As the title says, how much Accuracy do I actually need to ensure that I don't miss with my weapons? I understand that if you end up having an excess of Accuracy it just gets turned into crtH and crtD, but at one point is it better to simply straight build for crtH and/or crtD? If I max out the Starship Targeting Systems skill, does that give me enough base Accuracy by itself? Do I still need to make sure that some, if not all, of my weapons have Acc mods on them?
As always, thanks in advance for any tips and advice!
"There will never be enough blood to wash away my need for vengeance! A single world...I could destroy a million worlds and it would not be enough! Your existence is an insult to the memory of my people! I will continue my fight, even if I must fight alone!"
Enough accuracy to hit your opponent - that is all there is to it.
In PvE, you do not need much, as most targets are stationary, or if they do move, they do not fast enough to max out speed based defence, so you don't need it. Typically, you can expect 90% plus accuracy in PvE, so [acc] mods aren't normally required.
In PvP, you do need it, as everyone will be running the best defence values they can, and against the most nimble opponents you can sometimes see far more misses than hits, so, in general, [acc] for PvP. (some builds and strategies don't need accuracy - for example, a tractor beam using decloak and vape pilot wont need accuracy as their target will be dead before they can click a counter to tractor beam if the vaper does it right)
Also, acc overflow is broke - if you use any boff skill with an auto-hit component (Torp Spread, Beam Fire at will etc) acc overflow is ignored.
Well something information to bear in mind...Your base accuracy (aka chance to hit) is 95% with no extra modifiers on you or your target. The accuracy floor is 25%. And anything over 100% accuracy is convert into extra crit chance and severity. Zero movement speed is -15% defense. Moving gives to a +50% defense bonus. That's the basics you need about Accuracy and Defense in the game.
So you trying to hit an Escort at speed is 95% - 50% = 45% chance to hit with no other modifiers. If you PvP, you can never have enoough Accuracy. A lot would argue that Accuracy is the be all end all. You do 0 DPS if your aren't hitting anything. But yu'll probaby want to balance things outs.
For PvE uing one of characters as an example who isn't all trimmed out in topend gear. A tactical captain who only took most skills to rank 6 and has the accurate Trait. She has a base space accuracy bonus of 22.5%. And I have one Acc mod on my weapons. So my base Accuracy is 127.5% at my best guess of average defense of NPCs 20-40% so my chance to hit is 87-100%.
I deliberately skipped space abilities as that complicates things to no end. The combination of hem are endless
Also, acc overflow is broke - if you use any boff skill with an auto-hit component (Torp Spread, Beam Fire at will etc) acc overflow is ignored.
Does that mean that all Tactical BOff abilities are auto-hit? Peeps mentioned Fire at Will and Torp Spread, but does that also include Cannon: Rapid Fire and Cannon: Scatter Volley?
And, obviously, I had no idea that the whole accuracy being converted into crtH and ctrD was buggy. It's apparently a very good thing I'm asking all these questions, instead of just relying on information from in-game or the wiki....
In PvE, you do not need much, as most targets are stationary, or if they do move, they do not fast enough to max out speed based defence, so you don't need it. Typically, you can expect 90% plus accuracy in PvE, so [acc] mods aren't normally required.
Well something information to bear in mind...Your base accuracy (aka chance to hit) is 95% with no extra modifiers on you or your target. The accuracy floor is 25%. And anything over 100% accuracy is convert into extra crit chance and severity. Zero movement speed is -15% defense. Moving gives to a +50% defense bonus. That's the basics you need about Accuracy and Defense in the game.
I guess this answers my main questions. I PVE exclusively, so it's sounding like I don't need to worry about Accuracy all that much. With my base accuracy plus my Starship Targeting Systems skill maxed out, and maybe the one accuracy trait, I should have more than enough to never miss, which would negate needing accuracy mods on my weapons.
The downside to all this is that means I have some weapons I need to repurchase. -_-
On that note, what mods are good to have on weapons? Part of what precipitated this post was I saw another where people mentioned that it was preferable to have crtD on your weapons, and get crtH from consoles. Is this accurate? (Er, pun not intended.)
Once again, thanks a bunch for the advice, all!
"There will never be enough blood to wash away my need for vengeance! A single world...I could destroy a million worlds and it would not be enough! Your existence is an insult to the memory of my people! I will continue my fight, even if I must fight alone!"
This isn't correct- beam overload misses all the time. BFAW used to not use acc but they updated it so it actually checks to see if it hits now.
I was gonna say the same thing - BO has a nasty tendency of missing the one time you really need it to hit, and the BFAW thing was fixed quite some time ago AFAIK.
My guess is "hope" keeps people not playing but posting on the forums. For others, its a path of sad realization and closure. Grieving takes time. The worst "haters" here love the game, or did at some point.
not really sure, but i was under the impression that ACC has no real use while using BFAW and has no ACC overflow, which makes the mod pretty useless in PVE when used with BFAW.
i read that BO is a 100% crit, but can miss. Not sure how ACC overflow affects this ability.
not really sure, but i was under the impression that ACC has no real use while using BFAW and has no ACC overflow, which makes the mod pretty useless in PVE when used with BFAW.
i read that BO is a 100% crit, but can miss. Not sure how ACC overflow affects this ability.
Correct, BO and lance abilities (at least the GalX) are 100% crit, so ACC vs. CritD is actually a tough choice.
As to the BFAW, I really don't have the patience to test it or dig it up, but I swear that at some point it was deemed "fixed" in terms of Acc bonuses - I could be totally wrong though.
My guess is "hope" keeps people not playing but posting on the forums. For others, its a path of sad realization and closure. Grieving takes time. The worst "haters" here love the game, or did at some point.
OP, whatever Accuracy bonus you have right now is more than adequate for PvE. If you are looking for improvements in how hard and how often you hit an NPC target, please work on improving Critical Hit and Critical Severity. Consoles are the place to improve Critical Hit [CrtH]. Weapons are the place to improve Critical Severity [CrtD]. [Acc] does not overflow into either one that I have seen. [Dmg] only improves the base damage of the weapon. Because it is the first modifier applied. At least this is my experience. I've not done enough analysis and parsing to be able to state these last two with certainty. But I have done enough research with weapons in the game to comfortably assume they are correct.
For the limited amount of PvP I do, I do prefer weapons with the [Acc] modifier and as much of this as I can get. Live players are much harder to shoot successfully and with consistency.
A six year old boy and his starship. Living the dream.
Well something information to bear in mind...Your base accuracy (aka chance to hit) is 95% with no extra modifiers on you or your target. The accuracy floor is 25%. And anything over 100% accuracy is convert into extra crit chance and severity. Zero movement speed is -15% defense. Moving gives to a +50% defense bonus. That's the basics you need about Accuracy and Defense in the game.
So you trying to hit an Escort at speed is 95% - 50% = 45% chance to hit with no other modifiers. If you PvP, you can never have enoough Accuracy. A lot would argue that Accuracy is the be all end all. You do 0 DPS if your aren't hitting anything. But yu'll probaby want to balance things outs.
For PvE uing one of characters as an example who isn't all trimmed out in topend gear. A tactical captain who only took most skills to rank 6 and has the accurate Trait. She has a base space accuracy bonus of 22.5%. And I have one Acc mod on my weapons. So my base Accuracy is 127.5% at my best guess of average defense of NPCs 20-40% so my chance to hit is 87-100%.
I deliberately skipped space abilities as that complicates things to no end. The combination of hem are endless
This is just so full of wrong, and things you likely made up that it is sort of comical. Like you're daring someone to call you on it.
%Chance to Hit = 1/(1-x), where x is equal to (Accuracy - Defense)
This is for negative values of x only. There's another formula for overflow.
The maximum 'miss' rate is 75% so yes at least you will hit someone 25% of the time.
Overflow won't apply to abilities that don't use the hit mechanic.
Big fat old Borg gates don't move much. So they have as much defense as they do mobility.
In fact most Borg don't move much. This is one of the keys to maximizing DPS. Shoot %^&* that doesn't move. Now you can optimize Chance and Severity.
Anyway, moving on. Yes in PVE outside of Borg, you'll see some NPC's using some movement. Expect them to have the base Bonus Defense of their ship class as long as they are moving.
As far as what mods to get where, that news is a couple years old now. Weapon mods carry more D than H, so you take your H elsewhere and aim to balance out with your weapon mods on D.
Yes, we're looking into it. Accuracy Overflow won't currently work for any power that "ignores accuracy" - powers that have any autohit stage.
Acc Overflow is a really arcane mechanic that doesn't message well at all. Fixing it will be a widespread change to the mechanic as a whole, not just a change to a flag on Fire at Will. It will take a little while, but it's in the pipeline to be adjusted to work.
Fire at will does have an autohit stage. When you activate Fire At Will, here's what happens to produce the desired end effect:
1.) You gain a "Mode" on your character that lasts for <duration>. While that mode is on your character, all Beam Array and Dual Beam Bank powers are redirected from their standard mode of fire into "Fire At Will" mode.
2.) You activate a Beam Array or DBB. It uses its Fire At Will power. This power emanates a cone in the direction of the weapon's firing arc, automatically hitting 2 targets within that cone. Any targets hit by this cone send a message back to your ship, telling it to shoot them.
3.) Your ship receives the message from all enemies struck in part 2. It then fires single shots at each and every one of them. This stage of the power rolls ToHit rolls based on your accuracy and your target's defense.
Stage 2 has to be autohit for the art to work. Stage 2 has to not be flagged as a "Directed Energy" power for power drain to not count doubly for this ability. Stage 3 has to be flagged as a "Directed Energy" power for procs to work and for power drain to work at all. The power has to be structured in this complex way for it to work the way it does - firing on random ships within the arc, updating which target it hits with each volley.
"I'm not big on telepaths myself. I'm not big on guns either. But if everyone else has them, I want to make sure I can get my hands on the biggest one I can."
ACC 10% good enough for me although I do have ACC 20%. If it hits the target good enough. I one torpedo that uses a console boost to keep it aimed at it target since it doesn't have any ACC. Who wants too launch a torpedo and watch it miss it target and travel into deep space! :rolleyes:
THE REASON WHY IS THAT THE SKILLS.... like BFAW or Overload dont use acc. they just hit. Also the [acc] doesnt get turned in to anything.
Wrong. Oh soooo wrong. BO misses plenty. And BFAW still takes accuracy into account. How do I know this? I used non acc weapons and BFAW can miss. A lot. Esp against something (even NPCs) that uses EM. And then I popped on acc modded weapons. And suddenly BFAW doesn't miss as often.
So for NPCs, one acc mod is often plenty, esp if you're also running the accuracy trait. Two is being a little too assertive, and 3 is a waste/overkill. And expensive.
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.
Aye, folks need to read the Hawk quotes above about the "auto-hit" component that exists for certain attacks. The 100% to-hit for some is simply based on the target selection...there's still a chance to miss on actually hitting the target. That's not to be confused with Torp Spread and its 100% to-hit which is both target selection and hitting the target. Things like FAW just 100% to-hit while selecting the target and then roll to hit the target. The target selection mechanic is enough to break the Accuracy Overflow mechanic.
It's one of the things he was looking at...but he's no longer with the company, so who knows what will come of the various things he was working on, eh?
1. When we say beams, does that include things like Dual Beam Banks as well?
2. Does that mean that all Tactical BOff abilities are auto-hit? Peeps mentioned Fire at Will and Torp Spread, but does that also include Cannon: Rapid Fire and Cannon: Scatter Volley?
3. And, obviously, I had no idea that the whole accuracy being converted into crtH and ctrD was buggy. It's apparently a very good thing I'm asking all these questions, instead of just relying on information from in-game or the wiki....
4. I guess this answers my main questions. I PVE exclusively, so it's sounding like I don't need to worry about Accuracy all that much. With my base accuracy plus my Starship Targeting Systems skill maxed out, and maybe the one accuracy trait, I should have more than enough to never miss, which would negate needing accuracy mods on my weapons.
5. The downside to all this is that means I have some weapons I need to repurchase. -_-
6. On that note, what mods are good to have on weapons? Part of what precipitated this post was I saw another where people mentioned that it was preferable to have crtD on your weapons, and get crtH from consoles. Is this accurate? (Er, pun not intended.)
7. Once again, thanks a bunch for the advice, all!
1. Yes. Even if the guy is wrong - weapons use acc overflow, but some boff skills do not. For instance, THY, BO and CRF do use it, but TS, CSV and BFAW do not, as the latter have auto-hit sections in their computation, and the game ignores acc overflow there.
This is not the same as saying guaranteed to hit, only that the point where the skill selects targets will work.
2. No, only ones with an auto-hit element in their code are affected - THY, CRF, BO are affected by acc overflow as they don't have auto-hit parts.
3. There is a lot of bad information out there - the game itself tells you next to nothing, the players are mostly clueless and what good bits there are out there tend to get drowned in the mess.
Do your research, figure out who gives out good advice. Thissler and virusdancer are well worth listening to, the former taught me most of what I know about Bird of Prey piloting and the latter is a guy who knows what he talks about.
Case in point - look at the thread above.
4. Pretty much.
5. Not really. White Mk X is all you need, VR Mk XII plus of specific mods just makes you OP, assuming you can fly straight.
6. Put simply, whatever gives you the most damage over your expected combat time.
People will tell you CrtD or bust on weapons - the actual answer is it depends, sometimes you are best off with the commonly hated [dmg] mod. For example, anyone running a VPvP specification ship should take [dmg] over [CrtD], it runs very slightly higher damage overall, and typical Fed player builds should take CrtH over CrtD for most people.
But, people will tell you CrtD is best for a PvE build, or only use [acc] for PvP when in fact sometimes you should run [CrtD]. Test stuff out, find out what is best for you, and remember what is commonly held as true might not actually be true.
7.No worries.
Postscript - the Tribble test server exists. Use it. You can save a fortune by taking the time to copy a character to Tribble and then fiddling stuff there, and not testing on Holodeck. For example, you can test drive lockbox ships on Tribble (copy character with Key and box over until you get the ship) you can test out builds on Tribble as a console exists on Drozana Station with EC, Dil and Rep stuff available in infinite quantities, and if buy your stuff un-account bound on Holodeck, you can test it out on Tribble - and if decide you don't like it, you haven't bound to account/to character some potentially very expensive things.
1. Yes. Even if the guy is wrong - weapons use acc overflow, but some boff skills do not. For instance, THY, BO and CRF do use it, but TS, CSV and BFAW do not, as the latter have auto-hit sections in their computation, and the game ignores acc overflow there.
This is not the same as saying guaranteed to hit, only that the point where the skill selects targets will work.
2. No, only ones with an auto-hit element in their code are affected - THY, CRF, BO are affected by acc overflow as they don't have auto-hit parts.
Based on what people have said, and especially on the old quote from the former dev that sohtoh linked, it seems like it's mainly the "AOE" attacks that appear to auto-hit, for the sake of their animations.
3. There is a lot of bad information out there - the game itself tells you next to nothing, the players are mostly clueless and what good bits there are out there tend to get drowned in the mess.
Do your research, figure out who gives out good advice. Thissler and virusdancer are well worth listening to, the former taught me most of what I know about Bird of Prey piloting and the latter is a guy who knows what he talks about.
Yeah, that's why I have been starting to do my own research and asking around about stuff. I've long known that what the in game information tends to not be very clear, but before DR, I tended to not have to worry about that too much, when it came to do the end game PVE stuff.
And again, I appreciate the advice I've been getting from peeps thus far. Thissler seems to understand the math behind it all better than I ever could, and you seem to give out fairly sound advice yourself. :P
5. Not really. White Mk X is all you need, VR Mk XII plus of specific mods just makes you OP, assuming you can fly straight.
I've actually just kind of noticed this myself. I was trying out some new builds last night, and bought some cheap, green Mk XII off the exchange. While the loss in performance was noticeable, it wasn't nearly as extreme as I was worried it was gonna be. I guess that, yeah, it comes down to how you use those weapons, more than just their quality.
That said, it's the principle of the thing. It bugs me OCD not to see all of my gear at relatively the same Mk and quality level. Heck, I keep having to talk myself out of upgrading my Singularity Core, since, as near as I can tell, it doesn't gain any numerical upgrades for achieving a higher Mk level beyond the X range....
Postscript - the Tribble test server exists. Use it. You can save a fortune by taking the time to copy a character to Tribble and then fiddling stuff there, and not testing on Holodeck. For example, you can test drive lockbox ships on Tribble (copy character with Key and box over until you get the ship) you can test out builds on Tribble as a console exists on Drozana Station with EC, Dil and Rep stuff available in infinite quantities, and if buy your stuff un-account bound on Holodeck, you can test it out on Tribble - and if decide you don't like it, you haven't bound to account/to character some potentially very expensive things.
Ooh, I did not know about this. I mean, I vaguely remember hearing about people testing things I Tribble, but I guess I assumed that STO was like some other MMOs, where the Test servers only went up before major content patches, and wasn't up all the time. As I mentioned above, when it comes to testing stuff myself, usually I just buy cheap stuff off the exchange, but having access to better quality gear for my tests could prove to be vastly more informative....
"There will never be enough blood to wash away my need for vengeance! A single world...I could destroy a million worlds and it would not be enough! Your existence is an insult to the memory of my people! I will continue my fight, even if I must fight alone!"
Based on what people have said, and especially on the old quote from the former dev that sohtoh linked, it seems like it's mainly the "AOE" attacks that appear to auto-hit, for the sake of their animations.
Yeah, that's why I have been starting to do my own research and asking around about stuff. I've long known that what the in game information tends to not be very clear, but before DR, I tended to not have to worry about that too much, when it came to do the end game PVE stuff.
And again, I appreciate the advice I've been getting from peeps thus far. Thissler seems to understand the math behind it all better than I ever could, and you seem to give out fairly sound advice yourself. :P
Well, one whom presumes themselves to be a teacher should be judged more harshly, and so I do like to ensure I am correct.
I've actually just kind of noticed this myself. I was trying out some new builds last night, and bought some cheap, green Mk XII off the exchange. While the loss in performance was noticeable, it wasn't nearly as extreme as I was worried it was gonna be. I guess that, yeah, it comes down to how you use those weapons, more than just their quality.
That said, it's the principle of the thing. It bugs me OCD not to see all of my gear at relatively the same Mk and quality level. Heck, I keep having to talk myself out of upgrading my Singularity Core, since, as near as I can tell, it doesn't gain any numerical upgrades for achieving a higher Mk level beyond the X range....
Well, its your stuff to spend on upgrades.
I certainly would not up your Mk X Core - the Singularity abilities are linked to initial Mk of Core, not current Core Mk, which is an annoyance if you like them, so the best way is Fleet/Rep Core and up it from there if you want those.
Ooh, I did not know about this. I mean, I vaguely remember hearing about people testing things I Tribble, but I guess I assumed that STO was like some other MMOs, where the Test servers only went up before major content patches, and wasn't up all the time. As I mentioned above, when it comes to testing stuff myself, usually I just buy cheap stuff off the exchange, but having access to better quality gear for my tests could prove to be vastly more informative....
Tribble is the most under-utilised resource in STO, it really is. Just keep in mind Cryptic has a tendency towards ignoring feedback made there...
I think the only other thing worth mentioning is to use the trait precise. that way you can still kill fighters and smaller ships a bit better in PvE and you focus on crtd for weapons.
OP, your best weapons are probably crafted with critdX4 after upgrades. that is a royal pain to get, so personally I have settled for critdx3 with various other mods on mine.
As for consoles, it depends on your current values. A rom with all SRO officers and a ship that adds chance to crit in a 5 tac console ship MAY find that 1, or at most 2, critD consoles are worthwhile and better for their build. For the vast majority of players, 5 crit chance consoles are the way to go.
The above post was subtle, but in case you missed it:
90% hit chance is effectively NEGATIVE 10% DAMAGE DEBUFF. So while having ONLY the captain skill for accuracy and nothing else will hit MOST PVE targets MOST of the time, going for 100% hit chance is worthwhile. Trouble is, we do not know the defense value of all PVE targets. Still, you MAY consider using at least one other source of accuracy above the captain skill. Beams, at least one console from rep and I think one deflector as well (???) or maybe it was 2 consoles (??) add beam accuracy. One of them for sure is the nukara console.
For cannons, you may need the captain accuracy trait (forgot its name) or some other source of accuracy.
In *any* case, accuracy on weapons is the WORST place to get it and should be avoided. However an [acc] [critd]x3 weapon is FINE if you can't afford the time or money to get critdx4 anyway.
the precise trait for torps and fighters accuracy
the accuracy trait 10%
Accuracy from your deflector
Full accuracy from your caption skills
some consoles also give accuracy
Is enough accuracy for me to not even notice a miss doing space content
Then for a fed or Klingon I use CritHx3or better weapons...crit d is useless if you don't have a crit
For a romulan CritDx3 or better weapons
Jellico....Engineer ground.....Da'val Romulan space Sci
Saphire.. Science ground......Ko'el Romulan space Tac
Leva........Tactical ground.....Koj Romulan space Eng
JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
the precise trait for torps and fighters accuracy
the accuracy trait 10%
Accuracy from your deflector
Full accuracy from your caption skills
some consoles also give accuracy
Is enough accuracy for me to not even notice a miss doing space content
Then for a fed or Klingon I use CritHx3or better weapons...crit d is useless if you don't have a crit
For a romulan CritDx3 or better weapons
that is overkill.
A good kdf player can reach about 20% crit without weapons and should at least be using critdx2 at the *worst*. Probably critdx3 / crtihx1 is a more likely setup. And 20% is before surgical strikes, APA, fire on mark, stealth, or any other bonuses, just pure on-paper value. Upgrades for weapons are pricy... fix low critical rating elsewhere and use the better weapons. In the long run, your character will do better, even if it takes a while to fix the crit rating, grinding a second set of weapons is going to be a pain.
Comments
THE REASON WHY IS THAT THE SKILLS.... like BFAW or Overload dont use acc. they just hit. Also the [acc] doesnt get turned in to anything.
For more details, here a link to Ezri Ryan youtube channel playlist Lets talk things over.
He knows what he is talking about. He and the people he runs with can finish ISA in under 2mins.
https://www.youtube.com/playlist?list=PLMuD-YI-u3TnphAERG7O1R4oeMivCnrTB
In PvE, you do not need much, as most targets are stationary, or if they do move, they do not fast enough to max out speed based defence, so you don't need it. Typically, you can expect 90% plus accuracy in PvE, so [acc] mods aren't normally required.
In PvP, you do need it, as everyone will be running the best defence values they can, and against the most nimble opponents you can sometimes see far more misses than hits, so, in general, [acc] for PvP. (some builds and strategies don't need accuracy - for example, a tractor beam using decloak and vape pilot wont need accuracy as their target will be dead before they can click a counter to tractor beam if the vaper does it right)
Also, acc overflow is broke - if you use any boff skill with an auto-hit component (Torp Spread, Beam Fire at will etc) acc overflow is ignored.
So you trying to hit an Escort at speed is 95% - 50% = 45% chance to hit with no other modifiers. If you PvP, you can never have enoough Accuracy. A lot would argue that Accuracy is the be all end all. You do 0 DPS if your aren't hitting anything. But yu'll probaby want to balance things outs.
For PvE uing one of characters as an example who isn't all trimmed out in topend gear. A tactical captain who only took most skills to rank 6 and has the accurate Trait. She has a base space accuracy bonus of 22.5%. And I have one Acc mod on my weapons. So my base Accuracy is 127.5% at my best guess of average defense of NPCs 20-40% so my chance to hit is 87-100%.
I deliberately skipped space abilities as that complicates things to no end. The combination of hem are endless
When we say beams, does that include things like Dual Beam Banks as well?
Does that mean that all Tactical BOff abilities are auto-hit? Peeps mentioned Fire at Will and Torp Spread, but does that also include Cannon: Rapid Fire and Cannon: Scatter Volley?
And, obviously, I had no idea that the whole accuracy being converted into crtH and ctrD was buggy. It's apparently a very good thing I'm asking all these questions, instead of just relying on information from in-game or the wiki....
Thanks for the link. I'll have to check those out in my spare time.
I guess this answers my main questions. I PVE exclusively, so it's sounding like I don't need to worry about Accuracy all that much. With my base accuracy plus my Starship Targeting Systems skill maxed out, and maybe the one accuracy trait, I should have more than enough to never miss, which would negate needing accuracy mods on my weapons.
The downside to all this is that means I have some weapons I need to repurchase. -_-
On that note, what mods are good to have on weapons? Part of what precipitated this post was I saw another where people mentioned that it was preferable to have crtD on your weapons, and get crtH from consoles. Is this accurate? (Er, pun not intended.)
Once again, thanks a bunch for the advice, all!
This isn't correct- beam overload misses all the time. BFAW used to not use acc but they updated it so it actually checks to see if it hits now.
I was gonna say the same thing - BO has a nasty tendency of missing the one time you really need it to hit, and the BFAW thing was fixed quite some time ago AFAIK.
i read that BO is a 100% crit, but can miss. Not sure how ACC overflow affects this ability.
Correct, BO and lance abilities (at least the GalX) are 100% crit, so ACC vs. CritD is actually a tough choice.
As to the BFAW, I really don't have the patience to test it or dig it up, but I swear that at some point it was deemed "fixed" in terms of Acc bonuses - I could be totally wrong though.
with respect i often see a BOL miss, on an array with [acc][crtD][***]
For the limited amount of PvP I do, I do prefer weapons with the [Acc] modifier and as much of this as I can get. Live players are much harder to shoot successfully and with consistency.
This is just so full of wrong, and things you likely made up that it is sort of comical. Like you're daring someone to call you on it.
%Chance to Hit = 1/(1-x), where x is equal to (Accuracy - Defense)
This is for negative values of x only. There's another formula for overflow.
The maximum 'miss' rate is 75% so yes at least you will hit someone 25% of the time.
Overflow won't apply to abilities that don't use the hit mechanic.
Big fat old Borg gates don't move much. So they have as much defense as they do mobility.
In fact most Borg don't move much. This is one of the keys to maximizing DPS. Shoot %^&* that doesn't move. Now you can optimize Chance and Severity.
Anyway, moving on. Yes in PVE outside of Borg, you'll see some NPC's using some movement. Expect them to have the base Bonus Defense of their ship class as long as they are moving.
As far as what mods to get where, that news is a couple years old now. Weapon mods carry more D than H, so you take your H elsewhere and aim to balance out with your weapon mods on D.
Your situation may vary.
Time will only tell!
Wrong. Oh soooo wrong. BO misses plenty. And BFAW still takes accuracy into account. How do I know this? I used non acc weapons and BFAW can miss. A lot. Esp against something (even NPCs) that uses EM. And then I popped on acc modded weapons. And suddenly BFAW doesn't miss as often.
So for NPCs, one acc mod is often plenty, esp if you're also running the accuracy trait. Two is being a little too assertive, and 3 is a waste/overkill. And expensive.
It's one of the things he was looking at...but he's no longer with the company, so who knows what will come of the various things he was working on, eh?
1. Yes. Even if the guy is wrong - weapons use acc overflow, but some boff skills do not. For instance, THY, BO and CRF do use it, but TS, CSV and BFAW do not, as the latter have auto-hit sections in their computation, and the game ignores acc overflow there.
This is not the same as saying guaranteed to hit, only that the point where the skill selects targets will work.
2. No, only ones with an auto-hit element in their code are affected - THY, CRF, BO are affected by acc overflow as they don't have auto-hit parts.
3. There is a lot of bad information out there - the game itself tells you next to nothing, the players are mostly clueless and what good bits there are out there tend to get drowned in the mess.
Do your research, figure out who gives out good advice. Thissler and virusdancer are well worth listening to, the former taught me most of what I know about Bird of Prey piloting and the latter is a guy who knows what he talks about.
Case in point - look at the thread above.
4. Pretty much.
5. Not really. White Mk X is all you need, VR Mk XII plus of specific mods just makes you OP, assuming you can fly straight.
6. Put simply, whatever gives you the most damage over your expected combat time.
People will tell you CrtD or bust on weapons - the actual answer is it depends, sometimes you are best off with the commonly hated [dmg] mod. For example, anyone running a VPvP specification ship should take [dmg] over [CrtD], it runs very slightly higher damage overall, and typical Fed player builds should take CrtH over CrtD for most people.
But, people will tell you CrtD is best for a PvE build, or only use [acc] for PvP when in fact sometimes you should run [CrtD]. Test stuff out, find out what is best for you, and remember what is commonly held as true might not actually be true.
7.No worries.
Postscript - the Tribble test server exists. Use it. You can save a fortune by taking the time to copy a character to Tribble and then fiddling stuff there, and not testing on Holodeck. For example, you can test drive lockbox ships on Tribble (copy character with Key and box over until you get the ship) you can test out builds on Tribble as a console exists on Drozana Station with EC, Dil and Rep stuff available in infinite quantities, and if buy your stuff un-account bound on Holodeck, you can test it out on Tribble - and if decide you don't like it, you haven't bound to account/to character some potentially very expensive things.
Based on what people have said, and especially on the old quote from the former dev that sohtoh linked, it seems like it's mainly the "AOE" attacks that appear to auto-hit, for the sake of their animations.
Yeah, that's why I have been starting to do my own research and asking around about stuff. I've long known that what the in game information tends to not be very clear, but before DR, I tended to not have to worry about that too much, when it came to do the end game PVE stuff.
And again, I appreciate the advice I've been getting from peeps thus far. Thissler seems to understand the math behind it all better than I ever could, and you seem to give out fairly sound advice yourself. :P
I've actually just kind of noticed this myself. I was trying out some new builds last night, and bought some cheap, green Mk XII off the exchange. While the loss in performance was noticeable, it wasn't nearly as extreme as I was worried it was gonna be. I guess that, yeah, it comes down to how you use those weapons, more than just their quality.
That said, it's the principle of the thing. It bugs me OCD not to see all of my gear at relatively the same Mk and quality level. Heck, I keep having to talk myself out of upgrading my Singularity Core, since, as near as I can tell, it doesn't gain any numerical upgrades for achieving a higher Mk level beyond the X range....
Ooh, I did not know about this. I mean, I vaguely remember hearing about people testing things I Tribble, but I guess I assumed that STO was like some other MMOs, where the Test servers only went up before major content patches, and wasn't up all the time. As I mentioned above, when it comes to testing stuff myself, usually I just buy cheap stuff off the exchange, but having access to better quality gear for my tests could prove to be vastly more informative....
Pretty much.
Well, one whom presumes themselves to be a teacher should be judged more harshly, and so I do like to ensure I am correct.
Well, its your stuff to spend on upgrades.
I certainly would not up your Mk X Core - the Singularity abilities are linked to initial Mk of Core, not current Core Mk, which is an annoyance if you like them, so the best way is Fleet/Rep Core and up it from there if you want those.
Tribble is the most under-utilised resource in STO, it really is. Just keep in mind Cryptic has a tendency towards ignoring feedback made there...
See the Tribble section on these forums for more.
As for consoles, it depends on your current values. A rom with all SRO officers and a ship that adds chance to crit in a 5 tac console ship MAY find that 1, or at most 2, critD consoles are worthwhile and better for their build. For the vast majority of players, 5 crit chance consoles are the way to go.
The above post was subtle, but in case you missed it:
90% hit chance is effectively NEGATIVE 10% DAMAGE DEBUFF. So while having ONLY the captain skill for accuracy and nothing else will hit MOST PVE targets MOST of the time, going for 100% hit chance is worthwhile. Trouble is, we do not know the defense value of all PVE targets. Still, you MAY consider using at least one other source of accuracy above the captain skill. Beams, at least one console from rep and I think one deflector as well (???) or maybe it was 2 consoles (??) add beam accuracy. One of them for sure is the nukara console.
For cannons, you may need the captain accuracy trait (forgot its name) or some other source of accuracy.
In *any* case, accuracy on weapons is the WORST place to get it and should be avoided. However an [acc] [critd]x3 weapon is FINE if you can't afford the time or money to get critdx4 anyway.
the precise trait for torps and fighters accuracy
the accuracy trait 10%
Accuracy from your deflector
Full accuracy from your caption skills
some consoles also give accuracy
Is enough accuracy for me to not even notice a miss doing space content
Then for a fed or Klingon I use CritHx3or better weapons...crit d is useless if you don't have a crit
For a romulan CritDx3 or better weapons
Saphire.. Science ground......Ko'el Romulan space Tac
Leva........Tactical ground.....Koj Romulan space Eng
JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
that is overkill.
A good kdf player can reach about 20% crit without weapons and should at least be using critdx2 at the *worst*. Probably critdx3 / crtihx1 is a more likely setup. And 20% is before surgical strikes, APA, fire on mark, stealth, or any other bonuses, just pure on-paper value. Upgrades for weapons are pricy... fix low critical rating elsewhere and use the better weapons. In the long run, your character will do better, even if it takes a while to fix the crit rating, grinding a second set of weapons is going to be a pain.