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Starfleet Veteran
Join Date: Oct 2012
Posts: 1,175
# 11
03-11-2013, 09:28 AM
Quote:
Originally Posted by ferdzso0 View Post
there is around 1-2k difference between them. ise is highest, then cse then kase. the difference does matter, but if you are doing 10k in ise, you wont be doing much less in cse if you know your stuff
CSE has many more clustered targets (probes and BoP/Raptor/Negh'Var spawns), so AoE significantly pads DPS meter numbers...

Quote:
Originally Posted by ferdzso0 View Post
with 3 purple torp doffs quantum is better. also it is too circumstantial as against shields you wont be that effective. plus TS3 is better than HY3
Usually TS3 > THY3, but certain builds exploit HYT3 better than TS3. One example is Gravity Well + High Yield hyper-plasma to set up enemy ship chain explosions.

Last edited by shar487a; 03-11-2013 at 04:16 PM.
Survivor of Romulus
Join Date: Jun 2012
Posts: 1,456
# 12
03-11-2013, 10:14 AM
Clarification on the OP: 10k DPS is what I'm currently doing pretty reliably. 10-10.6 in CSEs, around 8-10 in ISE & KASE (I tend to take a gate for myself in KASE ) I'm just wanting a bit more than that. 12+ if possible!


Thanks everyone for the replies, definitely worth some consideration and thought. Thanks! I'll go into specifics

Quote:
Originally Posted by bareel View Post
Try a run without the cutting beam using a turret instead

Try getting the system engineer doff that gives weapon power drain resist when using DEM.

Romulan +Crit boff is nice.

You might also raise your EptW1 to a 3, as I don't usually get much out of DEM unless using the DEM doff.
I did test using a turret instead of the beam, but the DPS difference is marginal and I like the passive 2pc bonus from the assimilated omega set.

I'm going to wait until we're T3 embassy before I get romulan boffs - but I definitely will be investing when the time comes - so thanks

The problem with using EPTW3 is I'll need to replace the ensign ability with something. Given that I have 3 eng slots I'll need 3 ensign abilities - of which the choices are pittiful. The only reason I'm using DM2 is because I only have one tac station so any extra DPS abilities I can get anywhere are like gold dust. I already run copies of ET1 and EPTS1 so If I moved to EPTW3 I'd need to use another EPTx ability which seems wasteful.

Quote:
Originally Posted by ferdzso0 View Post
also OP, try to always target multiple things with your scv (possible targets that can be hurt, so its not just random dps). use the elite scorpion fighters in your hangar, and try to run them on attack my target mode, unless you are attacked by something that shoots high yield (if you run APB you gonna get 2k+ dps from them
Duly noted, I should pay a bit more attention to my SCV to make sure I'm maximising the firing arc. I've been running nothing but escorts for 6+ months now so I sort of autopilot the STFs and don't pay all that much attention to them. I'll see if adjusting makes a difference. I already use elite scorpions btw. Neglected that in the OP.

Quote:
Originally Posted by smokeybacon90 View Post
The other player may have been running a Plasma build,
I didn't consider this, I'll have to ask him when he gets online. I've been wanting to run a plasma ship for ages but I *cant stand* the noise they make, they're horrible!

Quote:
Originally Posted by lascaille View Post
drop them, they are useless in an aux2bat doff setup
in stf you should use a special warfare guy (don't know the exact class) with 10% bonus damage on borg in space, or at least a dem doff.
This makes sense, I will definitely consider this! In fact I'll test it out now and see how much of a difference it makes. The problem with relying on aux2batt for reducing TT cooldown is you can never get the CD down to 15s so you can't have continual coverage which is a pain. You only get a 30% reduction from aux2batt and the cooldown isn't long enough for it to be reduced twice so you end up with ~20s cooldown for TT1 which can lead to going boom.

I refuse to go back to using torps, I'm sick of them. I'm trying to get a nice cannon build instead - I've always flown 3DHC+torp up front and given that I don't have room for any torp abilities on this ship (only one Tac slot, commander) I think I'll have to pass.

Last edited by topset; 03-11-2013 at 10:31 AM.
Commander
Join Date: Jun 2012
Posts: 410
# 13
03-11-2013, 10:30 AM
Quote:
Originally Posted by topset View Post
I'm going to wait until we're T3 embassy before I get romulan boffs - but I definitely will be investing when the time comes - so thanks
The blue-quality male Romulan tac BOff is currently the only one with Superior Romulan Operative, so as of now you aren't gaining anything by waiting for T3.
Survivor of Romulus
Join Date: Jun 2012
Posts: 1,456
# 14
03-11-2013, 10:32 AM
Quote:
Originally Posted by thepantsparty View Post
The blue-quality male Romulan tac BOff is currently the only one with Superior Romulan Operative, so as of now you aren't gaining anything by waiting for T3.
SOLD! On my way.
Lt. Commander
Join Date: Jun 2012
Posts: 227
# 15
03-11-2013, 01:33 PM
Quote:
Originally Posted by dalnar83 View Post
Not really, in order to spit torpedo every second you would have to proc 2x on single launcher. which is very unlikely for quantums, but you can pray..maybe it helps. We are talking DPS here, not spikes. every missed quantum, would reduce DPS and there is not that high difference between mk XII quantums and photons.

Also, there is not likely to be many targets without shields to take advantage of spread. I was talking purely for taking out gates, and such. AFK at 10Km, just shoot torps, 10k dps (you can do more with buffs), problem solved.

I can attest to this, have 3 of the purple torp DOFFs equipped for space and the Quantums hardly ever seem to proc on the recharge timer. One of the reasons I switched to photons, I can just pop those out like a candy dispenser, plus they sound cooler. Chronitons also seem to work well with the torp DOFFs and make a solid combo if you are using the Tachyokinetic console and the dual chroniton beam bank. I've found Photons and Chronitons to proc the most for me, with Plasma torps being a close second.
Captain
Join Date: Jun 2012
Posts: 1,041
# 16
03-11-2013, 02:13 PM
Quote:
Originally Posted by dashuk2381 View Post
I can attest to this, have 3 of the purple torp DOFFs equipped for space and the Quantums hardly ever seem to proc on the recharge timer. One of the reasons I switched to photons, I can just pop those out like a candy dispenser, plus they sound cooler. Chronitons also seem to work well with the torp DOFFs and make a solid combo if you are using the Tachyokinetic console and the dual chroniton beam bank. I've found Photons and Chronitons to proc the most for me, with Plasma torps being a close second.
the proc rate is exactly the same on all torps. quantums fire less, yes. tho the timer is pretty much giving you no reload with quantums with three purple doffs, so yeah. you might have to wait 3 seconds instead of 1, but in the end the hit is going to be harder (and the 3 sec window will allow you to get shields lower anyway, so long term quantums tested better for me)
still. torps wont get you the bestest dps, and they are very dependent on not having shields, so you are pretty much gimping yourself with them, making your ship less versitile
Career Officer
Join Date: Jun 2012
Posts: 1,158
# 17
03-11-2013, 02:43 PM
Quote:
Originally Posted by lascaille View Post
drop one dhc and use the romulan plasma torpedo, at least the omega plasma torpedo (both available though your reputation system)

if available, use the rule 62 multipurpose combat console
Is the Romulan Torpedo any good? I have seen on chat, not to bother with it.


btw... What is full of stars? My view screen is out at the moment.
I love nice long walks in the country.
Especially if they're taken by people who annoy me!
Ar ais olc leis an doer olc
Captain
Join Date: Jun 2012
Posts: 1,333
# 18
03-11-2013, 02:54 PM
One thing I see is that the fleet weapons are dmgx3 accx1. The higher your acc rate (beyond 100%) the more you hit and the overflow accuracy also flows into crits. If you don't hit as much and don't get as many crits, you do less proc damage, especially with AP.
Captain
Join Date: Jun 2012
Posts: 1,041
# 19
03-11-2013, 03:06 PM
Quote:
Originally Posted by whamhammer1 View Post
One thing I see is that the fleet weapons are dmgx3 accx1. The higher your acc rate (beyond 100%) the more you hit and the overflow accuracy also flows into crits. If you don't hit as much and don't get as many crits, you do less proc damage, especially with AP.
in PVE you can bring anything, it will hit. infact crithx3 is better than accx3 for pve, just simply because most stuff are static or slow, and you will hit them (tbh I havent seen a missed shot in a while in pve).
ofc if you want a ship good for pve and pvp then acc is just as fine
Starfleet Veteran
Join Date: Jun 2012
Posts: 713
# 20
03-11-2013, 03:23 PM
Quote:
Originally Posted by topset View Post
I can't figure out why, as I've seen people with similar setups get 3-5k DPS more but I can't figure out where the problem lies. Is it my weapons? My equipment? My Boffs? No idea. Here's my setup.

Flying: JHEC. I love this ship completely. Heavy Eng stations makes for a perfect Aux2Batt + Technician setup which gives me monstrously low cooldown times along with high power levels to combat power drain. Aux2batt makes RSP worthwhile, because the cooldown ends up being reduced to only 60s give or take!

I was chatting to a guy with a similar setup after we ran a few STFs and I was parsing him at 13-15k per run. I'm wondering why I can't get near that, is it just pilot error? I'll admit aux2batt has taken some getting used to using effectively!


Weapons:
Antiprotons (Maxed energy weapon crit skills)
Fore = 4 DHCs (Fleet [dmg]x3[acc])
Aft = 2 Turrets, 1 Kinetic cutting beam

Equipment:


Maco XII set

Consoles:

Eng: Monotanium XII (purple), Tachyokinetic, Borg, Zero-point Romulan.
Sci: Field generator x2
Tac: 4x Relays XI (blue)

Doffs:

3x purple technician (30% reduction in cooldowns when using aux2batt)
2x purple conn officer (16s reduction for TT plus big buff to attack patterns)

Boffs

Commander Tac: TT1 , Beta 1 , Scatter Volley 2, Omega 3

LT. Com Eng: EPTW1, Aux2Batt 1, DEM2
Lie. Eng: EPTS1, Aux2Batt 1
Lie. Eng: ET1, RSP2

Ens. Sci: HE1
Dont think it's been asked...Is your character SCI, ENG or TACT? Career does make a substantial difference as well...
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