Author Topic: On energy weapon types and maximizing pleasure (updated 5/8/15)  (Read 5439 times)

Offline Daedrus

  • Division Commander
  • ****
  • Posts: 179
On energy weapon types and maximizing pleasure (updated 5/8/15)
« on: February 23, 2015, 04:42:39 AM »
Shameless plug: You might want to look at my post on consoles: http://unfound.net/index.php/topic,252.msg982.html#msg982

Since I've barely time to play at present but am feeling the urge to ramble, here is a guide on weapons for your reading pleasure. I write this with space weapons in mind, since only red-shirted disruptor fodder think it matters on the ground. I will cover the six base types and the various nifty ones they put in the lockboxes, and who should use them. I will also discuss arcs (no, not that Arc). If anything it will save someone some googling.

So, there are six base weapon types. Five have procs. Procs are a debuff applied by chance, and that chance is calculated once per weapon per shot, allowing only one proc per cycle between all weapons as procs generally don't stack (but some do).

Basic Types
Phaser (Orange, clean): Includes Andorian (blue) and Retrofit (retro).
2.5% chance to disable a subsystem for 5 seconds. Universally useful.

Tetryon (Cyan, zappy): 2.5% chance of shield drain on all facings. Level of drain modded by Flow Capacitors and mark level (NOT tac consoles). Most useful if you dumped points in that (usually sci and engies).

Polaron (Purple, wavy) 2.5% chance to lower all power levels of target. Level of drain modded by Flow Capacitors and mark level, (NOT tac consoles). See Tetryon for utility.

Disruptor (Green, clean) 2.5% chance of inflicting a 10% damage resistance debuff (like attack pattern beta basically.) Popular amongst Tac and Engie. It's a good teamwork proc.

Plasma (Turquoise) 2.5% chance of inflicting Hull DoT. Usually used by turquoise-lovers and sometimes Engies. It's pretty crummy in and of itself, but is nasty stacked with Disruptor Breach.

Antiproton (Red). Includes Chronotin beams, AKA Skittle Rays. NO PROC. Rather, it has an innate 20% crit severity bonus. This is best used by Tactical captains on crit-focused builds, since that makes them very nasty with AP Alpha, which boosts crit chance/severity/damage, and Beam Overload, and Cannon Rapid Fire. They're my personal favorite, especially with Dual Heavy Cannons, which add another 10% Crit Severity.

Hybrid
These drop a modifier and replace it with a second, independently calculated proc from the above list When adding tactical consoles, pick the one that affects base type, not the extra proc.

Dominion Polaron (Clean, Purple) Polaron w/Tetryon proc.

Phased Polaron (Clean, Lavender) Adds Phaser Proc.

Phased Tetryon: Tetryon, adds Phaser proc.

Plasma-Disruptor: Disruptor, adds Plasma proc. But see next:

Romulan Plasma (wintergreen): Plasma, adds Disruptor proc. Good becuase of the Experimental Romulan Beam Array (uses minimal power and Overload won't sap nearly as much power) and embassy science consoles that boost plasma damage.

Spiral Wave (yellow): Disruptor, adds Phaser proc

Polarized Disruptor: Disruptor, adds polaron proc.

Nifty
These have special or modified procs.

Experimental Romulan Beam Array: Same as Rom-Plasma, but uses very little power.

Bio-Molecular: Green, in Phaser and Disruptor base variants. Chance to deal extra radiation damage, which doubles against Undine.

Protonic Polaron: Dark purple Polaron with Proton proc (see proton, in its own section below)

Resonating Tetryon (FORMERLY Polarized Tetryon): Like regular Tetryon, except without modifiers, and with a 10% proc chance instead of 2.5%. Fantastic for shield-drain builds.

Elachi: Disruptor, yellow-green and crescent-y for cannons. 2.5% chance to bypass shields AND ignore half of damage resistance.

Caustic Plasma: Basically plasma with two accuracy mods and a double-power DoT.

Nanite Disruptor: Disruptor, plus 2.5% chance to soften shields and reduce damage resistance by 5 for 15 seconds. Used to be popular.

Destabilizing Tetryon: White. 2.5% chance to add stacking shield DOT for 15 seconds- also affected by flow caps

Corrosive Plasma: Sulfur. Standard plasma proc, plus -1 to -20 damage resistance over 20 seconds, increasing at a rate of one per second.

Phased Biomatter: Cyan, really cool SFX esp. on cannons. 2.5% of scaling splash damage within 1 KM affecting up to 4 other ships.

Piercing Tetryon: Standard Tetryon proc plus 2.5% chance for 50% of damage to ignore shields.

Refracting Tetryon: Standard Tetryon plus 2.5% chance for damage to a the nearest enemy ship to target. Hyper-refracting version ALWAYS also strikes nearest enemy to target, enhanced with set bonus.)

Fluidic Antiproton: 2.5% chance to push back enemy and deal additional physical damage with 100% shield penetration. Cannons look and sound way cool.

Voth Antiproton: Like shooting a beam of playing cards. 25% of crits will reduce enemy damage output for 10 seconds.

Kinetic Cutting Beam: Kinetic Damage.

Vaadwaur Polaron Emitters/Cannons: Beam effects look like cannons. Now you can really feel like you're flying a capital ship. 2.5% to soften enemy shields by 10% vs. Energy and 50% vs. Kinetic. Nasty, might be a good team weapon. Worth it for the cool factor. Now we just need red ones...

Radiant Antiproton: Standard AP crit severity boost, with 2.5% chance proc that grants 1,000 temporary hit points. (Also, it's fucking yellow. Ugggh.)

Advanced Radiant AP: Same as above, but with every volley, adds a stacking 3% reduction in time between firing cycles, max 10.

Elite Fleet: We haven't unlocked these yet afaik. But they have special procs.

Elite Fleet Disruptors are KDF only. In addition to the standard proc they have a 2.5 percent chance to increase damage taken by enemy shields by 25% for  10 seconds.

Elite Fleet Phasers are FED only. 2.5% chance to heal some of YOUR shields on hit.

Well, that's all the energy weapons.

Now for types.

Generally, the wider the firing arc, the weaker the weapon. Exceptions to this are the 360 degree weapons (ususally with [arc] modifier, which is also a shameless plug and have quantity limits.)

Turrets: Weak, but 360 degree arc and rapid fire. Usually only useful as tailguns on cannon boats, with the exceptions being the heavy Bio-Molecular turrets which do as much damage as single cannons, but fire slower.

Single Cannons: Sometimes used with turrets on the more maneuverable cruisers that can't take dual cannons. 180 degree arc, front mount only. More powerful individually than beam arrays, but builds with them are rare since arrays do more damage on broadsides and beam powers only go up to Lt. Cmdr.

Dual Cannons: Fast firing, 45 degree, fore only. Same base DPS as DHCs, but DHCs have the crit severity bonus. These are good on shuttles only, and mostly for cosmetic reasons. Really, don't bother with these unless you're in it for procs alone (and then, might as well do beams)

Dual Heavy Cannons: Basically better than dual cannons in every way except firing arc, which is the same 45 degree front only.

Quad Cannons (inc. Kumari Wing Cannons, but those don't draw engine power)

Exclusively from C-store ships. Big spike damage. Dmgx4. But DHCs are still better.

Beam Array: 250 degree, giving two areas of overlap coverage where front and rear will hit targets to the side (called broadsides, like boats used to do.) The midrange in arcs and damage. But broadsides (which will will out-DPS all but the most powerful glass cannons if you play your cards right. 8-beam cruisers and 6-beam sci/carriers are probably the most common config these days with good reason.

Dual Beam Bank: 90 degree arc, front only, decently powerful. Sometimes used in escorts and fast cruisers, or among those who want to balance the side with the front arcs.

Omni-directional Beam: Same damage as Beam arrays. One per ship, unless you have the Ancient Antiproton one, which will stack with a crafted Omni-directional one to create 6-beam arcs in front/back instead of usual 4. Again, Antiproton rules for DPS.

Wide Arc DHCs: DHCs with same arc as Dual Beam Banks but same damage as equivalent DHCs. Crafted.

Well, that's it for now. Feel free to ask questions. Kick ass. Chew bubblegum. Etc.







« Last Edit: May 08, 2015, 12:46:30 AM by Daedrus »

Offline Feargan

  • Commodore
  • Unfound Engineer
  • *****
  • Posts: 472
    • UNFOUND
Re: On energy weapon types and maximizing pleasure
« Reply #1 on: February 23, 2015, 06:52:53 PM »
Nicely laid out mate, much appreciated. I didn't know quite a few of these things actually, especially this:
...
Omni-directional Beam: Same damage as Beam arrays. One per ship, unless you have the Ancient Antiproton one, which will stack with a crafted Omni-directional one to create 6-beam arcs in front/back instead of usual 4. ...

This made me want to re-tool one or two of my polaron builds...
... Vaadwaur Polaron Emitters/Cannons: Beam effects look like cannons. Now you can really feel like you're flying a capital ship. 2.5% to soften enemy shields by 10% vs. Energy and 50% vs. Kinetic. Nasty, might be a good team weapon. Worth it for the cool factor. Now we just need red ones...

I'm all outta gum...
clearly, so is Daedrus.  8)


Offline toobad

  • Master General
  • ****
  • Posts: 30
Re: On energy weapon types and maximizing pleasure
« Reply #2 on: March 11, 2015, 04:10:21 AM »
very nice.... and usefull.

Daedrus if You have a desire to test stuff like that, You might want to consider registering for test server (tribble) if You have not done that already.
ATM I can not give You the link of the page because it requires loging in with ARC account which I do not (and will not :D) have.
I use this page (which is the "old" one but still works - or CAN work). The catch is that on that page there are some pop up windows and redirections that would prevent You to get in.But that can be resolved with blocking some js (javascript).I could help You with that if You decide to get in, through that door.
In any case regardless of the way You would get in on Tribble, once You get there, You can drop me (or Craig) a line so we can invite Your character to the Fleet there.
The point is that on test server we have almost everything that is available in this game (minus Zen Store cos that is disabled over there).
It is much more convenient (and much cheaper) to test stuff over there.
Plus You can see new content few weeks before it comes to Holodeck ... (which can be like an inside information that can be usefull on the exchange on Holodeck :P)
At some point they did limit access to Gold players but I am silver now and I can get in so that should be fine too.

Offline Daedrus

  • Division Commander
  • ****
  • Posts: 179
Re: On energy weapon types and maximizing pleasure
« Reply #3 on: March 11, 2015, 07:13:47 AM »
I actually have had Tribble (and Redshirt, back when that was a thing) powers for some time, just no time to mess with it. Pretty sure my last jaunte there was before the Nukara stuff came out.

I'm definitely game for some science once the semester is over.

Offline toobad

  • Master General
  • ****
  • Posts: 30
Re: On energy weapon types and maximizing pleasure
« Reply #4 on: March 11, 2015, 06:44:17 PM »
Cool, I thought You might be that kind of person :)

I just like to use every opportunity to remind ppl, we have access there...

Offline Craig

  • Unfound Original
  • *****
  • Posts: 460
    • Buzz-Mobiles.com
Re: On energy weapon types and maximizing pleasure
« Reply #5 on: April 20, 2015, 04:00:31 AM »
My Phaser build is all Dual heavey cans up front with andorian phaser cannon thingy, then omni directional beams out back as the preform better then turrets. I filled the last slot with a cutting beam. Works a charm.
I love cake, and HAMMERS

Come visit me at

 http://RigsUK.com