Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Chroniton Flux Torpedo
04-25-2012, 09:40 AM
THis is a reward for doing the Cadassian Mission: the New Link

It seems that it just does a bit more damage than the standard Chroniton Torpedo. Is that it? I have the Mark 11 version. 12 second recharge.

I love Chroniton Torps. Best torps for science captains IMO or anyone who also uses the Graviton Emitters skill since that enhances the proc. Mine reduces movement speed for 16 seconds. Standard is 10 seconds. Combined with target beam engines and skills like GW and you don't even need a tractor beam to immobilize targets.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
04-26-2012, 12:40 AM
Off the top of my head they have a greater chance to stop a ship or a longer disable, quite possibly both.

Nobody runs Chroniton for Damage.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
04-26-2012, 09:11 AM
I compared a purple Mk XII Chroniton torpedo launcher vs. the Chroniton Flux torpedo Mk XI... damage on the purple Mk XII was still much higher (2.6k vs. 2.4k dmg at VA1). Base chance to slow was 33% for both torpedoes, so I don't see any real benefit with using a Chroniton Flux Torpedo Mk XI unless you don't run elite STF's.

If you're going to do the New Link mission, the Polarized Tetryon Beam arrays or banks seem to be better mission reward choices. They have 10% chance per hit of draining 162 shields from the enemy target -- this is 4x the proc rate of conventional tetryon weapons (base 2.5% chance).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
04-26-2012, 12:07 PM
you wont hit anything with Polarized Tetryon Beams in pvp because they have no acc mods, you NEED at least acc2 to do well in pvp. just an fyi before anyone goes to the trouble of farming them
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
04-26-2012, 01:29 PM
Quote:
Originally Posted by dontdrunkimshoot View Post
you wont hit anything with Polarized Tetryon Beams in pvp because they have no acc mods, you NEED at least acc2 to do well in pvp. just an fyi before anyone goes to the trouble of farming them
My captain has the accurate trait, max starship targetting systems, and the omega deflector, so there's no shortage of accuracy in my current build
Lt. Commander
Join Date: Dec 2007
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# 6
04-26-2012, 06:49 PM
Quote:
Originally Posted by Shar487
My captain has the accurate trait, max starship targetting systems, and the omega deflector, so there's no shortage of accuracy in my current build
same here, but i still retired my set in favor of the acc2 beam arrays in the dilithium store
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Posts: 120
# 7
04-26-2012, 10:55 PM
Quote:
Originally Posted by Shar487
I compared a purple Mk XII Chroniton torpedo launcher vs. the Chroniton Flux torpedo Mk XI... damage on the purple Mk XII was still much higher (2.6k vs. 2.4k dmg at VA1). Base chance to slow was 33% for both torpedoes, so I don't see any real benefit with using a Chroniton Flux Torpedo Mk XI unless you don't run elite STF's.
Yeah it's a longer Disable not more damage or better chance.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
04-27-2012, 09:24 AM
Quote:
Originally Posted by dontdrunkimshoot View Post
same here, but i still retired my set in favor of the acc2 beam arrays in the dilithium store
Most of my Mk XI AP cannons never carried [Acc], yet they tore through PVP targets without any hit-avoidance issues. I've since upgraded all weapons to Mk XII [Acc] [CrtH] [Borg], only because the higher base damage still makes up for the [Borg] stat.

In all honesty, I've only farmed 1 Mk XI Polarized Tetryon Beam Array since hearing about the Dec 2011 upgrade, so I haven't tested a full Mk XI polarized tetryon weapon set (only the older Mk VIII's on my sci-ship). Did you have a full 8 Mk XI Polarized beam arrays when you decided to drop them in favor of [Acc] x2? Did you use any movement-crippling abilities to enhance hit-rates?

Based on current numbers, Tetryon Glider still outperforms the base tetryon weapon proc since it triggers 100% every hit, -37 shields per facing per hit. Conventional tetryon weapons trigger at 2.5% proc rate, -162 shields per proc, or about -4 average shield drain per hit. Polarized Tetryons would be -16 shield drain per hit, so the difference isn't small.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
04-27-2012, 09:30 AM
Quote:
Originally Posted by DKnight1000
Yeah it's a longer Disable not more damage or better chance.
STOWiki is only showing 10 sec slow-effect durations for both chroniton and chroniton flux torpedoes. Can someone confirm actual in-game durations?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
04-27-2012, 12:11 PM
Quote:
Originally Posted by Shar487
Most of my Mk XI AP cannons never carried [Acc], yet they tore through PVP targets without any hit-avoidance issues. I've since upgraded all weapons to Mk XII [Acc] [CrtH] [Borg], only because the higher base damage still makes up for the [Borg] stat.

In all honesty, I've only farmed 1 Mk XI Polarized Tetryon Beam Array since hearing about the Dec 2011 upgrade, so I haven't tested a full Mk XI polarized tetryon weapon set (only the older Mk VIII's on my sci-ship). Did you have a full 8 Mk XI Polarized beam arrays when you decided to drop them in favor of [Acc] x2? Did you use any movement-crippling abilities to enhance hit-rates?

Based on current numbers, Tetryon Glider still outperforms the base tetryon weapon proc since it triggers 100% every hit, -37 shields per facing per hit. Conventional tetryon weapons trigger at 2.5% proc rate, -162 shields per proc, or about -4 average shield drain per hit. Polarized Tetryons would be -16 shield drain per hit, so the difference isn't small.
a set of 8 of them worked great when faw had 100% accuracy, afterward they were basically harmless to escorts with a high defense score. movement debuffers did to much to unoptimized my build and didn't have enough up time to be useful. beams are purely damage over time, you need time for them to work and movement debuffs are short.

back when the old mark set of AP weapons was best, the defense score and acc mod were much less important, that seems to have changed and now acc mods are king. tet weapons and tet glider on the 2 character i have with that combination i think still drains noticeable beter then my other characters that use other energy types with the glider.
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