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rainbow or not rainbow is no point i also start run rainbow setup some weeks ago with great results, 5% more max dmg or multi proc, anyone have decide what he like more.
i run now on all ships rainbow setup only.
7 min stf runs are no prob with rainbow groups.
in cure is the only big pob kang in random groups one protect him but he cant handle or 4 prot him and the mission runs endless its always chaos in random groups.
There are only two instances where you should be running "Rainbow weapons":
1. The first is if your weapons are all of the same energytype, you just have some with different coloured graphics than the 'standard' for that energytype. For example; if you were to equip Disruptor Induction Coils, you could use Standard Disruptors, Plasma-Disruptor Hybrids and Spiral Wave Disruptors. Or with Phaser Relays equipped, you could use Standard Phasers and Retrofit Phasers.
2. The second is if you are running only Torpedo/Mine enhancing Tactical consoles. "Pure Torpedo Boat" setups are generally worse DPS over time than Energy-Torpedo Hybrids, but a Tricobalt setup (mines in particular) could potentially put out some High Burst damage numbers.
Anything else just lets your ship look pretty, but makes you far less effective at killing stuff.
I do run one ship which mounts plasma Aft and Disruptors fore
Thats MY choice
And it still does more damage than most escorts over time
Of course it's your choice.
We see plenty of people making that same choice all the time.
It doesn't change the fact that making that choice means that they are not capable of nearly as much damage output than if they had made a different choice.
Best case scenario: we assume that someone is sensible enough to slot "Directed Energy Distribution Manifolds" if they're running multiple beam energy types. On a typical ship, that's 3 Tactical Console slots granting a total of ~60% Damage, compared to the ~90% damage that they'd have managed to achieve running all the same energytype.
"Most escorts over time" is a bad yardstick to use when measuring things, because the majority of escorts that you encounter in PUGs will be, quite frankly, pants.
I regularly end up tanking Donatra on an Escort in PUG ESTFs groups, which means I need to weave about in order to keep her at least 5KM away and prevent her from cloaking, which tends to prevent me from bringing my DHCs to bear on her. However I often still end up holding aggro, even whenever there's other Escorts on my team firing flat out. If I can hold aggro over other PUG Escorts by using just my 3 rear turrets then there's something very, very wrong with their setups. Don't measure changes in your damage output by comparing it to other people's bad builds; measure it by the difference it makes to YOU.
and in reality the differenz is 5% like i sayed some posts befor thats why i switch to rainbow setup multi procs work for me better then 5% REAL max dmg differenz!
or so it says 970 dmg with 3x30 consoles and 930 dmg with 3x20% consoles.(beam)
You're comparing addititive damage buffs after diminishing returns. So that value is unsuprising.
Even so, with every weapon cycle you have a 2.5% chance to trigger a proc (exception: Polarized Tetryons are 10% chance; and Antiprotons have a different mechanic). Is a 2.5% chance at a different proc really going to be better than 5% more net damage...?
As an example: Lets assume you're running with 6x Disruptor Arrays, and decide to swap out 3 of these for 3x Tetryons. And that in swapping out 3x Arrays for a different type, it reduces your net damage by that 5% figure you quoted earlier...
Weapon cycles (assuming no buffs) are 0.33 Cycles/Sec for DHCs/Cannons/Turrets and 0.20 for Beams.
With 3x Beam Arrays that's a cumulative potential of 0.60 cycles/second. Or an average proc activation chance of 0.025*0.6=1.5% every second. The shield drain provided by Tetryon Weapons will vary depending on your skillpoint allocation, but on my Tac with 9/9 points in Flow Capacitors, it's quoted as 523.7 Damage to shields. With the above proc activation chance of 1.5%/sec, that's an average of 7.8555 extra shield damage per second from all three arrays combined. Swapping out for Polarized Tetryons for their increased proc chance of 10% would grant a cumulative proc chance of: 0.1*0.6=6%/sec, bringing the drain up to 31.422 extra shield damage per second.
Now consider the DPS loss values you quoted above from swapping away from a same-energytype setup: 970-930=40 Damage from each of your six beam arrays, or 240 damage total - this is 30 times the average DPS increase you'd get from from swapping 3 arrays to "normal" Tetryons and 8 times the average increase from Polarized Tetryons.
And as an aside, swapping out three Disruptor arrays for Tetryons would mean you'd also drop from an average disruptor proc uptime of 36.6% (18x "2.5% chance" over 15 seconds) to 20.4% (9x "2.5% chance" over 15 seconds) which would result in you doing an average of 1.62% less Hull Damage over time (3.66%*10-2.04%*10). From the value you quoted for your six Beam Arrays, this would translate into an average loss of 90.396 Hull DPS: three times the additional Shield DPS you'd be getting from the Tetryons.
You lose DPS from swapping away from a sametype-energy setup. Any additional damage potential you might gain from other procs is not ever going to cover this loss, it's just going to make you look pretty.