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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 161
02-15-2012, 03:40 PM
Quote:
Originally Posted by Shook-Yang
True, I could do that. However, the defense % is lower in a cruiser, yes?
Yes. But Cruisers have a lot more Hull and stronger shields then Escorts do. I think Escorts shield mod if 0.75 and Cruisers are 1.0. Although I maybe slight off on the Escort value. And Cruisers can carry a lot more Shield and Null buff and heal abilities then an Escort can. Cruisers are designed to stay close and slug it out with the enemy.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 162
02-15-2012, 08:00 PM
Quote:
Originally Posted by Captain_Collier
EPS consoles D:

Bane of my life these bloody things, for a while they didnt seem to help my DPS, then for a while they seemes to help and asking around it's pretty much a 50/50 split between people that do or don't think EPS consoles improve DPS, but you may be just the guy to ask.

(And sorry if I've asked before, I do tend to ask this question somewhere on the forums every 6 months but like I say, no definative answer)
Nvm, I went and did some testing with a friend.

We've found that one EPS console does indeed make a difference, albeit a small one. When using weapons like DHC's it makes near as much no difference but when you start getting into beam arrays it becomes more noticeable. Also the effects become more pronounced after a few firing cycles.

As such, he decided that it wouldn't help his hit and run excort tactics all that much, but my beam boat could definately get some benefit out of this.

Unfortuantely, we didn't get round to testing stacked EPS consoles or the EPS captain skill cause neither of us wanted ot blow CP on respeccing.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 163
02-15-2012, 08:10 PM
Quote:
Originally Posted by Shook-Yang
Thanks.

So, in combat space, does hovering the mouse over the weapons (to show actual DPS) have any merit?

I did some STF missions last night, and kept switching between a mk XI [borg] quantum torpedo and mk XII [borg] DHC. To me, it looks like the DPS for the 4th DHC does not go below 700. Where as, my quantum torpedo's DPS is below 500. I should note that I have none of my skill points in projectile weapons, and these numbers are prebuffed. If I use some buffs (AP:A, AP:O, Tactical Team, Fire On My Mark), the lowest DPS my cannons will go is 1800+, versus the 800+ DPS of the quantum torpedo.

What is THY?

And what are your thoughts on all beam array ships?
DPS Pop-up

Well, hovering over the weapon will show its rated DPS, but the actual DPS you'll achieve will always be lower than that amount. Even with one weapon there's a slight delay between one firing cycle and the next, so you'll never achieve the number shown there.

Hovering over can sort of show you how two different weapons do different damage, but once you take into account energy drain and everything else, your results will be much different (lower) than the rated DPS. I'd actually say it's not really very useful overall.

Torpedos

The DPS of the torpedo weapons isn't really relevant because they aren't meant to be fired constantly. They do a lot of damage when they fire, but fire very slowly. And also they lose a lot of their damage against shields so it's really a waste to use them when shields are up.

What they do is provide a big hit once shields go down. One big hit can outright destroy some vessels, or at least significantly take their hull down before they have a chance to get their shields back up again.

THY stands for Torpedo High Yield which is a torpedo skill that basically serves to multiply the damage of a single torpedo. THY3 basically makes the torpedo do three times as much damage.

All Beams

It really comes down to personal preference. With a high enough weapon power it can theoretically be worth using 8 beams, but the increase in damage from the last two beam arrays is pretty small (see the charts back on the first page of this thread).

Personally I think it's worth giving up two beams to have a torpedo launcher in the front and rear. However, if you find you're never using the launchers (especially the rear one) then it might be better to go with an extra beam array.

But if we're talking about an escort, then I don't recommend using beams at all. On an escort you should always use frontal arc weapons (dual cannons or dual heavy cannons) in the front. If you're not using dual cannons there's no real reason to be playing in an escort.

But this is another reason why having a torpedo is good. What you do is make an attack run with the escort, get the shields down, and then unload with a barrage of high yield torpedoes into the exposed hull. If you have a front and rear torpedo launcher you can shoot a THY from the front and then turn and shoot another torpedo from the rear immediately.

Then move off and make another run if the enemy is still alive.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 164
02-15-2012, 08:18 PM
Quote:
Originally Posted by fuzun View Post
Yes. It's a more or less real time display of the current base damage stats of your weapons. The numbers adjust in response to any things which affects their damage: Weapon Power level, any current damage buffs, debuffs, etc.
While the figures will adjust, it's still not going to really tell you how your DPS is doing overall unless you find some way to record the figures from second to second, and it will still miss the slight lag between firing cycles which reduces DPS.

It has its uses, but doesn't tell you the whole story.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 165
02-15-2012, 08:19 PM
Quote:
Originally Posted by Captain_Collier
Nvm, I went and did some testing with a friend.

We've found that one EPS console does indeed make a difference, albeit a small one. When using weapons like DHC's it makes near as much no difference but when you start getting into beam arrays it becomes more noticeable. Also the effects become more pronounced after a few firing cycles.

As such, he decided that it wouldn't help his hit and run excort tactics all that much, but my beam boat could definately get some benefit out of this.

Unfortuantely, we didn't get round to testing stacked EPS consoles or the EPS captain skill cause neither of us wanted ot blow CP on respeccing.
When I tested a while back it didn't seem to make much difference, but that was probably around a year ago. Definitely it was not worth using more than a single EPS console, and unless your WP was already maxed at 125, I think you'd be better off with a Plasma Distribution Manifold.

But then again PDMs were nerfed with the S5 changes, so they don't add as much power anymore.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 166
02-15-2012, 08:23 PM
If you want an easy way to compare different weapon configurations, you can also try using my Starship Weapons Calculator. It's based off the data I gathered for the weapon scaling tests.

See this thread for more information: http://forums.startrekonline.com/sho...d.php?t=236545
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 167
02-15-2012, 10:08 PM
Quote:
Originally Posted by Captain_Collier
Nvm, I went and did some testing with a friend.

We've found that one EPS console does indeed make a difference, albeit a small one. When using weapons like DHC's it makes near as much no difference but when you start getting into beam arrays it becomes more noticeable. Also the effects become more pronounced after a few firing cycles.

As such, he decided that it wouldn't help his hit and run excort tactics all that much, but my beam boat could definately get some benefit out of this.

Unfortuantely, we didn't get round to testing stacked EPS consoles or the EPS captain skill cause neither of us wanted ot blow CP on respeccing.
I've testing enhancers Power Transfer Rate with Weapons Fire: Stacking consoles, EPS Power Transfer III and the MACO buff up to over 600%. It doesn't make much difference at all. The firing cycle of rapidly draining and restore Weapon Power doesn't allow Power Transfer Rate to work much at all. In my testing you get at best about +5 power from totally bottoming out your weapon power. My advice which I give in my guide, only use enhanceed Power Trasnsfer Rate if you switch power settings in combat, or to recovery more quick from a Beam Overload burst.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 168
02-16-2012, 08:23 AM
Quote:
Originally Posted by Nagorak View Post
If you want an easy way to compare different weapon configurations, you can also try using my Starship Weapons Calculator. It's based off the data I gathered for the weapon scaling tests.

See this thread for more information: http://forums.startrekonline.com/sho...d.php?t=236545
I saw this calculator, but it sounds like the Season 5 changes haven't been implemented yet?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 169
02-16-2012, 10:45 PM
Quote:
Originally Posted by Shook-Yang
I saw this calculator, but it sounds like the Season 5 changes haven't been implemented yet?
That's true, but that the relative DPS figures should still work.

The only thing that won't work is using the advanced settings to set your skills to estimate your actual in-game DPS. It's on my list of things to do, and I hope to have it done around the beginning of March.
Career Officer
Join Date: Jun 2012
Posts: 1,592
# 170
07-22-2012, 08:35 PM
Silly question (but this thread deserves a bump anyway):
The weapons power listed in the Section IV graphs are the power levels before the weapons drain, right?

So if I'm at 125 power before it shoots, but end up at 55 when all 8 beams firing at once, that's still higher DPS than 7 beams when I start at 125 power?

"Don't let them promote you. Don't let them transfer you. Don't let them do anything that takes you off the bridge of that ship, because while you're there... you can make a difference." - James T. Kirk
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