Lt. Commander
Join Date: Dec 2007
Posts: 120
# 41
06-09-2010, 12:13 AM
Torpedos are unnecessary.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 42
06-09-2010, 07:05 AM
Had a chance to do simular things with my Klingon Tac

Totals all weapons: 3xDHC 1xQuant 2xTurret - VolleyIII, HY3
Out DMG: 858,107
Out DPS: 770

Quants:
Out DMG: 279,927
Out DPS: 253

Another fight with just cannons 4xDHC, 2xTurret - VolleyIII
Out DMG: 1,318,466
Out DPS: 604

My Tac does have HYIII so seems the % dmg was more about 30% with torps
*Keep in mind, i do use Volley III, instead of CRFIII. I will still need to do the cannon test again, with the optimal skill for cannons. I'll update later I think the part I will have a problem with is, AoE can produce a lot of random dmg (phatom fleets, mines, etc...)

I think we can all agree it comes down to killing your target, not just high total damage scores.

I hoping to see the Cannon Only Out DPS improve with concentrated targets. I suspect Volley III is best used in combination with other players using the same thing on a group of targets. Healer panic, everyone popping shield heals, then killing them before the cooldowns expire.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 43
06-09-2010, 09:24 AM
Quote:
Originally Posted by Bostish
Had a chance to do simular things with my Klingon Tac

Totals all weapons: 3xDHC 1xQuant 2xTurret - VolleyIII, HY3
Out DMG: 858,107
Out DPS: 770

Quants:
Out DMG: 279,927
Out DPS: 253

Another fight with just cannons 4xDHC, 2xTurret - VolleyIII
Out DMG: 1,318,466
Out DPS: 604

My Tac does have HYIII so seems the % dmg was more about 30% with torps
*Keep in mind, i do use Volley III, instead of CRFIII. I will still need to do the cannon test again, with the optimal skill for cannons. I'll update later I think the part I will have a problem with is, AoE can produce a lot of random dmg (phatom fleets, mines, etc...)

I think we can all agree it comes down to killing your target, not just high total damage scores.

I hoping to see the Cannon Only Out DPS improve with concentrated targets. I suspect Volley III is best used in combination with other players using the same thing on a group of targets. Healer panic, everyone popping shield heals, then killing them before the cooldowns expire.
I'm thinking that HY3 must dramatically increase the odds of at least one torp getting through. I wish there was a way to find out how many got through per shot, with and without HY3. For instance, comparing me firing four torpedoes over 16 seconds, versus you firing four torpedoes with HY3.

Of course, problem for me is, I'm in a cruiser, so can't use HY3.

I won't completely give up on torps yet (only because we've had such good times together). I've got a few ideas to try first. If they don't work, then I'll drop em.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 44
06-09-2010, 09:32 AM
Quote:
Originally Posted by Surgery
Torpedos are unnecessary.
This. Torpedos are fine for a "catch offguard" for downed shields weapon. But as any good SFBer knows... phasers are your killing weapons.

... or disruptors, or polarons... you get the idea.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 45
06-09-2010, 10:02 AM
I really love the chron torps... even if they don't get through they can slow down an escort without much defense other then the speed rating.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 46
06-09-2010, 10:24 AM
Quote:
Originally Posted by Izzx
For instance, comparing me firing four torpedoes over 16 seconds, versus you firing four torpedoes with HY3.
I know this isn't specifically, what you were looking for. But I broke Quants up by Ability

Total:
Out DMG: 279,927
Out DPS: 253

No Salvo:
Out DMG: 43,884
Out DPS: 40

Salvo I: HY1
Out DMG: 117,189
Out DPS: 108

Salvo III: HY3
Out DMG: 118,854
Out DPS: 110

I find the above very interesing, can make you wonder if your better off just with HY1, since Tac Team is limited in usage.

Sadly, I didn't have a record in my logs with someone else using Quants and HY1 and HY3, except some who's time was only 49 compared to mine of 1,096. (meaning he just came in, popped a few people and game ended)

i think Salvo I and Salvo III deserves more investigation. (Situational, maybe bad timing, maybe cooldowns, maybe i favored HY1 over HY3.. In combat, if one is up, I grab it) What I need to do is isolate them, and only use HY1 or only use HY3.

if you see me in a match, let me know and I'll start recording.

Quote:
Originally Posted by Husanak View Post
I really love the chron torps... even if they don't get through they can slow down an escort without much defense other then the speed rating.
I like them too, but i didn't spec for them. When I use them, it's for the 33% proc.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 47
06-09-2010, 10:32 AM
I've had reasonable success with transphasic torps on my bop. You can see peeps hull get knocked down quickly fairly often with their shields up.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 48
06-09-2010, 11:40 AM
Quote:
Originally Posted by Bostish
I know this isn't specifically, what you were looking for. But I broke Quants up by Ability

Total:
Out DMG: 279,927
Out DPS: 253

No Salvo:
Out DMG: 43,884
Out DPS: 40

Salvo I: HY1
Out DMG: 117,189
Out DPS: 108

Salvo III: HY3
Out DMG: 118,854
Out DPS: 110

I find the above very interesing, can make you wonder if your better off just with HY1, since Tac Team is limited in usage.
First off, you're amazing. I really didn't expect you to go through the hassle, but I do appreciate it.

These numbers were no where near what I was expecting either. Especially HY1 and HY3. Granted, it could be an odd spike in data, but even with bad data, I expected HY3 to be a lot more effective. Four torps in about one second?! You'd think at least half would hit the hull.

Well, I hope I run into you in pvp, it'd be interesting to see specifically what's working and what's not.
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