torps, probably slotting all 3 rep photons up front. The CE is particularly vulnerable to torpedoes, so I suspect that DPS would not translate to other scenarios with this build.
  • chastity1337chastity1337 Member Posts: 1,608 Arc User
    edited January 2017
    Found myself in a CCA with the same guy about 0400 this morning. This time his numbers were even higher, though it's worth mentioning that I am using CLR with the default settings, rather than the special DPS League settings.
    https://imgur.com/sz2C1ER

    250K, people. I set a new personal best with 83K myself, but this guy had three times the DPS I did.

    I found it interesting to compare the two damage reports. Two biggest differences I see are that in the second he had a far lower Max One Hit, even though his overall DPS was higher. The other thing I noticed was the huge difference in the Delphic Tear entry. Last time it was well down the list with only 2.7% of total damage, this time it's at the top with 14.7%
  • e30erneste30ernest Member Posts: 1,794 Arc User
    The current CCA record in the SCM table is 1,028,867.26 DPS. There are 127 records above 200k, 54 records above 300k, 28 records above 400k and 18 above 500k. You'll have to note that CCA parses are generally started at the start of combat, and ended immediately after the entity dies (most of the numbers above are done that way). They don't parse the mob cleanup after the entity dies since SCM only requires the entity's death to be registered.

    Another thing I've noticed, CLR parses a fair amount lower in CCA than SCM. Probably because SCM calculates in smaller time increments. A 398k run on CLR for example would show up as high as 409k in SCM (reading the same unaltered log).

  • chastity1337chastity1337 Member Posts: 1,608 Arc User
    e30ernest wrote: »
    The current CCA record in the SCM table is 1,028,867.26 DPS. There are 127 records above 200k, 54 records above 300k, 28 records above 400k and 18 above 500k. You'll have to note that CCA parses are generally started at the start of combat, and ended immediately after the entity dies (most of the numbers above are done that way). They don't parse the mob cleanup after the entity dies since SCM only requires the entity's death to be registered.

    Another thing I've noticed, CLR parses a fair amount lower in CCA than SCM. Probably because SCM calculates in smaller time increments. A 398k run on CLR for example would show up as high as 409k in SCM (reading the same unaltered log).

    Hmm, really? That is some interesting information, e30ernest. Thank you very much. So this guy that seems like a demigod to me is actually middle-of-the-pack by the standards of the heavy hitters. Gotta admit, 500K is some massive epeen. I mean, that's John Holmes territory.


    I too stop the combatlog as soon after the Entity dies as is practically possible
  • e30erneste30ernest Member Posts: 1,794 Arc User
    To be honest, CCA DPS is almost entirely ship-build based. Unlike in other DPS-parsed maps, CCA is a matter of flying up to the entity, parking and hitting the right skills in the correct order and having a little luck (because of how GW and SSV crits work). There is very little skill involved.

    A good start is reading up on Vel's detailed heavy-exotic CCA build. That is basically the build many of the top CCA parsers follow or base their own builds on. He does a great job at describing exactly what is going on and how he flies the ship in maps like CCA. Again, like in the previous build I posted on your other thread, there are a lot of synergies involved. Even seemingly innocuous abilities have a secondary effect that may help other abilities. It's the reason why some some people's GW3 can do way more than another player's GW3.

    Once you get a grasp of the basics of that build, it becomes quite easy to get huge numbers in CCA. At it's very core, it's simply buffing up > debuffing your target > firing off your big abilities.

    Personally, I even have my trays set so that a CCA run for me is as simple as clicking/pressing 1-0 in order. Finding that order is what matters for CCA DPS. I for example gained an additional 50-100k in my average runs just by re-ordering my buff activations and making no changes to my build. Likewise, should lag hit and I accidentally skip something in what I now call my "CCA Procedure", I find some heavy losses in damage as well.

    Also, in regards to the "DPS Infinity" video, many people misunderstand exactly what is going on there. They are getting "infinite DPS" due to how parsers work in calculating DPS. They aren't really hitting infinite damage, their team is merely collectively hitting enough damage to kill the Entity in one volley (around 5.1M HP). For example, I've seen numerous people hit "infinite DPS" but only deal as low as 5 damage in total, because they made their single hit exactly when the entity died and the parser reads a very low combat time (less than 1 second). The DPS Infinity runs are staged and designed to trick the parser into displaying "infinity". Don't get me wrong, I am not dissing them. The amount of team coordination and planning and executing such a run with perfect timing between players is very impressive by itself.
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  • chastity1337chastity1337 Member Posts: 1,608 Arc User
    wardcalis wrote: »
    torps torps torps. 200k dps on CCA is actually a VERY low number for a torp build. most Torp builds should beat 500kdps in there. The crystaline entity shouldnt last longer than 20 seconds.. ever.. they really need to increase it's HP

    I disagree. What they need to do is create an Elite version of the queue, leaving the Normal and Advanced versions as they are, for the benefit of us mere mortals.
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    wardcalis wrote: »
    torps torps torps. 200k dps on CCA is actually a VERY low number for a torp build. most Torp builds should beat 500kdps in there. The crystaline entity shouldnt last longer than 20 seconds.. ever.. they really need to increase it's HP

    I disagree. What they need to do is create an Elite version of the queue, leaving the Normal and Advanced versions as they are, for the benefit of us mere mortals.

    Second on the Elite.

    Also, the Entity resists both torps and energy weapons, but has a much higher resistance to energy weapons.
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
  • chastity1337chastity1337 Member Posts: 1,608 Arc User
    wardcalis wrote: »
    torps torps torps. 200k dps on CCA is actually a VERY low number for a torp build. most Torp builds should beat 500kdps in there. The crystaline entity shouldnt last longer than 20 seconds.. ever.. they really need to increase it's HP

    I disagree. What they need to do is create an Elite version of the queue, leaving the Normal and Advanced versions as they are, for the benefit of us mere mortals.

    Second on the Elite.

    Also, the Entity resists both torps and energy weapons, but has a much higher resistance to energy weapons.
    wardcalis wrote: »
    torps torps torps. 200k dps on CCA is actually a VERY low number for a torp build. most Torp builds should beat 500kdps in there. The crystaline entity shouldnt last longer than 20 seconds.. ever.. they really need to increase it's HP

    I disagree. What they need to do is create an Elite version of the queue, leaving the Normal and Advanced versions as they are, for the benefit of us mere mortals.

    Second on the Elite.

    Also, the Entity resists both torps and energy weapons, but has a much higher resistance to energy weapons.

    Yes, agreed, and it actually tells you that in the popup briefing at the start.
  • welcome2earfwelcome2earf Member Posts: 1,746 Arc User
    I think it's not just torps, its plasma explosions - iirc they also can damage the CE during it's immunity/recharge phase, yes?
    T93uSC8.jpg
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