Nope, not with abilities like Tactical Team, Sci Team, or EPtS to help shields spring back up. For PVE, you're probably right, but for PVP, the target isn't dead until it actually blows up.
Allot of idiots dont run ST, and because your target is no doubt chianing TT, once shields are down, they are usually totally depleted. EPS is negliagable once shields are gone, it is much better as a constant damage resistance than as shield heal .
And yes, ofc a target is not dead untill it blows up =)
Question, have you done any tests with just one launcher? Most people use only 1, and so it is usefull to know what difference PWD will have on just 1, with 2 or 3.
Also, was this with using something like HY or spread? The best way to test would be with either one of those on a spacebar macro, so that it goes off every 15 seconds like clockwork. The reason is that these abilities fire more torpedoes, and so they give a greater chance to proc the officers ability. If you are going to have 2 or 3 launchers anyway, you will have one of these abilities in any case, so you need to see how those abilities multiple torpedoes proc the duty officers and if that results in needing less duty officers to get near to 150 torps.
What I would like to see is the above, with 1, 2, and 3 of each type of torp, and with at least 2 purple offiicers. Since that probably isn't convenient, I would like to see what it is like at 1 torpedo launcher with whatever officers are available, and with two multiple torpedo abilities off of a macro so that they help to proc the duty officers.
Alternatly, I wuld like to know how you got these numbers. Where did you find a target that would last 300 seconds? How did you time it for exactly 300 seconds? How did you count how many torpedoes were fired exactly? Were any torpedo abilities used (which should change how many torpedoes where fired and how fast)? What parser program was used (I know and have two) ad is there something in it that allowed you to count torpedoes and determine 300 seconds?
Really, I am mainly trying to see if going from 1 to 2 torpedo luanchers is worth giving up another weapon, and what effect 2 or 3 purple torpedo officers will have on that. The problem so far is a lack of a way to consistantly test it.
I am also wondering if your Intrepid build might work on a kar'Fi carrier (probably not enough science slots).
Yeah the way I see it, is that it is a Proc with a 100% chance. Although I do realise that way of thinking is very misleading to others.
But you are right it's not a Proc. I originally ran a quantum with 3 DC's & 3 Turrets Tetryon + Glider + 9 ranks of Flow Cap and a +26 console., but found I got better damage and the shields still melted just as instantly with 2 DHC's and one DC.
Although I did not test extensively and so random chance (crits) could have lied to me.
Changes so far:
Borg Shield => OMEGA Shield
Omega Engine => Borg Engine
Eng. Consoles changed to neutronium +Borg
Tac consoles changed to 4x Tetryon (+26% each)
1. Antiprotons bonus is as negligible as other weapons bonuses - but Atiproton consoles are far more expensive.
2. Is Beam Overload I worth using?
3. Photon torpedo luncher has ATM ~679 DPS - while my Tetryon Turret has 641 DPS (without glider)... so torpedo damage is already relatively low. Other torpedo types have even lower DPS... What to do?
4. Is Beam Target Shields worth picking? I have high level of Flow capacitors anyway...