And I really really REALLY like tea.
If you follow...
THIS LINK...
You will go down a little rabbit hole, back in time, to a time when our innocence was lost.
And you get to consider if even now after much time has passed if you still want Acc on your weapons.
Cheers and happy flying!:D
Comments
For anyone trying to hit you however...
He didn't, but since they do have that "mechanics feedback" thread, I'm thinking there is something on the works already for either S10 or 10.5. After 10.5, I'm afraid they might go into this whole expansion rabbit hole once more.
You can significantly lower enemy DEF with one button press and boost your ACC/CrtD at same time.
There are also weapons/skills that cannot miss.
Super SpecialStar Trek Online Review
SpecialTemporal PUG 100K DPS Build
We are Travelers
Excess Acc goes to CrtH and CrtD.
Even when you are guaranteed to hit, Acc still supplies crit. It's a grey area but we know that much at least.
Overflow is still a lot lower number then an actual CrtX mod.
Defense has taken plenty of buffs the last year or so, even the slowest fat boats tend to have high enough defense to cut into those overflow numbers.
Having said that the rumor seems to be that hawk is likely to remove overflow from ACC. Which is logical to me. Acc should be about hitting things, not about hitting them harder.
It is, but then agains CrtX only serves one purpose whereas Acc has the ADDED benefit of overflow.
Even more of a reason to go Acc then? It may be true that disables are just a button press away, but so are their hard counters. It's not like pressure damage is completely dead and ACC at least allows you to put on some pressure despite the defense creep. Considering that perfect Acc x5 weapons are coming in DR...
Hm, i always found it logical to assume that if your ability to hit in a incrementally more precise fashion it would overflow into the ability to hit enemy weakpoints and thus "crit". CrtH seemed to be more the chance to overload certain parts of the ship (or overcharge your weapons, or have them use a slightly different more damaging phase modulation) and CrtD is the overall measurment of that extra damage (like a higher conversion rate of energy to damage). *nerd moment over*
Acc will have it's day of reckoning pretty soon.
I really hope in that quote of Hawk you have there... he's not really serious about CritH/CritD underperforming, is he? LOL
Because I'm sure all those Roms will say with a straight-face that CritH & CritD are not enough of a boost :P
Yeah, Romulans are a problem if he boosts those, specially CrtD.
by removing the overflow of acc, you are buffing CrtD and CrtH. They don't need to direct touch the values to buff them. As long as they don't nerf the accuracy values (in that case accuracy will be more important than ever), is going to be ok.
Vin Naftero@playhard88 - FED Sciencie
K'tan@playhard88 - KDF Tactical
Argento@playhard88 - RRF Tactical (FED)
As it stands: To an extent, but not much - [acc] or [dmg] is best for us, our crit rates aren't good enough to take advantage of [CrtH] and [CrtD] better potential as VPvP bans most native crit boosts.
Future: Who knows...
I had to pick you out of the crowd because I think this old thread (if you read the blog) is where you and I got started tussling on crit and etc.
How you been man!?!? I know you and a few others were around for the excitement of those times.
Anyhoos, to anyone that WASN'T there or has forgotten, read my blog and let it sink in. That original thread, along with a few others that I published were designed really to get people to be aware of the two roll system and the part that acc vs def played in the game.
As I restate in the preamble, everything I said in the post was accurate within the confines of the post. The understanding that I was trying to bring to people was that acc always needs to be compared to def to have meaning and that the only time you as a player could be 100% positive of what your targets def was, was when it was zero. IE; in a tractor beam, in warp plasma, etc.
And yes, we do absolutely understand how acc, def, crit, etc work. or how it is SUPPOSED to work. Even at that time in the past, it did seem to me that I was getting far more Crit H from overflow than I was supposed to be getting.
So yes acc is hands down the best mod ever. It never goes bad, it increases in effectiveness the more you have relative to def instead of diminishing, and then it converts into two other mods. Yah hello it converts into two other mods. That means that even though it converts at a rate of 50% you still get...two mods out of it. You see how that works, for general purpose all around balanced play how exactly do you beat that? You don't.
At the time of the original thread, pushing Crit D as the second mod after Acc was purely due to the fact that I myself was only firing one shot. Obviously CRF could be a different consideration.
So anyhoo's, please read and enjoy the original on the blog, and keep in mind it's an OLD post. Some things have changed as has been mentioned (gobs of defense added into the game for one) but the idea is to be aware of acc/def and how very very quickly changes in those values change your TTD. or TTK.
Cheers, happy flying, and ty for taking a nostalgia trip with me.
Oh, and Cbrjwrr sure acc is going to be so important for you in vanilla but please don't think about it in that manner. The issue really is that we never chose a word for the difference between Acc and Def. You don't really need more acc. You can never chase Def with Acc. What you want to focus is bringing the value of acc-def as close to zero as possible.
You want warp plasma, you want TSS engines, you want tractorbeams you want grav well, you want tykens. Vanilla ships had far fewer ways out of CC sooooo there you go.
Peace and love and thanks again for reading
+1. I vape with a tractor beam 2 and aux battery with full spec to graviton generators, and CrtDx3 elachi DBB. With Crth around 21% (and rising, my rom vaper toon is like 2 weeks old from level 50,)
Eat my dust as I rock and roll!
Yeah, I'm really surprised by the lack of discussion on the Captain Specialization stuff.
Maybe with the overwhelming wave of PvP garbage coming, we've lost the will to discuss it all?
When not vaping and using beams or DHC I think you still need some acc, usually 1 or 2 acc mods is ok.
I think you've got the vaping part nailed down pretty well.
For the classic alpha I'd say you have it nailed down pretty well too. I use Fleet AP with [Acc]x2and a bunch'a something else on there. :rolleyes:
And he is right, I do amazing amount of damage yesterday against borg cube.
:] :]
Saying that though, I dont vape. Im an FAW-er.
One thing we should be thinking about when selecting mods on our weapons 9before upgrading) is the guaranteed epic mod. I read somewhere its gonna be +10% accuracy, though I cant confirm it. Frees up a mod for [CrtD] or [Over].
Then please fill out my dissertation survey on feline attachment, it'd be a massive help (-:
https://www.surveymonkey.co.uk/r/87XKSGH
Or just use surgical strikes for bonus lulz. You'll never go back to FAW.
Anyhoo's, remember all, the title of this was just a grabber. It's a straight up math calculation that anyone can do to determine the effects that the different mods have on damage landed.
The idea is just to be aware of (if you feel like it) what will do the most damage and deciding if you wish to pursue it.
Cheers, happy flying, and pursue knowledge!