Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Effect on increase in DPS
03-14-2011, 04:24 PM
If you put consoles that increase power to weapons, how much of an effect does that have on DPS?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
03-14-2011, 04:44 PM
I'd refer you here

http://forums.startrekonline.com/sho...d.php?t=195929

and here

http://forums.startrekonline.com/sho...d.php?t=155777

for more information. It really depends on the type of ship/weapons you are running. If you don't want to sift through all that data posted, put up your ship type/weapons loadout/current power level and I should be able to give you a ballpark estimate of the effectiveness of a weapons power console.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
03-14-2011, 05:11 PM
atm, w/o a power console, I have 110 wep power

6 AP beam arrays MK 11
2 quantum torps MK 11

3 energy distribution manifolds blu MK 11

I have an EPS console also.

Sovvy



Just trying to squeeze as much DPS out of this thing as possible, w/o being popped like an escort.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
03-14-2011, 05:21 PM
So, without getting into calculating actual numbers for your setup (which you could use those links to do, and answer this), one thing is to just consider the basic formula for weapon power and damage: At 50 power your weapons will do the nominal damage listed in their description; and at 100 power they do double damage.

That means at 75 power, they'll do about 150% of the listed, nominal DPS value. And four Mk XI blue plasma manifolds would give you +28 weapon power; or in other words slotting four of them will add about 50% of the nominal DPS listed in the weapon stats. This will be a more or less constant, always on boost; so if you bottomed out at 25 power before and were doing 50% damage, you could instead be doing 100% damage with the power consoles slotted.

The overall payoff is higher when you carry a lot of energy weapons that have high DPS values, since all energy weapons on the ship benefit equally; and the benefit in total damage done is greater the more time your weapons spend firing (cause these consoles don't help with recovery; they just add a constant, baseline boost to power at all levels).

So they're ideal for sustained DPS setups based on all energy weapons; like a DPS cruiser setup with eight arrays. They'll give the least benefit for setups that spend little time dealing damage; such as healers or crowd control setups; max burst damage setups; or those that run mostly cannons or torpedos, which fire less often or don't rely on weapon power at all.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
03-14-2011, 05:35 PM
Ah, ok, thx
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
03-14-2011, 07:23 PM
It really depends on your engineering console layout, I suppose.
Of your four, you should already have...

-One knocked off by Shield Emitter Amplifier mk XI (the +35% cap console).
-One knocked off by that EPS power transfer console (handy in a pinch, but you can get rid of it if you don't find yourself switching between power modes often)
-You should probably have an RCS accelerator to help compensate for that awful turn rate. It helps line up quantum torpedo shots.

That leaves one or two open slots. So, really, the worthwhileness of having the console depends on personal preference. If you have alot of aux-dependent abilities, maybe you'd rather have a +aux power console. If turn rate is still wanting, a +engine power console could fill a slot (I don't think RCS accelerators stack well). Some players like to fly hull resist consoles as well.

However, judging by your loadout, you probably end up broadsiding a lot, which is a huge drain on power. As such, a +weapons power console would be very useful just for sustaining your firepower. Additionally, if you are concerned about weapons power levels, you could spec into Weapons System Performance (NOT efficiency-which is only really helpful at base levels under 50 or 60 or maintenance-which has no effect on power). Specing into all nine levels of weapons system performance yields a power gain of +9.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
03-14-2011, 09:21 PM
Quote:
Originally Posted by Magogite
-One knocked off by Shield Emitter Amplifier mk XI (the +35% cap console).
An engineer in a cruiser can actually get by without that console. It was over-rated when it first came out. And still is. I won't get into a long drawn out debate about it. I get that it remains the single most popular console in the game. But unlike EPS consoles way back when which were ABSOULUTELY needed, this console isn't quite the lock everyone assumes it is.

That said, it's not a big deal if you get one and equip it. The other consoles though ...

Quote:
-One knocked off by that EPS power transfer console (handy in a pinch, but you can get rid of it if you don't find yourself switching between power modes often)
An engineer in a cruiser doesn't need this console and hasn't since last autumn. This console does nothing you can't do with your own innate engineering power the one or two times you may actually need to swap power settings.

Quote:
-You should probably have an RCS accelerator to help compensate for that awful turn rate. It helps line up quantum torpedo shots.
If you're in a cruiser running beams, you've already compensated for the turn rate. That's how you build an assault cruiser. The OP's got the weapon setup right. 6 beams. 2 projectile launchers. That's a firing arc that will send beams at your enemy while you turn. You don't need to turn faster. And you're just as effective shooting torps from your rear as your front. There's no arc you need to maintain.

That's three engineering consoles that an engineer in an assault cruiser really can spend on other stuff. Considering the OP IS running 6 beams, weapons power is somewhat relevant. Due to energy drain.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
03-14-2011, 09:36 PM
Oh the caveat to much of what I posted is it's really more relevant to PVP interactions.

For PVE, the game itself is structured in a way that you can choose any console set you like for no particular reason and still perform well enough to get through PVE content.

Like the OP's running at 110 weapons power. There's not enough of a difference in switching consoles in PVE content to really have an impact.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
03-14-2011, 09:46 PM
So for KA I won't really get enough of a performance enhancement to switch an armor for a wep power console?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
03-14-2011, 09:53 PM
In my opinion, no.

Do this fun test.

Compare your DPS using MK 1 phaser array, and a MK 11.

This game is an MMO, so we're all trained to want the best gear out there. And yeah, there's a difference. But it's nowhere near the difference that forced me to raid in Everquest for DPS improvements.

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