Go Back   Star Trek Online > Feedback > Federation Shipyards
Login

Reply
 
Thread Tools Display Modes
Captain
Join Date: Jun 2012
Posts: 3,024
# 21
10-03-2012, 06:03 PM
the torpedos still work, and probabaly the best type are photons...since the 1000 dmg apply to each shot. meaning that the photon surpasses the dmg spike of the quantum.

it may be that the proc doens't work on all borg, i don't know...but the torpedos do work on all targets that count (gate, cubes, spheres, transformers, generator)

in my opinion the dmg modifier is surely not the best one, but it is ok for turrets or beams. the more time your weapons are on target, the better the dmg modifier is, IMHO. i switched all my turrets to advanced fleet versions, but i only had the borg ones before...so there was a dmg increase agains non borg. that goes without saying.
i'm still in doubt if it does make sense to change my MKXII DHC [acc]x2 [critD], since i'm using those for PVP, and i'm not sure if it is worth 30k dilithium to change them. it may result in a dmg loss due to frequent misses.

so my advice, if you have MKXII [acc]x2 or higher, then don't change for now...if you have borg stuff, you probably can change it.
Go pro or go home
Empire Veteran
Join Date: Jul 2012
Posts: 5,535
# 22
10-03-2012, 08:29 PM
Quote:
Originally Posted by tom61sto View Post

I thought there were Elite Space Weapons coming, but I can't find them in the Engineering Tier listings.
It's a text bug that they've yet to fix. Elite space weapons are still there, but ALL the way at the end of the line at Tier 5 engineering.

Ensign
Join Date: Jun 2012
Posts: 28
# 23
10-04-2012, 04:12 AM
simple math

[dmg] increases your base damage by +5

[borg] has a 7,5% chance to do 1000 damage. 1000 x 0.075 = average of +75 Damage per shot.

So versus Borg the [borg] weapons are the logical choice. Even if the the damage form the [dmg] procs is further increased by weapon energy, consoles etc. (im not sure about this at the moment) it is impossible that it improves it by the factor of 15, to even match the [borg] proc.


General "value" of procs.

[acc] > [CrtH] > [CrtD] > [Dmg]
Starfleet Veteran
Join Date: Jun 2012
Posts: 829
# 24
10-04-2012, 05:34 AM
Quote:
Originally Posted by deadspacex64 View Post
if your target gets slowed or stopped that bleed-over from what i've seen is around 70% crit rate for the duration. dmgx3 can't match that. even on a target moving at full speed crit rate is ridiculous (not that i'm complaining mind)
70%!! Everything I have seen says it?s more like 0.5% to 1% crit chance from overflow. Overflow is hardly any better than DMG unless I got the numbers wrong.
Captain
Join Date: Jun 2012
Posts: 622
# 25
10-04-2012, 08:13 AM
Quote:
Originally Posted by darienavan View Post
simple math

[dmg] increases your base damage by +5

[borg] has a 7,5% chance to do 1000 damage. 1000 x 0.075 = average of +75 Damage per shot.

So versus Borg the [borg] weapons are the logical choice. Even if the the damage form the [dmg] procs is further increased by weapon energy, consoles etc. (im not sure about this at the moment) it is impossible that it improves it by the factor of 15, to even match the [borg] proc.


General "value" of procs.

[acc] > [CrtH] > [CrtD] > [Dmg]
yeah but that 1000 damage is to NPC borg not the any other ships in game.
Lieutenant
Join Date: Jun 2012
Posts: 32
# 26
10-04-2012, 08:47 AM
Forgive me if I'm wrong, but I recall a post from a dev (pre-season 6) indicating that every proc adds to the base damage of the weapon; the [DMG] modifier gives you a flat out +5 while the other procs give something like +0.25 - in addition to the proc itself. So for [ACC] you're not only getting a higher change to hit (and crit), but you get a small bonus to base damage as well.

I'd quote the dev, but it's MUCH harder to find old posts now that they're all "archived".
Captain
Join Date: Jun 2012
Posts: 1,123
# 27
10-04-2012, 10:36 AM
Quote:
Originally Posted by deadspacex64 View Post
if your target gets slowed or stopped that bleed-over from what i've seen is around 70% crit rate for the duration.
Quote:
Originally Posted by pottsey5g View Post
70%!! Everything I have seen says it?s more like 0.5% to 1% crit chance from overflow. Overflow is hardly any better than DMG unless I got the numbers wrong.
I believe 70% includes your passive critical severity, no? With the Assimilated module and maxed skills, I think my critical severity was just shy of 60%. Which, I'm pretty sure is the same for everyone else.

If you take that into account, the critical severity is 10% from Acc overflow.

Likewise, the 60% passive critical severity + the 70% DHC critdx3 = 130% critical severity.
Career Officer
Join Date: Jun 2012
Posts: 3,400
# 28
10-05-2012, 12:12 PM
Quote:
Originally Posted by deadspacex64 View Post
have run the numbers
If you have combat logs that can show this, please post them.


Quote:
Originally Posted by deadspacex64 View Post
overflow accuracy = higher critical chance and critical severity. so not only do you crit more often, you do more damage when you do crit. all my characters have maxed accuracy, and with bonus acc weapons damage increases. bonus accuracy is a % not a flat number. the more you have in the skill the higher the bonus.

if you have only 3 ranks in starship weapons targeting you're not going to get much of a boost. at 9 ranks, 99 equates to ~132 (~140 w.accurate trait) accuracy with [accx3] mod. if your target gets slowed or stopped that bleed-over from what i've seen is around 70% crit rate for the duration. dmgx3 can't match that. even on a target moving at full speed crit rate is ridiculous (not that i'm complaining mind)

and then there's bonus crit severity...if you haven't seen it then you don't know...obviously you haven't or you'd know why accx3 is popular. it does require that skill to be maxed however...as even 6 ranks only gives a ~109 total bonus. and of course it helps to have at least 6 ranks in energy weapon specialization too. even more bonuses to crit chance and severity. \o/

Many of us understand how ACC overflow works.

The problem is that its not simply how much ACC you have, its your current ACC compared to your Target's defense.

Even a target, an NPC target, moving at the slowest available speed will have something +50% defense bonus.

From my testing, the immobile Borg structures also seem to have some passive Defense bonus (enough to negate ACC overflow) as I tested with 9 Ranks in Targeting Systems, Accurate Captain Trait, ACCx3 DHCs/Turrets and my combat logs ended up with average 9-10% critical hits after firing on gates in KASE - which is the same as when I was using CrtDx3 weapons.


Now if you do have some method of constantly and consistently lowering your target's defense score (like a Tractor beam) then yes I think you will see benefits from ACC overflow.

Captain
Join Date: Jul 2012
Posts: 1,473
# 29
10-06-2012, 12:46 AM
Based on the math, fleet weapons ARE better across the board.

Based on the cost, [BORG] variants are significantly cheaper.
Career Officer
Join Date: Jun 2012
Posts: 145
# 30
10-06-2012, 01:29 AM
Quote:
Originally Posted by deadspacex64 View Post
have run the numbers, overflow accuracy = higher critical chance and critical severity. so not only do you crit more often, you do more damage when you do crit. all my characters have maxed accuracy, and with bonus acc weapons damage increases. bonus accuracy is a % not a flat number. the more you have in the skill the higher the bonus.

if you have only 3 ranks in starship weapons targeting you're not going to get much of a boost. at 9 ranks, 99 equates to ~132 (~140 w.accurate trait) accuracy with [accx3] mod. if your target gets slowed or stopped that bleed-over from what i've seen is around 70% crit rate for the duration. dmgx3 can't match that. even on a target moving at full speed crit rate is ridiculous (not that i'm complaining mind)

and then there's bonus crit severity...if you haven't seen it then you don't know...obviously you haven't or you'd know why accx3 is popular. it does require that skill to be maxed however...as even 6 ranks only gives a ~109 total bonus. and of course it helps to have at least 6 ranks in energy weapon specialization too. even more bonuses to crit chance and severity. \o/

very informative
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 03:40 AM.