Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
09-20-2011, 10:45 AM
I understood it that teh Procs for the different weapons were loosely pulled from canon to some degree????

In that train of thought the Proc for Phasers never made sense to me once the Science (Tactical) ability to target subsystems was put into the game.

Once again from my limited view, the Shows never demostrated Phaser auto-knocking any subsystem offline that was not purposefully targeted to begin with in combat. I was under teh impression that Phasers just had a better Accuracy to enable such effects.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
09-20-2011, 10:48 AM
Quote:
Originally Posted by SteveHale View Post
I suspect that the 2.5% Phaser proc is per system so with four systems that brings the actual proc rate to 10%. I don't know if that's true, nor do I know how to test it.
The math works this way;

2.5% chance
So lets say the average ship has 6 Phaser weapons...
1 - ( ( 1 - x ) ^ y )
Where x = 2.5 and y = 6
14.093% chance to score a phaser proc every round of fiire.
You don't need every weapon to proc just one will do.

Of course you could always do dumb things like run 8 phasers... and use turrets to increase the rate of fire.. I don't think I need to provide the proc rate.... its dumb. Cryptic math at its finest.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
09-20-2011, 10:51 AM
Quote:
Originally Posted by Roach View Post
I understood it that teh Procs for the different weapons were loosely pulled from canon to some degree????

In that train of thought the Proc for Phasers never made sense to me once the Science (Tactical) ability to target subsystems was put into the game.

Once again from my limited view, the Shows never demostrated Phaser auto-knocking any subsystem offline that was not purposefully targeted to begin with in combat. I was under teh impression that Phasers just had a better Accuracy to enable such effects.
I believe the proc rates are the same for every weapon. Good to see ya Roach.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
09-20-2011, 11:46 AM
Not to stir stuff up...OK maybe I am. I have heard whispers through various people there is a way to get procs very very often, like every shot. Evidently there are a few zombie cruisers that can proc with with every shot and they will usually use phaser or disruptor since they are flying with minimal weapon energy.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
09-20-2011, 11:58 AM
Quote:
Originally Posted by Husanak View Post
The math works this way;

2.5% chance
So lets say the average ship has 6 Phaser weapons...
1 - ( ( 1 - x ) ^ y )
Where x = 2.5 and y = 6
14.093% chance to score a phaser proc every round of fiire.
You don't need every weapon to proc just one will do.

Of course you could always do dumb things like run 8 phasers... and use turrets to increase the rate of fire.. I don't think I need to provide the proc rate.... its dumb. Cryptic math at its finest.
Just a question.

1-((1-2.5)^6) = 11.39

Where were you getting 14?

By that math if you run 8 phaser weapons you are getting a 25% chance. If those were all turrets combined with CRF you would probably get a proc quite often indeed.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
09-20-2011, 12:39 PM
Quote:
Originally Posted by dvsaris View Post
Just a question.

1-((1-2.5)^6) = 11.39

Where were you getting 14?

By that math if you run 8 phaser weapons you are getting a 25% chance. If those were all turrets combined with CRF you would probably get a proc quite often indeed.
Well with 8 phasers the math works out to 18.3%.... however what you want to do is calculate how many shots you can fire in 5 seconds... if you wanted to know the chances of having a proc up every 5 seconds. (In other words one proc ends the chnaces of landing another one... to keep some one perma proced)

So if say you had 4 shots each with 8 turret in a 5 second window...

1-((1-2.5)^32) = 55.52%

So can you keep some one perma proced 100% no... but it is 50/50. lol

Now if you have 2 ships running the same build

1-((1-55.52)^2) = 80.21% chnace that 2 ships can keep one one perma proced.

Now for some fun Turret Boat math
1-((1-55.52)^5) = 98.25%
LOL
Turret Boats WTF
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
09-20-2011, 01:09 PM
Our fleet has experimented much with the "proc" or turret boat.

It does have an overwhelming rate, especially with 2 ships focusing.

Yet no one wants to fly one. Not a one. I think they look cool too. CSV made the ships look like battlestar from a distance.

Either way thanks to husanak and his wonderfully math, we may see a few out there in the next week
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
09-20-2011, 01:22 PM
I always find the non traditional builds (turret boats, torp boats, beam escorts) interesting. This one in particular sounds very interesting. Perhaps on an Excelsior-R so you get the LC tac slot.

Hmm...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
09-20-2011, 01:24 PM
Quote:
Originally Posted by CaptainHorizon
Our fleet has experimented much with the "proc" or turret boat.

It does have an overwhelming rate, especially with 2 ships focusing.

Yet no one wants to fly one. Not a one. I think they look cool too. CSV made the ships look like battlestar from a distance.

Either way thanks to husanak and his wonderfully math, we may see a few out there in the next week
If you want one and I am in game let me know. I fly turret boat using 8 phaser turrets. Apparently the procs really annoy people.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
09-20-2011, 01:54 PM
You guys don't know the history .... the Turret Boat fleet roamed the ques for quite awhile... yes 5 ships all with phaser turrets is annoying. lol Yes the Sulu ship with Rapid fire x 2 is the way to go. Turret Boats reporting in.... no nothing. Perhaps they will fly again if you spark up a big Turret Boat signal.
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