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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 31
04-20-2012, 08:40 AM
Quote:
Originally Posted by Shar487
If tetryon glider procs per shot, and +80-120 dps is observed on the DHC, then we should be seeing around +160-240 extra dps on the DC. However, this is not even remotely supported by the results. Experimental error and randomness cannot explain away this high discrepancy. I suggest running your own tests to add to the data.

Do you have any thoughts as to why the DHCs seem to receive a larger boost from the proc than the DCs did?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 32
04-20-2012, 09:27 AM
Quote:
Originally Posted by USS_Ultimatum
Do you have any thoughts as to why the DHCs seem to receive a larger boost from the proc than the DCs did?
DHC's receive a +10% critical severity bonus. As shot count goes up, so would critical hits. As a result, DHC's would gradually outpace DC damage output. The slightly higher DHC + TG numbers is still fairly close to DC + TG. Therefore, I would just attribute this to experimental randomness. Tetryon Glider wasn't giving the DHC a bigger bonus -- it was probably the DHC's higher crit-severity translating into slightly more damage.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 33
04-20-2012, 10:58 AM
Quote:
Originally Posted by Shar487
DHC's receive a +10% critical severity bonus. As shot count goes up, so would critical hits. As a result, DHC's would gradually outpace DC damage output. The slightly higher DHC + TG numbers is still fairly close to DC + TG. Therefore, I would just attribute this to experimental randomness. Tetryon Glider wasn't giving the DHC a bigger bonus -- it was probably the DHC's higher crit-severity translating into slightly more damage.
It was a limited sample but that's not what your results show.


Your results show DCs performing better against shields without Tet Glider, vs. DHCs and then with Tet Glider it flips and DHCs pulled ahead in take down time over DCs.


The final results might be close but comparing the damage gained is interesting:


Quote:
Originally Posted by Shar487
Without Tetryon Glider:
-DHC shield breach time = 30 seconds, avg 341 dps
-DC shield breach time = 28 seconds, avg. 365 dps

With Tetryon Glider:
-DHC shield breach time = 20 seconds and 24 seconds (avg. 22 sec, 465 dps)
-DC shield breach time = 22 seconds and 25 seconds (avg 23.5 seconds, avg 435 dps)

DHCs gained 124 dps (+36% improvement), and an average 8s reduction in take down time
DCs gained 70 dps (+19% improvement), and an average 4.5s reduction in take down time


That's pretty huge, and could just be the result of only a handful of tests but it's pretty interesting none the less.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 34
04-20-2012, 11:17 AM
Quote:
Originally Posted by USS_Ultimatum
It was a limited sample but that's not what your results show.


Your results show DCs performing better against shields without Tet Glider, vs. DHCs and then with Tet Glider it flips and DHCs pulled ahead in take down time over DCs.

The final results might be close but comparing the damage gained is interesting:

DHCs gained 124 dps, and an average 8s reduction in take down time
DCs gained 70 dps, and an average 4.5s reduction in take down time


That's pretty huge, and could just be the result of only a handful of tests but it's pretty interesting none the less.
The experimental sample size was very small at only 2 tests per cannon type with TG active. The fact that the cannons tested were AP probably threw more damage into the mix whenever a critical occurred. Each DHC hit deals double that of a DC, so when they crit, they generate larger numbers. DHC's also shoot half as many shots as DC. These combined makes DHC more prone to random high and low numeric variances than DC's.

I would encourage others reading this to try the same test if they have at least 2 Omega pieces. Either way, the double-fire rate of DC's over DHC's isn't generating twice the shield drain bonus expected from proc-per-hit assumptions. Therefore, the only logical conclusion is that procs are triggering independent of how many actual shots are fired. In other words, they seem to only trigger once per firing cycle.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 35
04-21-2012, 05:01 AM
Ok, now I have 100% confirmed test results.

I've used Tetryon glider and beam bank against low-level encounter enemies. EACH beam shoot drained shields.
Because of enemy low level damage was very easy to notice, drain happen EXACTLY at the moment of beam hit and drain value was large enough to make any kind of shield distribution meaningless.

So:
Tetryon glider damage apply to EVERY SINGLE HIT (dual beam banks attack/ dual cannon double bullet are still single attacks).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 36
04-21-2012, 11:57 AM
Quote:
Originally Posted by deathray38
Ok, now I have 100% confirmed test results.

I've used Tetryon glider and beam bank against low-level encounter enemies. EACH beam shoot drained shields.
Because of enemy low level damage was very easy to notice, drain happen EXACTLY at the moment of beam hit and drain value was large enough to make any kind of shield distribution meaningless.

So:
Tetryon glider damage apply to EVERY SINGLE HIT (dual beam banks attack/ dual cannon double bullet are still single attacks).
Good news... I confirmed your findings with another fleet member. Unfortunately I also now question if tetryon glider effect follows the same code mechanics because its drain level is influenced by current weapon power, while other procs work independently of weapon power. I'll post my test data when I return.

EDIT: OK, here are the numbers!

Target ship was a shuttle, but I had the target player bring up his ship's defense tab so that he could give me actual shield drain numbers from the rear shield opposite of the shield facing being hit. This gave us only the shield drain measurements, without any direct weapon damage. Range was 9.96km


Weapon --- Shield Drain at Weapon System Power at 67 --- Shield Drain at Weapon System Power at 125

-AP Beam Array --- 40 --- 103

-AP Dual Heavy Cannon --- 27 --- 52

-AP Dual Cannon --- 53 --- 103

-AP Turret --- 53 --- 103

Now that Tetryon Glider has been reduced to 25% its original effectiveness in the current patch, I don't know if I can recommend going DC's instead of DHC's just to support Tetryon Glider. DC's will produce slightly more shield drain due to increased shot output, but DHC's still seem to outpace them due to the extra critical damage (not much, but it's there) while both have the Tetryon Glider bonus. This was demonstrated in my last test pitting DC vs. DHC.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 37
06-18-2012, 10:57 AM
Multi-Vector Advanced Escort

Weapons Systems STF PVP
1 x Quantum torpedo MkXII (borg)/ 1 x Quantum Torpedo MkXII (borg) or (Accx3) better
2 x Front AP Mk XII DHC's/ 2 x Disruptor DHC MkXII
1 x Front AP Mk XII DBB/ 1 x Disruptor DBB MkXII
3 x Rear AP Mk XII Turrets/ 3 x Disruptor Turret MkXII
Sets
OMEGA MKII 3pc Set
Borg Assimilated Deflector, Impulse Engines & Module/Reman MKXI
Devices

Red Matter Capacitor,Subspace Field Modulator

Modules
Point Defense System,Grappler (PDS=Borg HY Torp Killer) or 2 X Nuetronium Alloy MKXI+
2 x Field Generator MKXI+
4 x AP Mag Regulator MKXI+

BO Abilities

Tactical Commander
Tactical Team 1, Rapid Fire 1, High Yeild Torp III, Rapid Fire III

Tactical Lt.
Tactical Team 1, High Yeild TorpII

Tactical Ensign
Beam Overload I

Engineering Lt.
Enginering Team I, Reverse Sheild Polarity I

Science Lt. Commander
Tachyon beam I, Transfer Sheild Strength II, Hazard Emitters III
OR
Hazard I, Transfer Sheild Strength II, Tractor Repulser (Take out PDS and Replace with Nuetronium Alloy)

I hope this helps i have since changed to the Escort Carrier
Yes heavy cannons give u a better tet glider count but DHC hit the hull Harder i like to stay 5km to right up ur azz away if ur an escort thats where u need to be CLOSE to target. i can tank a tac cube with this build IT WORKS WELL.

Any Qeustions pls contact me in game Kraven@Livin or join my Website Kraven's Korner
http://kravenskorner.guildportal.com...&TabID=3902452
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 38
06-18-2012, 02:42 PM
Quote:
Originally Posted by LIVIN View Post
Multi-Vector Advanced Escort

Weapons Systems STF PVP
1 x Quantum torpedo MkXII (borg)/ 1 x Quantum Torpedo MkXII (borg) or (Accx3) better
2 x Front AP Mk XII DHC's/ 2 x Disruptor DHC MkXII
1 x Front AP Mk XII DBB/ 1 x Disruptor DBB MkXII
3 x Rear AP Mk XII Turrets/ 3 x Disruptor Turret MkXII
Sets
OMEGA MKII 3pc Set
Borg Assimilated Deflector, Impulse Engines & Module/Reman MKXI
Devices

Red Matter Capacitor,Subspace Field Modulator

Modules
Point Defense System,Grappler (PDS=Borg HY Torp Killer) or 2 X Nuetronium Alloy MKXI+
2 x Field Generator MKXI+
4 x AP Mag Regulator MKXI+

BO Abilities

Tactical Commander
Tactical Team 1, Rapid Fire 1, High Yeild Torp III, Rapid Fire III

Tactical Lt.
Tactical Team 1, High Yeild TorpII

Tactical Ensign
Beam Overload I

Engineering Lt.
Enginering Team I, Reverse Sheild Polarity I

Science Lt. Commander
Tachyon beam I, Transfer Sheild Strength II, Hazard Emitters III
OR
Hazard I, Transfer Sheild Strength II, Tractor Repulser (Take out PDS and Replace with Nuetronium Alloy)

I hope this helps i have since changed to the Escort Carrier
Yes heavy cannons give u a better tet glider count but DHC hit the hull Harder i like to stay 5km to right up ur azz away if ur an escort thats where u need to be CLOSE to target. i can tank a tac cube with this build IT WORKS WELL.

Any Qeustions pls contact me in game Kraven@Livin or join my Website Kraven's Korner
http://kravenskorner.guildportal.com...&TabID=3902452
get rid of the engineering team1...use EPtS1 instead. 3 teams is bad, even with reduced CD
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