Lt. Commander
Join Date: Jun 2012
Posts: 231
# 21
08-18-2012, 09:44 AM
You might want to factor in a disruptor effect over time...even that could bump the transphasics higher on the dps scale.

From my own testing and parsing the results, a transphasic boat using disruptors can produce a respectable-enough result to make it worthy of at least running STFs with it. And hey, it is a completely different way of flying an escort, so there is that.

However, from my experience, even the Tac Cubes don't have a shield face up for long against my fleet teams, as it gets rooted and debuffed so bare hull is facing us pretty much the entire time. So if you're running with a pug, it might be fun to roll an advcort transphasic build for utility, but otherwise I think quantums will still be king if you want to maximize your damage. But again, if you're pulling 5-6k raw dps in your transphasic boat, I see no reason to change.
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# 22
08-18-2012, 11:29 AM
Hey, I'm getting good arguments.
Lieutenant
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# 23
08-18-2012, 01:15 PM
Out of curiosity, does anyone use Photons?
I have a high powered beam crusier that can burn a shiled down in a heartbeat,
turn, or still be line to fire HYII Photons straight onto a hull for over 11k damage.
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Captain
Join Date: Jun 2012
Posts: 1,395
# 24
08-18-2012, 01:17 PM
Quote:
Originally Posted by tieberione View Post
Out of curiosity, does anyone use Photons?
I have a high powered beam crusier that can burn a shiled down in a heartbeat,
turn, or still be line to fire HYII Photons straight onto a hull for over 11k damage.
Photons can be good if you're trying to perfectly time a hull breach after a BO3 or such. Otherwise they're sort of pointless because DOffs bring all torps down to the same global CD anyway.
Empire Veteran
Join Date: Jun 2012
Posts: 306
# 25
08-18-2012, 01:37 PM
Quote:
Originally Posted by shimmerless View Post
Photons can be good if you're trying to perfectly time a hull breach after a BO3 or such. Otherwise they're sort of pointless because DOffs bring all torps down to the same global CD anyway.
Question about this. The projectile weapons officer Doff ability says it has a 20% chance of reducing torp recharge, but everyone that talks about them acts like it's a guarantee. Even with multiples those chances don't stack, do they? So two Doffs won't give a 40% chance? It will be two 20% chances, right? That's not bad, but for a torp build you're still looking at cycles where your number won't come up and you'll be stuck with the normal recharge time. Or am I missing something?

Also, good thread.
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# 26
08-18-2012, 01:46 PM
Quote:
Originally Posted by zordar01 View Post
Question about this. The projectile weapons officer Doff ability says it has a 20% chance of reducing torp recharge, but everyone that talks about them acts like it's a guarantee. Even with multiples those chances don't stack, do they? So two Doffs won't give a 40% chance? It will be two 20% chances, right? That's not bad, but for a torp build you're still looking at cycles where your number won't come up and you'll be stuck with the normal recharge time. Or am I missing something?

Also, good thread.
They do stack. With x3 of the best Doffs you can pretty much keep x2, 8 second torpedoes firing at max or near max speed all the time. With the 10 second torpedoes you need 3 torpedoes to keep all 3 at near max speed.

The way it works is fire first torpedo, 3 chances at 20% to trigger that can stack so you can have 3 triggers as once. Fire 2nd torpedo, 3 more chances to trigger and so on.
Captain
Join Date: Jun 2012
Posts: 1,875
# 27
08-18-2012, 02:08 PM
Quote:
Originally Posted by pottsey5g View Post
They do stack. With x3 of the best Doffs you can pretty much keep x2, 8 second torpedoes firing at max or near max speed all the time. With the 10 second torpedoes you need 3 torpedoes to keep all 3 at near max speed.

The way it works is fire first torpedo, 3 chances at 20% to trigger that can stack so you can have 3 triggers as once. Fire 2nd torpedo, 3 more chances to trigger and so on.
Yes, this is particularly handy if your build involves Tricobalts or Hargh'pengs. The former can get a DRASTIC boost if run alongside photons and a group of projectile doffs, the latter gets a neat kick out of ANY torpedo with projectile doffs.

Edit: For example, in the atypical scenario that all 3 trigger, you'll get at least 25% of your cooldown shaved off on a tricobalt. 2 triggering may also have that effect, and 1 trigger will cut out a neat amount too. *doesn't know the exact numbers, hence the massive lack of precision*

Also, how should I proceed for a PURE torpedo Vo'Quv using quad BoPs?
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Last edited by dalolorn; 08-18-2012 at 02:10 PM.
Captain
Join Date: Jun 2012
Posts: 4,738
# 28
08-18-2012, 02:13 PM
Quote:
Originally Posted by pottsey5g View Post
My setup is a projectile build with zero energy weapons. That way I can run at 125shield power and dump the rest in Aux. It seems to be the only way I can kill anything. Been trying energy builds the past few days but could barely kill anything in PvP.

EDIT; I did try 122 weapon and 122 shield and a mix of energy and torps but again it failed to work.
You don't use energy weapons?
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Lt. Commander
Join Date: Jul 2012
Posts: 232
# 29
08-18-2012, 02:51 PM
Quote:
Originally Posted by dalolorn View Post
Also, how should I proceed for a PURE torpedo Vo'Quv using quad BoPs?
By scraping that idea.
The Vo'quv is so sluggy that you can't even reliably broadside - how are you supposed to get anything in your torp arcs? Within 5 minutes, and without drifitng out of range half a dozen times, that is.
Also ... BoPs already carry all the torpedo goodness there is, once shields are down they finish off anything within seconds - shield stripping though is your job ..... WAAAAAAAAAIT ... you're joking, right?
'Can't do that on the internet, people could think you're serious!
(If you actually were serious: see answer above, and know that I'm trying for a triple facepalm just in case.)
Captain
Join Date: Jun 2012
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# 30
08-18-2012, 02:53 PM
Quote:
Originally Posted by supergaminggeek View Post
I've played a lot of PvP with my fleet. Some of it for Dilithium, and others for training. Everyone had a way to recharge their shields, making my quantum torpedoes bad. My healing on a Science Odyssey was always more than twice my damage.
Once I've stumbled upon the Transphasic torpedo launcher by way of Breen, I've made use of it, and have seen more damage from my character than ever before. The enemy's ship's hull was degrading fast from a good High Yield, and for a decent DPV. Now, Instead of 200,000 Dmg/600,000 Heal, I'm dishing out 800,000 Dmg/400,000 Heal. The heal change was from my change of BOFF skills, though. More efficient.
Final Verdict: Transphasics are the most powerful torpedoes a man can use.
Sadly you are incorrect.


Photon torpedo will do more hull damage through shield than transphasics. Why?

They have higher base damage, much faster refire rate -and- a much, MUCH higher damage multiplier in torpedo boff abilities.

Transphasics will never be viable until they have higher shield penetration. Sadly, if that happens, shields become irrelevant and everything fubars.


Transphasics need to have their special ability changed.
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