Captain
Join Date: Jul 2012
Posts: 1,971
# 21
01-08-2013, 11:23 PM
Quote:
Originally Posted by mnso2 View Post
ok so im no math wiz.. how much more dmg is 1 console at say 30%? its not 30% overall dmg but what is it really?? 5% or 10%?? maybe more, maybe less???

i would like to know if its a big difference between those 2 ships. fleet patrol and fleet tactical retro. at the moment im not sure if 1 console is worth the boff i wouldnt use.
It depends, are your damage skills maxed out, what quality the console is and the ones you currently have equipped.

I can tell you on a DHC a blue MK 11 specific damage type console (+26.2%) will increase the damage per volley by 45.7 at 125 weapon power.

Just take the ship you have now, take off one of the consoles and note the difference on the tooltip (while on a space map but not sector space like outside ESD) damage. An extra one will add the same exact amount.
Starfleet Veteran
Join Date: Oct 2012
Posts: 1,186
# 22
01-08-2013, 11:37 PM
Quote:
Originally Posted by mnso2 View Post
ok so im no math wiz.. how much more dmg is 1 console at say 30%? its not 30% overall dmg but what is it really?? 5% or 10%?? maybe more, maybe less???

i would like to know if its a big difference between those 2 ships. fleet patrol and fleet tactical retro. at the moment im not sure if 1 console is worth the boff i wouldnt use.
An extra Mk XII purple weapon will boost base weapon damage by 30%. However, keep in mind that this 30% is tacked onto a cumulative percentile damage bonus as opposed to being evaluated individually. Since energy weapon damage = 2% * current weapon subsystem energy, if you run your ship at 50 weapon energy and 4x 30% weapon consoles, then the total will be 100% + 30%*4 = 220% listed base weapon damage. Increase weapon subsystem power to 125 and you will see 250% + 30%*4 = 370% listed base weapon damage. Skill spec's will also add to the final figures above.

If you spot any errors above, please feel free to correct the errant figures.
Captain
Join Date: Jul 2012
Posts: 1,971
# 23
01-09-2013, 01:43 AM
Quote:
Originally Posted by shar487a View Post
An extra Mk XII purple weapon will boost base weapon damage by 30%. However, keep in mind that this 30% is tacked onto a cumulative percentile damage bonus as opposed to being evaluated individually. Since energy weapon damage = 2% * current weapon subsystem energy, if you run your ship at 50 weapon energy and 4x 30% weapon consoles, then the total will be 100% + 30%*4 = 220% listed base weapon damage. Increase weapon subsystem power to 125 and you will see 250% + 30%*4 = 370% listed base weapon damage. Skill spec's will also add to the final figures above.

If you spot any errors above, please feel free to correct the errant figures.

Not quite that simple it is 30% of the weapon type's damage to which a bunch of other stuff is added. See this thread for the relevant details and a spreadsheet that works well.

http://sto-forum.perfectworld.com/sh...=438561&page=3
Lieutenant
Join Date: Nov 2012
Posts: 30
# 24
01-10-2013, 06:29 AM
Quote:
Originally Posted by reginamala78 View Post
For the OP, an easy trick to upgun your cruiser instead of having to buy a whole new ship is an Emergency To X power cycle. You equip two Emergency Power To Weapon 1 and two Emergency Power To Shields 2 or 3, then alternate Weapons and Shields every 15 seconds (a keybind helps a lot). It gives you the tankiness cruisers are known for and the extra weapons energy is a big help to those power-draining beam broadsides. It isn't the end-all of DPS or cruiser piloting or anything, but its a good thing to know how to do and should help you a lot while you learn the more complicated stuff.
this post is riddled with stupidity. do not follow that advice

all em power abilities bounce the same cooldown,

so taking 2 em weapons and 2 em shields means half of the abilities are wasted and never used. this is not efficient by any means. because as soon as you use 1 em to weapon or em to shields, the other 3 go into cooldown.

you need, 2x em power to shields, 1 em to aux (for healing), and 1 aux to structural.

if you feel you need to, take a direct energy mod and eject warp plasma. direct energy mod is capable is bypassing shields but at the cost of more weapon power. i have run a a mobius with em to weapons and direct energy mod and the dps output is staggering, how ever you are left with little survive-ability.

cruisers, even during broadsides, are not going to do super duper dps.

if you want to play dps, grab an escort and some cannons.


as for energy types and dps there is no substitute for disruptors.

the only ships to consider for dps role are

breen (4 dhc/4 turrets) is only 130 dps below a 5 tact console escort
fleet mvae (5 tact) - heavy damage, sort of brittle
mobius (only escort capable of duo sci or engi boffs)
jem hadar bug (5 tact)
fleet armitage (not normal armitage which is only a 9 console)
fleet tactical escort retro
blockade runner from steam.
fleet defiant (last resort)
NOT the fleet escort retrofit or the escort retro and their sub-par .7 shield modifier.

for best dps ability, you will want a 5 tact escort with 10 consoles total. accept no substitutes.

if you are intent on playing a cruiser, I might also suggest you acquire a ferengi d'kora, which is more along the lines of a cruise-scort when in battle mode, yet can still abuse cannons.
Commander
Join Date: Jun 2012
Posts: 366
# 25
01-10-2013, 06:45 AM
Quote:
Originally Posted by mixiplix777 View Post
this post is riddled with stupidity. do not follow that advice

all em power abilities bounce the same cooldown,

so taking 2 em weapons and 2 em shields means half of the abilities are wasted and never used. this is not efficient by any means. because as soon as you use 1 em to weapon or em to shields, the other 3 go into cooldown.

you need, 2x em power to shields, 1 em to aux (for healing), and 1 aux to structural.

if you feel you need to, take a direct energy mod and eject warp plasma. direct energy mod is capable is bypassing shields but at the cost of more weapon power. i have run a a mobius with em to weapons and direct energy mod and the dps output is staggering, how ever you are left with little survive-ability.

cruisers, even during broadsides, are not going to do super duper dps.

if you want to play dps, grab an escort and some cannons.


as for energy types and dps there is no substitute for disruptors.

the only ships to consider for dps role are

breen (4 dhc/4 turrets) is only 130 dps below a 5 tact console escort
fleet mvae (5 tact) - heavy damage, sort of brittle
mobius (only escort capable of duo sci or engi boffs)
jem hadar bug (5 tact)
fleet armitage (not normal armitage which is only a 9 console)
fleet tactical escort retro
blockade runner from steam.
fleet defiant (last resort)
NOT the fleet escort retrofit or the escort retro and their sub-par .7 shield modifier.

for best dps ability, you will want a 5 tact escort with 10 consoles total. accept no substitutes.

if you are intent on playing a cruiser, I might also suggest you acquire a ferengi d'kora, which is more along the lines of a cruise-scort when in battle mode, yet can still abuse cannons.
You do realize you put both Fleet Tactical Escort Retrofit and the Fleet Defiant together right? They're the same thing ^^
Ensign
Join Date: Jan 2013
Posts: 4
# 26
01-10-2013, 07:31 AM
most ppl have said:

1. the jem'hadar attack ship sits alone at the top for dps

2. the 5 tactical consoles on the fleet tactical escort retrofit (fleet defiant) is close, or edges the extra rear turret of the breen. the linked spreadsheet seems to indicate that the 30% console buffs base dmg by 2-6% depending on power level.

3. all other ships either sacrifice damage due to being short 1 tac console, or have 5 tac consoles and terrible shield/hull.


what im kickin round is a playstyle question because i run a torp-less, beam-less cannon build. it makes the extra ensign tactical station useless. however, im not sure the extra tankiness of the patrol escort is worth losing the tac console.


i will probably go witht he fleet tac resto and just not keybind the ensign's ability in an effort to fully maximize the pew pew.
Career Officer
Join Date: Jun 2012
Posts: 1,194
# 27
01-10-2013, 07:34 AM
Quote:
Originally Posted by mixiplix777 View Post
this post is riddled with stupidity. do not follow that advice

all em power abilities bounce the same cooldown,

so taking 2 em weapons and 2 em shields means half of the abilities are wasted and never used. this is not efficient by any means. because as soon as you use 1 em to weapon or em to shields, the other 3 go into cooldown.
Speaking of "riddled with stupidity", Emergency Power to X abilities have a 45 second cooldown for themselves, a 15 second shared cooldown for other EPtX abilities, and 30 second uptime.

1 - Activate 1st EPtW:
1st EPtW - 45s Cooldown
2nd EPtW - 15s Shared Cooldown
1st EPtS - 15s Shared Cooldown
2nd EPtS - 15s Shared Cooldown

2a - After 15s, 1st EPtW still active:
1st EPtW - 30s Cooldown
2nd EPtW - Ready
1st EPtS - Ready
2nd EPtS - Ready

2b - Activate 1st EPtS:
1st EPtW - 30s Cooldown
2nd EPtW - 15s Shared Cooldown
1st EPtS - 45s Cooldown
2nd EPtS - 15s Shared Cooldown

3a - After 15s, 1st EPtW expires, 1st EPtS still active:
1st EPtW - 15s Cooldown
2nd EPtW - Ready
1st EPtS - 30s Cooldown
2nd EPtS - Ready

3b - Activate 2nd EPtW:
1st EPtW - 15s Shared Cooldown
2nd EPtW - 45s Cooldown
1st EPtS - 30s Cooldown
2nd EPtS - 15s Shared Cooldown

4a - After 15s, 1st EPtS expires, 2nd EPtW still active:
1st EPtW - Ready
2nd EPtW - 30s Cooldown
1st EPtS - 15s Cooldown
2nd EPtS - Ready

4b - Activate 2nd EPtS:
1st EPtW - 15s Shared Cooldown
2nd EPtW - 15s Shared Cooldown
1st EPtS - 15s Shared Cooldown
2nd EPtS - 45s Cooldown

5a - After 15s, 2nd EPtW expires, 2nd EPtS still active:
1st EPtW - Ready
2nd EPtW - Ready
1st EPtS - Ready
2nd EPtS - 30s Cooldown

5b - Go back to 1

If you carry 2 copies of EPtW and EPtS you will have both active 99.99% of the time after the first 15 seconds, subject only to your delay in activating the next EPtX in the cycle. It's something most cruisers do, if they know what they're doing.

"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
Captain
Join Date: Jun 2012
Posts: 1,043
# 28
01-10-2013, 08:09 AM
Quote:
Originally Posted by darkjeff View Post
Speaking of "riddled with stupidity", Emergency Power to X abilities have a 45 second cooldown for themselves, a 15 second shared cooldown for other EPtX abilities, and 30 second uptime.

1 - Activate 1st EPtW:
1st EPtW - 45s Cooldown
2nd EPtW - 15s Shared Cooldown
1st EPtS - 15s Shared Cooldown
2nd EPtS - 15s Shared Cooldown

2a - After 15s, 1st EPtW still active:
1st EPtW - 30s Cooldown
2nd EPtW - Ready
1st EPtS - Ready
2nd EPtS - Ready

2b - Activate 1st EPtS:
1st EPtW - 30s Cooldown
2nd EPtW - 15s Shared Cooldown
1st EPtS - 45s Cooldown
2nd EPtS - 15s Shared Cooldown

3a - After 15s, 1st EPtW expires, 1st EPtS still active:
1st EPtW - 15s Cooldown
2nd EPtW - Ready
1st EPtS - 30s Cooldown
2nd EPtS - Ready

3b - Activate 2nd EPtW:
1st EPtW - 15s Shared Cooldown
2nd EPtW - 45s Cooldown
1st EPtS - 30s Cooldown
2nd EPtS - 15s Shared Cooldown

4a - After 15s, 1st EPtS expires, 2nd EPtW still active:
1st EPtW - Ready
2nd EPtW - 30s Cooldown
1st EPtS - 15s Cooldown
2nd EPtS - Ready

4b - Activate 2nd EPtS:
1st EPtW - 15s Shared Cooldown
2nd EPtW - 15s Shared Cooldown
1st EPtS - 15s Shared Cooldown
2nd EPtS - 45s Cooldown

5a - After 15s, 2nd EPtW expires, 2nd EPtS still active:
1st EPtW - Ready
2nd EPtW - Ready
1st EPtS - Ready
2nd EPtS - 30s Cooldown

5b - Go back to 1

If you carry 2 copies of EPtW and EPtS you will have both active 99.99% of the time after the first 15 seconds, subject only to your delay in activating the next EPtX in the cycle. It's something most cruisers do, if they know what they're doing.
That's the crux of the Dragon build right there.

What I haven't been able to figure out is the keybinds. How do I go about doing that? And will it affect all of my characters or just one?
Yes I support This

"Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many they are few"
Lieutenant
Join Date: Nov 2012
Posts: 30
# 29
01-10-2013, 08:10 AM
funny when I run empts and emptw on my escort I can use one or the other.

so why are cruisers so special.
Lieutenant
Join Date: Nov 2012
Posts: 30
# 30
01-10-2013, 08:12 AM
then again why anyone would subject themselves to a cruiser is beyond me.

waste of a ship slot.
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