Which one is better? And which ones should i get for me disruptor dual heavy cannons?
All crth, all crtd, or all dmg? or a mix?
That's entirely up to you. All 3 have uses. My personal preference for weapons is [acc][critd][crth]. Another favorite of myself and fleetmates is [critd][crth]x2.
For the most part [dmg] modifiers are useless any tier above 4. But again, it's users choice. You basically pick your poison.
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
Which one is better? And which ones should i get for me disruptor dual heavy cannons?
All crth, all crtd, or all dmg? or a mix?
DMG is generally considered the worst. You need a fair amount of Crit% to make CritD work, so I'd probably go with Crit % for Sci/eng, and CritD for Tac.
Ultimately though, the differences are pretty negligible unless your doing PvP and really trying to focus on some particular aspect like a burst opener from a BoP.
DMG is generally considered the worst. You need a fair amount of Crit% to make CritD work, so I'd probably go with Crit % for Sci/eng, and CritD for Tac.
Ultimately though, the differences are pretty negligible unless your doing PvP and really trying to focus on some particular aspect like a burst opener from a BoP.
What he said, although one will be 'best' for average DPS output over a period of time we are talking less than a 1% difference between any of them. Although with that said I do try to keep my crit chance at a 1:10 ratio with my crit severity personally.
This question need context to be answered correctly. How much crit chance do you have and what is your crit severity? If you don't post this numbers all answers are just fluff talk. (You need calculate crit chance and severity yourself, because game doesn't display correct numbers.)
Also dmg mod is not as bad as people say. You need 100 crit severity for ctrh to be better then dmg and you need 10 crit chance for ctrd to be better than dmg.
So if you are not minmaxer go for cheapest. If you are minmaxer, I'm sure you can calculate it yourself.
[Acc] is better than all of the other mods. A shot that misses does no damage at all. And excess accuracy (over the target's defense value, which for NPCs is low) spills over into crit hit and magnitude.
[Acc] is better than all of the other mods. A shot that misses does no damage at all. And excess accuracy (over the target's defense value, which for NPCs is low) spills over into crit hit and magnitude.
Minor correction -- excess accuracy over 100% translates into critical severity. It does not increase critical hit chances otherwise.
Critical Severity [CrtD] does not apply unless a critical hit occurs (2% base chance).
I went and bought me dual heavies, and i got 1 acc and 2 crth. And i mostly come on this game just to pvp
Then you'll probably be ok with those mods as long as your Starship Targetting skill is maxed and you have a way of slowing down/locking down escorts. You won't miss cruisers or sci ships (too slow), but escorts might give you issues. So get a way of locking them down, and if you have the accurate trait + maxed starship targetting, you'll be fine.
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
Then you'll probably be ok with those mods as long as your Starship Targetting skill is maxed and you have a way of slowing down/locking down escorts. You won't miss cruisers or sci ships (too slow), but escorts might give you issues. So get a way of locking them down, and if you have the accurate trait + maxed starship targetting, you'll be fine.
Thats why I wish for a Cstore retrait respec, so I could put the Cc trait on my KDF.
[Acc] is better than all of the other mods. A shot that misses does no damage at all. And excess accuracy (over the target's defense value, which for NPCs is low) spills over into crit hit and magnitude.
In PvP, yes. In PvE you aren't really going to miss, outside of shooting down torpedos. The ACC spillover into severity isn't as efficient as a pure modifier unless the target has a negative defense modifier (ie he's tractored or has no engines)
(Dmg) is only good on 2 weapon types Polaron and plasma and that's only because it increases the magnitude of the proc. so the dot burn is higher and the energy drain is higher. Mind you dmg only really works on a subnuked tractor tgt
-"There is no such thing as an I win button!""Um, Sir. Whats this button that says (I win) for then?"
In PvP, yes. In PvE you aren't really going to miss, outside of shooting down torpedos. The ACC spillover into severity isn't as efficient as a pure modifier unless the target has a negative defense modifier (ie he's tractored or has no engines)
Acc is only good on an escort in pvp a sci ship is best outfitted with crtH. because tractored tgt have almost no def rating you won't miss anyways so crits make the world go round on sci pvp
-"There is no such thing as an I win button!""Um, Sir. Whats this button that says (I win) for then?"
Comments
That's entirely up to you. All 3 have uses. My personal preference for weapons is [acc][critd][crth]. Another favorite of myself and fleetmates is [critd][crth]x2.
For the most part [dmg] modifiers are useless any tier above 4. But again, it's users choice. You basically pick your poison.
Im thinking about getting crtHx3
DMG is generally considered the worst. You need a fair amount of Crit% to make CritD work, so I'd probably go with Crit % for Sci/eng, and CritD for Tac.
Ultimately though, the differences are pretty negligible unless your doing PvP and really trying to focus on some particular aspect like a burst opener from a BoP.
What he said, although one will be 'best' for average DPS output over a period of time we are talking less than a 1% difference between any of them. Although with that said I do try to keep my crit chance at a 1:10 ratio with my crit severity personally.
Also dmg mod is not as bad as people say. You need 100 crit severity for ctrh to be better then dmg and you need 10 crit chance for ctrd to be better than dmg.
So if you are not minmaxer go for cheapest. If you are minmaxer, I'm sure you can calculate it yourself.
≡/\≡
Minor correction -- excess accuracy over 100% translates into critical severity. It does not increase critical hit chances otherwise.
Critical Severity [CrtD] does not apply unless a critical hit occurs (2% base chance).
Of course if you have a way to lock your target down to deny their defense score then you can run [CritH]. TB, doff'd EWP, the list goes on.
[Dmg] affects the burn on a plasma dot. Other than that it's probably the weakest of the 4.
If you really care, get ACT and the STO plugin and parse your logs.
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
Then you'll probably be ok with those mods as long as your Starship Targetting skill is maxed and you have a way of slowing down/locking down escorts. You won't miss cruisers or sci ships (too slow), but escorts might give you issues. So get a way of locking them down, and if you have the accurate trait + maxed starship targetting, you'll be fine.
Thats why I wish for a Cstore retrait respec, so I could put the Cc trait on my KDF.
R.I.P
In PvP, yes. In PvE you aren't really going to miss, outside of shooting down torpedos. The ACC spillover into severity isn't as efficient as a pure modifier unless the target has a negative defense modifier (ie he's tractored or has no engines)
Acc is only good on an escort in pvp a sci ship is best outfitted with crtH. because tractored tgt have almost no def rating you won't miss anyways so crits make the world go round on sci pvp