Starfleet Veteran
Join Date: Jul 2012
Posts: 960
# 61
08-16-2012, 01:48 AM
Quote:
Originally Posted by jlkad98 View Post
So as a escort captian and using a glass cannon for ship why not get all the damage resistance to your ship as you can get with APD3


If im wrong please tell me
What Malwys said. APB is simply a safer bet and guaranteed to work, whether you're tanking or DPSing or whatever. APD is a more valid choice in PVP where threat mechanics don't matter, but in PVE APB is your go-to. APO is also a valid choice, but is not nearly as team-friendly.
Ensign
Join Date: Aug 2012
Posts: 5
# 62
08-16-2012, 12:29 PM
Quote:
Originally Posted by maelwy5 View Post
Using APB grants you a power.
Lets call this "Power A"

Power A is a buff that lasts for 10 seconds.

What Power A actually does is change your damage output so that anything your weapons fire hits gets a second power - "Power B" - placed upon it.

Power B is a debuff that lasts for 5 seconds.

Assuming you keep shooting at the same target, you will continually refresh Power B until Power A runs out.

Therefore for the first 10 seconds after using APB you'll be buffed up with Power A, and continually inflicting Power B's debuff with your weapons fire. At the end of those ten seconds your last shot will have refreshed Power B so that it lasts for a further five seconds.

10 seconds + 5 seconds = 15 seconds

(actually, I believe it might be slightly longer than that due to the time it takes a weapons cycle to finish, but basically it'll be in the region of 15-16 seconds)
Quote:
Originally Posted by maelwy5 View Post
Firstly, the Cooldown is 50% longer.

Secondly, the enemies only get the debuff if they shoot at whoever you've buffed. If they're shooting at someone else (or disabled) then it's useless. If you're a glass cannon then you generally DON'T want things to shoot at you so you'd usually be putting APD (if you have it) on whoever's tanking. [Note: Not all Escorts are fragile: Mine Tanks Tac Cubes]

Finally, the Resistance buff is nice in theory, but if you're already slotting a few endgame armor consoles then sadly it'll be hit hit very hard by diminishing returns. Good Cruiser Tanks will be slotting 3-4 of them, so they'll hardly notice it. And even as an Escort you can generally slot 1-2 Neutronium/Monotanium armor consoles.

APB is up more often and is a guaranteed (not "possible") debuff.
And (speaking from personal experience) the extra resistance is largely superfluous in STFs.
Ok great point I guess I overlooked that point after playing this game since launch I'm still learning things thanks for the info
Lt. Commander
Join Date: Jun 2012
Posts: 245
# 63
08-23-2012, 01:00 PM
I am as well. I had initially overlooked the strategy of using Attack Patterns as opposed to raw damage. I'm having some luck especially in STF's witht he attack pattern delta and Beta. It really helps in the STF's for taking down the larger targets i.e. Donatra, the gate, the tactical cube, and the assimilated Klingon battleship at the end of the cure. It's also good to have for when the cubes spawn like 3 neghvars and 2 raptors in the cure and using scatter volley. it adds the debuff to all of the ships.
Lt. Commander
Join Date: Jun 2012
Posts: 245
# 64
08-31-2012, 01:54 PM
Over the past couple weeks, I've been going with the Attack Pattern setup and I'm liking it. It's not quite as useful in single-player, however for STF's, the APB3 is huge. It's debuffing the damage resistance of an object, but with everyone firing at it, it has the same effect as a team-wide attack buff as increasing damage or decreasing an enemies resistance has the same effect.
Career Officer
Join Date: Jun 2012
Posts: 385
# 65
08-31-2012, 03:31 PM
Quote:
Originally Posted by xgorillapx View Post
Consoles. There is a little bit of preference here, but after 2 years, I think I finally got this down... Obviously you want the highest level of each console... Two things that are a must for STF's are the Electroceramic Hull Plating and Monotanium Hull Armor. Two Neutronium consoles will have the same effect, but are typically more expensive and rare.

Rare mk XI Electroceramic Hull Plating gives +35 Plasma damage resistance.

Rare mk XI Monotanium Hull Armor - +35 Kinetic damage resistance.

The only two types of damage you will receive in STF's (space and ground!) are plasma and kinetic. Kinetic is from grenades and torpedoes. Plasma is from their energy weapons. You don't need any other armor; you don't need something that gives s small bonus to 4 types of energy weapons. You only need those two consoles. (or like I said, 2x Neutronium consoles for the same bonuses, but they tend to be more expensive)
consoles

Tac Consoles - 3x Energy Type Consoles, 1x torpedo type console.
i.e. 3x Antiproton mag regulators, 1x Zero Point Quantum Chamber
You're actually wrong on this, Neutronium Consoles, Blue Mk XI (scaled to your level of course) are completely and 100% free from this mission right here.

I would also argue against going antiproton as THOSE are some very expensive consoles and can drain a wallet really fast.

Nice guide, though I admit to doing the beam array thing in back because it's canon on the Defiant.

I also enjoy a DBB up front for being able to do Target Shields 3 which is super effective against cubes and Donatra and such but you're right, way less effective against structures.
Please make this update. Thanks.
Quote:
Originally Posted by jengoz View Post
Silly Rabbit, the Devs don't play the game. That's why they have no idea about the problems.

Last edited by sekritagent; 08-31-2012 at 03:33 PM.
Lt. Commander
Join Date: Jun 2012
Posts: 108
# 66
08-31-2012, 03:55 PM
You can have Tac team, AP:B, and CRF, at-least a 70% uptime on all of them. Delta can be good, but it's situationally oriented. Don't forget that Tac Team also clears it, so in PvP it's probably not worth wasting a cmdr level tac position.
Captain
Join Date: Jul 2012
Posts: 1,449
# 67
09-04-2012, 04:30 PM
I prefer phaser,antiproton and tetryon for energy weapons.I go with photon,q torps,harpang and tricobalt.

I disagree full about your use of engines and shields assimulated borg engine or omega and shields a good regerative not covariant that is for science and resilant is for engineers.
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Ensign
Join Date: Sep 2012
Posts: 3
# 68
09-05-2012, 02:20 PM
i use an mvae build based off the one in this post crossed with the one in this one: http://sto-forum.perfectworld.com/sh...vector+assault

right now for my front i have:
1 quad cannon
1 HDC anti-proton
1 dual anti proton
1 quantum

rear:
3 anti-proton turrets

maco shields
borg engine
bord deflector
subspace field modulator
subspace jumper
emergency force fields
assimilated console
enhanced plasma manifold
point defense system
impulse compacitance cell
trans warp computer
defense turret

tac commander : tac team 1, attack pattern beta 1, torp spread 3, cannon scatter volly 3
tac lt: high yeild torp 1, cannon rapid fire 1
tac ensign: torp spread 1
eng lt: emergency power to shields 1, reverse shield polarity 1
science lt-commander: transfer power to shields 1, hazard emmiters 2, photonic officeers 2

i dropped the polarized hull as most tractor beams were used on me while i was already facing them and i found the impulse burst and evasive maneuvers could get me out of most bad situations that involved them. the photonic officer reduces my cool down on abilities.

I've not tried adding a second torp launcher yet but now that i've read about it may give it a go here and see what happens.

also input/critique would be welcomed
Captain
Join Date: Jul 2012
Posts: 2,027
# 69
09-08-2012, 06:37 PM
@sirisfox: Swap Scatter Volley 3 down to 1 and put either Rapid Fire or Beta up to 3 (preferably beta).

I don't know if it was mentioned in this thread in detail yet, but Beta 3 is hands down the single most damaging ability in the majority of STFs because it acts as a multiplier on all damage, instead of just adding damage.

What I mean is this, if you use an ability that increases your damage by 30% it typically only increases the 'base' damage and gets added to the bonus damage from your consoles, skills, etc.

But beta, beautiful beta, applies a resist debuff that pushes borg into a negative resistance, effectively multiplying the final damage dealt to them by roughly 40% for rank 3. And it effects your entire team.

So if your base damage is 100, and you add say 50% to that with skills and another 50% with an ability like CRF it jumps up to 200. Then you pop your tac abilities which apply to the end getting a bonus say 50% upping you to 300. Then APB bumps that up by 40% to 420 for you and your entire team! Did I mention it stacks, and stacks with sensor scan and fire on my mark? Cause it does. Check damage logs you'll see silly things like you dealt 2,400(1,500) damage to annoying borg structure.

*disclaimer: last time I tested CRF it worked as a + but its been awhile.
Captain
Join Date: Jun 2012
Posts: 568
# 70
09-09-2012, 06:10 AM
Quote:
Originally Posted by bareel View Post
I don't know if it was mentioned in this thread in detail yet, but Beta 3 is hands down the single most damaging ability in the majority of STFs because it acts as a multiplier on all damage, instead of just adding damage.
Posts #42 through to #62...?

Quote:
What I mean is this, if you use an ability that increases your damage by 30% it typically only increases the 'base' damage and gets added to the bonus damage from your consoles, skills, etc.

But beta, beautiful beta, applies a resist debuff that pushes borg into a negative resistance, effectively multiplying the final damage dealt to them by roughly 40% for rank 3. And it effects your entire team.

So if your base damage is 100, and you add say 50% to that with skills and another 50% with an ability like CRF it jumps up to 200. Then you pop your tac abilities which apply to the end getting a bonus say 50% upping you to 300. Then APB bumps that up by 40% to 420 for you and your entire team! Did I mention it stacks, and stacks with sensor scan and fire on my mark? Cause it does. Check damage logs you'll see silly things like you dealt 2,400(1,500) damage to annoying borg structure.

*disclaimer: last time I tested CRF it worked as a + but its been awhile.
The different stacking is to do with damage calculation mechanics.
There are basically two different types of buffs that can increase your damage output:

1. Things that buff your raw damage - like Tac Consoles, increasing your weapons power, and even skill boosts (like the short buff you get from from EPTW, or via DOFF assignments), These buffs all add up together, rather than multiply each other. Attack Pattern Omega and Attack Pattern Alpha are also examples of this.

This mechanic is (with fictitious numbers): 100% Base damage + 64% from Consoles + 100% from Weapons Power = 264% damage. +50% from APO3 would bring this to (264+50) = 314% damage. APA3 granting another buff of 50% would bring this to (314+50) = 364% damage.


2. Things that affect your damage output by other means - this can be due to decreasing your time between weapon firings (examples include Projectile Weapon DOFFs, CRF, the MACO 2-piece set bonus, etc) or due to a different mechanic such as resistance debuffs (Attack Pattern Beta or Attack Pattern Delta, Sensor Scan, Fire on My Mark, Disruptor Proc, etc). These buffs don't add up together, but instead multiply with each other.

This mechanic is (again, ficticious numbers): 100% Base damage + 64% from consoles + 100% from Weapons Power = 264% damage. +40% damage from CRF2, would bring this to (264*1.4) = 369.6% damage. APB3 granting another buff of 50%, would bring this to (369.6*1.5) = 554.4% damage.


Given the choice between an additive buff (1) and a multiplicative buff (2)... all else being equal, multiplicative ones are always better.


(There's certainly arguments to be made regarding buffs stacking/not stacking from different sources, or hull-damage-only buffs versus shield-and-hull-damage buffs, or AoE damage versus Single Target damage, or Spike Damage versus Sustained damage, or buffs that affect multiple damage types or that affect damage sources other than yourself etc... but the above is still a good point to grasp!!)

[ <<<--- @Maelwys --->>> ]
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