Science Odyssey - Maximizing DPS?
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Join Date: Jun 2012
08-18-2012, 04:14 PM
Originally Posted by
Let's start with the most important one you fail to understand:
PERMENANT Weapon Power, from settings, ship boni, consoles, skill ... is CAPPED at 125.
No surprise your experiments didn't yield an increase. Because THAT is what you tested.
TEMPORARY Weapon Power, from batteries, EPtW, drain ..., WILL kick in as soon as drain would reduce Weapon Power below the cap.
There's a HUGE difference in how they are handled, and temporary increases cause MASSIVE increases in DPS.
Which is what you're losing out on.
The sentence highlighted proves that you didn't actually look at the spreadsheet in the post I linked.
Go take a look, then re-read what you just wrote.
(The sentences surrounding the one highlighted are in fact wrong. There is no difference in how power bonuses get treated depending on whether they're from temporary or permanent sources. All of them raise the "settle value" of your weapons power by the same amount. The only exception to this is Plasmonic Leech, since it works by adding a small amount of power every few seconds instead of a large amount all at once)
The other thing I'm going to mention:
Yes, Threat Control works as a damage multiplier for threat, correct.
But! If you're dealing less than half the damage of someone else, you won't hold aggro - at least that's the limit I've found to be true. Max.
And if you're gimping your dps output, then
any decent (DECENT) Escort will EASILY pull twice the dps of your gimp
. Without even a single point in threat control, that's aggro on him.
Where on earth are you pulling that "non-optimal DPS" = "50% of an Escorts DPS" from?
You're making up numbers.
As someone quite familiar to you pointed out
"A decent cruiser will still deal 50-75% of an Escort's damage"
And frankly, as my primary Cruiser character also flies an Escort and has parsed many, many builds... I'd say that's lowballing it, at least in PVE where Huge levels of Spike Damage doesn't count for as much as high levels of Sustained Damage.
And, again, as you probably didn't read my reply to ussultimatum, which would have saved both of us a lot of typing ... While you don't NEED max defense, having it saves you having to bring more heals. Which can be replaced by EPtW for more threat and damage. Which is NEVER a bad idea.
I suspect you've gotten your game terminology confused here.
"Defense" is a single form of damage mitigation. It's achievable primarilly by moving faster (though a few other things, like the Elusive trait add to this) and it caps out at 24 impulse speed. And as was pointed out earlier: you don't need defence against any PVE enemy, when you can park in front of the baddest foes and shoot them to death at point-blank range using just EPTS and Hazard Emitters.
If you're referring to damage mitigation in general rather than defence, then you're correct. Taking less damage means you need less heals. But pray tell:
on which build have I taken a heal in place of a damage mitigation ability? Or even in place of a Tactical Ability?
You're not actually arguing with anyone but yourself here
Although: RE your "
a bad idea" comment... did you consider shared cooldowns? For example, by your own logic: should a Cruiser take EPTW instead of EPTS? And no, the answer isn't that you can run two sets of both at once. Particularly if you're going for "maximum damage" - consider Aux2Bat.
Aux2Bat shares a cooldown with EPTX, but when you slot the right DOFFs, it grants a substantial cooldown buff every 30 seconds or so (to everything, including Tactical Powers). You could run Aux2Bat and EPTW3, theoretically, but it'd make your cruiser a total lightweight in terms of survivability.
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Last edited by maelwy5; 08-18-2012 at