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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 31
06-22-2010, 10:15 PM
I did some more testing on the cannon energy drain bug and I verified that beams don't suffer from the same problem. There is no benefit for equipping EPS Flow consoles with beams (besides the obvious ones of recovering from Beam Overload or to quickly change power settings).

With cannons, you need 2 MK X EPS flow consoles to get most of their damage out of them, and you still benefit up to 3 consoles (although it's only a small amount for the third).

I ran 4 tests with 4 cannons at 100 energy and these were the results:

No EPS Flow: 802.455 DPS
1 EPS Flow MK X: 858.286 DPS
2 EPS Flow MK X: 906.535 DPS
3 EPS Flow MK X: 918.889 DPS (this test was actually at 99 energy due to not having enough console slots)

Based on this testing, I can say that I believe the beam results are completely accurate, and the cannon results are probably more or less accurate if you don't have an EPS flow regulator equipped. More EPS flow regulators would probably make Cannons, Dual Cannons and Turrets work better, but at the downside of giving up the ability to add a Plasma Distribution Manifold (+weapon energy) or any resist consoles.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 32
06-22-2010, 10:18 PM
Quote:
Originally Posted by Raso
Hey, here's a thought, does, at some point, between the energy loss and damage lost via energy drain, it become more effective to add a turret rather than a beam weapon?
The problem with turrets is their base damage is so low. Even though they drain slightly less power, they do so much less damage that adding them probably won't be preferable over another weapon.

I'm going to do some tests with turrets, but I am currently undecided about what to do considering the bugged cannon energy drain mechanics. If that bug is fixed I'm going to have to retest anyway, and if it isn't, then the question is how many EPS flow regulators to equip. Three would reduce the excessive drain from cannons, but I don't think realistically that most players are going to have 3 EPS flow consoles equipped.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 33
06-22-2010, 11:43 PM
Quote:
The problem with turrets is their base damage is so low. Even though they drain slightly less power, they do so much less damage that adding them probably won't be preferable over another weapon.

I'm going to do some tests with turrets, but I am currently undecided about what to do considering the bugged cannon energy drain mechanics. If that bug is fixed I'm going to have to retest anyway, and if it isn't, then the question is how many EPS flow regulators to equip. Three would reduce the excessive drain from cannons, but I don't think realistically that most players are going to have 3 EPS flow consoles equipped.
Considering that most Cannon users will not run just at 100 weapon power, comparing the benefits of EPS Consoles vs. Plasma Distribution Manifolds (or whatever raises weapon energy) might be useful.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 34
06-23-2010, 01:10 AM
Removed original post. My question was invalid.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 35
06-24-2010, 03:07 AM
Very good and interesting stuff Thanks for the work.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 36
06-29-2010, 12:00 PM
Nagorak,

In the words of the immortal, you, sir, ROCK!

This thread should be stickied. The information you gathered is solid and just helps to prove that
the fleet escort build I'm using for STF's is cranking as much DPS out as possible.

Thanks!

BTW, not to steal your thunder, but I filed a ticket in game. #902,379. Hopefully this will get the
attention of the devs.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 37
06-30-2010, 11:43 AM
Outstanding guide! Thank you for your time and efforts

Quote:
Originally Posted by Nagorak View Post
V: Observations

Single Beams

Those running with a broadside weapon setup might want to take note of the fact that there is little benefit from going from 6 to 7 beams at 100 weapon power. Even going from 5 to 6 beams results in only a very small increase in damage output. I can't currently test 8 beams, but my expectation is that at 100 weapon power, there would be no increase in damage output compared to 7 beams, and there is a high likelihood that damage would actually be reduced. If you are broadsiding with 6 or more beams, you definitely want to get your power up well over 100, or over 125 if possible.

Turrets

Even though they suffer from the same quirky power regeneration of all cannon weapons, Turrets are still pretty energy efficient since they only drain 8 weapon energy. Going from 6 to 7 turrets results in a better return than with beams, but their base damage is so much lower that they still don't end up doing more damage than 4 single beams. I am not sure how viable an all Turret build is considering their low base damage-- it takes 5 turrets to do the same damage as 3 beams-- but they can probably be safely added to rear weapon mounts in order to increase frontal arc damage. Their low energy drain means they shouldn't reduce the damage output of the more damaging frontal arc weapons too much.
I don't know if this has been mentioned or not, but one reason I can think of for taking that extra Beam Array or Turret might be to increase the chance for triggering whatever 2.5% proc is associated with the Energy Weapons in question. Due to the randomness of them occuring, I wouldn't even want to think about how to calculate any of that. So, I suppose that players looking to take specific advantage of a proc might want that extra Energy Weapon, but in terms of strict damage output, it probably isn't going to be worth it due to the additionaly power drain.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 38
06-30-2010, 04:00 PM
Quote:
Originally Posted by BioDragon View Post
Outstanding guide! Thank you for your time and efforts



I don't know if this has been mentioned or not, but one reason I can think of for taking that extra Beam Array or Turret might be to increase the chance for triggering whatever 2.5% proc is associated with the Energy Weapons in question. Due to the randomness of them occuring, I wouldn't even want to think about how to calculate any of that. So, I suppose that players looking to take specific advantage of a proc might want that extra Energy Weapon, but in terms of strict damage output, it probably isn't going to be worth it due to the additionaly power drain.
That is a valid point, but you're right it's almost impossible to test. I'm sure that adding an extra weapon would increase the proc rate, so if you don't have anything better to add (torps or mines), then it can't hurt to add another (provided it doesn't actually reduce the DPS). Firing at a lower average power level might also reduce the damage of Beam Overload if you use that, though.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 39
06-30-2010, 04:05 PM
Quote:
Originally Posted by psifire View Post
BTW, not to steal your thunder, but I filed a ticket in game. #902,379. Hopefully this will get the
attention of the devs.
Thanks for sending in a bug report. I've been trying to draw attention to this issue, but it seems like many people either don't care, or don't want to believe that there is actually a problem. The more people who send in bug reports, the better, as maybe it will actually draw attention to the problem.

Here is a more detailed report on the cannon power recovery bug: http://forums.startrekonline.com/sho...d.php?t=165177
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 40
07-02-2010, 05:51 AM
Thanks for doing this! I'll be printing soon!
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