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Empire Veteran
Join Date: Jun 2012
Posts: 6,774
# 11
09-15-2013, 07:17 PM
Quote:
Originally Posted by antoniosalieri View Post
Think to your self...

I have no doubt I forgot a bunch... but the point is....
3 tech doffs REPLACE ALL of those doffs... and provide the effect of doffs that don't exist... complete with ZERO RNG invovled... there is no chance component.

We can argue if they really make ships 10x better or not... but they do out class every other doff.
ah! here we go, how AtB is op on paper! translated into practice, on the ships that can run it, its shockingly not that simple

Quote:
Originally Posted by antoniosalieri View Post
Tech doffs.... designed to improve EPTx....
Chance based... need 3 to really ensure 100% uptime... on that one class of skills....
damage control are perfect for ships that cant run AtB, and thus have all the sci and tac they need already.

Quote:
Originally Posted by antoniosalieri View Post
Cannon Doffs... Designed to improve Rapid and Scatter...
Chance based... need 3 to ensure 100% uptime on one copy.
non tech doff ships run 2 copies at the cost of 0 doffs already.


Quote:
Originally Posted by antoniosalieri View Post
Photonic doffs... designed to improve shockwave cool down.
Not chance based... but only effects that one specific skill... 2 required to hit global.
a minority of AtB capable ships have a LTC sci slot, and on none of them that do is PWS at all useful. only PSW3 can stun long enough to get anything out of. if your on something that actually has a COM sci, running AtB is killing your aux levels, something a ship with a COM sci needs most.


Quote:
Originally Posted by antoniosalieri View Post
Tac Team doffs...
Not chance based... but 2 required to hit global
ships that cant run AtB already have nothing better to slot then 2 copies, or they dont particularly need it. these were pretty much only used by cruisers that now run AtB now anyway.


Quote:
Originally Posted by antoniosalieri View Post
Sci Team doffs...
Not chance based... but 2 required to hit global

Engi Team doffs...
Not chance based... but 2 required to hit global
ships that use these, having no aux would be way to much of a down side to even consider running AtB instead.


Quote:
Originally Posted by antoniosalieri View Post
Deflector control doffs... Reduces cool down on Gravity well Tykens... and siphen I think
Chance based... need 2 perhaps 3 to really see any reliable effect
need aux to run these well, so tech doffs arent doing you any favors

Quote:
Originally Posted by antoniosalieri View Post
Attack Pattern doffs...
2 required with 2 patterns to bring things to global... 3 doesn't quite get some skills like omega to global. (3 tech doffs sure does though)
3 of them get omega to global, with 2 you just have to run APD as well. for classic escorts that wouldn't need AtB to buff their tac skill uptime, the tweener ships that are good for nothing without AtB least have tech doffs to help them the amount they need help.


Quote:
Originally Posted by antoniosalieri View Post
RSP doffs... that reduce the cool down on RSP.
Don't Exist
a lot of ships that run 2 AtB builds might not even have room for RSP with all the mid level eng stations removed from play. those that do are slow as hell cruiser that cant avoid fire so they actually need rsp in the first place

Quote:
Originally Posted by antoniosalieri View Post
Extend doffs... that reduce the cool down on extend.
Don't exist
nope, AtB does not help your ES much at all. its cooldown only starts after its duration ends, not durring the duration. 2 copies are the only way to global this.


on paper op=yes

in practice op=no

try coming up with an actual real build on a real ship using tech doffs thats op. thats as op as anything that can double tap. heres a hint, the best AtB builds are in my thread for you to choose from. please show us a real live build on a real live ship thats as op as you imply.
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
 

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