Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
05-27-2012, 11:42 PM
Quote:
Originally Posted by saltypineapple
Now here is a follow up question, I recently started grinding STF (normal) and went all in with antiproton heavy cannons and turrets for my MVAE purchased through the exchange. I noticed in the omega office that the borg equivalent runs with lower dps but has the borg proc. Should I even bother grinding for the borg version? What are your thoughts?
What modifiers are on your current AP weapons?

MK 12 has the highest Base damage, the thing is a Mk 11 with [Dmg] modifiers can get more DPS on it.

The Borg are [Acc], [Borg], [CrtH] (or is it [CritD]?) and work great against the Borg, because the [Borg] is like a very specific [Dmg]. But against anything else they aren't purple they are blue, and I could see how a [Acc]x3 or [Acc]x2 [???] could be more desirable than the Borg ones.

But they will be super high cost and super rare while the Borg ones are just a matter of time.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
05-28-2012, 12:06 AM
Modifiers are CrtH and Dmgx2 which are the cheapest available for if you call 1 million in ec a piece cheap. Got those a while back while outfitting my ship for my first crack at STFs, which I began yesterday. They seem to work well for me but I am always looking for a little more oomph!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
05-29-2012, 06:12 AM
I'll have to do some checking when I'm on again, as of right now, I believe that the "base" damage for every energy weapon type is "identical".

For example, when roaming the Borg STF gear shop on DS9, whether I look at AP, Phaser, Polaron, Disruptor, etc. guns, they all read 225 damage (235 DPS). This number varies by class/skills, if I understand correctly.

Therefore, if every gun does the same "basic" damage, the next thing that matters is the procs, or "special effects":

Phaser has a chance to knock out a subsystem (random target subsystem:X tac power). Borg repair these very quickly...
Disruptor has a chance to reduce damage resistance. However, I believe only one total disruptor effect can be active at once...
Plasma has the chance to generate a random plasma fire effect. Borg may have resistance to this, and again, only the strongest damage counts (so if plasma fires exist from an array and torp, only the strongest fire hurts).
Tetryon strips shields. However, -150 or -180 of 10,000 is a barely noticable drop in the bucket.
Polaron strips power. Very useful in a power-draining build, but kinda hard to notice the effects (My sci, if he has a syphon power going when the polaron procs, is giving the target an overall -46 power modifier. However, if the STF Borg are like the players (ie, even a "25 base power" system still has 50+ effective power, he never completely disables a ship. I've "seen" this effect once while chaining power syphons on a Unimatrix, my procs/syphon drained it's Aux so low that I barely recall it ever popping the probes / plasma ball of death the entire time we blasted the daylights out of it...
Antiproton has increased critical hit chance. When combined with the Admiral-level crit skill (energy weapons proficiency?) and stationary targets, APs are the "king" of DPS.

Word on the forums is that, for pre-made STF teams, the "goal" is to have 1 Disruptor ship for the damage resistance effect, and the rest in AP for the extra critical hit chances. To cover the remaining weapon types: all the "big" targets in STFs (aka the nanite generators/transformers and gateways) have no shields (thereby wasting the minimal tetryon effect), the AP crit damages > the extra damage of a plasma fire, and polaron power drain / phaser disables don't help against the nanite targets that don't shoot back.

The only other consideration that I can think of at this second, is that last I knew, the "best" engineering resistance consoles only protect against 4 of 6 power types. Therefore, if the Borg are "limited" the same way that players are, and that the Borg have a "vulnerability" to 2 power types, having the players who aren't built for critical hitting (like my Sci) use one of those power types may help their average DPS better than relying on the crits...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
05-29-2012, 11:12 AM
Quote:
Originally Posted by saltypineapple
Modifiers are CrtH and Dmgx2 which are the cheapest available for if you call 1 million in ec a piece cheap. Got those a while back while outfitting my ship for my first crack at STFs, which I began yesterday. They seem to work well for me but I am always looking for a little more oomph!
Yeah a Mk 11 with [Dmg]x2 will beat a Mk 12, not sure if it's by a single [Dmg] or not, although I'm pretty sure the [Dmg] is worth more than going up a single level.

Quote:
Originally Posted by ArdrianDareau
I'll have to do some checking when I'm on again, as of right now, I believe that the "base" damage for every energy weapon type is "identical".
Yes you are Correct, Mk 11 Phasers do the same damage as Mk 11 Anti Proton, or any other Mk 11 energy type you care to name. AP is considered the most powerful simply because it comes with between one and four modifiers, the catch is one will always be [CritD]
Lieutenant
Join Date: Jun 2012
Posts: 41
# 15
06-23-2012, 09:21 AM
It is a shame actually that phasers are not more useful. They should be the standard anyway.
GIVE US THE FLEET HEAVY ESCORT (without CARRIER)!
TYPHOON! Enough said...
Commander
Join Date: Jun 2012
Posts: 346
# 16
06-23-2012, 01:52 PM
Phasers are very useful and considered as such by a large portion of the playerbase.

Want to know which damage types are the most (or least) useful/popular? Check the Exchange price of their Mk XII consoles.
Since the offer is similar for all of them (they come randomly from Children's Toys and Elite STFs - mostly Children's Toys), only demand significantly affects the price; Antiproton, Phaser and Disruptor are usually the most expensive, Plasma the cheapest by far for obvious reasons.

To be honest, the difference between damage types is nominal, with the exception of Plasma in PvP (20% damage reduction from endgame Shields, that's huge).


Part of the popularity of Antiprotons is that they're always relevant:
- Phasers have a very powerful effect, but in STFs many targets are unshielded, unmoving, unretaliating or all 3 and shutting off Aux from the Borg is rarely (if ever) useful. Still, you can cut off a Negh'Var's Engines, a Gateway's Weapons or a Tac Cube's Shields.

- Disruptors contribute the most to Hull damage (+11% damage to all your team), by far but don't stack, so if everyone in a group uses them their effect is reduced.

- Tetryon can perform very well but they require points in Flow Capacitors to get good mileage and once again, some targets are unshielded.

- Polaron are a variation on Phasers, but the Phaser effect is usually better. Which is why barely anyone uses them without Dominion Synergy.

- Antiprotons give +20% critical severity. Assuming ~15% critrate (that's where my parsed critrate tends to hover in Elite STFs), that's an average +~1.7% damage with most weapons, +~1.6% with DHCs.
That's their strength: they might not always be the most useful, but their bonus is never useless unless it the added damage is overkill, which is bound to happen sometimes.
Lieutenant
Join Date: Jun 2012
Posts: 41
# 17
06-23-2012, 02:50 PM
Quote:
Originally Posted by quiscustodiet View Post
- Phasers have a very powerful effect, but in STFs many targets are unshielded, unmoving, unretaliating or all 3 and shutting off Aux from the Borg is rarely (if ever) useful. Still, you can cut off a Negh'Var's Engines, a Gateway's Weapons or a Tac Cube's Shields.
nless it the added damage is overkill, which is bound to happen sometimes.
Phasers work on Borg? I thought they did not.
GIVE US THE FLEET HEAVY ESCORT (without CARRIER)!
TYPHOON! Enough said...
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