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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
02-17-2012, 11:23 AM
Quote:
Originally Posted by SkeeterUK View Post
Got 3 DHC AP cannons for the front and 3 turrets for the back from the ds9 special vendor with XI req things. Now i have to figure out how to get the mags cheap for 26% bonus. Need 3 of em.

Any ideas, i could see if a mate would craft me them later tonight but he hasnt been on much lately. Exchange is too expensive and i really dont want to be using 24% ones. Dilithium store doesnt have any 26% ones either which is a known issue apparently or by design so the devs dont want it being the OP weapon of choice or somit i dunno lol tho wouldnt put it past them.

Any ideas what i could do without waiting for 6 hrs till mate gets online lol?
What's considered too expensive? I got 3x Antiproton Mag mk XI (rare) for a little over 1.1mil EC each. The 4th one I found on the exchange for 8,900 EC (such a lucky find).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
02-17-2012, 12:06 PM
Expensive is someone who had 2.5mill or there abouts and now has 400k well 500k now as got some of it back through sales. So i bough 2 for 1.1mill each or somit.

Did try and grind 7k dilithium for a 3rd from dilth store but i reached 8k refined today (first time ever done that) but then i got to thinking do i really want to grind all that dilithium just for a 24% console which i could get a 26% if i just saved up for a bit.

Ideally anyone selling one cheap would be sweet but i doubt it. Yeah 9k for one was a very lucky find there mate. Congrats.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
02-17-2012, 12:54 PM
Had some luck selling today and got 500k today in sales so could get 3rd and final one, the 4th slot is a zero point module for the quantum i have.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
02-17-2012, 02:05 PM
It doesn't take too long to get 1 million if you grind Ker'rat or STF missions.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
02-17-2012, 07:25 PM
there is outdated information in this thread about plasma energy weapons, only the projectiles cause the dot fire since season 4 or 5. the energy weapons now deal extra plasma damage, an amount that increases as the MK level increases.

only now do i realize how terrible they are. i figured since flow capacitors boosted tetryon and polaron proc damage that something must do the same for plasma weapons. i figured it was partial generators, so i tried it out on tribble and bought some plasma weapons, plasma tactical consoles and partial generator and found the proc only dealing 22 damage.

confused, i unequipped consoles till i figure out what was effecting the proc damage, and found only the tactical consoles had any effect. well it must not be partial generators then, so i bought 1 of every other science ability buffing console. flow capacitor, graviton generate, sensor, there is no subspace decompiler console so i couldn't try that. wtf, if i flew science i'd be ****ed about that.

none of those consoles effected the proc damage, plasma truly is worthless, and everyone's shield guards against it. with flow capacitors stacked as high as i can i deal about 250 proc damage to shields with tetryon weapons, i expected similar with plasma dealing about 250 hull damage per proc, boy am i disappointed.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
02-17-2012, 09:59 PM
Quote:
Originally Posted by SkeeterUK View Post
Just switched from tier 4 defiant to fleet escort due to better stats tho i duno if i will keep this long as i like the defiant model myself which i am still waiting for cstore sale for the defiant retrofit i hope is coming soon.
I don't really have anything to add to the weapon choice discussion; but I may have a suggestion that will save you money.

I noticed you are a lifer; Have you already used a Vice Admiral ship token on that character? You would have gotten one if you reached VA before December 2011. If you reached VA after that, you still get one at the 600 day subscribed mark. Either case, the token can be redeemed for the Defiant retrofit and you can save yourself the c-store cost.

http://startrekonline.com/veteran_rewards

If you already used your VA token on another ship type (IE the Galxy-R or Intrepid-R) please disregard this post and I apologies for telling you something you already knew.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
02-18-2012, 09:40 AM
if you are going for tet and omega two set get the polarized tets since it has 4 times the proc rate than the standards but are blue
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
02-19-2012, 11:25 PM
Quote:
Originally Posted by dontdrunkimshoot View Post
none of those consoles effected the proc damage, plasma truly is worthless, and everyone's shield guards against it.
I'm a plasma addicted, for sure, but (from http://www.stowiki.org/Ship_Weapon)...
  • Phaser: 2.5% chance to disable a random subsystem
Checked extensively.
Disabled engine? Worthless. The ship is motionless but shoot as always.
Disabled auxiliary? No observable effect.
Disabled weapons? Useful!
Disabled shields? Very useful!
The problem is that the disabled subsystem is disabled only for a score of seconds, maybe 2 or 3: a window very small.

  • Disruptor: 2.5% chance to lower the targets damage resistance by 10% for 15 sec
Checked but not extensively.
No useful effect.

  • Plasma: 2.5% chance to apply a non-stacking damage-over-time debuff
Checked extensively.
DoT on the hull, cumulative (if I'm right) with the DoT of the Plasma Torpedoes.

  • Polaron: 2.5% chance to reduce all enemy subsystem power levels by 25
Checked extensively.
No useful effect. Maybe the time window is too small?

  • Tetryon: 2.5% chance to deal additional shield damage
Checked extensively.
No useful effect. Maybe the time window is too small?

  • Antiproton: 2% chance to critical, increased critical severity
Checked extensively.
No useful effect. Maybe the time window is too small?


I have an antiproton Odissey and I use it in the FA missions: my plasma Galaxy is more useful!


In truth: choose the weapon you like, and remember that the key is not the weapon(s) but the team management: concentrate the fire on a single target, and even with plasma beams it will sunk in a matter of seconds.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
02-20-2012, 12:33 AM
Quote:
Originally Posted by AJ_McRich
I'm a plasma addicted, for sure, but (from http://www.stowiki.org/Ship_Weapon)...
  • Phaser: 2.5% chance to disable a random subsystem
Checked extensively.
Disabled engine? Worthless. The ship is motionless but shoot as always.
Disabled auxiliary? No observable effect.
Disabled weapons? Useful!
Disabled shields? Very useful!
The problem is that the disabled subsystem is disabled only for a score of seconds, maybe 2 or 3: a window very small.
when aux is disabled your opponent cant use any abilities with an aux multiplier, and when engines are disabled your enemies defense score drops so they are easier to hit. i've had my engines disabled multiple times right as im trying to evasive away, so annoying.


Quote:
Originally Posted by AJ_McRich
  • Disruptor: 2.5% chance to lower the targets damage resistance by 10% for 15 sec
Checked but not extensively.
No useful effect.
its only useful if shields are breached, its a hull only debuff

Quote:
Originally Posted by AJ_McRich
  • Plasma: 2.5% chance to apply a non-stacking damage-over-time debuff
Checked extensively.
DoT on the hull, cumulative (if I'm right) with the DoT of the Plasma Torpedoes.
the wiki is full of outdated info right now, just projectiles cause the fire. energy weapon's proc is just extra plasma damage, if your a plasma user you should have noticed this, just check the tool tip. i went into detail last post about why they are terrible

Quote:
Originally Posted by AJ_McRich
  • Polaron: 2.5% chance to reduce all enemy subsystem power levels by 25
Checked extensively.
No useful effect. Maybe the time window is too small?
flow capacitors boost the energy drain, but the proc just lowers energy levels and doesn't keep them lower, so they recharge immediately. still a pretty worthless proc.

Quote:
Originally Posted by AJ_McRich
  • Tetryon: 2.5% chance to deal additional shield damage
Checked extensively.
No useful effect. Maybe the time window is too small?
immensely useful effect, flow capacitors boost the proc damage. its substantial, free extra shield damage every time the proc goes off.

Quote:
Originally Posted by AJ_McRich
  • Antiproton: 2% chance to critical, increased critical severity
Checked extensively.
No useful effect. Maybe the time window is too small?
they have built in extra crit chance and severity

Quote:
Originally Posted by AJ_McRich
I have an antiproton Odissey and I use it in the FA missions: my plasma Galaxy is more useful!
has more to do with your builds

Quote:
Originally Posted by AJ_McRich
In truth: choose the weapon you like, and remember that the key is not the weapon(s) but the team management: concentrate the fire on a single target, and even with plasma beams it will sunk in a matter of seconds.
considering procs going off is a rare thing, this is basically true. but with plasma weapons you are going to encounter people using shields that have 20% resistance to it's damage thanks to the sets. its just a bad choice right now and its too bad.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
02-20-2012, 12:45 AM
Quote:
immensely useful effect, flow capacitors boost the proc damage. its substantial, free extra shield damage every time the proc goes off.
I've traded the flow capacitors for extra protection: something reliable, not 2.5% proc, sorry.

Moreover the plasma proc affects the hull ---> no regeneration (for the big ships) and/or reliable "corrosive" damage (for the little ships).
So far it is satisfactory.
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