Empire Veteran
Join Date: Jun 2012
Posts: 444
# 1 escort energy settings
10-19-2012, 11:43 PM
I am new to pvp and I am trying to optimize my build... Actually the problem I am trying to fix is what enery setting is better for weapons between 125/90 or 125/100 (I am using 4xDHC, 3xturres). My target is avoiding exceeding weapon energy drop.

I have done some tests, sometime having 125/100 seems better sometimes not...
so do you think there is any advantage in having 125/100 instead of 125/90?

Thanks
Commander
Join Date: Jun 2012
Posts: 269
# 2
10-20-2012, 12:05 AM
I can't speak for actual numbers but lately I've been running 100 instead of 95 or 90 because it seems to work better with multiple weapon firing cycles. If anything, it would be worth running 100 for when your weapon subsystem is targeted or if you're being power drained. Don't quote me on that.
Commander
Join Date: Jun 2012
Posts: 438
# 3
10-20-2012, 08:54 AM
Quote:
Originally Posted by bobtheyak View Post
I can't speak for actual numbers but lately I've been running 100 instead of 95 or 90 because it seems to work better with multiple weapon firing cycles. If anything, it would be worth running 100 for when your weapon subsystem is targeted or if you're being power drained. Don't quote me on that.
quoted....
Empire Veteran
Join Date: Jun 2012
Posts: 444
# 4
10-20-2012, 09:30 AM
I have done more tests...
My opinion is that the only benefit can be when something is draining my weapons energy. Normally, no benefit...
Empire Veteran
Join Date: Jun 2012
Posts: 6,434
# 5
10-20-2012, 11:38 AM
swing for the fences with weapons energy. if you got the doff slots, use 2 purple damage control doffs and slot EPtW and EPtS. with those doffs you get full up time on both. there is no weapons energy hard cap, so there will be a usable pool north of 125 that will be depleted before your power below 125 is. that mean multiple shots will be fired at the 125 damage modifier, before any are fired below 125 energy, resulting in higher total dps.
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Commander
Join Date: Jun 2012
Posts: 438
# 6
10-20-2012, 11:45 AM
Quote:
Originally Posted by dontdrunkimshoot View Post
swing for the fences with weapons energy. if you got the doff slots, use 2 purple damage control doffs and slot EPtW and EPtS. with those doffs you get full up time on both. there is no weapons energy hard cap, so there will be a usable pool north of 125 that will be depleted before your power below 125 is. that mean multiple shots will be fired at the 125 damage modifier, before any are fired below 125 energy, resulting in higher total dps.
You "can" get full time on both. Remember that it's still a chance doff. While the chance is better than not, it still can and will leave you without a EptS up once in awhile when you could really use it. Better players have a stopgap and the timing to use it when this happens, but be warned it WILL happen from time to time

I've been hearing ppl say that overcapping cannons doesn't work, but beams it does. Has anyone tested this and confirmed?
Commander
Join Date: Jun 2012
Posts: 269
# 7
10-20-2012, 02:45 PM
Quote:
Originally Posted by falloutx23 View Post
quoted....
Probably should have rephrased that
Captain
Join Date: Jul 2012
Posts: 1,273
# 8
10-20-2012, 02:49 PM
Quote:
Originally Posted by dontdrunkimshoot View Post
swing for the fences with weapons energy. if you got the doff slots, use 2 purple damage control doffs and slot EPtW and EPtS. with those doffs you get full up time on both. there is no weapons energy hard cap, so there will be a usable pool north of 125 that will be depleted before your power below 125 is. that mean multiple shots will be fired at the 125 damage modifier, before any are fired below 125 energy, resulting in higher total dps.
Wow, wasn't actually aware of that lack of energy cap. They need to modify the energy listings, then, 'cause that's just annoying.
Commander
Join Date: Jun 2012
Posts: 438
# 9
10-20-2012, 03:08 PM
Quote:
Originally Posted by travelingmaster View Post
Wow, wasn't actually aware of that lack of energy cap. They need to modify the energy listings, then, 'cause that's just annoying.
It's not supposed to be there is why. They nerfed overcapping many moons ago and somehow un-nerfed it again. Whether it was intentional or not is anyone's (probably including the devs) guess.
Empire Veteran
Join Date: Jun 2012
Posts: 6,434
# 10
10-20-2012, 04:45 PM
Quote:
Originally Posted by falloutx23 View Post
You "can" get full time on both. Remember that it's still a chance doff. While the chance is better than not, it still can and will leave you without a EptS up once in awhile when you could really use it. Better players have a stopgap and the timing to use it when this happens, but be warned it WILL happen from time to time

I've been hearing ppl say that overcapping cannons doesn't work, but beams it does. Has anyone tested this and confirmed?
its a chance, but it has to fail twice in a row before your effected. plus it frees up 2 station slots, its worth the extreamly tiny risk. dont use this doff if you only intend to use 1 type of EMPtX, it will not be reliable for you, you need to run 2 different types. i have sweared by them for months, not once have they gotten me killed.
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
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