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-   -   10k dps Fleet galaxy (http://sto-forum.perfectworld.com/showthread.php?t=592401)

vexashen 03-23-2013 12:51 AM

10k dps Fleet galaxy
 
So many people on this forum have complained about beams and cruiser damage. So as an experiment I grabbed one of the weakest damaging fleet cruisers and tried to squeeze as much dps out of it as possible.

This ship pulls 9-10k dps in infected space elite.

Doffs are 2 purple conn officers to lower cooldown on tac team and 2 blue energy weapon doffs to lower the cooldown on faw. 1 purple doff to buff directed energy modulation

http://www.stoacademy.com/tools/skil...fleetgalaxy1_0

doffingcomrade 03-23-2013 01:03 AM

I see bold claims unsupported by any evidence. There's nothing particularly spectacular about that loadout. Where's the detailed breakdown? Not even a screenshot of the actual value?

baudl 03-23-2013 01:08 AM

another "i do 10k dps" post...seems those grow like mushrooms this season

kingstonalan 03-23-2013 01:16 AM

spiking 10 ain't 10. realtalk

vexashen 03-23-2013 01:26 AM

Since no one on this forum believes anything without seeing some sort of proof. This was a run I did in a pug tonight. Was pulling 11k SUSTAINED dps until I died because I was pulling threat off the entire team.

http://files1.guildlaunch.net/guild/...090/vexdps.jpg

doffingcomrade 03-23-2013 01:35 AM

Those are pretty high values all around. What settings were you using to calculate those values? I've noticed that two different parser plugins fed the same dump can spit out values that can be wildly different. What kind of abilities were in play here? I find it hard to believe that a beam cruiser can spit out that kind of damage on its own, unless heavily assisted by others, and the high values listed suggests there was a lot of that going on....but if that's the case, that DPS isn't really yours anymore.

nikephorus 03-23-2013 01:42 AM

Quote:

Originally Posted by vexashen (Post 8763071)
So many people on this forum have complained about beams and cruiser damage. So as an experiment I grabbed one of the weakest damaging fleet cruisers and tried to squeeze as much dps out of it as possible.

This ship pulls 9-10k dps in infected space elite.

Doffs are 2 purple conn officers to lower cooldown on tac team and 2 blue energy weapon doffs to lower the cooldown on faw. 1 purple doff to buff directed energy modulation

http://www.stoacademy.com/tools/skil...fleetgalaxy1_0

I'm skeptical without proof. Even well built escorts have trouble breaking the 10k barrier. So you will have to forgive me if I find it a little crazy that a ship with 2 tactical consoles, weak bridge officer layout, and crap maneuverability can pull off 11k sustained dps.

vexashen 03-23-2013 01:47 AM

Simple sollution. Run with the tos vets sometime. We have tons of people pulling 9-17k dps in infected elite. We pull that stf in a little over 4 minutes with our top dps.

I post these things to show people whats possible. Not to get told Im lying or fudging facts. Simple fact is im not bragging. Im trying to help cruiser captains see whats possible.

As far as the crap turn rate of the galaxy I fly it with the saucer off. Puts me at a 21 degree turn rate. Thats plenty to land my broad sides and spam fire at will. Also with the saucer off and the assimilated module Im running something like 140 weapon power before I hit emergency to weapons 3.

Anyone running beams needs to look at running well over the SOFT CAP of 125. The hard cap is something closer to 160.

bareel 03-23-2013 01:49 AM

Do it in a PuG where your team isn't throwing down APBs for you the entire time along with holds, Tac Fleets, and the other various things that are enhancing that ship's DPS.

Actually better yet, do that starbase mission and post a vid. That is a much better, and honest, way to evaluate a ship's performance.

vexashen 03-23-2013 01:51 AM

That damage log is from a pug. Read my posts more carefully before you tell me what I did wrong.


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