Lt. Commander
Join Date: Dec 2007
Posts: 120
# 481
03-01-2012, 08:16 PM
Quote:
Originally Posted by Malakite View Post
And by the way, don't stay in reverse. You get a stacking power drain that way, which is a good way to lower dps/shield power.
I've heard don't stay still, but I've never heard don't stay in reverse. Where does that come from?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 482
03-01-2012, 09:43 PM
Quote:
Originally Posted by bringram View Post
I've heard don't stay still, but I've never heard don't stay in reverse. Where does that come from?
The power drain he mentioned - after being in reverse for a bit, you'll start to get a -1 to all power levels every second, with a max of -25.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 483
03-01-2012, 11:06 PM
Quote:
Originally Posted by bringram View Post
I've heard don't stay still, but I've never heard don't stay in reverse. Where does that come from?
Patch notes excerpt from Jan 21st, 2010:

http://www.warcry.com/news/view/9765...Notes-Released

Skills, Powers, and Combat

Improved ground combat balance. Easier at earlier levels, and more balanced at higher levels.
Letheans - When purchasing the Telekinetic trait, Letheans received an old passive version of the trait that is no longer in use. Fixed so that they now receive the activated knockback ground ability. This will effect old and new characters.

...

Reduced duration and recharge of Photonic Officer. Added duration to Tactical Initiative, which now reduces recharge on tactical bridge officer powers only.
If you put your ship in reverse for more than 10 seconds, you will start so slowly drain power from all systems.
Improved the damage improvement per level of activated traits.
Generic Pacify - Added 10% Expose chance. Added hold resistance on expiration (was missing from this power).

...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 484
03-02-2012, 01:02 AM
Good to know. I sometimes fly in reverse during the Cure. I guess I need to quit.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 485
03-02-2012, 01:36 AM
really nice post, learned a lot but a few questions.
when talking about 3xDHC +1x Launcher vs 4xDHC you only talk about DPS. But shouldn't we take into account that enegy weapons are better for shields and torpedos are better Hull damage? And in STF you're often firing on things without shields or probes where shields are done with the first volley. Especially when the clock is running.

And for waepon choice.
I often read that Anti Protons are the best. But the differences are really small right? I have 3,4% crit chance for my ship + 2% on the weapons. Quite possible I missed something but with 5,4% Anti-Proton will do around 1% more damage in general (20% more damage when it crits but only around every 20th hit will crit).
So first if you go for Anti Proton you have to get as much crit as possible . Second with such a small bonus maybe other weapons are better. How much damage do you get from the 10% debuff from Disruptors? The Debuff helps all players firing on the target right? And how effective is the Subsystem Disabling proc from Phasers? Could imagine it could be really useful in PVP.

For flying backwards. Never noticed that, thx. Though if it means you can fire on all 2/3 targets at ones without getting damage from cube/gate maybe flying backwards is still a good choice for a while.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 486
03-02-2012, 01:55 AM
Quote:
Originally Posted by micha1x2
really nice post, learned a lot but a few questions.
when talking about 3xDHC +1x Launcher vs 4xDHC you only talk about DPS. But shouldn't we take into account that enegy weapons are better for shields and torpedos are better Hull damage? And in STF you're often firing on things without shields or probes where shields are done with the first volley. Especially when the clock is running.

And for waepon choice.
I often read that Anti Protons are the best. But the differences are really small right? I have 3,4% crit chance for my ship + 2% on the weapons. Quite possible I missed something but with 5,4% Anti-Proton will do around 1% more damage in general (20% more damage when it crits but only around every 20th hit will crit).
So first if you go for Anti Proton you have to get as much crit as possible . Second with such a small bonus maybe other weapons are better. How much damage do you get from the 10% debuff from Disruptors? The Debuff helps all players firing on the target right? And how effective is the Subsystem Disabling proc from Phasers? Could imagine it could be really useful in PVP.

For flying backwards. Never noticed that, thx. Though if it means you can fire on all 2/3 targets at ones without getting damage from cube/gate maybe flying backwards is still a good choice for a while.
The main reason folks say that APs are the best is because their special ability is always on, it's passive, it's not a random chance proc. Using AP you will get higher crit chance and bigger crits. The phaser proc of disabling a random subsystem can be very powerful as well, but when they fix the hybrid weapons bug, AP will be back on top as the DPS weapon of choice. If you fly in a fleet consider that it would be optimal if someone was providing the disruptor proc, if nobody is, mayb ehtat could be you

As for flying backwards, it should only be done by cruiser captains to turn faster, there is no reason for an escort to do it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 487
03-02-2012, 02:14 AM
Quote:
Originally Posted by zekesulastin
1) You can no longer use 2x Field Generators.
2) Because you can get enough resists to hang on long enough to GTFO, fire off Reverse Shield Polarity or other emergency heals, get heals from other vessels, or similar (plus, think about what hanging on at 20% hull or so with full shields does for Go Down Fighting ^^). Besides, there's really not too much else useful that goes in there, aside from the Universal Consoles and an EPS mayhaps.
Enjoy them while they last, as they're getting fixed soon. Still, it's nice doing giant piles of DPS more than Mk 12 guns with a mission reward that doesn't rely on sacrifices to the RNG to get
1. Thanks, I found the notes where these were made to not stack.
2. I'm carrying 2x 3.5 weapon power and 1 3.5 shield power engineering consoles. That's why I was asking, these hull resist consoles have a lower "want" value for me.

Hybrid nerf (fix): Crap crap crap. Now I have to find other weapons...

Quote:
Originally Posted by zekesulastin
And for waepon choice.
I often read that Anti Protons are the best. But the differences are really small right? I have 3,4% crit chance for my ship + 2% on the weapons. Quite possible I missed something but with 5,4% Anti-Proton will do around 1% more damage in general (20% more damage when it crits but only around every 20th hit will crit).
So first if you go for Anti Proton you have to get as much crit as possible . Second with such a small bonus maybe other weapons are better. How much damage do you get from the 10% debuff from Disruptors? The Debuff helps all players firing on the target right? And how effective is the Subsystem Disabling proc from Phasers? Could imagine it could be really useful in PVP.
Phaser disabling proc is probably good in PVP. It only lasts 5 seconds though. I have rarely seen it taking effect in PVE, but it does work on NPCs too.
Antiproton doesn't have a proc, it only has added critical damage. Damage, not chance to crit.
Disruptor proc is probably the best in the game. That's a flat 10% damage increase for everything that hits the target. Everything, from everyone. If there was friendly fire, that would get 10% bonus damage too.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 488
03-02-2012, 03:33 AM
I was able to do some testing tonight on AP vs Plasma Disruptor here's what I got. The numbers are from a combat parser during the assimilated carrier battle in Cure. I run torpedo spread I, two cannon scatter volley II and alternate between attack pattern delta I and attack pattern omega III. I use a quantum torpedo [borg] and 4 Mk XI energy specific tac consoles. Range less than or equal to 5k.

With 3 MK XII AP DHC [borg] & 3 AP MK XI [borg] turrets= 3686 DPS
3 MK XI Plasma Disruptor DHC, 3 Mk XI disruptor turrets= 3154 DPS

I could dig up my Mk XI AP DHCs but so far this tells me that a set of plasma disruptors would be a cheap and easy way to do competitive DPS until you start doing Elites and can get a set of Mk XII APs.

What do you guys think?

edited because I was apparently sleep typing last night. The turrets are disruptor not plasma-disruptor.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 489
03-02-2012, 04:15 AM
So,I've been following this build on my escort(MVAM),with a few modifications.

Fore 3xMK XI AP DHC(one from craft and other two borg)1xMKXIIQauntum Laucher[BORG]
Aft 2xMkX AP Turret 1xMk XI Quantum

Borg Deflector and Engines,Aegis Shield(I am saving up for MACO MkXI)

Shield and Auxiliary Batteries.

BOFF Abilities are like in the build.

Console:
Eng:EPS,Electroceramic(a Very Rare MkX with 35 resist)
Sci:Anti-Matter Spread,Field Gen(35%),Borg Console
Tac:3xAntiproton Mag Regulator MkXI(26%) 1x Zero-Point Quantum Chamer MkXI(26%)

So the problem is I die too fast,my shields drop too fast when I don't use the TT+RSF combo(which works wonders) my hull heals don't help either,so what should I do? Add more Armor Consoles,put a polarize the hull??

my skills table if the problem is there:
http://www.stoacademy.com/tools/skil...ild=TacMVAM3_0

Is the Subspace Field Modulator that important?

What I'd like to be able to do:
Take a few hits from a Raptor without Shields going to Red(I don't take more damage because I kill them first)
Take a few hits from a sphere without hull dropping to llike 70~60%(Not that common but happens)

As a last one, I've got a MK XII Req what should I get?

Note:Most of these happen on Elite, I know it's not supposed to be like the rest of the PVE but that was getting ridiculous.

Thanks in Advance
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 490
03-02-2012, 05:56 AM
Quote:
Originally Posted by bringram View Post
I was able to do some testing tonight on AP vs Plasma Disruptor here's what I got. The numbers are from a combat parser during the assimilated carrier battle in Cure. I run torpedo spread I, two cannon scatter volley II and alternate between attack pattern delta I and attack pattern omega III. I use a quantum torpedo [borg] and 4 Mk XI energy specific tac consoles. Range less than or equal to 5k.

With 3 MK XII AP DHC [borg] & 3 AP MK XI [borg] turrets= 3686 DPS
3 MK XI Plasma Disruptor DHC, 3 Mk XI plasma disruptor turrets= 3154 DPS

I could dig up my Mk XI AP DHCs but so far this tells me that a set of plasma disruptors would be a cheap and easy way to do competitive DPS until you start doing Elites and can get a set of Mk XII APs.

What do you guys think?
Is this after the "fix" to the hybrids or before? They are losing their secret dmgx10 modified in the newest patch.
And where did you get plasma-disruptor turrets??????
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