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Posted Thu 26 Jun, 2014 6:20 AM
So I am trying to kit out my Khyzon escort to do as much damage as possible, but would just like to see what you guys have to say
My current weapons are:-
Fore
Kumari Phaser Wing Cannons [dam]x4 (1,506.7 phaser damage [401.8 DPS])
2 x Tetryon Dual Heavy Cannons [acc]x2 [crith] (693 Tetryon Damage [462 DPS])
Tetryon Cannon [acc]x2 [crith]
Quantum Torpedo Launcher [acc]x2
Aft
Tetryon Turret [acc]x2 [dmg]
Quantum Torpedo Launcher [acc]x2
I am running three Tetryon Pulse Generators that give 84.3% boost to Tetryon damage (hoping to slowly replace with very rare to give 90%).
I suppose what I would like to know is if you think I should ditch the Kumari Phaser Wing Cannons, as they are phasers and not affected by my pulse generators and go with another dual heavy cannons
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Posted Thu 26 Jun, 2014 6:30 AM
If you are using the phaser wing cannons, I would suggest switching to all phaser, that way everything gets a boost and if possible, look at saving towards the fleet phaser tactical consoles with Critical Damage. Consider also replacing the aft torpedo for either a 360 beam or another turret, you should more often than not be forward facing and therefore, a torpedo in the back is not required.
Look at Fleet Weapons of [Acc]x2 [Dmg]x2, those are generally well rounded, although people will have differing opinions, for a torpedo, [Acc] isn't generally useful in my opinion, just use Torpedo Spread and you'll get some hits!
For weapon type, if you don't want to use wing cannons, look at Anti-proton, those are good damage dealers too, plus you can get an extra 10% out of it with a set from one of the missions, the warp core and omni-directional beam from this set gives you that additional damage. The mission for these items is Sphere of Influence.
Hope this helps somewhat
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Posted Thu 26 Jun, 2014 7:58 AM
I'd second what Three said, and add: If you're using this ship for anything PvP related or looking for singe target dps as opposed to multi target, I'd drop the torpedo for a dual beam bank, and grab Beam Overload III. You'll see targets evaporate before your eyes.
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Posted Thu 26 Jun, 2014 2:46 PM
The change that would make the most difference was already mentioned - don't mix energy types. Switching those two outliers would give +84.3% base damage on those two slots.
Also, you have 4 tactical console slots - why don't you have 4 consoles instead of 3? There's pretty much nothing else worth that slot.
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Posted Thu 26 Jun, 2014 7:20 PM
The change that would make the most difference was already mentioned - don't mix energy types. Switching those two outliers would give +84.3% base damage on those two slots.
Also, you have 4 tactical console slots - why don't you have 4 consoles instead of 3? There's pretty much nothing else worth that slot.
I have a Zero Point Quantum Chamber to give the torpedoes a little more bang, I was thinking of dropping it for another tetryon pulse generator (or phaser relay if I decide to go to phasers) as I have dropped the second torpedo launcher and might drop both
I'd second what Three said, and add: If you're using this ship for anything PvP related or looking for singe target dps as opposed to multi target, I'd drop the torpedo for a dual beam bank, and grab Beam Overload III. You'll see targets evaporate before your eyes.
It came with a dual beam bank that I had thought about upgrading, but I liked the cannons being affected by rapid fire and being all cannons, but I might have a look into it, I am not especially attached to having any torpedoes
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Posted Thu 26 Jun, 2014 10:42 PM
Generally the damage buff to the torpedo doesn't make up for the damage bonus that could have gone to the energy weapons.
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Posted Fri 27 Jun, 2014 2:01 PM
What Curzon said. A boost to one weapon that's not even hitscan (and thus can miss firing cycles just from your target dying first) at a cost to at least five other weapons is not efficient.
I'd like to add that Torpedo Launchers don't need [Acc] because (afaik, unless they changed it in the last few patches) Torpedo Spread cannot miss.