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Need advice on which phaser beam arrays to purchase

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GamerSerg, Sat 08 Oct, 2016 6:54 PM
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    #1
    Current Build Info Here:
    http://skillplanner.stoacademy.com/3...1e96e2f41f7de3


    Hello Captains,

    I'm trying to decide which aspect of my build should be my next goal to improve. I'd appreciate any suggestions but I'm specifically wondering about my weapons. I'm set on Phasers for sure as I've already invested in the tac vulnerability and other phaser boosting consoles. I'm also pretty set on a "beam boat" build. Currently I'm flying the Paladin Temporal Battlecruiser but I do tend to switch ships every few months, so these weapons will move with me to whatever ship I command next.

    Aside from the slots that are already locked in (KCB and Quantum Phase Array for example), I currently have 4 Phaser Beam Arrays MK13 (Rare) [CrtD] [Pen] which I'm trying to decide if I keep and continue to upgrade or replace before investing in any further upgrading.

    Possible replacements I'm looking at include...

    Advanced Fleet Phaser Beam Array MK12 (UR)
    - Pros: Affordable, Can choose the mods

    Agony Phaser Beam Array MK12 (VR)
    - Pros: Nice extra damage proc but kinda hard for me to compare the overall damage output of these vs Fleet Phasers
    - Cons: Pretty expensive at about 1.4 Mil EC each minimum on exchange, would pretty much wipe me out of EC, Mods are dependent on what is available on the exchange

    Bio-Molecular Beam Array MK12 (VR)
    - Really not sure how these compare to the others, proc seems ok but not great

    Other crafted arrays with specific mods that might be better than any of these??


    Any advice or suggestions would be very much appreciated before I start using upgrades

    Thank You!
    GamerSerg
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    #2
    You could always wait for the K-13 holding and check out the Retro phasers?

    Ideally you'd get [CrtD]x3[Pen], but that's generally a ton of work and/or expensive.
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    #3

    Ideally you'd get [CrtD]x3[Pen], but that's generally a ton of work and/or expensive.
    Ok, so this is what I keep hearing but I agree it seems like a major pain and while I do want to work towards the best build I can at the same time this is a game and having fun is more important than turning STO into a second job trying to get every last bit of DPS.

    So, I guess I'm wondering how good the [Pen] mod really is. If I already have 4x with [Pen] but are only rare and would take a ton to upgrade is that worth it or better to switch to something like fleet phasers which starts at UR and would be easier to upgrade but doesn't have [Pen]?
    GamerSerg
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    #4
    I am definitely waiting on the Artifacts content.... should look very nice on my 23c Connie!
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    #5
     –  Last edited by Dark; Wed 12 Oct, 2016 3:12 PM.
    As an Engineer the ideal set is [CrtD]x3[Pen].
    Going with [Dam]x3[Pen] instead (best for Tactical) is just a loss of roughly 0.5% DPS.
    Going with [Dam]x3[CrtD] instead is another loss of around 2%, though Vel never updated for the nerf/fix.

    So getting [Dam]x3[CrtD] from the Fleet instead of [CrtD]x3[Pen] is a loss of roughly 2.5% DPS.
    For entry-level folks at 10k DPS, that's 250 DPS.
    For those at the top at 100k DPS, 2500 DPS.

    So generally it's not really worth the cost to get the best set of mods, unless you eventually intend to get them in the long run anyway.


    All that aside, those rare Mk XIIIs are not worth upgrading, period.
    The odds of picking up two [CrtD] mods is extremely slim, and the cost to attempt it would be exorbitant.

    The proper procedure is to craft VR Mk IIs (that's Mark 2), which is cheap and already locks in three mods. Then when you get [CrtD]x2[Pen] (or whatever you're looking for) you toss a VR upgrade (ideally Omega, but those are only from special events) with a Research booster on it. That's enough tech points to bring it to Mk VI or Mk VII (I can't remember), and the initial chance of upgrade (which is something like 20% due to overloading it at Mk II) is preserved until it runs out.

    2/3rds of the time it'll pick up a mod (and maybe even go Epic), and if the added mod isn't [CrtD] (or whatever you're looking for) you discard it (onto the Exchange, obviously). It's actually pretty inexpensive to repeatedly craft Mk IIs with the occasional upgrade and booster, but it takes a toll on sanity.

    It's slightly easier if you're willing to accept different sets - it took me 3-4 days to craft a full set (7, as I had the KCB at the time) of Epics comprised of either [CrtD]x4 or [CrtD]x3[Pen]. That was me doing something else (I think I was watching a movie or TV show) while clicking to craft (I think there were only 5 slots at the time) every 15 minutes, for hours at a time over the weekend.


    P.S.: The Terran Task Force Disruptor Array is so powerful that it shifted the meta into switching over to [+Beam] consoles and using the TTFDBA regardless of what energy flavor was preferred (obviously Disruptor users stuck with [+Dis]).

    P.P.S.: The Advanced Radiant Antiproton Array is also powerful enough that any ship that uses [+Beam] consoles anyway due to the TTFDBA should pick it up, regardless of energy flavor (obviously except for the Disruptor users, but they're suboptimal anyway).

    Of course, if you want to preserve Phaser visuals, neither of the post-script are relevant. Just a question of if you want [Dam]x3[CrtD] from the existing Fleet Holdings, or wait for the Retro-flavor from the upcoming K-13.
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    #6
    I am hoping they will (if not when the new content drops- eventually) allow us to craft the pretty blue phasers from TOS! ! ! !
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    #7
    Thank you all for the feedback this has helped very much.

    If I'm understanding everything correctly, I agree that my current phasers are not worth upgrading. I knew the chance to get [CrtD] x3 on further upgrades was slim but I was just wondering if the [Pen] mod is so good that it would be worth keeping even if the other mods were random. I guess not.

    As for crafting and upgrading MK2, I don't think I'm going to go that path either. I think it would annoy me too much to spend my limited supply of dilithium plus tech upgrades over and over only to be disappointed when they end up with the "wrong" mods. Maybe it's worth it if all those discarded beams have sell value on the exchange but in the end I don't think I have enough dilithium to get 4 or more sets of phasers that way.

    So, it looks like my best option is purchase something that is at least worthy of upgrading. I'm fine with not being top of the top dps so if [Dmg]x3 [CrtD] is still pretty good dps, that works for me. I do want to stick to phasers because I already have the +Pha consoles but I'm not all that concerned with the visuals (that would be a different story if I had a T6 Connie) Smile

    Agony phasers are too expensive so I suppose that leaves Advanced Fleet as the best choice?? Do we know if the K-13 Retro phasers are just different visuals or if they will have different mods or a special proc or anything else?
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    #8
    Yeah, Advanced Fleet are the most cost-effective at this point in the game. The Klingons have the edge, in that they can get Advanced Fleet Disruptors to pair with the TTFDBA.

    I'm under the impression that the K-13 ones will just be different visuals, same stats.
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    #9
    One more question... What is a reasonable crit chance % for a Fed Engineer? I'm at just under 13%.
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    #10
    It doesn't really matter, unless you're doing something nonstandard like a Surgical Strikes build or a Science Ultimate thing there's no real decisions to make.

    If you're looking at Locators vs Exploiters, it's Locators.
    If you're looking at weapon modifiers, it's [Pen] > [CrtD] > [Dam] > [Acc] > [Over] > [CrtH]
    (Tac captains have [Dam] > [CrtD]).

    What are you looking at for this cost/benefit analysis?
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    #11
    Oh, I already have locators and thanks to everyone's feedback here I think I have settled on picking up the Advanced Fleet Phasers. In fact my current build is linked in the OP if you want to take a look.

    I really was just curious why [CrtD] is so highly valued if crit chance is so low. I'm guessing that a 13% crit chance on each pulse of each beam, especially with FAW may actually trigger often enough.
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    #12
    Generally you want to stack on as much Critical Chance as possible.

    So that includes traits and consoles (although nowadays with the proliferation of consoles it's not just a matter of "has crit, will slot"). It also includes getting Tac BOffs with Superior Romulan Operative from the Fleet Embassy.

    The numbers I was quoting assume "Resting 25% Crit Hit, 100% Severity, 25% Accuracy".
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    #13
     –  Last edited by GamerSerg; Thu 13 Oct, 2016 12:40 AM.
    Ha. I'm well short of those marks but I'm not sure where or how to increase them. Currently I have...

    Bonus Accuracy 44.8%
    Severity 81.2%
    Crit Chance 15.9%

    My Crit Hit comes from 4 Tac Vulnerability consoles, Assimilated Mod, Romulan Tac Boff, Operative Trait, Percision Trait and something else I'm forgetting
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    #14
     –  Last edited by Dark; Thu 13 Oct, 2016 1:08 AM.
    The list from that site:

    5 MK XIV Epic Locators, Precision, Max Starship Weapons, Energy Weapons, Targeting Systems, and Energy Weapon Specialization, with 2x SRO boffs, AMPx4, the Accurate Trait, Nukara Aux->Offense at 5%, the generic escort package, Inspirational leader at 2 stacks, constant EPTW1, the Iconian 3-set at an average of 12 stacks, 100% uptime on Tactical Fleet and Radiant Subatomic Pulse, and 50% uptime on Flanking and APO3.
    As you can see, it takes into account bonuses from other people as well.