Lieutenant
Join Date: Feb 2013
Posts: 86
# 71
10-29-2013, 01:18 PM
Quote:
Originally Posted by ikuruyo View Post
And to Icepiraka the 2 piece set bonus is +22,9% photon projectile weapons dmg and +3% crit chance with all weapons. Its not +22.9% dmg and crit chance for photon projectiles.

3 piece is +10% crit chance on photon projectiles and +10% crit dmg for all weapons. There is plenty of reason to fit in at least the 2 piece set.

HY makes a destructable torpedo like plasma torpedos with a 100% chance of making a rift. Spread fires a volley of torps where the first one fired at each target has a 33% chance to cause the rift. The rifts will drag you in as well if you are too close and cause dmg like a GW.

Some interesting things should happen if you GW a group then hit them with a spread.

And I see where the confusion occured. The set grants a crit chance for all weapons and more crit chance for photon torpedos. Depending if you have a 2 or 3 piece set.
Quit patronizing me, I KNOW what I read!

If you had read through the topic, you'd have noticed that ladymyajha was wondering whether or not the set piece bonuses changed the function of the Gravimetric torpedo. I responded with the Reddit post of the console, and speaking with respect to the Gravimetric torpedo, I noticed that the set bonuses only add damage and crit chance/severity to that torpedo. So I concluded that no, the set bonuses do not influence the functionality of the Gravimetric torpedo, or at least not in a significant way.

For my own build, I see absolutely no reason to add any of these set bonuses, only the torpedo.
Career Officer
Join Date: Jun 2012
Posts: 1,700
# 72
10-29-2013, 02:02 PM
Quote:
Originally Posted by tpalelena View Post
You say that as if it is a big deal. Trust me, its not.
And I have been around since the game came out, and yeah it is still a bad one.
Hard to believe, considering that I have seen all kinds of skittles and full turret builds in the same time.

Quote:
Originally Posted by tpalelena View Post
If you are not facing your target with your DHCs, you are not justifying your existence. Turrets are also good for the borg superplasma torps, but they also do damage when you are facing the enemy. What you should be like, doing.
Well excuse me for playing my escorts like the Defiant from Star Trek DS9 (fun fact, this is the exact weapon layout it had), you know, one of the shows this game is based on. If I want to play battleship I take pencil and paper. Maybe you should too, it's cheaper. And with turrets you actually have to target torpedoes. FaW just clears them.

Quote:
Originally Posted by tpalelena View Post
There is no enemy in game that is a danger and uses subnukes. If you need bridge officer powers to defeat a couple of breen ships, than that is just a weak build.
There's a difference between "need" and "want". I don't "need" to quickly clear debuffs, but I "want" to.

Quote:
Originally Posted by tpalelena View Post
HE should be enough for all your hull heal needs, if not, Aux to Structural is what you need.
I'm one of those horrible, horrible people who actually like to waste their Hazard Emitters on team mates who need it in STFs, even if the tactical cube switches to me a second later and then barely anyone returns that courtesy. And Aux to Structural is an annoyingly low-powered heal, I have better things to do than spam crap like that.

Quote:
Originally Posted by tpalelena View Post
If it is not enough, than your shields are down way too much.
Or there are too many shield ignoring DoTs.

Quote:
Originally Posted by tpalelena View Post
The only enemy that does much subsystem disabling is the terrans and the tholians. Again its just an annoyance, you should still be able to waste them without taking any hull damage. Plus EPT powers work on them much better.
Again, sure I could just wait till my weapons go online again. But I don't "want" to, and I don't "need" to.
FKA K-Tar, grumpy Klingon/El-Aurian hybrid. Now assimilated by PWE.
Sometimes, if you want to bury the hatchet with a Klingon, it has to be in his skull. - Captain K'Tar of the USS Danu about J'mpok.

Last edited by assimilatedktar; 10-29-2013 at 02:24 PM.
Commander
Join Date: Jul 2012
Posts: 310
# 73
10-29-2013, 02:52 PM
Quote:
Originally Posted by assimilatedktar
And Aux to Structural is an annoyingly low-powered heal, I have better things to do than spam crap like that.
You DO realize that Aux2SIF's cooldown is 15 seconds as opposed to HE's 45 seconds and Engi Team's 30 seconds, right? And you do realize that not only does Aux2Sif give you a hull heal, it gives you a DAMAGE RESISTANCE BUFF? That's pretty significant, no matter how 'annoyingly low-powered' it is. You can spam it twice in the time it takes you to use Engi Team and heals for about the same if not more than it, and you can spam it about thrice in the time it takes you to use HE again. Also, again, none of those hull heals give you a damage resistance buff on top of the actual heal.

If you think Aux2SIF's heal is low, use Aux2SIF III.
Career Officer
Join Date: Jun 2012
Posts: 1,700
# 74
10-29-2013, 03:13 PM
Quote:
Originally Posted by undyingzero View Post
You DO realize that Aux2SIF's cooldown is 15 seconds as opposed to HE's 45 seconds and Engi Team's 30 seconds, right?
I know. That's what makes it spammable. There are are already enough buffs I constantly cycle, I prefer my hull heals either being one-off HoTs like HE or heal a decent chunk of hull at once like Engineering Team. And with two I can cycle Engineering Team in emergencies which provides better healing.

Quote:
Originally Posted by undyingzero View Post
And you do realize that not only does Aux2Sif give you a hull heal, it gives you a DAMAGE RESISTANCE BUFF?
So does, Hazard Emitters, even if it's smaller, and my hull isn't that breakable.

Quote:
Originally Posted by undyingzero View Post
That's pretty significant, no matter how 'annoyingly low-powered' it is.
No, it isn't. As far as I remember resistance has diminishing returns.

Quote:
Originally Posted by undyingzero View Post
You can spam it twice in the time it takes you to use Engi Team and heals for about the same if not more than it,
Unless you have incredibly high Aux, it heals less, and I have one of those annoying singularity cores, I have to press a button two times instead of once, it doesn't clear subsystem targeting or viral matrix etc.

Quote:
Originally Posted by undyingzero View Post
and you can spam it about thrice in the time it takes you to use HE again. Also, again, none of those hull heals give you a damage resistance buff on top of the actual heal.
Press a button three times instead of once, NOT clean DoTs or the Borg shield neutralizer of my ship, and HE does give damage resistance.

Quote:
Originally Posted by undyingzero View Post
If you think Aux2SIF's heal is low, use Aux2SIF III.
And drop RSP II? Thanks, I prefer keeping up the shield that protects my hull.
FKA K-Tar, grumpy Klingon/El-Aurian hybrid. Now assimilated by PWE.
Sometimes, if you want to bury the hatchet with a Klingon, it has to be in his skull. - Captain K'Tar of the USS Danu about J'mpok.
Commander
Join Date: Jun 2012
Posts: 459
# 75
11-17-2013, 09:34 AM
I just got the torp yesterday and enjoying it. I am playing around with tac consoles now. I'm running it on my Corvette, more later.
Joined STO in September 2010.
Commander
Join Date: Jun 2012
Posts: 300
# 76
11-17-2013, 01:03 PM
its pull and pull range is very weak
Lt. Commander
Join Date: Sep 2012
Posts: 136
# 77
11-17-2013, 11:31 PM
any chance it works with the nadeon detonator? that would be awesome
Commander
Join Date: Jun 2012
Posts: 459
# 78
11-18-2013, 08:06 AM
To begin to answer the OP's original question. I am running a Phonic Torpedo Corvette with TS1 and HYT2 and 3.

HY produces a destructible torpedo. I am not sure if the Gravity Well (GW) itself is influenced by HY.

TS produces groups of torps of which, according to prior patch notes, the first torpedo has a chance to trigger a GW. I think I have seen procs from two of the three groups of torpedoes before.

The GW effect looks like a HY Chroniton Torpedo explosion except red in color.

As it states on the tool tip the GW damages anything that it contacts, including your ship. I believe that it also states that Particle Generators effect the damage. If this GW operates as others do then Graviton Generators would effect duration.

I am a Sci, and while I'd like like the GW to do more damage, it does some for the short period of time it is up.

Tactics wise, It is nice when you drop a HYT, then hit the opponent with regular gravimetric torpedoes and both proc. For added pleasure dropping a HY Chroniton from the rear as you fly by adds fun to the party.
Joined STO in September 2010.

Last edited by gerwalk0769; 11-18-2013 at 08:12 AM.
Lieutenant
Join Date: Aug 2012
Posts: 32
# 79
11-18-2013, 08:08 AM
Quote:
Originally Posted by gerwalk0769 View Post
I just got the torp yesterday and enjoying it. I am playing around with tac consoles now. I'm running it on my Corvette, more later.
Quote:
Originally Posted by warpet View Post
its pull and pull range is very weak
Any more info on these? If these don't 'really' pull enemies, what is the (potential) DoT damage on them? as a sci cc'er, I'd love to spam as much chaos as possible...


Edit: just missed the response by seconds!
Lieutenant
Join Date: Aug 2012
Posts: 32
# 80
11-18-2013, 08:11 AM
Quote:
Originally Posted by gerwalk0769 View Post

As it states on the tool tip the GW damages anything that it contacts, including your ship.
Seriously? So you need to make sure this is ranged whenever you use it, or is the DoT so small it really doesn't matter? I'd hate to DoT teammates inadvertently....
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 10:30 PM.