test content
What is the Arc Client?
Install Arc

Particle Manipulator Trait - Whats the CRTD?

humblesheephumblesheep Member Posts: 423 Arc User
The Particle Manipulator Trait gives you a CRTH of 1/4 of your Particle Generator skill, obviously increasing your exotic damage; but does anyone know what the CRTD value used is to calculate the increased damage?

I ask because, if it's your base CRTD, I wonder if Vulnerability Exploiters may be better than Vulnerability Locaters for an exotic damage focused build.
Post edited by humblesheep on

Comments

  • heckgoblinheckgoblin Member Posts: 685
    edited January 2015
    You're definitely on to something ;)

    Currently, I run a ship with FBP, 300+ partgens and particle manipulator. It also packs multiple photon torpedoes, and beam overload.

    The BO always crits, so does my FBP, and my photons have around 35% crit rate thanks to the Dyson grav-torp set. Thus, my tac consoles are mostly vulnerability exploiters.

    I am really freakin' lethal.
    I AM WAR.
  • humblesheephumblesheep Member Posts: 423 Arc User
    edited January 2015
    I can see that would be an effective build, if it wasn't for having to have the Experimental Proton Weapon upfront, I'd give it a try. I've just got hold of the Neutronic Torpedo Launcher and loving it with Torpedo Spread 3 and Gravity Well, now working for the set to get the Isokinetic Cannon.

    But can anyone confirm that the CRTD on exotic attacks is just your base CRTD?
  • lindalefflindaleff Member Posts: 3,734 Arc User
    edited January 2015
    According to the Wiki, things like Beam Overload are modified by:

    * Starship Weapons Training - Improves all weapon damage.
    * Starship Energy Weapons - Improves energy weapons.
    * Starship Targeting Systems - Improves all weapon accuracy.
    * Starship Energy Weapon Specialization - Improves Critical Hit chance and Critical Hit Severity.
    * Weapons power levels.

    And torpedoes are the same thing, except with the Projectile Weapons skills instead of Energy Weapons, and power levels mean nothing. The only exception to this would be the effect of the weapon itself. For example, plasma torpedoes will ignite fires, and the crafting one creates a warp plasma cloud, both of which would be amplified by particle generator skills. And the black holes caused by the Voth torpedo are amplified by the same skills as Gravity Well. But as for the basic damage and crits from the beam or torpedo itself, those come from Energy/Projectile Weapons and Targeting skills.

    So instead of the damage from the weapon itself, the question you need to ask is what skills modify the EFFECT of the weapon. Antiproton obviously would be target skills. Undine Antiproton deals kinetic effects, so it would probably be helped by some projectile skills. Plasma would be particles. Tetryon or Polaron would probably be something like Flow Capacitors, but your guess is as good as mine.
    I completed a 2-man CSE, ISE, and KASE, Optionals included. And I soloed Winter Invasion.
    My Ship Builds: USS Conqueror, HMS Victorious, HMS Concord, ISS Queen Elizabeth, Black Widow III
    Click here to view my DeviantArt.
  • scurry5scurry5 Member Posts: 1,554 Arc User
    edited January 2015
    lindaleff wrote: »
    According to the Wiki, things like Beam Overload are modified by:

    * Starship Weapons Training - Improves all weapon damage.
    * Starship Energy Weapons - Improves energy weapons.
    * Starship Targeting Systems - Improves all weapon accuracy.
    * Starship Energy Weapon Specialization - Improves Critical Hit chance and Critical Hit Severity.
    * Weapons power levels.

    And torpedoes are the same thing, except with the Projectile Weapons skills instead of Energy Weapons, and power levels mean nothing. The only exception to this would be the effect of the weapon itself. For example, plasma torpedoes will ignite fires, and the crafting one creates a warp plasma cloud, both of which would be amplified by particle generator skills. And the black holes caused by the Voth torpedo are amplified by the same skills as Gravity Well. But as for the basic damage and crits from the beam or torpedo itself, those come from Energy/Projectile Weapons and Targeting skills.

    So instead of the damage from the weapon itself, the question you need to ask is what skills modify the EFFECT of the weapon. Antiproton obviously would be target skills. Undine Antiproton deals kinetic effects, so it would probably be helped by some projectile skills. Plasma would be particles. Tetryon or Polaron would probably be something like Flow Capacitors, but your guess is as good as mine.

    Err....the OP's talking exotic damage here - e.g. TBR and GW damage.

    Also, the wiki's outdated concerning BO. Since it got changed to always crit, CritD would correspond directly, including modifiers from weapons consoles and the weapon itself.
  • joshmaaaaaaansjoshmaaaaaaans Member Posts: 32 Arc User
    edited January 2015
    [SIGPIC][/SIGPIC]
  • pondelikpondelik Member Posts: 2 Arc User
    edited January 2015
    Based of this, how can I increase the crit damage of my exotic damage. Is it through exploiters only or does weapon Critd affect it too?
  • scurry5scurry5 Member Posts: 1,554 Arc User
    edited January 2015
    pondelik wrote: »
    Based of this, how can I increase the crit damage of my exotic damage. Is it through exploiters only or does weapon Critd affect it too?

    Weapon CritD only affects the weapon the mod is on, so no.

    I think exploiters boost the Sci CritD, but I'm not very sure about it.
  • fatman592fatman592 Member Posts: 1,207 Arc User
    edited January 2015
    When you slot an exploiter, it effects your overall critical severity. I think this works for all damage.

    I noticed a good bump to dps by slotting some of my universal consoles with greater critical severity buffs.
Sign In or Register to comment.