Science Odyssey - Maximizing DPS?
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Join Date: Jun 2012
08-19-2012, 12:19 PM
I'm going to ignore the bit about PVP threads, since it now appears unclear from your earlier statements what you mentioned them for.
Originally Posted by
As for your test, you mixed quite a couple effects together there, most important being:
a) permenant weapon power vs temporary weapon power
b) a glitch that enables beams to use overcapped permenant weapon power (no clue if that one still exists or has been fixed, but it existed when you tested. personally I'm not interested in abusing bugs, so I won't bother with it anyway)
c) using EPS Power Transfer to simulate higher energy levels.
d) choice of target and scenario for the test.
(a) I'm still not sure where you're getting this from, quite frankly. The way weapons power mechanics work in the game is that there is a single pool of energy - "Weapons Power" which can be at varying levels but is "hard capped" at zero and 125. The way the cap works is that extra energy over a certain value (currently 125 - it has been 135 in the past) is recorded, but not actually used in the damage calculations.
It doesn't matter what sources you use to raise this energy level. It could be Skillpoint investment into Warp Core Performance, or Efficient BOFFs, or EPTW, or Batteries, or Energy Siphon. The game knows no difference between the sources, it just knows it has X energy available to use at any given time. For the duration of any given buff period, weapons power is added to the pool, then when the buff expires it is subtracted again.
If it DID work the way you're suggesting, then you would see a difference in firing when under the effects of a weapons battery (try it: get to a high weapons value - say 135, then lower your weapons power to 60 and use a [+75] battery to get to the same level. If at these points you fire two beams simultaneously, you'll see the same results to your weapons energy readout in both cases. There
a difference in DPS when you use EPTW, but this is due to the extra weapons skillpoint bonus from EPTW, not the Weapons Energy it grants being "temporary")
(b) Is the entire point of the test.
Beams use overcapped weapons energy to buffer/offset the energy reserved during weapons cycles. This is only in effect when you would otherwise dip below 125 weapons power. Beams do not get more damaging when you go over the cap (a beam fired at 130 weapons energy will not grant more damage than at 125) - the "hard cap" is still at 125.
(c) Use of EPS was neccessary to simulate higher energy levels because the ship I used could not go above 135 natively. EPTW was not used because the Energy Weapons skillpoint bonus would have skewed the results. Weapons Batteries were not used beacuase the effects were of too short a duration to cover the cycle period.
EPS grants a power recovery bonus, but this does not impact on your weapons firing cycle in the slightest - it's exactly the same mechanic as when you use an EPS Engineering console, known as a buff to your "Power Transfer Rate".
In the past (many seasons ago) EPS recovery
impact your DPS - you couldn't fire more than a few weapons at a time before you started to run out of weapons energy, and everyone needed to run multiple EPS consoles. However this is no longer the case. For the past several seasons EPS Consoles have done nothing for weapons power recovery - they simply shorten the time it takes to move from one power setting to another.
"As a result of this change to the energy drain mechanic, the EPS Flow Regulator Station Mods, will no longer have an effect on DPS. They will continue to function to improve power transfer rates between different systems."
It changed because the mechanic behind weapons fire changed:
Whenever you fire more than one energy weapon simultaneously, previously the energy was simply consumed.
Currently, instead of being consumed it is "reserved"
- a block of energy from your available pool is set aside temporarilly. Whilst it is being reserved, this energy is basically in limbo until it is released again (which takes place at the end of the weapons firing cycle).
So currently whenever you broadside something with beams, what happens is that each beam over the first one reserves weapons energy - this is listed in the UI as 10 energy each, so you can expect your weapons power to dip to by around 60 points when firing seven beams (there are slight variations due to rounding). The bug currently in place is that whenever beams reserve this weapons power they are ignoring the cap. They take their reserve from the UNCAPPED weapons power value. So if you have a "buffer" over 125 power, instead of your weapons energy always dropping to 65 during a broadside, it'll drop a bit less.
After the beams fire, they release their energy again and you'll rise back to normal levels (125). This is as a result of the energy being released, not a result of it being regenerated via Power Transfer Bonuses.
The only time power transfer bonuses come into consideration is after a Beam overload, which REMOVES energy rather than reserving it.
d) Your target, it's too squishy. At least, if you wanted to test for sustained damage. At the start of a firing cycle, power levels fluctuate wildly, all through the first salvo and into the second. By that time though, your target already exploded.
You really need to shoot at something sturdy so that weapon cycles and power levels drop into a constant pattern.
My target didn't die once during the test. If you read the main tab of the spreadsheet, you'll see stated quite clearly at the bottom that my target was a ship piloted by a second account.
This ship used no resistance buffs at all over the course of the test period, but to eliminate any passive buffs, I used the bracketed (pre resistance) values staken straight from the raw in-game combat logs, all the data from which which you can see dumped onto the other tabs of the sheet.
The other big issue with your test conditions is that you did not test for using abilities. I understand you were trying to keep test conditions as clean as possible, but since you were using EPSPT this really, really backfired: using CRF or FAW speeds up your weapon cycles and thereby your drain cycles, which in combination with EPSPT yield a different (higher) benefit.
Abilities would skew the results in various ways and be unhelpful towards establishing a clean pattern. Although I have tested and quantified their effects
The purpose of the Weapons Energy test
as stated in the thread linked
was to investigate whether there was any effect on Beam weapon cycles whenever your ship has a weapons energy level of higher than 125.
The test proved that this "buffer" effect
exist, and quantified the DPS benefit from energy levels of 115 through to 164. This coverage was sufficiently wide enough to enable me to establish an observable pattern, and it became superfluous to do any further testing.
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Last edited by maelwy5; 08-19-2012 at