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Posted Wed 24 Jun, 2015 7:43 PM
Hello everyone,
some thing that is bothering for quite some time now is whether i should switch from phasers to antiproton.
Since i love flying my FED-ships as canon as possible i do run phasers (not to mention that many ships come equipped with phaser based special attacks). Plus i have already invested quite a bit in my weapons and consoles
My gear is mostly MK XIV UR and the best dps i can do is about 40k in my presidio just to give you an impression.
So my question is: Do you think switching everyhing to antiproton would increase my dps substantly and would therefore be worth the effort?
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Posted Wed 24 Jun, 2015 8:33 PM
I'm sure changing damage types might "move the needle" some, but I'd ask, do you find that the 40k you can currently do is not up to the task? If it is, then I'd question whether you should bother moving away from doing things the particular way you like to do them (I.e. phasers).
Gen
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Posted Wed 24 Jun, 2015 8:44 PM
I'm sure changing damage types might "move the needle" some, but I'd ask, do you find that the 40k you can currently do is not up to the task? If it is, then I'd question whether you should bother moving away from doing things the particular way you like to do them (I.e. phasers).
Gen
Well, ofc it is definetly up to the task for every PvE content of the game. But STO is a dps focused game (right now) and though i play it for fun there is always some sort of "contest-feeling".
Id like to try to explain with a simple comparison:
Say, you are running ski for fun (which is more fun if youre fast) and you have the choice between your old pair of skis which are a bit out of date but look so great OR those technically advanced super light and extra speedy skies. Which one would you choose?
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Posted Wed 24 Jun, 2015 8:48 PM
Eh, it's just a single [CrtD] mod.
You can get a rough estimate if you're willing to dig a little into your numbers.
Take a parser, look at your total damage from your beams, then look at how many crits they landed. It's going to roughly match your theoretical Critical Chance, but we want this actual number from the parse. Do remember this is everything with your beams, and just your beams. So also look at FAW's numbers and add them up.
For my example, let's say you have a 20% Critical Hits.
You're going to have to work out your own Critical Severity, but you don' t need to be overly exact.
For my example, I'm going to use the following: Critical Severity starts at 50%, +25% from 9 ranks in Energy Weapon Spec, +80% from [CrtD]x4, +10% from two SROs, +11.5% Epic Assimilated console, +25% Epic Bioneural = +201.5% Critical Severity.
Total Damage is Base Damage + (Base Damage * Crit Chance * Crit Severity)
Total = B + (B*C*S)
Total = B(1+1*C*S)
Now, since we know the Crit Chance and Crit Severity: C*S = 0.2*2.015 = 0.403
So Total = B(1+0.403) = B(1.403)
Now let's say your total damage from beams was 30k.
30,000 = B(1.403)
Therefore: B = 21382.75
If you didn't crit, you'd have just done 21k instead of 30k.
Now what happens if we add an extra CrtD mod (ie. switch from [CrtD]x4 Phasers to [CrtD]x4 AP) to all your weapons? That's an extra +20% Severity, so:
C*S = 0.2*2.215 = 0.443
Which means:
Damage = B * (1+.443) = 21382.75 * 1.443 = 30,855.31
For that example, if we had used Antiproton weapons instead of Phasers we would have done an extra 855.31 DPS or so in that example parse.
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Posted Wed 24 Jun, 2015 8:55 PM
Thanks Professor. Made my day (or whats left of it) and cured me from endless racking doubts.
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Posted Wed 24 Jun, 2015 9:05 PM
You're very welcome, Game Math is about all my math degree is good for. :emoticon_ShiftyEyes
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Posted Thu 25 Jun, 2015 8:32 AM
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Posted Thu 25 Jun, 2015 11:28 AM
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Posted Thu 25 Jun, 2015 3:00 PM
To answer using your analogy, I'd keep my old skis. "Keeping up with the Joneses" is very specifically not a worry in my life. But that's just my thing, obviously YMMV.