Hopefully everything you need to know about the R&D system for crafting and upgrading can be found here in this thread.
Table of Contents:
- General Background Information on R&D (see the remainder of this post)
- Listing of the R&D Specialist Duty Officers (see
post #2)
- Listing of mods for craftable gear (see
post #3)
- Background information on Upgrading Gear (see
post #4)
- Crafting Superior Technology Upgrades with cost listing (see
post #5)
- Acquiring Crafting Materials (see
post #6)
- Listing of the Crafting Traits (see
post #8)
- Predetermined Modifiers for Reputation, mission reward and special gear at Ultra Rare (see
post #19)
- An example of upgrading a piece of gear (see
post #20)
- Table of Critical Chance for crafting components (see
post# 44)
=======================================================================
** General Background Information **Emergency R&D Holograms
Cryptic generously gifted everyone a DO pack of common (and traitless)
Emergency R&D Holograms and didn't tell people why or how to use them. If you had enough roster space, they would appear in your roster. If you did not, they got packaged up and placed in your inventory. If you had maxed out your crafting prior to the revamp, you would also get a Rare Research Lab Scientist named Gumarre. These Emergency R&D Holograms were only ever meant to jumpstart your R&D experience if you did not have any appropriate DOs (Researchers, Fabricators). Everyone will end up deleting these Common Emergency R&D Holograms or sacrificing them to Officer Exchange Program missions.
What can you craft in each school?
As you level up a R&D school, new projects will become available. If you want to see everything that a school provides do the following.
1.) Open your R&D Crafting dialog.
2.) Click the button for your desired school on the left.
3.) On the upper right side of the dialog, click the Filter button.
4.) In that dropdown, click the Show All option.
What is the best way to level a R&D school?
Patience. Patience and running the 20 hour research project (minimum of 6000 XP) every day. If you get a critical result on the 20hr research project, you will get an additional 1000 xp. The 20hr research project requires a Research Lab Scientist, so getting a few Very Rare will help accelerate the process. If you have a Rank 3 Spire, you can purchase two VR RLSs for 125,000 Fleet Credits. You can also purchase RLSs from your Duty Officer Store at the Academy depending on your commendation ranks. Actually crafting items to raise your level is a waste of your time and resources. There is a slight exception to that rule. If there is a crafting bonus event, you get an additional 50% crafting experience.
Special R&D Duty Officers
When you level a R&D school to 15 special projects unlock. Those special projects (Omni Beam, Aegis, TR-116b, etc) require an
extremely specialized Duty Officer to even start the project. These special DOs do not have any unique traits to make them easily identifiable. You must right click on them in order to see the special ability in the DO bio. It will have a separate entry for "R&D School: BLANK". Where BLANK is one of the schools. You can get the Very Rares from the Xindi Lockbox (or exchange). You can get the Commons from the "Requisition R&D Assistance" duty officer mission (or exchange), but it does not reward a DO all of the time and it is generated randomly when it does. (take a look at post #2 for more detail)
Crafting Materials
There are many sources for obtaining crafting materials. Most of the time you will get crafting materials for doing what you regularly do in game with no extra effort. With the exception of Very Rare & Ultra Rare materials, you cannot farm anything for a specific material as they are all randomly generated. Successfully completing any Advanced or Elite PvE queue rewards a specific R&D crafting material box that is guaranteed to provide a very rare material. If you look at the PvE queue mission description it will tell you in
bright yellow bolded lettering which very rare material you will obtain. The Advanced box will guarantee that you get one very rare. The Elite box will guarantee that you get three of the very rare. The boxes can crit and yield more.
During Bonus R&D weekends any R&D reward boxes you open will yield a secondary bonus R&D box. Those bonus R&D boxes yield common, uncommon, rare and very rare crafting materials. They also have a chance to reward a Catalyst. So if you can stockpile those boxes it is worth it to do so.
(see post #6 for more detail on crafting materials)
Gear MODS
Cryptic still hasn't provided a
[mod] info dump / primer.
There is a lot of information on item mods. When and where mods appear is outlined below in post #3.
Upgrading Gear
In most cases, the first priority will be to upgrade your weapons. It is worthwhile to preview your equipment in the Upgrade dialog, but there can be a severe caveat as some items can get automatically converted and end up losing information or stats. Search through the Bug Report forum or just try things out on Tribble in a dry run. If you have set gear, it is important that if you preview or upgrade one piece you will have to do the same with the other piece(s) in order to get the bonus abilities to activate. Things like Deflectors or Engines can take a lower priority as the overall benefit to raising the Mk value might not be as beneficial. Some stats like bonus power or [S->W] do not scale up as you upgrade.
This is also a good time to evaluate what weapons you want to take forward. It will be less likely that you will change your weapons like you used to due to the upgrading slog to Mk XIV. It is worth it to find a weapon system you like, then find the exact configuration of mods you prefer before you attempt any upgrading at all. The majority of all reputation weapons start at Mk XII. It is even worth it to buy weapons from the exchange at Mk X or XI if they have the mod configuration you like. You can also just craft Mk II weapons to go hunting for the mod configurations you like. This has a couple side benefits: crafting Mk II weapons uses only common materials, you won't have to pay through the nose on the exchange and you have the optimal opportunity to get to Ultra Rare or possibly Epic with just a little more upgrading resources (relatively).
It should be noted that it is beneficial to raise all of your weapons to Mk XIV before trying to push to UR or Epic. Weapons in the Mk XIII & XIV ranges just got a bump in base damage, see
Geko's post and explanation.
The full rundown on upgrading gear is in post #4 below.
If you are interested in the crit chance for crafting Components, see
post #44.
Comments
There are currently three options for acquiring R&D Specialist Duty Officers in order to run the special level 15 crafting projects. The first option is to run the Request R&D Assistance mission to maybe get a common doff. The second option is to get a very rare doff from the Xindi Lockbox (aka, the exchange). The third option is to get a very rare doff from the Vaadwaur Lockbox.
REQUEST R&D ASSISTANCE
The "Request R&D Assistance" mission requires 1000 dilithium, takes 48 hours to run and has a 48 hour cooldown. The Personnel Officer at the Academy offers this mission (Submit Request for Personnel >> Request R&D Assistance). If you are Romulan, you can double dip and run a duplicate version of this mission from the DO console at the Romulan Command Center.
These are the Common duty officers that you can get from the "Requisition R&D Assistance" duty officer mission. That duty officer mission can also reward a Rare Research Lab Scientist named Gumarre (R&D School : Aegis) that can be used to craft all of the Aegis items.
FED R&D Specialists with the R&D School special ability:
========================================
>> BEAM WEAPONS <<
Doptid (Energy Weapons Officer)
Ririna Tenksi (Energy Weapons Officer)
>> CANNON WEAPONS <<
Derroti Ohnorso (Technician)
Sul Ivandi (Technician)
>> ENGINEERING <<
Goyazig (Warp Theorist)
Mariah Allison Gardner (Warp Theorist)
Niabroi (Warp Core Engineer)
Zorin (Warp Core Engineer)
Hesla Zyhrill (Security Officer)
S'Ral (Security Officer)
Korgitta (Damage Control Engineer)
Seyituul (Damage Control Engineer)
>> GROUND EQUIPMENT <<
Hinni (Assault Squad Officer)
Zissiox (Assault Squad Officer) - This DO does not have a R&D School special ability, but it is believed that it should be Ground if it ever gets fixed.
>> PROJECTILE <<
Quolatha (Armory Officer)
Rruhoam (Armory Officer)
T'Vaas (Projectile Weapons Officer)
Mycroft Bert Swanson (Projectile Weapons Officer)
>> SCIENCE <<
Cogiiesawi (Research Lab Scientist)
Noom (Research Lab Scientist)
Molam Thyzra (Deflector Officer)
Zursalla (Deflector Officer)
>> SHIELDS <<
Tuwwirrma (Shield Distribution Officer)
Ordo Bramehlo (Shield Distribution Officer)
Someia (Systems Engineer)
Jochurr (Systems Engineer)
KDF R&D Specialists with the R&D School special ability:
========================================
>> BEAM WEAPONS <<
Coadia (Energy Weapons Officer)
Girnar (Energy Weapons Officer)
>> CANNON WEAPONS <<
Zuuwub (Technician)
Liunn (Technician)
>> ENGINEERING <<
Darret (Warp Core Engineer)
Desel (Warp Core Engineer)
Wummoki (Damage Control Engineer)
Revilae (Damage Control Engineer)
Ssulhai (Security Officer)
Noronvo (Security Officer)
Murvein (Warp Theorist)
Girrossh (Warp Theorist)
>> GROUND EQUIPMENT <<
Kuristalla (Assault Squad Officer)
Kraang (Assault Squad Officer)
>> PROJECTILE <<
Magrio (Projectile Weapons Officer)
H'ssash (Projectile Weapons Officer)
Blutoppo (Armory Officer)
Shirrathra (Armory Officer)
>> SCIENCE <<
Mrr'asho (Research Lab Scientist)
Rualla (Research Lab Scientist)
Jolet (Deflector Officer)
K'Murrti (Deflector Officer)
>> SHIELDS <<
Juniti (Systems Engineer)
Komostok (Systems Engineer)
Silinas (Shield Distribution Officer)
Mul (Shield Distribution Officer)
LOCKBOX MADNESS
Xindi Lockbox
These are the Very Rare duty officers that you can get from the Xindi Lockbox (forum post with the expanded information). There is also an Aegis DO (Prof. Jefferson Hawk) found in the Xindi Lockbox, but it binds on pickup.
Vaadwaur Lockbox
The Vaadwaur Lockbox can give you a Kobali Engineering Corps Veteran Duty Officer Pack. That pack gives you three random very rare duty officers with R&D School special abilities.
-Take a look at daBelgrave's google doc listing of all the very rare doffs.
FED R&D Specialists with the R&D School special ability:
========================================
>> BEAM WEAPONS <<
Drolid (Energy Weapons Officer)
>> CANNON WEAPONS <<
Mizuab (Technician)
>> ENGINEERING <<
Rilromma (Systems Engineer)
Phetixa (Research lab Scientist)
>> GROUND EQUIPMENT <<
Soreb (Assault Squad Officer)
>> PROJECTILE <<
Kimo (Fabrication Engineer)
>> SCIENCE <<
Amsoti (Matter-Antimatter Specialist)
>> SHIELDS <<
Mokimro (Shield Distribution Officer)
KDF R&D Specialists with the R&D School special ability:
========================================
>> BEAM WEAPONS <<
Doimma (Energy Weapons Officer)
>> CANNON WEAPONS <<
Ainsuri (Technician)
>> ENGINEERING <<
Kolrimm (Systems Engineer)
Zumamt (Research Lab Scientist)
>> GROUND EQUIPMENT <<
Zuain (Assault Squad Officer)
>> PROJECTILE <<
Rommarol (Fabrication Engineer)
>> SCIENCE <<
Ixmuat (Matter-Antimatter Specialist)
>> SHIELDS <<
Kimdomma (Shield Distribution Officer)
Item mods, ugh. This will take a while to fill out, still a work in progress.
Generally speaking, items have three (sometimes four) pools of modifiers to draw on as they advance in quality. A Generic Pool, an Alternate Pool, a Special Pool and an Epic Pool. The Generic Pool contains basic modifiers for the item class that support the general function of the item. The Alternate Pool contains generic style mods that can only appear once per item. The Special Pool contains interesting modifiers that can augment usage (they also include PvP mods). The Epic Pool contains one mod that doubles the effectiveness of what you would see in a single mod.
The Generic Pool of mods can appear at any and all stages of quality from Uncommon to Ultra Rare. A mod from the Special Pool can only appear once for an item and can only appear from Rare to Ultra Rare. If a Special mod appears, no other Special mod can appear for that item (including duplicates). The Epic mod can only appear at Epic quality.
Note: Existing modifiers on an item do NOT get re-rolled when upgrading. The Upgrade UI understands that a modifier will get added, but it will not predict it (even if the modifier is fixed). Thus you will see a [????]x4 or whatever.
Note: The Special Pool of mods can only appear on crafted gear.
Note: The Special Pool of mods can only appear on gear when it is crafted. They will not appear once you start upgrading it.
Note: Set Reputation Gear does not get a random modifier; instead, the mod gained is always the same for a specific item. (see post #19)
>> BEAM WEAPONS <<
All Beams
* Generic Pool - [Acc] [CrtD] [CrtH] [Dmg]
* Special Pool - [Snare] [Thrust] [Pen] [PvP Dmg] [PvP Res] [Over]
* Epic - [Ac/Dm] (Accuracy & Damage)
Note: The [Over] mod gives a 2.5% chance to trigger a Beam Overload.
>> CANNON WEAPONS <<
All Cannons
* Generic Pool - [Acc] [CrtD] [CrtH] [Dmg]
* Special Pool - [Snare] [Thrust] [Pen] [PvP Dmg] [PvP Res] [Rapid]
* Epic - [Ac/Dm] (Accuracy & Damage)
Note: The [Rapid] mod has a (2.5% iirc) chance to trigger rapid fire for all cannons.
>> ENGINEERING <<
Impulse Engines
* Generic Pool - [Aux] [Full] [Spd] [Turn]
* Special Pool - [PvP Dmg] [PvP Res] [Damp]
* Epic - [Drv2] (20 Driver Coil)
Note: The [Damp] mod adds 20 Driver Coil.
Personal Armor
* Generic Pool - [Dis] [HP] [HPP] [Phys] [Pha] [PhaDis] [RegHP] [RegSH] (there are a bunch more to list)
* Special Pool - [PvP Dmg] [PvP Res] (not really sure what if any fall into this category)
* Epic - [HP/Res] (bonus hit points and resist to all damage)
Warp Core
* Generic Pool - [Coi] [Bat]
* Alternate Pool POWERDOUBLEDIP - [A->E] [A->S] [A->W] [E->A] [E->S] [E->W] [S->A] [S->E] [S->W] [W->A] [W->E] [W->S]
* Alternate Pool BATTERYCAPACITOR - [ACap] [ECap] [SCap] [WCap]
* Alternate Pool TRANSIT- [SSR] [SSS] [SST] [Trans]
* Epic - [W->S] (7.5% Weapon Power to Shield Power)
Singularity Core
* Generic Pool - [GG] [PG]
* Alternate Pool SINGPOWER - [SingA] [SingC] [SingS]
* Alternate Pool SINGFUNC - [WAVE] [SHAD(sp)] [OLOAD] [JUMP(?)]
* Alternate Pool BATTERYCAPACITOR - [ACap] [ECap] [SCap] [WCap]
* Alternate Pool TRANSIT - [SSR] [SSS] [SST]
*Epic - [W->S] (7.5% Weapon Power to Shield Power)
>> GROUND EQUIPMENT <<
All Personal Weapons
* Generic Pool - [CritD] [CrtH] [Dmg]
* Alternate Pool - [KB#] [DoT#]
* Special Pool - [PvP Dmg] [PvP Res] [Run]
* Epic - [Dm/CrH] (damage & crit chance)
Note: CritX can appear, but possibly only for special (reputation / lobi) weapons
Note: ShPen can appear, but only on specific weapon(s)
Note: The [Run] mod grants +15% run speed while the weapon is equipped. (release notes)
>> PROJECTILE <<
Torpedoes
* Generic Pool - [Acc] [CrtD] [CrtH] [Dmg]
* Special Pool - [Snare] [Thrust] [Pen] [PvP Dmg] [PvP Res] [Spr]
* Epic - [Ac/Dm] need to verify
Note: The [Spr] mod has a 7.5% chance to trigger a torpedo spread.
Mines
* Generic Pool - [CrtD] [CrtH] [Dmg]
* Special Pool - [Snare] [Thrust] [Pen] [PvP Dmg] [PvP Res] [Radius] (Radius appears on reputation gear, need confirmation that it can be crafted)
* Epic - [Ac/Dm] (Accuracy & Damage) (Accuracy has no meaning for Mines, this is a wasted mod )
>> SCIENCE <<
Deflectors
* Generic Pool - [Em] [FlwC] [Gra] [InC] [PrtG] [Sen] [ShdS] [Stl] [SubD]
* Special Pool - [PvP Dmg] [PvP Res] [CdrD] [CdrS]
* Epic - [SS/SI] (10 Shield System & 10 Structural Integrity)
Note: The [CdrD] mod provides a 10% cooldown for Science Exotic Damage powers.
Note: The [CdrS] mod provides a 10% cooldown for Science Support powers.
Secondary Deflectors
* Generic Pool - [Em] [FlwC] [PrtG] [Sen]
* Special Pool - [+Chance] [-Recharge] [SA -Def] [SA +Dmg]
* Alternate Pool - [Em] [FlwC] [PrtG] [Sen] [Ins] [InC] [Gra] [ShdS] [SIF] [Stl]
* Epic - [PG/SE] (2/3rds strength modifier for Particle Gen & Shield Emitter)
Note:
>> SHIELDS <<
Personal Shields
* Generic Pool - [Cap] [Reg] [Ap] [Dis] [Pha] [Pla] [Pol] [Tet]
* Special Pool - ?
* Alternate Pool - [Ene] [Rev] [PBDmg] [PBKB]
* Epic - [Cap2] (Shield Strength)
Ship Shields
* Generic Pool -
* Special Pool - [AMP] [Heal]
* Epic - [Cp/Rg] (Shield Strength & Regen)
Note: Shields are hosed right now. Modifiers from the Engine Generic Pool can end up here.
Note: The [AMP] mod increases healing received.
Note: The [Heal] mod increases your healing output by 5% (iirc).
Further explanation of some mods common to multiple items.
Note: The [Snare] mod on HIT reduces foe Speed and Turn Rate by 5% (duration?)
Note: The [Thrust] mod when FIRING increases your Speed and Turn Rate by 5% (duration == weapon firing cycle)
Note: The [Pen] mod makes all attacks by this weapon ignore 10 Armor Rating
Note: The [PvP Dmg] mod adds 3 bonus damage vs Other Players (global or per weapon?)
Note: The [PvP Res] mod adds 8 bonus Resistance Rating vs Other Players
The first thing you should do when upgrading your gear is to take a look at the overall investment to upgrade to Mk XIV. Refer to Mighty_BoB_cnc's spreadsheet (https://docs.google.com/spreadsheets/d/1nhc_Zu9vG5BRqJuuIQP25kJ-jE5fCwlyrwk_rP0PsTA/edit?pli=1#gid=994290326) for tech upgrade requirements. You will find how many Technology Points it takes to upgrade any item to any Mark. And the required TP varies based on item class and quality. This should give you a rough idea of what lies ahead for you.
Another aspect to consider is what statistics on a given piece of equipment actually improves when it increases in Mark value. Make sure you preview the item in the Upgrade window. Some items like a Warp Core can have only one or two statistics negligibly change when the Mark increases, so weigh that against what you would have to invest to accomplish that. Unfortunately (in most cases), you cannot know what Modifier will appear on an item when the quality improves. That is why the Upgrade window will display something like "[mod]x4??". In the case where the quality changes from Ultra Rare to Epic, the modifiers are known (refer to the mod list in #3 above).
Upgrading Infinity gear to Mk XII is not guaranteed. Some Infinity gear cannot be upgraded (Dyson episode reward EV suits to name one).
An alternate (after evaluating your gear) is to start from scratch to get what you want. You will have to invest in roughly a half dozen more Superior Upgrades, but you can potentially 'start' at Mk XII ultra rare (comparatively this is a lot less expensive than the norm if you plan to go to Epic). Refer to the link for more in depth information (I may rehash it here later on).
What exactly does it mean to upgrade the Mark value (rank)?
Each piece of gear has a job that it is designed to perform. The job of an Impulse Engine is to provide impulse speed, turn rate and a top end for full impulse. The job of a Disruptor Cannon is to do deal X damage. Each time a piece of gear upgrades in Mark value it performs its job better by an incremental amount. That incremental amount is a percentage of the baseline value (Mark I at common quality).
In the Disruptor Cannon example, the weapon has a baseline damage of X at Mark I (common). Upgrading it to Mark II would have it deal X + Y damage (where Y is a fixed value, small when compared to X). Upgrading to Mark II would have it deal X + 2Y damage (and so on). The incremental improvement model for space weapons deviates from the plan once you move past Mark XII (refer to Geko's post link).
In the Impulse Engine example, the engine has a baseline value for impulse speed, full impulse and turn rate. Upgrading it however only increases impulse speed and full impulse values by an incremental amount. Each upgrade in Mark rank will continue to incrementally improve those stats.
What does it mean to upgrade Quality?
An upgrade in quality (Common -> Uncommon -> Rare -> Very Rare -> Ultra Rare -> Epic) can have one of two effects on an item. In the majority of cases, it adds a Modifier to the weapon that augments the performance of the item (making it more effective in its job or adds a capability). In a few cases like Consoles, an upgrade it quality just bumps the baseline stats by an incremental amount (much like an upgrade in Mark).
Let's start with a Weapon example. Our common quality Mk IV Disruptor Cannon gets upgraded to Mk V and in the process increases quality to Uncommon. The quality bump means it gains a modifier, let's say it gets an [Acc] mod. The function of the [Acc] mod is to make that specific weapon more accurate (+10% accuracy), thus making it more effective. Each time this weapon increases in quality it will gain another modifier.
Consoles work a little differently since they do not get modifiers as they increase in quality. They get a measured increase in effectiveness when they increase rank (Mark value) and they get the same measured increase in effectiveness when they increase quality. Let's take a look at a common Disruptor Induction Coil Mk II. In that state, the console gives +5.6% disruptor damage. When you upgrade it to an Uncommon Mk III, it would give +9.4% disruptor damage. You get the +1.9% for the increase in rank and +1.9% for the increase in quality giving 5.6 + 1.9 + 1.9 = 9.4% disruptor damage. Each increase in quality makes the console act as if it were operating at one higher Mk.
Epic quality is a slightly different situation compared to what you have seen up to this point. The modifiers at Epic are predetermined per item class. Refer to post #4 above. All Beam Weapons will get [Ac/Dm] at epic. Those epic modifiers are special because they act like two modifiers at the same time. An [Acc] modifier gives +10% Accuracy. A [Dmg] modifier gives +X% base damage. A [Ac/Dm] modifier gives both +10% Accuracy and +X% base damage.
Consoles continue to follow the quality pattern into Epic (no new special weirdness, just a standard statistical bump).
Technology Upgrades, getting from here to there
Each Technology Upgrade provides two things, Technology Points (TP) to increase rank (Mk value) and Research Points (RP) to provide a chance at increasing rarity. All gear requires a fixed amount of TP to be accrued before sending it off to cook, and that amount increases based on rank, quality and type of item (refer to Mighty_BoB_cnc's sheet). For the sake of comparison, a Very Rare Mk X console only requires 12,480 TP in order to start cooking it to Mk XI. While a Very Rare Mk X space weapon requires 38,400 TP to start cooking it to Mk XI. The chance at a rarity increase is a fixed baseline percentage determined by current quality level (we will get into that later).
The system does not care how you accrue the TP start the cooking process. As long as you reach the 100% TP mark for that rank, you are good to go. However, the system is not designed to work in your favor (in terms of dilithium). Let's take a look at the cost & benefit of each Technology Upgrade class.
Upgrade type . . . . (TP) . . . (RP) . . . . . (dilithium cost to apply)
Basic . . . . . . : 2,000 TP, standard RP, 700 dilithium
Improved . . . : 5,000 TP, standard RP, 950 dilithium
Superior . . . . : 12,800 TP, standard RP, 1075 dilithium
Experimental . : 12,800 TP, double RP, 1885 dilithium
Why Superior Upgrades are the only real long term solution.
If you are using a Basic, Improved or Superior Upgrade, the chance at an increase in rarity is the same. However, your dilithium investment will not be the same. In the VR Mk X console example above you only need 12,480 TP to start cooking it to Mk XI. You can cover those TPs with a single Superior Upgrade (costing you only 1075 dilithium). If you used Basic Upgrades, you would need seven of them to produce 14,000 TP (and costing you 4,900 dilithium). You will never be in such a rush that you have to use anything less than a Superior Upgrade.
RARITY and how to break the bank
The opportunity at an increase in rarity has a baseline percentage chance at each quality breakpoint (refer to Mighty_BoB_cnc's sheet). Each time you increase rarity the next chance becomes twice as difficult.
Breakpoint . . . . : Percentage
Common -> Unc : 40%
Unc -> Rare . . . : 20%
Rare -> Very R . : 10%
VR -> Ultra Rare : 5%
UR -> Epic . . . . : 2.5%
Each time you apply an upgrade to an item you are filling a TP bucket and a RP bucket. The RP bucket is four times as large as the TP bucket. The Upgrade interface only cares about the TP bucket being filled (to trigger the cooking process). Each time you fill the TP upgrade bar to 100% you get to cook the item to the next rank. At that time (TP bucket filled), the contents of the RP bucket are compared to the TP bucket. If it is larger, the chance at a rarity bump gets scaled up to match that ratio.
After an item advances in rank to Mk XIV, the upgrading process behaves a little differently. The chance at a rarity bump carries over to the next attempt. Conceptually this is what happens: The RP bucket becomes infinitely larger and does not empty after each cooking attempt. The TP bucket gets emptied after each cooking attempt.
Example: You have a Very Rare Mk X Torpedo Launcher. It takes 38,400 TP to start the cooking process. For the sake of simplicity, let's say that the TP & RP buckets are completely empty.
You apply a Superior Projectile Weapon Upgrade, thus pouring 12,800 points into both the TP & RP buckets.
You apply an Experimental Upgrade (double quality), pouring 12,800 points into the TP bucket (25,600 total) and 25,600 points into the RP bucket (38,400 total).
You apply a Superior Projectile Weapon Upgrade, thus pouring 12,800 points into each bucket. The TP bucket has 38,400 points and the RP bucket has 51,200 points. Now this conveniently is exactly enough to fill the TP bucket with no excess. If there was any excess TP, it would be set aside along with the same proportion of RP to be applied to the next upgrade opportunity. Now the RP bucket is (51200/38400) 1.33 times larger than the TP bucket. So the chance at a rarity bump will be 1.33 times larger than the baseline percentage for that breakpoint (VR -> UR is 5%). So the resultant percentage will be 6.67%.
Accelerators (tech and quality)
There are two types of accelerators, Technology (increases TP) and Research (increases RP). Each of those types has two degrees of boost, 1.5x and 2x. When you apply an upgrade to an item you have an opportunity to also apply an accelerator (boost) to the upgrade to tweak its performance. The accelerators get consumed at a 1:1 ratio with upgrades. It should be made clear that these accelerators affect only one points pool, TP or RP, not both.
The Technology Boosts (Technology Boost (1.5x technology points) & Technology Boost (2x technology points)) are easy to explain. A 1.5x Tech Boost will generate 50% more TP. An unmodified Superior Upgrade produces 12,800 TP. If you applied a 1.5x Tech Boost it would produce 19,200 TP. The 2x follows the same pattern (double).
The Research Boosts function in the exact same way. They boost what the upgrade produces by 1.5x or 2x. There is however an Experimental Upgrade that produces double the baseline RP (12,800 TP & 25,600 RP). If you apply a Research Boost, you will greatly increase the produced RP. A 2x Research Boost applied to an Experimental Upgrade would generate 12,800 TP and 51,200 RP.
Why Epic should be a longer term goal
This should be clear by now if you have read everything up to this point. As you have seen, the chance at bumping rarity to Epic is 2.5%. As the item increases in rank, the RP Pool gets emptied, so you would have to spend a lot of resources to stretch a chance up to 10% only to have to start back at 0% if it failed. In a few cases (consoles) it can be worth the gamble as you push to Mk XIV. The other thing to consider is what achieving Epic will gain you for the investment. If you luck out and hit Epic as you are ranking up, great. Otherwise, at Mk XIV you are looking at a significant investment for potentially no benefit if it fails to bump.
Note: Set Bonuses are static and do not increase when items are upgraded
First off, crafting Components can be a bit tedious. After you select the Component you want to craft, you can click on the item icon in the upper left corner of the dialog to make a slider appear. You can then choose to craft a batch of 1 to 5 of the Component using a single R&D slot. It will consume the appropriate amount of materials and take the appropriate amount of time based on the multiplier. When crafting Components, if you CRIT it will produce three times the expected amount for the batch. So if you craft one and it crits you get three. If you craft a batch of five and it crits you get fifteen. If you are light on mats, stick to crafting singles. If you don't care, do up them batches of five.
By the time you can craft Superior Upgrades (level 15), your crit chance will be somewhere around 70%. If you do crit on crafting an Upgrade it will yield two of that Upgrade. That is why it is important for you to have at least one (five is handy) Very Rare Research Lab Scientist.
Crafting Components for Superior Upgrades (they all cost 15,000 EC too)
Beam : Radiogenic Particle, Firing Sequencer, Power Surge Regulator
Cannon : Craylon Gas, Firing Sequencer, Plasma Compressor
Engineering : Trellium-K, Rerouting Lattice, Ejection System
Ground : Plekton, Micro Power Cell, Handheld Calibration Control
Projectile : Argonite Gas, Pressurization Chamber, Ejection System
Science : Dentarium, Pressurization Chamber, Quantum Field Focus
Shields : Argonite Gas, Rerouting Lattice, Plasma Compressor
Crafting Material breakdown for Superior Upgrades
Beam : Radiogenic Particle, 4 Rubidium, 2 Z-Particle, 2 Beta-Tachyon
Cannon : Craylon Gas, Rubidium, 5 Z-Particle, 2 Beta-Tachyon
Engineering : Trellium-K, 2 Rubidium, Z-Particle, 3 Beta-Tachyon, 2 Tetrazine
Ground : Plekton, 4 Z-Particle, 2 Beta-Tachyon, 2 Tetrazine
Projectile : Argonite Gas, 2 Rubidium, Z-Particle, 3 Beta-Tachyon, 2 Tetrazine
Science : Dentarium, 3 Rubidium, Z-Particle, 4 Tetrazine
Shields : Argonite Gas, 4 Z-Particle, 2 Beta-Tachyon, 2 Tetrazine
Legacy Crafting Material Conversion
If you have old crafting materials sitting around (gathered prior to the crafting system change in July 2014), you can convert them to new materials. The materials need to be in your Inventory in order to access the Material Conversion dialog. You have two options to make the dialog appear: Double click the trace/scan. Or open the Available skills dialog and place the Open Material Conversion Store button on your tray. Once you get the dialog open, you will only be able to convert materials located in your Inventory or Bank. You will not be able to convert items located in the Account Bank or the Fleet Bank. When you do convert, the resultant material is completely random and the source material has no bearing on the end product.
Duty Officer missions
The best way for any character (including alts) to supplement their crafting material gathering is to run a specific class of Duty Officer missions. Travel to Sector Space (normal sector, Allied Sphere, Delta Quadrant sector) and open the duty officer dialog. On the Assignments tab, goto the Current Map. In the Science and Exploration sections, look for the assignments that have 'Special Items' listed under the assignment results. Running those assignments will generate crafting materials (you can get rares on crits).
Also, it was previously mentioned that you can run Request R&D Assistance. The "Request R&D Assistance" assignment requires 1000 dilithium, takes 48 hours to run and has a 48 hour cooldown. The Personnel Officer at the Academy offers this mission (Submit Request for Personnel >> Request R&D Assistance). This assignment can reward crafting materials (common through very rare), crafting components (common through very rare) and R&D School duty officers.
Scanning
When you are inside instanced areas, use your scan. Daily mission maps, episode maps, etc. You will primarily find common and uncommon materials, but it is possible to find a rare.
C-store
You can buy a Research and Development Pack from the C-Store if you are super impatient.
Catalysts
You can find Catalysts in two places, in Research and Development Packs from the C-Store and during R&D bonus weekends they can appear in R&D reward boxes from running queues.
Complete a Queue Run
Run queued PvE missions to get R&D reward boxes. There are some easy/quick missions (Undine Infiltration or Nukara Transdimensional Tactics) if all you care about is Salvage. All Rewards boxes have a chance to crit when opened (not sure on the percentage, but it is low). When it crits it bumps the rarity of the item stack. That is why you will sometimes see a stack of 10 Very Rare materials in an Elite Reward box (the rare stack crit and gets merged with the very rare 7+3).
This is the outline of what you can expect to see in the queue reward boxes (non-crit):
Normal Queue R&D Material Reward Package
> 10 Common material
> 7 Uncommon material
> 3 Rare material
Advanced Queue R&D Material Reward Package
> 6 Common material
> 6 Common material
> 7 Uncommon material
> 5 Rare material
> 1 Very Rare material
Elite Queue R&D Material Reward Package
> 10 Uncommon material
> 7 Rare material
> 3 Very Rare material
> 10 Common material
> 1 Salvaged technology
During R&D Bonus weekends each reward package includes an additional package of equivalent quality. Ignore the mouse over text, it is completely wrong. Right click on it and look at the Info. All materials are randomly generated.
Normal Queue R&D Material Weekend Event Bonus Package
> ?
Advanced Queue R&D Material Weekend Event Bonus Package
> 3 Common material (can crit up to Very Rare)
> 2 Uncommon material (can crit up to Very Rare)
> 2 Common material
> 1 Rare material (can crit to Very Rare)
Elite Queue R&D Material Weekend Event Bonus Package
> 3 Common material
> 3 Uncommon material (can crit up to Very Rare)
> 2 Rare material (can crit up to Very Rare)
> 1 Very Rare material
Just a thought.
Generator
I'm sure your DPS is great, but as Kahless said, "a petaQ with high system mastery is still a petaQ." (Well, he should have said it...!)
When you advance to level 15 in a school, you unlock a Personal Trait for your character. These are the traits.
>> BEAM WEAPONS <<
Beam Barrage -> Gain Beam Barrage when activating Beam skills
(to self: +2% All Damage for 20 sec)
>> CANNON WEAPONS <<
Deft Cannoneer -> Gain Turn Rate and Inertia when activating Cannon skills
(to self: +0.1 Flight Friction for 20 sec)
(to self: +0.1 Inertia for 20 sec)
(to self: +1 Flight Turn Rate for 20 sec)
>> ENGINEERING <<
Give Your All -> Activating Engineering Bridge Officer abilities will grant you additional damage reduction for a short time
(reduce incoming damage by 20% for 3 sec)
>> GROUND EQUIPMENT <<
Penetrating Rounds (ground trait) -> Your weapons ignore 10 Damage Resistance
(to target: -10 All Damage Resistance Rating)
>> PROJECTILE <<
Kinetic Precision -> Bonus Shield Penetration for Projectiles
(to target: +10% Shield Bleedthrough)
>> SCIENCE <<
Particle Manipulator -> Gain 25% of your Particle Generators skill as Crit Chance on Exotic Damage
(Whatever your PartGen skill is, quarter it and that is your bonus crit chance for abilities that employ Exotic Damage)
>> SHIELDS <<
Inelastic Collisions -> Shield Heals provide brief massive spike in Shield Resist
(reduces the damage taken by targets whose shields you heal by 99% for 1.5 sec)
==================================
done, see post #5
what these mods do ?
oh and Zissiox is apparently supposed to have an R&D school even though he doesn't look like he has one. I persoanlly can't test whether it's actually there or not.
My character Tsin'xing
When those mods appear on items for which they weren't designed, do they work? Like, IIRC Thrust wasn't supposed to show on beam weapons, but I know I've crafted arrays with that mod. Will it actually make my ship faster?
Thanks,
Generator
I'm sure your DPS is great, but as Kahless said, "a petaQ with high system mastery is still a petaQ." (Well, he should have said it...!)
[Snare] - Reduces the Speed and Turn Rate of your Target (by 5%)
[Thrust] - Improves your Speed and Turn-rate - only during your Weapons firing cycle by 5%
==> This effects are guaranteed
==> MAYBE !! i am not really sure, but i think thrust effect stacks (not portrait)
==> 5% is not really worth it, we are talking about 0.1 Turn rate an +1 to +2 Speed
[Pen] - EVERY attack with a the PEN Weapon ignores 10 Damage Resistens - guaranteed
[Over] - 2,5 % on a "Beam Overload" [100% Critical hit]
[PvP Res] = +9 Damage Resistens vs. Player ---> can also be on Deflector / Shield / Engine
==> up to 8 Weapons + 1 Deflector + 1 shield + Eniges = if it stacks + 99 Damage Resistens vs. Player
in addition to your Enginieering Consoles - but you have to sacrifice A LOT
[PvP DMG] - the Cryptic Joke = +3 Damage vs. Player .... even if you would stack it ... "FaceWall"
["Hold still you 80.000 Hull strength carrier i come and get with that wooden stick i put on my Space Weapon"]
E'Mc2 : Science Reman torp T'Varo, deadly annoyance :P
Kunmal: Tactical fed Klingon, ground specialist, USS Kanewaga
Ka -tet Tier 5 fleet fully completed Starbase and fleet property
Not much, though Pen is supposed to be decent for pvp.
--> To acquire and upgrade bigger weapons
in progress
will have to work on compiling a list, this thread is a good start and look at this sheet
-Official New Upgrade System feedback thread
- reddit: minimal listing of fixed upgrades
>> SPACE GEAR <<
The Item . . . . . . . . . . . . . . . . . . . . . . . . . Modifier at Ultra Rare
- OMEGA Reputation
Adapted K.H.G. Graviton Deflector Array . . . .[PartG]
Adapted K.H.G. Impulse Engines . . . . . . . . . [Turn]
Adapted K.H.G. Resilient Shield Array . . . . . . [Reg]
Adapted M.A.C.O. Positron Deflector Array . . [Inert]
Adapted M.A.C.O. Combat Impulse Engines . .[Drv]
Adapted M.A.C.O. Covariant Shield Array . . . . ?
Assimilated Deflector Array . . . . . . . . . . . . . .[Threat]
Assimilated Subtranswarp Engine . . . . . . . . . [Aux]
Assimilated Regenerative Shield Array . . . . . . [Rad]
Klingon Honor Guard Positron Deflector Array . [Inert]
Klingon Honor Guard Impulse Engines . . . . . . [Drv]
Klingon Honor Guard Covariant Shield Array . . [Ap]
M.A.C.O. Graviton Deflector Array . . . . . . . . . [PartG]
M.A.C.O. Impulse Engines . . . . . . . . . . . . . . . [Turn]
M.A.C.O. Resilient Shield Array . . . . . . . . . . . .[Reg]
Omega Force Tachyon Deflector Array . . . . . . [Ins]
Omega Force Hyper-Impulse Engines . . . . . . . [Spd]
Omega Force Shield Array . . . . . . . . . . . . . . . [Reg]
Kinetic Cutting Beam . . . . . . . . . . . . . . . . . . . [Dmg]
Omega Plasma Torpedo Launcher . . . . . . . . . .[CrtD]
- New Romulus Reputation
Reman Advanced Prototype Deflector Dish . . . . . . [SiF]
Reman Advanced Prototype Impulse Engines . . . . [Turn]
Reman Advanced Prototype Covariant Shield Array [Pla]
Romulan Prototype Deflector Dish . . . . . . . . . . . .[SiF]
Romulan Prototype Impulse Engines . . . . . . . . . . [Turn]
Romulan Prototype Covariant Shield Array . . . . . . [Reg]
Romulan Hyper-Plasma Torpedo Launcher . . . . . . [Dmg]
Experimental Romulan Plasma Beam Array . . . . . . [CrtH]
- Nukara Strikeforce Reputation
Nukara Deflector Array . . . . . . . . . . . . . . . . . [Inert]
Nukara Impulse Engines . . . . . . . . . . . . . . . . [Turn]
Nukara Crystalline Resilient Shields . . . . . . . . .[Reg]
Nukara Web Mine Launcher . . . . . . . . . . . . . . [CrtH]
Hyper Dual-Refracting Tetryon Beam Bank . . . [Dmg]
- Dyson Joint Command Reputation
Dyson Deflector Array . . . . . . . [SciCdr] (Decrease Science ability cooldown 10%)
Dyson Combat Engines . . . . . . . . . . . . . . . . . [Full]
Dyson Regenerative Shield Array . . . . . . . . . . [Cap]
Dyson Field Stabilizing Warp Core . . . . . . . . . .[AMP]
Dyson Field Stabilizing Singularity Core . . . . . . [AMP]
Gravimetric Photon Torpedo Launcher . . . . . . .[CrtH]
Experimental Proton Weapon . . . . . . . . . . . . . [CrtH]
- Counter-Command Reputation
Counter-Command Deflector Array . . . . . . . . . [Inert]
Counter-Command Hyper Impulse Engines . . . [CCtrl]
Counter-Command Covariant Shield Array . . . . [Reg]
Counter-Command Hyper Injection Warp Core . [AMP]
Counter-Command Hyper Injection Singularity Core [AMP]
Enhanced Bio-Molecular Photon Torpedo Launcher . [Acc]
Heavy Bio-Molecular Phaser Turret . . . . . . . . . .[CrtH]
Heavy Bio-Molecular Disruptor Turret . . . . . . . . [CrtH]
- Delta Alliance Reputation
Delta Alliance Deflector Array . . . . . . . . . . . . . [SciCdR]
Delta Alliance Hyper-Efficeint Impulse Engines . [Full]
Delta Alliance Unimatrix Shield Array . . . . . . . . [Cap]
Delta Alliance Trajector Warp Core . . . . . . . . . .[AMP]
Delta Alliance Trajector Singularity Core . . . . . . [AMP]
Neutronic Torpedo Launcher . . . . . . . . . . . . . . [CrtH]
Advanced Thoron Infused Polaron Beam Array . . [CrtH]
Advanced Thoron Infused Polaron Dual Heavy Cannons . . [CrtH]
- Iconian Resistance Reputation
Iconian Resistance Deflector Array . . . . . . . . . . [SciCdr] (decreases the cool down of Science abilities by 10%)
Iconian Resistance Hyper-Impulse Engines . . . . [+CRes] (10% Resistance to Control Effects)
Iconian Resistance Resilient Shield Array . . . . . . [Reg]
Iconian Resistance Hype Injection Warp Core . . .[AMP]
Advanced Radiant Quantum Torpedo Launcher . .[CrtD]
Advanced Radiant Antiproton Beam Array . . . . . .[CrtD]
- Mission Reward
Polarized Parabolic Deflector . . . . . . . . . . . . . . ?
Supercooled Combat Impulse Engine . . . . . . . . [Full]
Dielectric Oscillation Resilient Shields . . . . . . . . [Rad]
Jem'Hadar Deflector Dish . . . . . . . . . . . . . . . . [Sen]
Jem'Hadar Combat Impulse Engine . . . . . . . . . [Rrt]
Jem'Hadar Resilient Shields . . . . . . . . . . . . . . . [C/R]
Solanae Deflector Array . . . . . . . . . . . . . . . . . .[PartG]
Solanae Secondary Deflector ([Ins] at VR) . . . . .[Aux]
Solanae Hyper-Efficeint Impulse Engines . . . . . .[Full]
Solanae Resilient Shield Array . . . . . . . . . . . . . [AP]
Solanae Overcharged Warp Core . . . . . . . . . . . [Trans]
Solanae Overcharged Singularity Core . . . . . . . .[Trans]
Ancient Obelisk Subspace Rift Warp Core . . . . . [Trans]
Ancient Obelisk Omni-Directional Antiproton Beam Array . . [Dmg]
Kobali Deflector Array . . . . . . . . . . . . . . . . . . .[HullR]
Kobali Hyper-Impulse Engines . . . . . . . . . . . . . [Turn]
Kobali Regenerative Shield Array . . . . . . . . . . . .[ResAll]
Kobali Field Stabilizing Warp Core . . . . . . . . . . .[AMP]
- Lobi Store
Tethered Quantum Mine Launcher . . . . . . . . . . . (no mod at VR), [CrtH]
Long Range Destabilized Tetryon Heavy Cannon . . . . . (no mod at VR), [CrtH]
Rapid Fire Missile Launcher . . . . . . . . . . . . . . . . [Acc] / [Acc]
Concentrated Tachyon Mine Launcher . . . . . . . . .[Dmg]/[Dmg] (just goto Mk XIV)
Heavy Crescent Wave Cannon . . . . . . . . . . . . . . (no mod at VR), [Dmg]
Temporal Disruption Device . . . . . . . . . . . . . . . . [CrtH]
Chroniton Dual Beam Array . . . . . . . . . . . . . . . . [Dmg]
Corrosive Plasma Torpedo Launcher . . . . . . . . . . (no mod at VR), [CrtD]
Corrosive Plasma Blast Mine Launcher . . . . . . . . . (no mod at VR), [CrtD]
Plasmatic Biomatter Torpedo Launcher . . . . . . . . (no mod at VR), [CrtD]
Plasmatic Biomatter Auto-Turret . . . . . . . . . . . . . (no mod at VR), [CrtH]
- Ship Specific
Spiral Wave Disruptor Beam Array . . . . . . . . . . . [CritX] (Galor Cruiser)
Wide Angle Quantum Torpedo Launcher . . . . . . .[CritX] (Assault Cruiser Refit)
Voth Transphasic-Chroniton Torpedo Launcher . . ? (Voth Bulwark)
Aux Phaser Dual Heavy Cannons . . . . . . . . . . . . [CritX] (Multi-Mission Explorers)
Tal Shiar Adapted Borg Warp Core . . . . . . . . . . [EWS] (TSA Destroyer: lockbox, TSA Battle Cruiser: lobi)
- Crafted
Aegis Deflector Array . . . . . . . . . . . . . . . . . . . . [SsD]
Aegis Hyper-Impulse Engines . . . . . . . . . . . . . . .[Full]
Aegis Covariant Shield Array . . . . . . . . . . . . . . . [C/R]
>> GROUND GEAR <<
The Item . . . . . . . . . . . . . . . . . . . . . . . . . Modifier at Ultra Rare
- OMEGA Reputation
Adapted K.H.G. Armor . . . . . . . . . . . . . . . . . . . ?
Adapted K.H.G. Personal Shield . . . . . . . . . . . . .?
Adapted K.H.G. Disruptor Battle Rifle . . . . . . . . .?
Adapted M.A.C.O. Armor . . . . . . . . . . . . . . . . . .[Tox]
Adapted M.A.C.O. Personal Shield . . . . . . . . . . . [Reg]
Adapted M.A.C.O. Phaser Pulsewave Rifle . . . . . .[CrtH]
Klingon Honor Guard Armor . . . . . . . . . . . . . . . .[Phys]
Klingon Honor Guard Personal Shield . . . . . . . . . [Rev]
Klingon Honor Guard Pulsewave Rifle . . . . . . . . .[KB3]
M.A.C.O. Armor . . . . . . . . . . . . . . . . . . . . . . . . ?
M.A.C.O. Personal Shield . . . . . . . . . . . . . . . . . .?
M.A.C.O. Phaser Battle Rifle . . . . . . . . . . . . . . . .?
Omega Force Armor . . . . . . . . . . . . . . . . . . . . .[Mob]
Omega Force Personal Shield . . . . . . . . . . . . . . .[Ene]
Omega Force Antiproton Autcarbine . . . . . . . . . . [Dmg]
- New Romulus Reputation
Plasma Flame Thrower . . . . . . . . . . . . . . . . . . . .[Dmg]
- Nukara Strikeforce Reputation
Crystal Nanofiber Environmental Suit . . . . . . . . . .[RegHP]
Refractive Nanofiber Personal Shield Matrix . . . . . [Resx2] (10% all energy damage res to shields)
Hyper Compressed Cryo Launcher . . . . . . . . . . . .[CritD]
Nukara Strikeforce Elite Environmental Suit . . . . . [Env]
Nukara Strikeforce Elite Personal Shield Matrix . . . [Rev]
Nukara Strikeforce Elite Cryo Full Auto Rifle . . . . . [Dot3]
Shattering Harmonics Environmental Suit . . . . . . .[Ene]
Shattering Harmonics Personal Shield Matrix . . . . .[Ene]
Shattering Harmonics Crystalline Sword . . . . . . . .[Dmg]
- Dyson Joint Command Reputation
Dyson Heavy Combat Armor . . . . . . . . . . . . . . . .[RegHP]
Dyson Reactive Personal Shield . . . . . . . . . . . . . .[Reg]
Dyson Experimental Proton Beam Rifle . . . . . . . . [CrtX]
- Counter-Command Reputation
Counter-Command Exo-Armor . . . . . . . . . . . . . . [Tox]
Counter-Command Personal Shield . . . . . . . . . . . [Ress2]
Counter-Command Bio-Molecular Disruptor Rifle . . [DoT3]
Counter-Command Bio-Molecular Phaser Rifle . . . . [DoT3]
- Delta Alliance Reputation
Delta Alliance Combat Armor . . . . . . . . . . . . . . . [RegHP]
Delta Alliance Unimatrix Personal Shield . . . . . . . .[Reg]
Compression Phaser Rifle . . . . . . . . . . . . . . . . . .[CritX]
Compression Disruptor Rifle . . . . . . . . . . . . . . . .[CritX]
- Iconian Resistance Reputation
Iconian Resistance Armor . . . . . . . . . . . . . . . . . . [HP]
Iconian Resistance Personal Shield . . . . . . . . . . . .[Reg]
Iconian Resistance Pulsewave Assault . . . . . . . . . .[CritX]
- Mission Reward
Jem'Hadar Armor . . . . . . . . . . . . . . . . . . . . . . . [PsyD]
Jem'Hadar Personal Shield . . . . . . . . . . . . . . . . . [Mob]
Jem'Hadar Polaron Full Auto Rifle . . . . . . . . . . . . [CrtX]
Romulan Imperial Navy Combat Armor . . . . . . . . [HP]
Romulan Imperial Navy Shield . . . . . . . . . . . . . . [Cap]
- Lobi Store
Relativity Stasis Pistol . . . . . . . . . . . . . . . . . . . . .[CritX]
Relativity Self-Targetting Rifle . . . . . . . . . . . . . . . [CritX]
Ferengi Energy Whip . . . . . . . . . . . . . . . . . . . . . [CrtH]
Tholian Crystalline Sword . . . . . . . . . . . . . . . . . . [Dmg]
Jem'Hadar Assault Wide-Area Minigun . . . . . . . . . . [Dmg]
Elachi Crescent CannonPistol . . . . . . . . . . . . . . . .[DoT3]
Voth Antiproton Shocktrooper Cannon . . . . . . . . . [RT3] (15% chance: Immobilize for 4 sec)
Fluidic Antiproton Wrist Lance . . . . . . . . . . . . . . .[Dmg]
Vaadwaur Polaron Rapid Split Bolt Rifle . . (no mod at UR, bugged)
Vaadwaur Polaron Assault Debilitator . . (no mod at UR, bugged)
Undine Biotech Battle Armor . . . . . . . . . . . . . . . . [Tox]
Hirogen Enhanced Battle Armor . . . . . . . . . . . . . . [Phys]
- Crafted
in progress
PreReq: Read the Upgrading Gear post first before walking through this.
The chance at a rarity bump from Very Rare (VR) to Ultra Rare (UR) has a baseline percentage of 5%. One Superior Upgrade provides 12,800 Technology Points (TP) and Research Points (RP). A Superior Experimental Upgrade provides the same 12,800 TP, but produces double the RP. A Major Research Boost doubles the produced RP. So a Major Research Boost combined with a Superior Experimental Upgrade will yield four times the amount of RP (51,200), giving you a 20% chance at a rarity bump (in this scenario VR -> UR).
Note: If the Upgrade crits it will provide 1.5x the amount of TP (19,200) & RP (76,800).
Any applied TP (along with the same proportion of RP) in excess of the required amount to start the cooking process carries over to the next upgrade opportunity. Let's take a look at how far the TP (12,800 non crit) of a single Superior Experimental Upgrade can take a Mk II weapon (supposing that it fails all upgrade chances).
Going from Mk II to Mk III takes 320 TP, leaving a carryover amount of 12,480
Going from Mk III to Mk IV takes 640 TP, leaving a carryover amount of 11,840
Going from Mk IV to Mk V takes 1280 TP, leaving a carryover amount of 10,560
Going from Mk V to Mk VI takes 2400 TP, leaving a carryover amount of 8,160
Going from Mk VI to Mk VII takes 4800 TP, leaving a carryover amount of 3,360
Going from Mk VII to Mk VIII takes 9600 TP, you no longer have enough to start the cooking process
This configuration gives you five (six if the upgrade crits) chances at increasing rarity (highest percentage possible -> 20%) for the smallest investment of resources. Starting with a VR Mk II provides you with the most opportunities to roll the dice for a rarity bump. It will cost you an additional 11 (non crit) Superior Upgrades to push the weapon to Mk XII (presumably the starting point for any of your other current weapons), giving you five more rolls of the dice (at 5%).
Let's compare that to what it costs at Mk XIV to get a single roll of the dice. You need 192,000 TP to start the cooking process (going VR -> UR). That will cost you 15 (non crit) Superior Upgrades. If you are going to grind to Epic, why not take as many high quality shots at it before you smash into the Mk XIV slog?
Complete list of items and materials:
- Antiproton Beam Array Mk II [CrtD]x2 [Pen]
- Superior Beam Weapon Experimental Upgrade
- Major Research Boost (2x quality improvement chance)
===========================================================
good luck
I second this enthusiastically. Thanks very much, iron chef.
Or as we say in San Diego, "muchachos Garcias!"
(the correct reply is "de nachos")
* On elite cues, it is possible to get 13 Rare UR Commodities.
* as for Personal shields, you are correct: The epic mod is [Cap2]. However I am not clear if that is the same as [Cap]x2 or simply put that way due to text spacing/word length. There are shields on there that have both [Cap2] and [Cap] listed, instead of [Cap]x3. Perhpas its just a matter of the Epic nomenclature. A dev piping in would be great for clarification!!!!
* The possible modifiers are all over the place: It would seem so far there really aren't any special mods at Ultra rare, which puts ALL mods in play. That is to say you could have a [Cap]x3 shield and get stuck with a [Cap]x3 [Tet] shield after the upgrade. So from a sampling of my personal experience AND from shields currently Holodeck, you can end up with some whacky shields at Epic. (Edit: Capx4Cap2 is possible as a final shield combo - I saw one on the exchange for 60mil EC or somesuch. Very neat indeed!)
* The standard pool for ground shields are
[Ene] - (Energy Buff) Chance for a 10% damage buff to energy weapons.
[Rev] - (Reverse Damage) Chance to reverse a certain amount of an attack back to an attacker .
[Cap] - (Capacity) Increased capacity of shield.
[Reg] - (Regeneration) Additional regen of shield.
[PBDmg] - (PushbackDamage) - A chance to deal damage to foes within a certain distance of you when taking damage.
[PBKB] - (PushBackKickBack] - A chance to knock down foes close to you when taking damage.
[Pol] [Tet] [Pha] [Dis] [Pla] [Ap] - 20% Damage reductions of the listed damage types
NOTES:
* The ONLY Shield mods that will offer multipliers are [Cap] and [Reg]. For a box-standard shield, you will NEVER see [PBDmg]x2 or [Dis]x2, for example. If one of you has one that is common I'd like to see it.
* This list doesn't apply to specialty shields. (Special mission rewards, Fleet Shields, Personal Mobility Shields, or Reputation...those are another ball of yarn and likely have a set-upgrade path)
* With the rules above, it would follow that there is a more limited pool of possible upgrade combinations.
Anyhow I'm just spit-balling at the moment. I'll edit this post as more comes to mind.
I do not expect Cryptic to give some info-dump to hand-hold the players. if anything, this thread is a great example of the love a dedicated few have toward the game. And that should be applauded and multiplied.
Then your standards are low, my friend. And when such a paradigm-shifting aspect of the game changes - an aspect heavily monetized ffs - why SHOULDN'T we expect an info dump so we know what the heck we're getting into?
This isn't "hand-holding" we're wanting - just good business.
Awoken Dead
Now shaddup about the queues, it's a BUG
I played EQ for 6 years, I *do* have low standards ... or thick enough skin to accept the flying bull**** from game companies. I do not have any illusions about the current R&D system; as soon as I convert any Zen into D for the purpose of R&D, then I'll quit STO :P
I'll get back to working on the mod list soon, thanks.
Can you clarify exactly what you mean by "On elite cues, it is possible to get 13 Rare UR Commodities"? The default (no crit on open):
Elite Queue R&D Material Reward Package (default quantities)
> 10 Uncommon material
> 7 Rare material
> 3 Very Rare material
> 10 Common material
> 1 Salvaged technology
I have seen the Rare stack crit and upgrade to Very Rare (3 + 7 = 10 very rare). I have heard reports of the Uncommon and Rare stacks critting up to Very Rare (3 + 7 + 10 = 20 very rare). I have never heard of a situation where a person has received more than one (1) Ultra Rare (i.e. Salvaged technology).
The Epic mods function as if it were two mods in one. The [Cap2] mod should function as if it were a [Cap]x2. The naming scheme is probably there just to simplify things and to provide some semblance of consistency. Beyond just seeing that the item is gold colored, the user can see that there is some special mod on it too. If it were just a [Cap]x2, that could potentially just get lost in the jumble.
Thanks, forgot to include that info. I crammed it into post #8