Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
03-01-2012, 01:06 AM
Quote:
Originally Posted by zekesulastin
That's not what you said though - you said "An antiproton very rare dhc does 399 base damage in my build. My current rare hybrid disruptors do 496. And rate of fire is the same for both." in the post which brought it up. That's already fixed on tribble, so you're probably going to have to go back to [Borg] Mk12 AP or Disr, unless they hilariously break them again
496 is the lowest amount of damage I've ever seen displayed on one of these guns. Single, in inventory, while character is on the ground. When mounted and in system space it can go as high as 862 or something like that. I assume that's where the consoles and actual weapon power get calculated. I posted the damage difference because most people say that " the proc of the antiprotons is more damage". Well I ain't seeing it. Not that the plasma proc of 10 damage is actually better... but still, there are better weapons out there and I fail to see why APs are considered the best of the best.

Quote:
Originally Posted by Cyell
Ok first thing first. You said that the build isn't going to change. But the question I have is what is the reason you refuse to change the build? As someone else pointed out, your weapon setting is at 104/75. You're in an escort, which has the primary role of doing as much dps as you can, but you leave your weapon setting under 125 without 2 copies of EPtW; I'm not sure why you would do that. There are other things as well, but instead of pointing things out, I'd rather hear the reasons why you're not wanting to change your build.
I'm sorry, you're missing the point here. This is about skills not ship. I've specifically made my skills build to suit various ships I have, at the moment I'm having a blast driving my tier 3 Akira as a beam boat. With this captain skill build.

There are enough threads on this forum about ship builds. Skills discussion is a bit more rare. I agree that the cookie-cutter skill build using cannon scatter + torpedo spread does wonders, I've already tried it, but I simply don't like it nore want it. I am not looking to be the best, even though I sometimes am, consistently getting 1st place whenever I use my Fleet Escort cannon boat in Starbase 24, Fed Mirror Event, Gorn Minefield, Klingon Scout Force and whatever else fleet action I run into. Using this ship and skill build. So comments about "my job is dps" are unfounded, I am not in any fleet, team or group by choice, nore looking to show off. When it comes to doing dps I am doing it, maxing power at 125 doesn't really do anything since you can only have 125 power for the first weapon that fires. Cannons have the advantage of 1 second fire time vs beams 4 seconds, so you can setup a macro that fires the cannons one after the other instead of all at once, I am currently using one. The problem is that turrets will interfere with the carefully calculated power consumption, and taking them into account will just spread the dps over too long a time. Oh and my current weapon power is at 122 since I've altered the skills and installed the unique Jem Hadar engine. I've also changed all 3 engineering consoles. I feel that this is more than enough weapon power for a cannon escort.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
03-01-2012, 02:06 AM
So what is your weapon power setting and actual when in space? I find it hard to believe you aren't way over cap with those skills.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
03-01-2012, 09:31 AM
You are overrating the power skills way too much.

weps 85/121
shld 65/79
eng 25/36
aux 25/30

weapon breakdown:
85 - power marker
15 - being an escort
5 - warp core potential skill
9 - weapon performance skill (this is 9.9 actually but everything gets rounded down)
0 - warp core efficiency (I do not have this skill, but even if I did it would still add nothing)
0 - efficient boff (this trait adds 7.5 skill points in warp core efficiency, that's all it does. for boffs that cost tens of millions in the exchange, it's a bit of overpriced nothing)
0 - jem'hadar engine (?!!?wtf)
7 - 2x engineering consoles: plasma distribution manifold.

I am assuming once the engine bugs get fixed the 2.5 power from it will combine with the 0.9 leftover from the weapon performance skill for a total boost of +3.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
03-01-2012, 10:00 AM
Quote:
Originally Posted by perji
I'm sorry, you're missing the point here. This is about skills not ship. I've specifically made my skills build to suit various ships I have, at the moment I'm having a blast driving my tier 3 Akira as a beam boat. With this captain skill build.
Well yea I am missing the point, which is why I asked for a clarification. Because captain builds really rely on what ship you're using. For example, if you use a beam boat, you would not put points in any of the projectile skills. But you wouldn't run beam boats on every ship, and you may at some point want to change your loadout on your fav ship, maybe throw in a tricobalt or something. In which case you might want points in projectiles as well decompiler for the longer disable. Your build in a sense dictates you skills, and what I am asking is do you really plan on never changing out any of those weapon or your build even when you get significantly better gear?

Because otherwise just select the BO skills you're planning on using, and put all your points where it tells you you need it.

http://www.stoacademy.com/tools/skillplanner
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
03-02-2012, 01:03 AM
Quote:
Originally Posted by perji
You are overrating the power skills way too much.

weps 85/121
shld 65/79
eng 25/36
aux 25/30

weapon breakdown:
85 - power marker
15 - being an escort
5 - warp core potential skill
9 - weapon performance skill (this is 9.9 actually but everything gets rounded down)
0 - warp core efficiency (I do not have this skill, but even if I did it would still add nothing)
0 - efficient boff (this trait adds 7.5 skill points in warp core efficiency, that's all it does. for boffs that cost tens of millions in the exchange, it's a bit of overpriced nothing)
0 - jem'hadar engine (?!!?wtf)
7 - 2x engineering consoles: plasma distribution manifold.

I am assuming once the engine bugs get fixed the 2.5 power from it will combine with the 0.9 leftover from the weapon performance skill for a total boost of +3.
I value power skills too greatly? When I'm saying don't max them and yet, you have maxed them?

Let me put it to you this way... These are my power levels...

90/123
60/83
25/43
25/32

And I haven;t maxed Starship Weapon Performance. I have more power across the board than you, due to Warp Core Efficiency, which I haven't even maxed, I only have 6 points in it. You have NINE THOUSAND wasted points in the last 3 slots of Weapon Performance. If you took those nine thousand and put them directly in Warp Core Efficiency, you would have higher power levels to all systems.

Your build is still not optimal, and you do not have enough weapon power. Even I'm not happy with my 123.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
03-02-2012, 01:36 AM
Quote:
Originally Posted by Cyell
Well yea I am missing the point, which is why I asked for a clarification. Because captain builds really rely on what ship you're using. For example, if you use a beam boat, you would not put points in any of the projectile skills. But you wouldn't run beam boats on every ship, and you may at some point want to change your loadout on your fav ship, maybe throw in a tricobalt or something. In which case you might want points in projectiles as well decompiler for the longer disable. Your build in a sense dictates you skills, and what I am asking is do you really plan on never changing out any of those weapon or your build even when you get significantly better gear?

Because otherwise just select the BO skills you're planning on using, and put all your points where it tells you you need it.

http://www.stoacademy.com/tools/skillplanner
I was trying to make a build that suits any ship I choose to fly, in any configuration. And I got it.
Sure, it might not be best to load up on torpedos and mines, but I don't plan to. I am running pure beam or pure cannon (with turrets) ships and I enjoy flying them. I've tried pure kinetic and the energy + 1 launcher, spent 2 retrain tokens for that, and found out that I'd rather not. So yes, I basically plan to not change from pure energy builds.
I have been Vice Admiral for a week now. I pretty much have the gear I want to have, and when I will find something better it will only be an improvement on what I already have, not a change.

Tricobalt, seriously... I am killing the target ship and another one in the time it takes for this crap to reach the target. If I really really need to hold something in place I can mount tractor mines and dump them all over the place...
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