Lt. Commander
Join Date: Dec 2007
Posts: 120
# 41
02-02-2010, 01:18 PM
Quote:
Originally Posted by Dasorine
by monitoring the numerical values listed in as shields as they regenerate.

I would point out however, its confirmed by the in game info tips that 25 power results in no shield regeneration and 100 results in 3 times as much. So with that as a good solid base, and some rudimentary testing its easy to find that while it may not be exactly right 1 power = 4% regen works as a basis to decide on power levels and shields.
I tested it, and it does indeed work that way - see the Ship Power Levels link in my sig, below.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 42
02-02-2010, 01:21 PM
yep thats a good thread, confirmed what I found with my tests
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 43
02-02-2010, 04:51 PM
Quote:
Originally Posted by Dasorine
Ok because forums got archived and can't be searched by the looks of it, heres some good weapons info from the beta:

Weapon Types

All energy weapons have a damage drop off at a distance, getting close will always do more damage, however bolt weapons (cannons and turrets) have a much greater damage drop off then beams, so at maximum range beams will do more damage than bolt weapons, though still less damage then if they were close range. Projectile weapons do not have this drop off, nor are they effected by weapon power settings.

Energy weapons:


Beam Arrays: 250' arc, low burst damage
Dual Beams: 90' arc, medium burst damage

Turret: 360' arc, low sustained DPS

Cannons: 180' arc, medium sustained damage
Dual Cannons: 45' arc, high sustained damage
Dual Heavy Cannons, 45' arc, high burst/sustained damage (same overall damage as dual cannon but in 2 big bursts rather than 4 little hits)

Projectile Weapons:

Torpedoes: 90' arc, very high burst damage (75% less against shields)
Mines: no arc... they're mines you put them down, things come near they go boom... Medium burst damage (75% less against shields)

Damage Types

Ships can have different resistances to different damage types. There also seems to be some other subtle side-effects to the different types:

Space energy types:

Phaser: Chance to disable a random subsystem
Disruptor: Chance to debuff damage resistance
Plasma: Chance to proc a fire based DoT
Tetryon: Chance to proc Shield damage
Polaron: Chance to drain power from all subsystems
Anti-Proton: Bonus Crit damage

Also Ground based damage types:

Phaser: Chance to stun
Disruptor: Chance to debuff damage resistances
Plasma: Chance to proc fire based DoT
Tetryon: Chance to proc Shield damage
Polaron: Chance to proc weapon disable
Anti-Proton: Bonus Crit damage

Projectile:


Photon: Less damage but faster fire rate. Regular boff effect.
Quantum: More damage but slow fire rate. Regular boff effect.
Plasma: medium damage with a chance to apply a DoT that ignores shields (decent against both unshielded and shielded targets). Plasma's version of High Yield fires a Plasma Ball that can be targetted and shot down.
Transphasic - low damage, but much more of it penetrates shields (very good against shielded targets, mediocre against unshielded targets). Comes with standard Boff powers.
Chroniton - can slow down enemies. (nice for making enemies' weakened shields harder to protect, or as a rear launcher to use when running away). Comes with standard Boff powers.
Tricobalt - very high damage, and a short disable effect (stops target from using any powers for a moment). has a very long cooldown and doesn't get modified by Boff powers.

Shields:

Shield power: 25 setting gives 0 regen, 50 is 1x regen, 75 is 2x regen, 100 is 3x regen, 125 is 4x regen

Basic - Medium Amount/Regen

Resilient - Medium Amount/Regen
Reduced Bleedthrough, which means your hull is taking less damage while your shields hold.

Regenerative - Low amount, high regen
*PRO reduced downtime, and if you turn fast enough many mobs wont ever penetrate any of your shields specially if you use allocation.
*CON high burst damage such as heavy cannons or torp volleys quickly destroy your shield and begin damaging your hull.

- High amount, low regen
*PRO burst damage such as heavy cannon fire and torps will be absorbed by your shields without touching your hull (bar bleedthrough) allowing you enough time to take counter measures such as sensor scramble, evasive maneuvers or blowing them up before they shoot again.
*CON long downtime for shields to regen, making you vulnerable to sustained DPS
cute but i want to see the options described in this video added to sto

http://www.youtube.com/watch?v=g1Oe3KezBUU
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 44
02-02-2010, 05:15 PM
Beams fire 1 beam of damage every second and fires for 4 seconds and recharges in 1 second.
Cannons fire 2 shots of damage a second with Turrets and Non Heavy cannons firing for 2 seconds with a 1 second recharge, while Heavy Cannon fires 1 second with a 2 second cooldown


% of Single Beam damage over time(approximate)
Turrets 75%
Single Beam 100%
Single Cannon 120%
Dual Beam 133%
Dual Cannon 166%
Dual Heavy Cannon 166%
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 45
02-03-2010, 02:54 AM
Quote:
Originally Posted by fluhi View Post
Beams fire 1 beam of damage every second and fires for 4 seconds and recharges in 1 second.
Cannons fire 2 shots of damage a second with Turrets and Non Heavy cannons firing for 2 seconds with a 1 second recharge, while Heavy Cannon fires 1 second with a 2 second cooldown


% of Single Beam damage over time(approximate)
Turrets 75%
Single Beam 100%
Single Cannon 120%
Dual Beam 133%
Dual Cannon 166%
Dual Heavy Cannon 166%
actually cannons (dual and single) fire 4 shots in a second, after which they take 1 second to cooldown (so 2 seconds in total) heavys shoot 2 in 1 second with an additional 2 seconds after that.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 46
02-03-2010, 04:19 AM
Quote:
Originally Posted by Dasorine
actually cannons (dual and single) fire 4 shots in a second, after which they take 1 second to cooldown (so 2 seconds in total) heavys shoot 2 in 1 second with an additional 2 seconds after that.
If you look at the right click info it is there. Also if you calculate the damage per shot my way you get the dps number that is listed your way would do same damage in 2/3's the time that is a 50% increase over the same dps number.

Heavy's have double the damage of Dual cannons yet same dps. They could not be the same dps if one cycle was 2 second and the others was 3 seconds. If in fact Dual cannons are only firing for 1 second and getting all 4 damage shots off then they are broken as that is a bigger increase then any other weapon gets as that would make it around 250% of a single beam's damage for dps.

As you can see in my other post above there seems to be a flow to the arc vs damage with single cannon and single beams being adjusted to lower arc damage's as halving the arc seems to increase the damage 33% of single beam. Single beams get a damage bonus around a 180 arc while single cannons are getting around a 125 degree arc bonus yet both of those are much larger arc's then those yet follows in line with the 33% for halving. 360 - 180 - 90 - 45 or 75 - 100 - 133 - 166 if we had 22.5 degree arc weapons i would expect them to do 200% dps of a single beam.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 47
02-03-2010, 04:52 AM
Quote:
Originally Posted by fluhi View Post
If you look at the right click info it is there. Also if you calculate the damage per shot my way you get the dps number that is listed your way would do same damage in 2/3's the time that is a 50% increase over the same dps number.

Heavy's have double the damage of Dual cannons yet same dps. They could not be the same dps if one cycle was 2 second and the others was 3 seconds. If in fact Dual cannons are only firing for 1 second and getting all 4 damage shots off then they are broken as that is a bigger increase then any other weapon gets as that would make it around 250% of a single beam's damage for dps.

As you can see in my other post above there seems to be a flow to the arc vs damage with single cannon and single beams being adjusted to lower arc damage's as halving the arc seems to increase the damage 33% of single beam. Single beams get a damage bonus around a 180 arc while single cannons are getting around a 125 degree arc bonus yet both of those are much larger arc's then those yet follows in line with the 33% for halving. 360 - 180 - 90 - 45 or 75 - 100 - 133 - 166 if we had 22.5 degree arc weapons i would expect them to do 200% dps of a single beam.
the listed cooldown on the info is the recharge on top of the 1 second global, not the total amount of time it takes for the gun to recharge (which is strange as torpedos and mines have it correctly done)

So for cannons and dual cannons that list as 1 second, it actually takes them 2 seconds to be ready to fire again, heavys state 2 but take 3 seconds to be ready again. However the 1 second global is how long it takes for the gun to fire, with the dual and single firing 4 shots in that cooldown and heavy firing 2.

What that means is if you have a single light cannon, you will be doing on average 2 shots a second (4 shots in a second with a second downtime) with a second one you double that to the 4 shots every second.

with a single heavy you get 1 shot every 1.5 second average until you put more of them on, with 3 heavies giving you the 2 shots a second.

This isn't conjecture or theory based on numbers, this is what tests have actually resulted in. This means that 3 heavy cannons will be more damage then 2 dual cannons, however its at the expense of an additional weapon slot being used.

The DPS calculated on the cannons tooltips do not factor in the 1 second global cooldown that the gun will have to take on top of the listed cooldown.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 48
02-03-2010, 10:36 AM
Not sure if this has been mentioned/discovered before, or if it's worthy of being included, so I'm just gonna toss it out there.

So I've got a Tactical BOff at Lieutenant Rank and assigned to the Lt Console with Cannon: Rapid Fire 1, an Escort with all Disruptor Cannons and two Tactical Consoles for +7.5 Disruptors (Ensign) and +7.5 Cannons (Lt). APPARENTLY, which Console slot it's in, left or right, does NOT matter, because he can use his Rapid Fire Cannons just fine from the hotbar. My question is, why isn't the higher Cannon skill showing up on my Space-based Skills?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 49
02-03-2010, 11:14 AM
not really sure what your asking their bar... BO got a higher rank rapid fire not showing up or?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 50 tps feel
02-03-2010, 12:41 PM
ok using the controls options i have available here is what i came up with

ground
ground control scheme
ground key set binds
camera free move
camera follow never
mouse default 2.5
then in oreder dowm
off
on
off

on

off
off

on
0.0
off
off
off
off
off

on
off
off


limitations = targets always closest wont maintain attacks on same guy unless you target using tab OR CLICK TARGET

CRYPTIC YOU NEED TO ADD THE FPS CONTROL SCHEME FROM CHAMPS
ALSO YOU NEED TO ADD THE TARGET PRESEDENCE OPTION SO WE SET IT TO CLOSETS TO CENTER

MATTER OF FACT JUST ADD THE CONTROL AND VIDEO OPTIONS FROM CHAMPIONS ONLINE PLEASE

strengths makes charector highly mobile great for setting support you place curser on your avatar and follow buddies will bring up their health with out targetting so makes healing easier buffs and debuffs go to closest enemy
alos for melee combat it is awsome especially tact officers

try it out tell me what you think
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