Lieutenant
Join Date: Jul 2012
Posts: 54
# 221
04-27-2013, 12:07 PM
Hmmm... When it comes to the weapon bonuses (acc, dmg, etc), like most things, ultimately it is up to the player. However personally I reccommend crtH first, with accuracy or crtD second.

The [dmg] damage bonus is constant, but it is also minimal, adding (depending on the weapon) about 100-200 dps to the base damage. (and sometimes less). As a basis for comparison, a mark XI dmg x2 does the same base dps as a white mk XII

While ACC is invaluable for PVP given that player ships tend to have large evasive bonuses, and damage potential is useless unless you can actually hit your target, it is far less needed in PVE. Though having at least one ACC bonus is useful in assisting with shooting down the dangerous projectiles like high yield torps- which can be a hard target at times. Though not needed at all if you have the accurate trait.

crtD gives a decent boost to crit damage, but is only really viable if you have a heightened crit chance. this works well when combined with the zero point module, tachio-kinetic converter, and borg assimilated console.

crtH is similar in that it boosts the crit damage you deal but through making it happen more often. this also combines very nicely with the crit boosting consoles and allows you to deal massive bursts of dps when combined with rapid hit weapons like dual heavy cannons (which also have an inherant crit boost) and cannon rapid fire/spread. With crthx3, the consoles, and tac buffs the crit rate can reach phenomenal heights giving a consistant and high boost to dps.
---------------
We are many. We are legion. We are the proud, the bad, the infinitely expendable.
We! Are RED SHIRTS!
...Tremble in thy footwear.
528th fleet

Last edited by espiritas; 04-27-2013 at 12:38 PM.
Lt. Commander
Join Date: Jun 2012
Posts: 245
# 222
04-27-2013, 07:22 PM
Quote:
Originally Posted by espiritas View Post
Hmmm... When it comes to the weapon bonuses (acc, dmg, etc), like most things, ultimately it is up to the player. However personally I reccommend crtH first, with accuracy or crtD second.

The [dmg] damage bonus is constant, but it is also minimal, adding (depending on the weapon) about 100-200 dps to the base damage. (and sometimes less). As a basis for comparison, a mark XI dmg x2 does the same base dps as a white mk XII

While ACC is invaluable for PVP given that player ships tend to have large evasive bonuses, and damage potential is useless unless you can actually hit your target, it is far less needed in PVE. Though having at least one ACC bonus is useful in assisting with shooting down the dangerous projectiles like high yield torps- which can be a hard target at times. Though not needed at all if you have the accurate trait.

crtD gives a decent boost to crit damage, but is only really viable if you have a heightened crit chance. this works well when combined with the zero point module, tachio-kinetic converter, and borg assimilated console.

crtH is similar in that it boosts the crit damage you deal but through making it happen more often. this also combines very nicely with the crit boosting consoles and allows you to deal massive bursts of dps when combined with rapid hit weapons like dual heavy cannons (which also have an inherant crit boost) and cannon rapid fire/spread. With crthx3, the consoles, and tac buffs the crit rate can reach phenomenal heights giving a consistant and high boost to dps.
I would have to agree with this. In reference to the CrtH bonus and using it with weapons that have an innate CrtD bonus, that is why I used the AntiProton weapons example. The Bonnus for AntiProtons is a +20 CrtD Bonus, which makes critical hits that much more valuable, which in turn makes CrtH bonus that much more valuable. I use them on my escort with the Assimilated console and Zero Point Module. I am not using the TachyoKinetic converter, because I think it would be far better used on my science ship due to the turn rate and Graviton boost.
Lt. Commander
Join Date: Jun 2012
Posts: 245
# 223
04-27-2013, 07:26 PM
Quote:
Originally Posted by vhyle View Post
I decided I'd play a Federation Tactical, and fly the escorts through leveling and what not with this build. I guess it couldn't hurt.

I just like to have something to use as a reference, I'm a visual aids kinda guy I guess. Thanks for posting this build a long time ago.
I'm glad I could help. I had a lot of questions when I first started and it took a while of learning the hard way that what might make logical sense, doesn't always work best due to game mechanics. Luckily I had some experienced people that I could ask questions and piece the rest together myself, but not everyone has that. This will also help people to not waste respec tokens. They can look at a skill chart of someone who is experienced, do a little research and see why it makes sense. They can then start putting points into those areas from the beginning rather than going by trial and error and wasting most of your respec tokens along the way. (Unfortunately thats what I did.)
Lieutenant
Join Date: Jul 2012
Posts: 54
# 224
04-30-2013, 11:29 AM
I can definitely agree there. The tachio graviton bonus is pretty well wasted on an escort, unless you are running an MMAM with grav well 1... which is definitely useful in an stf for the crowd control if you don't mind the lower turn rate. It's also a fairly expensive console to get considering it can only be acuired through opening lock boxes and collecting lobi crystals. So it is either farming several million e creds to buy keys, or spending real money to get them. Though I suppose it is a small compensation that in the process you may open up something worthwhile as a nice little bonus.

And yeah, for raw DPS being generated solely through weapons fire, you can't get much better than a character with the accuracy trait, and running anti proton [crtH]x3 with all of those consoles. +10% accuracy, 30%(or more) additional crit damage, and with tac buffs it can reach 15%-18% crit chance (I can't remember off the top of my head). Translated that means every cannon burst has an incredible chance to get at least one critical damage ht in at +80% damage, and more often will have multiple crits per volley.

And that is before the additional bonuses of things like attack pattern beta stacking for up to 200% -base- damage if the whole team is using it.

As a practical example, using five attack pattern beta's in a mixed team of engi, tac, and sci, will still wipe out an elite tac cube in less than 30 seconds of concentrated fire.
---------------
We are many. We are legion. We are the proud, the bad, the infinitely expendable.
We! Are RED SHIRTS!
...Tremble in thy footwear.
528th fleet
Lt. Commander
Join Date: Jun 2012
Posts: 245
# 225
05-01-2013, 11:00 AM
I just completed the reman mk XII Very Rare set on my science officer, and it's pretty nice. Because of the High Yield bonus, I swapped to fireatwill HY1, BFAW2 and TS3. makes for a decent amount of damage, especially when they're sucked into a near max level Grav Well3 and the plasma fire spreads as the ships collide, then you turn around and pop a hargh'peng out your rear end for the AOE damage there as well. I've been having some trouble settling on what to go with for my 3rd rear slot on my sci. I have my Romulan experimental plasma beam array, kinetic cutting beam and have been debating between Hargh'peng, Breen cluster torp, regular mines, turret... It's a tough call. I'd like to see a normal 360 beam array like the shuttles use.
Lieutenant
Join Date: Jul 2012
Posts: 54
# 226
05-01-2013, 12:31 PM
Hmmm... well seeing as it is a rear-facing weapon slot it would be used less often. I usually use them for the high damage-long cooldown weapons when I'm in anything other than an escort. ...I would personally go with the breen cluster torp because it has really high alpha damage, bypasses shields well, and if one mine crits, they all crit. The only downside is that compared to other weapons they lose their luster when fighting shieldless enemies because the damage does not increase as dramatically as other projectiles. This is compensated for though with the sheer number of hits and that fantastic damage that happens with a crit bomb.

12 mines with a crit of 4-6k ... yeah it's a nice hard hit.
---------------
We are many. We are legion. We are the proud, the bad, the infinitely expendable.
We! Are RED SHIRTS!
...Tremble in thy footwear.
528th fleet
Rihannsu
Join Date: Jun 2012
Posts: 1,786
# 227
05-01-2013, 03:44 PM
Quote:
Originally Posted by espiritas View Post
...When it comes to the weapon bonuses... I reccommend crtH first, with accuracy or crtD second...
Excess Accuracy spills over into a bonus CrtH/D (details here.) So I prefer Acc over CrtH as my primary weapon tag (CrtH being 2nd). Then you "never" miss, and increase your Crit (chance and severity) all with the same tag. My favorite weapons are [Acc]x2 [CrtH].

Quote:
Originally Posted by xgorillapx View Post
I just completed the reman mk XII Very Rare set on my science officer, and it's pretty nice. Because of the High Yield bonus...
What is the High Yield bonus on the Reman set, please?

You can find/contact me in game as @PatricianVetinari. Original Join Date: Feb 2010.
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Lt. Commander
Join Date: Jun 2012
Posts: 245
# 228
05-02-2013, 08:49 AM
It appears that there is an improvement to the flight speed and defense (hitpoints?) of the heavy plasma projectiles. This is what the powers say on the Reman set...

Set 2: Prototype Plasma Projectile

Passive
+15 Starship Particle Generator
Enchances your High Yield Plasma torpedos:
Increased Flight Speed
Increased Defense
Set 3: Covariant Capacitance Cell

Passive
When receiving All Energy Damage, 10% chance of applying Covariant Capacitiance Cell
+5% Maximum Shield Capacity for 15 sec (stacks up to 10 times)

Set 2: Prototype Plasma Projectile

http://www.stowiki.org/Reman_Prototy...Set#Set_powers

Last edited by xgorillapx; 05-02-2013 at 08:54 AM.
Lieutenant
Join Date: Jul 2012
Posts: 54
# 229
05-02-2013, 10:05 AM
The reman set does not boost the raw torpedo damage, just its speed and it makes the torpedos harder to hit in order to shoot them down. if you want to boost their damage, and are on klink side, the honor guard set gives a 25% damage bonus- but it also requires two pieces meaning you need to choose between one or the other -_-.
---------------
We are many. We are legion. We are the proud, the bad, the infinitely expendable.
We! Are RED SHIRTS!
...Tremble in thy footwear.
528th fleet
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,321
# 230
05-02-2013, 10:27 AM
@lordhavelock

I agree that acc spills into crit but it is still at a lower rate then the actual crit modifiers. The borg don't move that fast so Acc to me is less of an issue. I usually only see one [Acc] mod needed at best. In other PvE content I can see it being more effective since any other npc moves faster.

At least with LoR we will have a new trait system where we can add the acc trait to existing captains. I think that would be more then enough.
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