Is Dualies Dmg Per Shot

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Take Flight with These 8 Must-have Drone Shots. For those who have already earned their wings, here is a list of shot ideas to try out the next time you fly. Perhaps the first shot to try, the fly-by is your Swiss Army Knife shot. It’s perfect for quick transitions, fast cuts or simply to spice up a. So PDW, Twin pistols, Deagle First the Twin pistols if im not wrong the first unlock stats: 14 dmg per shot, fire rate 2.0/sec reload 1.4 sec, mags 24/11, you can hold down the botton but the fire rate then is pretty terrible the correct way i think it's to spam the ♥♥♥♥ out of these so far can't find good role for them in the game they could suit like a secondary for a support. Arcane Shot also still gets to miss just like any other shot if your ranged hit chance is low AND it can be blocked by shields. It's crits, however, are double the damage of a regular hit (instead of just 1.5x like other spells), which is another factor making this build very 'bursty'.

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  • 1Longshot (A class by Shirou)
    • 1.1Making a Longshot
    • 1.2Campaign Information

Longshot (A class by Shirou)[edit]

A Longshot is one who has taken the Longarm's Code and vowed to remained impartial and neutral to forms of government. Longshots are accomplished gunsmiths, crafting their own Longarm, as well as highly valued and skilled marksmen, often sought out for work as mercenaries or bounty hunters. Longshots have high mental acumen and stability as well as willpower and will not stray from their Code, and those who do are hunted down and killed.

Making a Longshot[edit]

Longshots are not as apt in melee combat as fighters, however they get the job done. They are primarily suited as scouts and snipers as proven there is rarely a person who can match a Longshot in long-ranged combat. Party members should be aware that Longshots can not and will not deviate from their Code and they will always choose it above the party.

Longarm's Code

Night Gathers and now The Watch Begins
It shall not end until my death
I shall serve no Lords or Kings
I shall feel no temptation or contempt
I shall not forsake my bonds or oath
I shall only serve the needs of the people
I am the sword in the darkness
I am a redeemer of light
Guardian of the lost and the innocent


Abilities: Dexterity is the penultimate skill for all Longshots, as their ability in long-range combat solely hinges upon it. Behind dexterity, a good constitution is truly required for Perfect Shot, as well as strength in the case that one's quarry is able to get past their range. If one has points to spare, wisdom is always good and goes thematically well with the class.

Races: Longshots are a large hodgepodge of races from all walks of life.

Alignment: Lawful Neutral (Due to the Longshot's Code)

Starting Gold: 5D12×10 gp.

Starting Age: Moderate/As Fighter

Table: The Longshot

Hit Die: d10

LevelBase
Attack Bonus
Saving ThrowsSpecialPrecision AimCreation Points
FortRefWill
1st+0+0+2+0Longarm Gunsmith (Creation); Precision Aim (+1d6); Craft specal Rounds (+10)60 ft60
2nd+1+0+3+0Precise Shot; Point Blank Shot; Weapon Focus Sniper60 ft70
3rd+2+1+3+1Precision Aim(+2d6);70 ft80
4th+3+1+4+1Longarm Gunsmith (+1 Magical Enhancement); Far Shot70 ft90
5th+3+1+4+1Precision Aim (+3d6)80 ft100
6th+4+2+5+2Rapid Shot80 ft110
7th+5+2+5+2Longarm Gunsmith (+2 Magical Enhancement); Precision Aim (+4d6)90 ft120
8th+6/+1+2+6+2Percise Shot90 ft130
9th+6/+1+3+6+3Precision Aim (+5d6)100 ft140
10th+7/+2+3+7+3Longarm Gunsmith (+3 Magical Enhancement); Craft specal Rounds (+15)100 ft150
11th+8/+2+3+7+3Precision Aim (+6d6)110 ft160
12th+9/+4+4+8+4Well Practiced Aim, Anything Goes Long(Range 50ft)110 ft170
13th+9/+4+4+8+4Longarm Gunsmith (+4 Magical Enhancement); Precision Aim (+7d6)120 ft180
14th+10/+5+4+9+4Perfect Shot120 ft190
15th+11/+6/+1+5+9+5Precision Aim (+8d6)130 ft200
16th+12/+7/+2+5+10+5Longarm Gunsmith (+5 Magical Enhancement)130 ft210
17th+12/+7/+2+5+10+5Precision Aim (+9d6)140 ft220
18th+13/+8/+3+6+11+6N/A140 ft230
19th+14/+9/+4+6+11+6Longarm Gunsmith (+6 Magical Enhancement); Precision Aim (+10d6)150 ft240
20th+15/+10/+5+6+12+6Penetration ; Craft Special Rounds (+20)150 ft250

Class Skills 4 + Int modifier per level, ×4 at 1st level)
class skills (Appraise, Bluff, Concentration, Craft: Special Rounds, Decipher Script, Diplomacy, Disguise, Escape Artist, Gather Information, Hide: +10, Intimidate, Knowledge , Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Sleight of Hand, Spot, Survival, Use Magic Device.)

Class Features[edit]

All of the following are class features of the Long Shot.

Weapon and Armor Proficiency: Longshots are proficient with all Simple weapons and both their Longarm and a Bayonette. Longshots are proficient in Light and Medium Armor but not shields

Soul Bound : • All Longshots Are Soulbound Weapons. This enchantment is much like Returning though with fewer limitations. A weapon with the Soulbound enchantment is magically linked to the soul of a single individual and can be summoned by that individual from any distance and any plain of existence. Calling a Soulbound weapon takes a single move action unless the wielder has the Quickdraw feat, which enables the wielder to call the weapon as a swift action. Spellbound is equivalent to a +4 enchantment. This enchantment cannot be stacked with Returning.

Craft Specal Rounds :

Longarm Gunsmith (Su): • Longarms are the weapon which each Longshot wields and creates themselves, pouring a piece of their own soul into this very weapon. From man to man, each Longarm varies heavily, reflecting the soul of the one who created them, though the base form is always the same, as that of a rifle. These rifles have a base stat-line that one may modify via 'creation points' they are awarded upon caracter creation and 10 additional points every level. As time passes, a Longarm grows with it's user, gaining magical enhancements (Such as flaming, frost, seeking, etc.) All Longarms are inherently Masterwork Quality. The following is the Longarm's base stats and a list of what can be upgraded (Along with how much it costs).

Longarm Base Stats

Masterwork BAB +5 || Damage - 1d8 || Critical - x3 || Range - 100 ft || Weight - 20 lbs || Size - large || Dam. Type - Piercing|| Critical Range - 18-20 || 12 Round Clip

Damage • 10 Points per die increase

Critical • 15 Points per degree

Range • 5 Points per 20 feet

Silencer Attachment • 30 Points - Spot VS. Hide to find Longshots Location. Can no Longer Hear Shots from more then 20 ft Away

Damage Type • Add Slashing for 10 Points

Precision Aim (Ex): • At first level a Longshot gains Precision Aim. Once a Longarm has spent his move action taking aim at a target, he is able to aim for the vital areas of the enemy with amazing precision for the duration that he is aiming at that target, however if his aim is interrupted for any reason or he attacks someone else, he loses this ability. Precision Aim allows the Longarm to do precision damage while aiming for one target, and it is their trademark ability, however it has a shortcoming in that it has only a certain range (60 ft). As the player gains experience and levels, however, the precision damage and range of Precision Aim increases.

Ex-Longshots[edit]

Upon breaking the Longarm's code, Longshot will be pursued by the Hunter's League (name subject to change). Due to the slow speeds that news travels, Longshots have anywhere from two weeks to a month before they will be hunted by the League. Immediately after breaking the Longarm's code, Longshots can either bribe the witnesses or kill them to prevent the news from reaching the Hunter's League. Doing this however will permanently change their alignment to Neutral-Evil.

Epic <-class name->[edit]

Hit Die: d<-Die size for Hit Die->

LevelSpecial
21st<-any improvements to class features gained at this level, including any bonus feats->
22nd<-any improvements to class features gained at this level, including any bonus feats->
23rd<-any improvements to class features gained at this level, including any bonus feats->
24th<-any improvements to class features gained at this level, including any bonus feats->
25th<-any improvements to class features gained at this level, including any bonus feats->
26th<-any improvements to class features gained at this level, including any bonus feats->
27th<-any improvements to class features gained at this level, including any bonus feats->
28th<-any improvements to class features gained at this level, including any bonus feats->
29th<-any improvements to class features gained at this level, including any bonus feats->
30th<-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

SkillRanksAbilityArmor
Check
Penalty
<-Skill name-><-4 for class skills and 2 for cross-class skills-><-Abbrieviated key ability-><-armor check penalty based on starting armor. If innapplicable put '—'->
<-Skill name-><-4 for class skills and 2 for cross-class skills-><-Abbrieviated key ability-><-armor check penalty based on starting armor. If innapplicable put '—'->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a Longshot[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-Longshots will put up with just about anyone, but prefer other lawful characters. If they see anyone taking excessive advantage (i.e. stealing from, intimidating, or threatening) a helpless character they will put a stop to it by any means necessary, or face punishment by the Hunter's League.->

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

Longshots in the World[edit]

It's not impossible. I used to bullseye womp rats in my T-16 back home, they're not much bigger than two meters.
—Luke Skywalker

<-Where characters of this class fit in a d20 world.->

Daily Life: Longshots can do or be just about anything that is just. Is it easy to pick a longshot out of a crowd however, due to their unflinching duty of protecting the weak and perpetually calm appearance.

Notables: <-notable NPCs of this class->.

Organizations: The League of Hunters (name subject to change).The League is where initiates train and learn to follow the Longarm's code. All Longarm's know that disobeying the League of Hunters and the Longarm's code would mean death. The League of Hunters has very little say about what each Longshot does, provided they strictly obey the Longarm's code.

NPC Reactions: Evil characters hate and/or fear Longshots since they are thorns in their sides. Those who are helpless regard Longshots as unfailing heroes.

<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DCResult
5common knowledge he/ she is a sniper.
10not so common knowledge that sniper is like us paladans .
15<-rare information->.
20<-very rare information->.

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Is dualies dmg per shot 2

Adaptation: <-Possible variant conceptions of this class.->.

Is Dualies Dmg Per Shot 2

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.


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Is Dualies Dmg Per Shot 1

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Comments

Is Dualies Dmg Per Shot Free

  • I don't think there's much real difference besides regular Dual Cannons doing less damage per shot, but recharging and firing faster.
    0
  • edited January 2018
    Yeah I believe that dual heavies with their innate critical severity are much more of a spike based weapon, while the dual cannons I believe are a much more sustain steady damage weapon type. It Would be nice if they added more variety to the dual cannons to make them more unique compared to dual heavies an give them more of a niche they fill.
    I always thought that dual cannons should have a slightly wider firing arc (something like 55-65 degrees), since that would make them a more effective an appealing choice to use on slower turning dual cannon capable ships without needing to sacrifice console slots to buff turn rate.
  • I kinda like having at least one dual cannon on a ship that runs cannons sometimes because duals fire from different hardpoints than dual heavies. For example the Mat'ha Raptor. Duals fire from the nose while Dual Heavies fire from the struts.
    Yang Xiao Long wrote:
    I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
    The nut who actually ground out a Delta Pack, Temporal Pack, and Gamma Pack
    The resident forum voice of reason (I HAZ FORUM REP! YAY!)
  • Duals are really only better than dual heavies if you have something that procs per-hit instead of per-cycle. A lot of stuff was pulled off being per-hit in S13, so not much reason ATM. Omega Force two-set 'Tetryon Glider' shield drain is still per-hit AFAIK, and the Dranuur Fleet weapons are per-hit on their heal procs currently too.
  • When we had things proc per cycle more...yes there was a damn good reason to pick normal dual cannons over heavies...now, it's back to heavy or GTFO.
  • Yang Xiao Long wrote:
    I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
    The nut who actually ground out a Delta Pack, Temporal Pack, and Gamma Pack
    The resident forum voice of reason (I HAZ FORUM REP! YAY!)
  • I kinda like having at least one dual cannon on a ship that runs cannons sometimes because duals fire from different hardpoints than dual heavies. For example the Mat'ha Raptor. Duals fire from the nose while Dual Heavies fire from the struts.

    That's good to know, a Mat'ha cannon build is a fun ship to fly and improving the visuals would be icing on the cake.
  • Yup. Many ships actually have seperate hardpoints for both duals and dual heavies.
    Yang Xiao Long wrote:
    I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
    The nut who actually ground out a Delta Pack, Temporal Pack, and Gamma Pack
    The resident forum voice of reason (I HAZ FORUM REP! YAY!)
  • Yup. Many ships actually have seperate hardpoints for both duals and dual heavies.

    Yeah I do that too as well...but mechanically speaking...dual cannons are a dud now.
  • Yang Xiao Long wrote:
    I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
    The nut who actually ground out a Delta Pack, Temporal Pack, and Gamma Pack
    The resident forum voice of reason (I HAZ FORUM REP! YAY!)
  • With worse power usage over the heavies...so worse DPS. Not that you need to optimize in this game really...but mechanical advantage is mechanical advantage.
  • I'm gonna point out that the only time anything ever procced more than once per cycle was with Beams: Fire at Will. The devs have gone on record to state that nothing else ever actually had that bug.
  • Yeah it is terrible that now really there is very little difference between dual and dual heavy cannons, and that do not have more defined niches that they are better in then the other. I mean when you look at the beam types beam banks and arrays don't really overlap much if at all with each other. Yet you have cannons that have an overlap between all three types, but with only two niches they fill, which are if the ship is capable of using dual cannons or not an the much wider arc of the single cannons.
  • On every ship that i put on cannons i always put on dual heavy cannons, I don't even think about regular dual cannons. I'm looking at the lukari dual cannons and they are not heavy, I wouldn't mind doing a lukari cannon build but it got me thinking is there any reason to go regular dual cannons ever?
    it's for my t6 plesh tral

    I run the full Lukari set as a cannon build on my NX refit. Very nice and with fleet consoles they are upwards of around 1,000dmg per at MK XIV Very Rare... about 400 less per dual heavy but the extra second faster firing makes up for that.
  • reemuswrote: »
    On every ship that i put on cannons i always put on dual heavy cannons, I don't even think about regular dual cannons. I'm looking at the lukari dual cannons and they are not heavy, I wouldn't mind doing a lukari cannon build but it got me thinking is there any reason to go regular dual cannons ever?
    it's for my t6 plesh tral

    I run the full Lukari set as a cannon build on my NX refit. Very nice and with fleet consoles they are upwards of around 1,000dmg per at MK XIV Very Rare... about 400 less per dual heavy but the extra second faster firing makes up for that.

    so do you run full dual cannons or DHCs with the lukari DC?
  • The major differences between dual heavies and dual cannons are how they deal their damage. Dual cannons fire more bolts and recharge a little bit faster, but they deal less damage per shot. Dual heavies don't fire as fast but deal more damage per bolt and take a little bit longer to recharge. Dual heavies draw 12 power per weapon to fire vs dual cannons which only draw 10 power per weapon to fire. There is not right or wrong answer as to which one is the best as you can make arguments for either one. As for which one you personally should use, well that depends on the build. As a couple of others have pointed out, if you're using effects that have a chance to proc on each hit, then you might want to consider basic dual cannons, as they give you more hits, thus more chances at procs. If you value more spike damage, I've gotten better mileage out of the dual heavies than basic duals in that department. If you don't care about procs and just want to shoot something with cannons, then pick whichever you think you like best or looks cooler.
    As for my personal take I usually stick dual heavies just because that's what I always was able to get my hands on them easier than basic duals for some reason. Unless I'm going for something a bit more specific build wise that's just me. As for the power draw argument it's certainly one that can be made in favor dual cannons. Assuming a 5 forward weapon layout with all 5 being cannons, that's 10 extra power you would have to account for when using dual heavies, so the argument has some merit. In my opinion however with as many power generation effects as we have in game, be they permanent or temporary, that 10 additional power shouldn't be making or breaking your build. Folks have their preferences however and that's mine anyways.
    'Someone once told me that time was a predator that stalked us all our lives. I rather believe that time is a companion who goes with us on the journey and reminds us to cherish every moment, because it will never come again.' - Jean Luc Picard in Star Trek Generations
    Star Trek Online volunteer Community Moderator
  • Most weapons display 2 values, Damage per hit, and DPS. This should also factor in your choice as well as power usage and arc.
    'You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you.' Adm A. Necheyev.
  • The Dps is the exact same, Duals have a 1 sec faster recharge but its not significant...Dual heavies I believe are the only type that has a free 10% severity, I could be mistaken and it may be on both. Personally if youre using cannons youre goin for spike dmg so Heavies all the way. Plus the energy is larger when fired and thats a plus for me
  • Dual cannons were far superior before season 13 when Cryptic butchered abilities like DEM and the plasma nullifier consoles. Dual cannons fired faster and procced more often, so they came out ahead of DHCs.
    These days a lot of people are using single cannons in pvp, I believe due to the rise in speed necessitating a wider firing arc.
  • Long long long long time ago the difference was that the DHC's were a very very slow burst type damage so it was like DHC, 2 DC's and a torpedo(or 3rd Dual Cannon). is what a lot of escorts had up front until changes made the dual cannons obsolete. What would be interesting Is adding something to dual cannons and in some ships possibly adding a slot just for them and then do something similar with single cannons but making them usable in the rear for better strafing strategies. As for example the bops though they will most likely always use DHC's because its a hit and run ship which is the use for raiders(Hoping for the return of the heavy bop one day).
  • give dual cannons a bit wider arc, maybe 90?, and then people will take them. Cause that's the trade off in STO, more damage less arc, less damage more arc.
  • I would rather see them add a new turret type weapon that would be kinda like the omni-arrays, such as heavy or dual turret concepts, since single cannons can feel a bit underwhelming with having to take turrets. I mean we already have some heavy turrets in the game, and so making a crafted version like we have with omni arrays would be nice, and having the same rule of one crafted an one rep/mission/lockbox heavy turret would work. Also such a fact might make using a turret/single-cannon type builds more appealing outside of pvp on non-dual cannon capable ships compared to beam arrays an banks.
  • I fly with the defiant quad 2 heavies and a torpedo with 30 beams in the back plemty fo tac slots for a BOL for shield TS cause they are fun and stipp run CSV and rapid fire.

    0
  • Dual cannons were far superior before season 13 when Cryptic butchered abilities like DEM and the plasma nullifier consoles. Dual cannons fired faster and procced more often, so they came out ahead of DHCs.

    never ever was that the case...better energy return and crtD bonus made sure that DHC were always slightly better. DEM is actually garbage, unless you have the doff...
    0
  • Dual cannons were far superior before season 13 when Cryptic butchered abilities like DEM and the plasma nullifier consoles. Dual cannons fired faster and procced more often, so they came out ahead of DHCs.

    never ever was that the case...better energy return and crtD bonus made sure that DHC were always slightly better. DEM is actually garbage, unless you have the doff...

    Bizz...wrong again. The plasma proc on the embassy consoles made dual cannons better than DHC...especially on ships that had a lot of sci consoles. One of the old records was done using cannons on a 5 sci console slots. That is how powerful these buggers were. DEM...yeah that was and is garbage...so no argument on that aspect. But having things trigger per shot definately make it so SOME builds...especially sci console heavy energy weapon builds did better with dual cannons over dual heavies.
  • edited January 2018
    When you speed up your weapon cycle fire rate I like to pick the slowest weapon as knocking lets say 1 second of a weapon feels better then knocking 0.1 seconds off. I don't remember the difference between DHC and DC but I always pick the slowest when using cycle fire rate speed.
    Not done it recently but it used to be fun to stack up 5% power recharge to make slow weapons fire fast. Then stack up haste.
    0
  • Dual cannons were far superior before season 13 when Cryptic butchered abilities like DEM and the plasma nullifier consoles. Dual cannons fired faster and procced more often, so they came out ahead of DHCs.

    never ever was that the case...better energy return and crtD bonus made sure that DHC were always slightly better. DEM is actually garbage, unless you have the doff...

    As napalm said, wrong. DEM was nerfed so it wasn't total garbage, but it is now. Some of the best cannon builds used DEM as it procced per shot. DHCs were king before all of the firing cycle haste stuff started creeping into the game, making dualies better as they fired faster and procced various abilities more often, especially the plasma console.
  • No, DEM was garbage from 2010 onwards...got good due to doff, still kind of is, unless you have other stuff in that slot that is better.
    Dual cannons were far superior before season 13 when Cryptic butchered abilities like DEM and the plasma nullifier consoles. Dual cannons fired faster and procced more often, so they came out ahead of DHCs.

    never ever was that the case...better energy return and crtD bonus made sure that DHC were always slightly better. DEM is actually garbage, unless you have the doff...

    Bizz...wrong again. The plasma proc on the embassy consoles made dual cannons better than DHC...especially on ships that had a lot of sci consoles. One of the old records was done using cannons on a 5 sci console slots. That is how powerful these buggers were. DEM...yeah that was and is garbage...so no argument on that aspect. But having things trigger per shot definately make it so SOME builds...especially sci console heavy energy weapon builds did better with dual cannons over dual heavies.
    Dual cannons were far superior before season 13 when Cryptic butchered abilities like DEM and the plasma nullifier consoles. Dual cannons fired faster and procced more often, so they came out ahead of DHCs.

    never ever was that the case...better energy return and crtD bonus made sure that DHC were always slightly better. DEM is actually garbage, unless you have the doff...

    As napalm said, wrong. DEM was nerfed so it wasn't total garbage, but it is now. Some of the best cannon builds used DEM as it procced per shot. DHCs were king before all of the firing cycle haste stuff started creeping into the game, making dualies better as they fired faster and procced various abilities more often, especially the plasma console.

    but under that consideration, even single cannons outperformed DHC...I mean I understand the point you two are trying to make, but the factor in your example that made dual cannons outperform heavies were the science consoles, not the cannons by themselves. If the proc rate is what does the most damage, then what type of gun you use becomes secondary.
    And if I remember correctly, the better choice with the plasma consoles were in fact single cannons, because of proc rate and arc.
    0
  • edited January 2018
    No, DEM was garbage from 2010 onwards...got good due to doff, still kind of is, unless you have other stuff in that slot that is better.
    Dual cannons were far superior before season 13 when Cryptic butchered abilities like DEM and the plasma nullifier consoles. Dual cannons fired faster and procced more often, so they came out ahead of DHCs.

    never ever was that the case...better energy return and crtD bonus made sure that DHC were always slightly better. DEM is actually garbage, unless you have the doff...

    Bizz...wrong again. The plasma proc on the embassy consoles made dual cannons better than DHC...especially on ships that had a lot of sci consoles. One of the old records was done using cannons on a 5 sci console slots. That is how powerful these buggers were. DEM...yeah that was and is garbage...so no argument on that aspect. But having things trigger per shot definately make it so SOME builds...especially sci console heavy energy weapon builds did better with dual cannons over dual heavies.
    Dual cannons were far superior before season 13 when Cryptic butchered abilities like DEM and the plasma nullifier consoles. Dual cannons fired faster and procced more often, so they came out ahead of DHCs.

    never ever was that the case...better energy return and crtD bonus made sure that DHC were always slightly better. DEM is actually garbage, unless you have the doff...

    As napalm said, wrong. DEM was nerfed so it wasn't total garbage, but it is now. Some of the best cannon builds used DEM as it procced per shot. DHCs were king before all of the firing cycle haste stuff started creeping into the game, making dualies better as they fired faster and procced various abilities more often, especially the plasma console.

    but under that consideration, even single cannons outperformed DHC...I mean I understand the point you two are trying to make, but the factor in your example that made dual cannons outperform heavies were the science consoles, not the cannons by themselves. If the proc rate is what does the most damage, then what type of gun you use becomes secondary.
    And if I remember correctly, the better choice with the plasma consoles were in fact single cannons, because of proc rate and arc.
    I am outdated with energy overcapping but performance has or had something to do with that. I know a long time ago I could overcap to 165 weapon energy and DBB never dropped below 120. I believe DHC has some sort of energy advantage even when not overcapped but I haven't been keeping track of energy transfer and energy cap changes.
  • No, DEM was garbage from 2010 onwards...got good due to doff, still kind of is, unless you have other stuff in that slot that is better.
    Dual cannons were far superior before season 13 when Cryptic butchered abilities like DEM and the plasma nullifier consoles. Dual cannons fired faster and procced more often, so they came out ahead of DHCs.

    never ever was that the case...better energy return and crtD bonus made sure that DHC were always slightly better. DEM is actually garbage, unless you have the doff...

    Bizz...wrong again. The plasma proc on the embassy consoles made dual cannons better than DHC...especially on ships that had a lot of sci consoles. One of the old records was done using cannons on a 5 sci console slots. That is how powerful these buggers were. DEM...yeah that was and is garbage...so no argument on that aspect. But having things trigger per shot definately make it so SOME builds...especially sci console heavy energy weapon builds did better with dual cannons over dual heavies.
    Dual cannons were far superior before season 13 when Cryptic butchered abilities like DEM and the plasma nullifier consoles. Dual cannons fired faster and procced more often, so they came out ahead of DHCs.

    never ever was that the case...better energy return and crtD bonus made sure that DHC were always slightly better. DEM is actually garbage, unless you have the doff...

    As napalm said, wrong. DEM was nerfed so it wasn't total garbage, but it is now. Some of the best cannon builds used DEM as it procced per shot. DHCs were king before all of the firing cycle haste stuff started creeping into the game, making dualies better as they fired faster and procced various abilities more often, especially the plasma console.

    but under that consideration, even single cannons outperformed DHC...I mean I understand the point you two are trying to make, but the factor in your example that made dual cannons outperform heavies were the science consoles, not the cannons by themselves. If the proc rate is what does the most damage, then what type of gun you use becomes secondary.
    And if I remember correctly, the better choice with the plasma consoles were in fact single cannons, because of proc rate and arc.
    I am outdated with energy overcapping but performance has or had something to do with that. I know a long time ago I could overcap to 165 weapon energy and DBB never dropped below 120. I believe DHC has some sort of energy advantage even when not overcapped but I haven't been keeping track of energy transfer and energy cap changes.

    Dual heavies do have a power advantage. And that is that they have a longer cooldown between cycles...which means more time to refil the power back after the shots. So less EPS/overcap required to stay maxxed out on energy. And since they do the same damage as dual cannons, it makes them flat out better since they changed things to have things proc per cycle vs per shot. Yes the dual have a SLIGHTLY higher chance to proc things with their slightly faster cycle rate...but really...per cycle makes none of it likely to proc anyways. At least not before things melt. Also all that weapon haste they added helps heavies more than dual cannons...so yeah....