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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 51
07-10-2010, 06:06 PM
Quote:
Originally Posted by Nagorak View Post
I updated the scaling chart for Dual Cannons and Cannons based on testing on Tribble (where the cannon energy regen bug has been fixed). As expected their DPS increased by a fair amount. 4 Dual Cannons now does more damage than 4 Dual Beams and are a much more viable alternative to Dual Heavy Cannons.

I have not retested Dual Heavy Cannons or Turrets yet. When I finish retesting them, I'll update the chart again and update the main post with the new info.

The DPS of 2 Cannons/Dual Cannons was essentially unchanged. 3 Dual Cannons increased by about 2%, while 3 Cannons increased by about 3% (the difference could be a result of random testing error). At the top end with 4 weapons, both increased by approximately 7%.

Keep in mind that in my original tests I had an EPS flow console equipped which would have increased the original tested DPS slightly compared to not having one, so for most people there should be another couple of percent increase in damage. In my retests I am not using EPS flow consoles at all to avoid any distortions.
I run my escort with 3 EPS Flow's because without it was a losing battle to keep energy up (dual beam, 2 DHC, 2 turrets) even with 120 wp. Following these changes are you saying that having the EPS will become null and I can move back to having resists? Please tell me I'm reading that right and my above assertion will be correct.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 52
07-10-2010, 07:54 PM
Quote:
Originally Posted by Aeolwind View Post
I run my escort with 3 EPS Flow's because without it was a losing battle to keep energy up (dual beam, 2 DHC, 2 turrets) even with 120 wp. Following these changes are you saying that having the EPS will become null and I can move back to having resists? Please tell me I'm reading that right and my above assertion will be correct.
Yes, the 1.2 patch was supposed to make it so EPS flow wasn't needed to keep weapon power up. It worked with beams, but cannon weapons were bugged and were set to the beam recovery time, which resulted in power still draining out further than it should (but no longer all the way to zero). The season 2 patch includes a fix for the cannon energy regen bug, so after it goes to the main server EPS should no longer have an effect on weapon power (except if you use beam overload or change power settings, in which case EPS flow makes the power come back faster).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 53
07-11-2010, 01:26 AM
Dual Heavy Cannons received a decent boost as well, so the disparity in damage still exists between Dual Cannons and Dual Heavy Cannons. I'm still not sure whether the balance between the two Dual Cannon weapons is all that great. It depends how much you value more constant damage (to keep shields down) over burst damage and overall greater DPS.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 54
07-12-2010, 02:00 AM
I can only thank you for this excellent guide , well done my friend.

I think it would be a great addition to this guide if u could add at some point the damage scaling between various amounts of the same weapon type at the 125 weapon power setting , no need to go further.

Thats because a lot of cruiser captains like me would like to know if moving to the retrofit cruiser is worth it, since it has 1 less rear weapon slot.

For me that means i would have to use 1 less beam array , so from 6 i would go to 5 , and i would really like to know if the dps loss will be great or small.

My guess is that the damage potential will be dereased but not by much , but each beam array will be firing at higher efficiency , based on what i have gathered from your guide.

Again thank you.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 55
07-12-2010, 05:43 AM
Quote:
Originally Posted by Nagorak View Post
<merely grabbing your attention>
It seems that the equation for determing dammage is still correct.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 56
08-19-2010, 10:15 AM
Nagorak,

Since Season 2.0, some of us are noticing some unusual weapons power behavior:

http://forums.startrekonline.com/sho...d.php?t=176001

http://forums.startrekonline.com/sho...d.php?t=173670

Seeing as you are what I would call the Expert on Weapons Power, I was hoping you might have some input on this... Have you noticed anything different on S2?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 57
08-24-2010, 03:25 AM
Quote:
Originally Posted by 1stOfficer
I can only thank you for this excellent guide , well done my friend.

I think it would be a great addition to this guide if u could add at some point the damage scaling between various amounts of the same weapon type at the 125 weapon power setting , no need to go further.

Thats because a lot of cruiser captains like me would like to know if moving to the retrofit cruiser is worth it, since it has 1 less rear weapon slot.

For me that means i would have to use 1 less beam array , so from 6 i would go to 5 , and i would really like to know if the dps loss will be great or small.

My guess is that the damage potential will be dereased but not by much , but each beam array will be firing at higher efficiency , based on what i have gathered from your guide.

Again thank you.
I'd like to test at 125 weapons power, but the truth is it probably won't happen for at least 2 months. I'm currently traveling for a few months, and have limited time and spotty internet access. So, unfortunately, further testing will have to wait.

Based on my experiences, at 125 weapons power, going from 5 to 6 weapons would provide more of a boost than it would at 100 power. However, I still don't think the drop off in damage from going down to 5 beams should be more than about 10% at most (keep in mind this is just an educated guess). I wish I could provide more help, but unfortunately it just isn't possible at the moment.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 58
08-24-2010, 03:27 AM
Quote:
Originally Posted by PatricianVetinari
Nagorak,

Since Season 2.0, some of us are noticing some unusual weapons power behavior:

http://forums.startrekonline.com/sho...d.php?t=176001

http://forums.startrekonline.com/sho...d.php?t=173670

Seeing as you are what I would call the Expert on Weapons Power, I was hoping you might have some input on this... Have you noticed anything different on S2?
To be honest I haven't really played much since season 2 went live. I'm traveling for several months, so I simply won't have much time to spend on STO.

What you are describing sounds kind of odd to me. If you are firing 5 beams then you shouldn't ever drop below 80, provided you don't use any skills like Beam Overload. Some of the other posts seem to indicate that the 125 energy soft cap may have been changed into a hard cap, but if you are only at 125 energy that still shouldn't cause you to drop below 80. (On a side note, a change to the weapon energy cap might be a reasonable balance change as it would put weapon energy more in line with other energy types which don't get much benefit from going over the cap, but that is a discussion for another time.)

There were still some bugs with energy drain last time I checked, namely the fact that turrets still have bugged recharge, so I wouldn't rule out another bug cropping up. If I get a chance, I can try to verify what you are seeing in game, but in all honesty, I believe that the likelihood of my finding the time is pretty slim.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 59
10-01-2010, 10:55 PM
" hope this information is of help to some people. If you have any questions or suggestions, please feel free to post them below and I will try to respond when I have a chance. Thanks for taking the time to read my guide"

You are far to modest...this is critical info
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 60
11-06-2010, 05:54 AM
Well, I'm back, finally, and able to do some testing again. I've completed tests for 125 weapons power for those who asked.

Weapon Damage Scaling Graph (125 Weapon Power)

On this graph you can see how running at higher energy levels allows you to effectively use more weapons. The drop-off in damage with each additional weapon is not as drastic. Note that I have not tested turrets except for 7 turrets, and the single weapon values are currently calculated. I will verify the single weapon results in game in the next few days, and also try to get turrets tested.

Turrets are still suffering from the cannon energy recovery bug. It was fixed for cannons, but not for turrets. I'm trying to bring this to Cryptic's attention, but I'm not sure anyone there cares. It doesn't seem like any work has been done to fix poorly balanced weapons or powers for many months. I guess it simply is not a priority to actually fix bugs in the game, which I find somewhat baffling. If you have a chance please send in a bug report.
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