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Survivor of Remus
Join Date: Dec 2012
Posts: 318
# 202
02-13-2013, 09:40 PM
Quote:
Originally Posted by dixa1 View Post
actually i did lay out what i did

foundry mission fed side: battleship 1 on 1. pits you against a single klingon neg'var which also has boarding party. 20 of them, one at a time. you are in constant combat the entire time

i used act

1st test - 6 turrets and cutting beam. cycled between rapid fire, scatter volley (because of boarding party). apb2 on cooldown. on a ship wit a turn rate of 7 and inertia of 70 vs. cruisers that turn and try to get their forward arcs towards you constantly ie. not slow ass borg ships.

4198 dps over 15 minutes of continual combat. 6,783 hits, 98.61 hit rate, 6% crit rate

2nd test - 5 turrets and cutting beam, one 180 degree quantum torpedo. same as above only also threw in torp spread 1 and 2.

4191 dps over 16 minutes. 7,169 hits, 98.52 hit rate, 5% crit


3rd test - 5 beams and cutting beam, one 180 degree torp. beam fire at will 2 and 3. apb 3. spread 1 and 2.

5071 dps over 13 minutes. 4467 hits, 97.51 hit rate, 6% crit rate


beams may not be better than dhc or even regular cannons - but don't feed me or the community bull that replacing them all with turrets is better. it's not. not unless you are always facing towards or or away from your opponent and in that case with that amount of manueverablity you should be in a ship using dhc.

Ok, your numbers have some problems. If you insist on using parsing to determine the numbers, then you need to parse using otherwise identical equipment and eliminate as many variables as possible. No cutting beams, no torps, no set bonuses that significanly boost weapons energy or severely reduce energy weapon drain like the Borg set does. Beams are power-hungry, which is why their sustainable DPS isn't much higher than turrets when used in numbers of 5 or more. Furthermore, the weapons need to have identical modifiers all around.

I did so! It seemed fair to do it myself, afterall:

I ran two separate types of encounters: one on one vs. a battleship and 4 on x vs Nausicans in the Japoori Tau Dew sector patrol.

The ship was a science ship. Loadout was 6 vanilla mk xi tetryon weapons. No special item set bonuses were used that would adversely effect the consistency of the results either by providing power bonuses to weapons or by generating effects to reduce weapons drain. The turret loadout used two tac team 1's and cannon rapid fire 2 and 3. The beam array loadout used two tac team 1's, BFaW2, and attack pattern omega 1. No other powers were used that would otherwise effect overall DPS. The only other powers used were EPtS1, evasive manuevers, and aux2sif 1. I parsed the data using act 3 and was careful to avoid long lapses in combat in both instances.

In the patrol mission, the beam ship came out ahead slightly with an overall DPS of 20% more than the turret ship, but only finishing the patrols an average of 13% faster. A big help in this was the fact that there were multiple allies available to take advantage of the extra DPS generated by BFAW2, meaning less damage was wasted.

In the battleship one on one, the turrets came out ahead, dealing 8% less damage while finishing the individual engagement an average of 21% faster. Aiding in this was the turrets ability to consistently deal DPS regardless of facing, meaning I could loiter close to the Klingon battleships and concentrate solely on staying within the same shield arc for most of each engagement. Much of the additional DPS generated by the beams seems to have been directed at the incoming shuttles or was scattered over several shield facings, having no appreciable effect on overall engagement time.

In a follow-up 1 v X match run a single time for both kicks and also giggles, the turrets came out ahead again, dealing slightly less damage, while reducing the engagement time by about 15%. Without additional powers to take advantage of the BFaW-generated DPS, enough of it was healed to make the real-world usefulness of the extra damage less impressive than the raw numbers would seem to indicate.

Again, I simply state that turrets are, in general, more useful than arrays. The slower the ship turns and the more weapons it has, the more exaggerated and more pronounced this difference in utility becomes. Try it for yourself.