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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
02-19-2012, 05:03 AM
That helps alot, thank you Fuzun >^.^<
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
02-19-2012, 05:04 AM
Quote:
Originally Posted by fuzun View Post
Nagorak has done extensive testing with various combinations of weapon load outs. The good news is adding more beam weapons will do more damage. But the additional DPS does start to drop off as you add more weapons. After 6 Beam weapons, the damage curve really starts to flatten out.
That helps alot, thank you Fuzun

i missed the quote button, thats why i made a repost
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
02-19-2012, 05:12 AM
Quote:
Originally Posted by Ootarion
Hey there again all, I have a question, while playing around with the load out on my Multi Vector i found out that using my 5 Mk XI Tetryon Beam arrays would allow me to deal around 4500 damage if i broadside, yet if i use my Plasma-Distruptor Dual Heavy Cannons+one Mk XI and a Mk X Dual Tetryon Beam bank, my damage over all when i add it up seems to be lower, bare in mind im not factoring in the loss of weapon damage from weapon drain due to weapon use, so could someone clarify this? Arnt i supposed to be dealing more damage with the Heavy Plasma/Disruptor Cannons and Dual Beam Banks?
Ur math must be wrong maybe your not taking crits and power drain into account, Google search STO Combat log parser and get a friend to let u shoot at him, the parser will tel u ur DPS
Yes beams are powerful but in all Cases DHCs top em
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
02-19-2012, 07:29 AM
Quote:
Originally Posted by fuzun View Post
Nagorak has done extensive testing with various combinations of weapon load outs. The good news is adding more beam weapons will do more damage. But the additional DPS does start to drop off as you add more weapons. After 6 Beam weapons, the damage curve really starts to flatten out.
Quote:
Originally Posted by SpeckV View Post
Seriously? Man I always thought they did. Why do I always see them in Escort builds? Doesn't really seem like it'd be worth the slot.
There's a reason all of the veteran PvPers run at least 1 EPS Flow Reg on their Escorts, even if they're using builds without Beam Overload

Nagorak's testing is sound, but old. Somewhere back in the day, a patch was introduced that either accidentally (or intentionally, no one really knows) changed how those mechanics work. Your DPS will be higher with high power transfer rates.

EDIT: Here's an easy way to test it. Have it an Engineer? Pop EPS Power Transfer and watch your power levels. With 8 Beams, I'm not dropping below 105-110.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
02-19-2012, 07:34 AM
Quote:
Originally Posted by SpeckV View Post
Seriously? Man I always thought they did. Why do I always see them in Escort builds? Doesn't really seem like it'd be worth the slot.
At one time EPS consoles made a big difference. It used to be that if you had a lot of weapons and didn't have EPS consoles equipped your damage would be severely gimped. But ever since the Season 2 patch when they made it so weapon power is refunded after the firing cycle ends, EPS consoles don't really help anymore.

When I tested afterward there really was a negligible difference with and without EPS flow regulators. However, my testing was done about a year ago, and it's possible things have changed since then. I'm planning to revisit some of my tests in the next month or two, once I finish my Foundry mission. I'll re-verify everything including whether EPS consoles have any effect at that time.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
02-19-2012, 08:25 AM
I'm a new player and I'm also wondering what is more effective on a battle cruiser (Vor'cha refit): cannons or beams. There are different opinions as far as I've read the forums.

From my little experience so far, I currently favor cannons. Not, because beams generally do less damage, but mainly because BO has a higher cooldown as CRF and FaW is from my feeling less effctive than Volley. For the BoPs: canons > beams imho. If that would not be the case, I would use beams (looks better than cannons)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
02-19-2012, 08:27 AM
Quote:
Originally Posted by xiphenon
I'm a new player and I'm also wondering what is more effective on a battle cruiser (Vor'cha refit): cannons or beams. There are different opinions as far as I've read the forums.

From my little experience so far, I currently favor cannons. Not, because beams generally do less damage, but mainly because BO has a longer cooldown as CRF and FaW is from my feeling less effctive than Volley. For the BoPs: canons > beams imho.
RF and BO have the same CD - 30 seconds. You can actually 'preload' a BO so that you can fire one right after the other; Load one up, wait until it's timer is down to 1-2 seconds, fire it, use a Weapons Battery, fire Beam Overload again since it'll be off CD.

(Same tactic works with High Yield)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
02-19-2012, 08:31 AM
Quote:
Originally Posted by mvs5191 View Post
RF and BO have the same CD - 30 seconds. You can actually 'preload' a BO so that you can fire one right after the other; Load one up, wait until it's timer is down to 1-2 seconds, fire it, use a Weapons Battery, fire Beam Overload again since it'll be off CD.

(Same tactic works with High Yield)
Hm, ok, just look at wiki at you are right. CD is same. Strange, I had something different in memory. The tactic with 2 BOs chained is nice. But the problem with 2 BOs is, that on the Vorcha you will have to less tacs. I currently using 2x TT in my chain, which save me a lot of micro management with the shields. So, still will stick to CRF
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
02-19-2012, 09:55 AM
Quote:
Originally Posted by Zahalu
EPS Systems and EPS consoles have ZERO effect on weapon power drain, and weapon power recharge rate.

They only affect transfer rates BETWEEN SYSTEMS.
No. Power Transfer Rate under the covers the amount of power per tic that is lost or gain when the current power level is above or below the current total power for a subsystem. Changing power settings will do this. Recovering from the -50 Weapon Power after a Beam Overload is another scenario. Weapon Drain from while weapons are firing is another scenario.

HOWEVER, after a lot of intense testing, the effect of enhanced Power Transfer Rate for weapon fire is negligible. The reason for this is that multiple weapons rapidly drain and restore weapon power instantly. Weapon power gets only a tiny sliver of time to regenerate. You do get a timy bit of power regen while weapons are firing. The net result is that you get about +5 power from totally bottoming out at max drain. (i.e firing 4 beam weapons would bottom you at -30 weapon power at maximum. With some enhanced PTR it's around -25 weapon power. he amount of drained power varies due to weapon fire being staggered and different firing cycles period between weapon types.)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
02-19-2012, 10:00 AM
Quote:
Originally Posted by SpeckV View Post
Seriously? Man I always thought they did. Why do I always see them in Escort builds? Doesn't really seem like it'd be worth the slot.
The need for EPS Flow regulators went away because they changed the weapon fire mechanics slightly after the Season 1 update. Now when 2+ weapons fire, the Weapon Power drain happens when the firing cycle starts. After the firing cycle ends, the power drained is restored instantly in full to weapon power.
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