Phasing Sequence is a joke

I modded 2 Huge PA's with Long Range + Phasing Sequence side effect.
2 very good rolls... with Damage and DPS strongly improved... then it comes the side effect and cuts down the damage of about 20%.
I fire them... amazing... 1-2% hull damage behind the shield in PvE. No module damages.
I need to reroll them again because of this joke. What's the point on this mod? At least don't reduce damage and DPS. Side effects cost a lot in terms of tries or favors.
 
All of them? Also target lock breaker and dispersal field?
Why on earth aren't they mentioned when you decide to apply the effect or not? FDev... "%/!$%£/(%(£"(%&£()%(!"/£%!/$%/"$!!!!!!!

I may be wrong... don't get upset too early ;)

EDIT: I definitely I was wrong. Well.. my mistake.
 
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Phasing, plasma slug, thermal conduit,feed back, and to a lesser degree, dispersal field and thermal shock. All reduce dps.

Theres a list and a table with the exact numbers on some where but i cant find it.

I do agree a little on the phasing and in general 20% reduction is a bit steep for some of the effects, perhaps in the next wave of focused feed back you should raise the point on this.

I do think the damage reduction is fine just in some cases a little harsh and could use a small tweeek to make it a bit more atractive.


Tho thermal conduit on plasma can be MONSTEROUS dispite the dps hit from the effect.
 
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All of them? Also target lock breaker and dispersal field?
Why on earth aren't they mentioned when you decide to apply the effect or not? FDev... "%/!$%£/(%(£"(%&£()%(!"/£%!/$%/"$!!!!!!!

Its not even that. Some Special mods even say they increase Damage when applied but in reality DEcrease Damage. F-DEV is probably aware of this, why they dont change it? I have no idea.
 
Every effect that reduces damage says so in the description.

I am not in game but if my memory serves me well, you are correct.

This quote is swiped from Inara but I believe it says these words in game as well.......

Phasing Sequence
Bleed through Modulating burst fire system designed to defeat shielding. A small amount of damage is able to "bleed" through shields and attack the targets hull directly, at the cost of minor damage reduction


Minor Damage Reduction. It does not specify a percentage but it does say Reduction.
 
TS is correct FOR PVE. In PVE you will be bringing down elite cutters shields without too much trouble, so phasing sequence is kinda meh. And it seems most PVE ships are kinda hull tanky.

But for PVP there are plenty of ships where getting the shields down isn't so easy. My cutter has around 10k shields, and another 9k or so in shield cells. That's a lot of shield to get through. With FDLs the difference is even greater with often some very flimsy armor beneath all that shield. I'm building a phasing cutter named the "lance breaker" with longrange phasing lasers, to swat some of those zippy meta FDLs; and I have a phasing courier as well. So it has its place.
 
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I took this Corvette's hull down 12% before his shield went down, that's 1/8th of his hull. Also bear in mind I use a feedback rail to negate shield cells, if he had got all his shield cells off the fight would have lasted three times as long and I'm sure his hull would have been at 50% by then just from phase sequence. I wouldn't say that's worthless, even against crappy pve shields, but yeh, naturally it's a pvp thing for very long fights. I usually put target lock breaker on PAs these days, I figure it must be hella annoying to griefers.

[video=youtube;38AyafgOo3w]https://www.youtube.com/watch?v=38AyafgOo3w[/video]
 
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Instead of flat damage why not get improved resistance on the target?

Phasing Sequence: X% damage ignore shields. Target shields gain the equivalent X% Thermal Resistance.

So you get better at punching through the shield and damage the hull but the shield resist more, not complete damage reduction.
 
Phasing sequence on PAs is potent against shield tanks, e.g. this vid I found on YT:

[video=youtube;WTQ_nhgLScs]https://www.youtube.com/watch?v=WTQ_nhgLScs[/video]
 
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