I've been running my eye over the numbers behind the different AoE abilities in the hope of tweaking my default BOFF loadouts for PVE (e.g. trying to find out just how much better THY3 is versus TS3 on single targets). This is all well and good and I now feel suitably enlightened.
Whilst examining CSV versus CRF however, I found a slight, urm, well... oddity.
I'll let you look for yourselves (see below)
The reason I'm posting this here in the PvP board is that you guys tend to know your stuff when it comes to damage numbers - I'm guessing that someone here has likely already noticed and tested this, or if not then someone might at least be in a potition to properly determine if it's just a UI glitch.
Step 1: Go to a space mission map, with a Dual Heavy Cannon (or Dual Cannon) and a Turret slotted. Step 2: Open up your powers tab and scroll down until you see an icon for the Cannon. Click on it. Step 3: Compare the "DPS" values listed in the right-hand pane under CRF3/CSV3 and CRF2/CSV2. Step 4: Now do the same for the Turret.
Not with any buffs actually running. Just the basic slotted values.
See the problem?
CRF1/CSV1 looks fine/expected.
CRF2/CSV2 started me thinking "hang on a minute... that can't be right".
CRF3/CSV3 is just silly.
(Hopefully it's not just my client or specific weapons... but for reference, I'm looking at the values for a STF-requisitioned MkXII Disruptor [Borg] Turret that's mounted on the back of my Guramba. And the character in question has 9/9 in Starship Weapons Training and 9/9 Starship Energy Weapons)
I'd imagine the values are balanced properly for standard Cannons as well as Duals... I just noticed the oddity with Turrets. And even if it's a real bug, although there are a lot of escorts out there running with rear turrets, I imagine it'd still not make running CSV any more desirable one-on-one unless you had an all-turret boat ( Vo'quv?)
I did a quick analysis on cannon abilities a while back and I think the above numbers are still directionally accurate. The above table depicts the % increase to base damage when using Scatter Volley or Rapid Fire.
Turret Damage is (and has been) vastly improved when using CSV. Despite the great increases, you still do not exceed the damage output of cannon/duals when using turrets and SV3. Turrets using SV3 still output less damage than duals or singles using CSV/CRF 1. The plus is the 360 degree target area (ARC) of turrets.
A 50% increase in based dmg on dual heavys (CRF3) vs 73% on turret (CSV3)... the DHC returns ~70% greater damage... ~1864 vs ~1102 as an example
A 25% increase in based dmg on dual heavys (CSV3) vs 73% on turret (CSV3)... the DHC returns ~41% greater damage... ~1556 vs ~1102 as an example
did this very quick, so if math is off a bit, just let me know!
I did a quick analysis on cannon abilities a while back and I think the above numbers are still directionally accurate.
Originally Posted by mancom
This is common knowledge. The wrong CSV scaling of pre-S2 days has never been fixed for turrets.
That would certainly explain what I'm seeing.
I've been around since launch and I don't remember ever seeing it discussed anywhere, but I flew a beamboat until fairly recently so wouldn't have been looking specifically for turret related threads. Good to hear I wasn't imagining things. Cheers!