I'm thinking, 4 dual heavies and 4 turrets, all painstakingly crafted with the aforementioned modifier. The idea is to free the limited tactical seats for one attack pattern and a couple of tactical teams. It's all quite glorious in my head, but any advice from those who've actually gone down that route would be appreciated.
The thing is that the mod is very unreliable. It has a proc-like 2.5% trigger chance and is no valid alternative to the boff skill. Adding that even if it triggers it's only on the one weapon an not all 8.
You can do it but don't expect your result to be anywhere near a build with a real CRF.
You could always try cheap low mark II or VIII discards to see the proc rate and then upgrade them or grab higher marks if it procs often enough for your liking. I don't think the proc is limited to just the weapon that fired it anymore, it should put all cannons into rapid mode. Still, you're loosing out on a modifier that could deal more damage. You might try beams, Dual Beam Bank Disruptors look fairly Klingon, then you can use TT1, FAW1, APB1, which is decent when combined with Aux2Batt, or All Hands on Deck Trait and the Bioneural Gel Packs on a Tac Captain .
Adding that even if it triggers it's only on the one weapon an not all 8.
Other threads I've found suggest that the mod-induced CRF triggers for all your cannons. Like this one, for example. In that thread, Warmaker had the same idea regarding the K't'inga, if only on paper.
You could always try cheap low mark II or VIII discards to see the proc rate and then upgrade them or grab higher marks if it procs often enough for your liking.
Just did that, to no avail. I can't seem to distinguish between ordinary and rapid fire. And the combat log doesn't mention the [Rapid] mod at all. I feel useless
Other threads I've found suggest that the mod-induced CRF triggers for all your cannons. Like this one, for example. In that thread, Warmaker had the same idea regarding the K't'inga, if only on paper.
Just did that, to no avail. I can't seem to distinguish between ordinary and rapid fire. And the combat log doesn't mention the [Rapid] mod at all. I feel useless
I dug up the blog about it to see if I missed anything else. So truns out it's duration is only 4 sec. No wonder you never noticed it, with only a 2.5% trigger chance and only 4sec duration it's just slightly above your DPS without it.
Here's some stuff some other guy put in that thread that may help.
Now was that one chance mod you'd be dropping account for five percent of that weapons output? Only you can know because only you know the entire H/D profile of your ship. But again pretty easy to work out in practice. Equip one of each weapon and parse your heart away.
Do that with different energy types at the same time, or all of the same energy types at different times, and you'll get the data you need. Do multiple runs of Starbase 234 WITHOUT letting the mission complete. This avoids the timer. If you just spammed 10 quick runs of each thing you wanted to compare you'd have a start.
Rapid. Is different. Most sources say that it is a standard 2.5% chance to proc a 2 second CRF for all of your ships cannon type weapons. The same sources say that it can interfere with activating the Boff ability CRF. If All of that is true, and only if All of that is true, I would say that Rapid is not intended to be used with CRF at all. I would guess that it is to be used 'in place of' on as many weapons as possible to keep up a very rapid rate of fire, hereafter to be referred to as VRF.
And of course we know now that it is 4 seconds and only on the weapon with the mod. Thus the 'if and only if' disclaimer. Still I would say that the final statements in that section are true. Leading to this statement.
I doubt this one has been well tested. My gut feeling is that this is not for CRF Escorts. It's for Battle Cruiser types.
If you had yourself some dual cannons with the mod, and were using tet glider, DEM, or one of the new fancy on hit effects with that rapid mod, I'd say you were going down the right path.
Strictly using rapid with DHC's and no other Boff ability (cause nothing else would really fit) my GUESS is not as good as almost any other mod. Total guess. Generally they are pretty good with the math on the mods at a base gear level. See YOUR gear profile is different. You need to parse. Or you need to be really great at math and know all the variables. I suggest parsing.
Agreed on this one. Last I really played with it, [rapid] did not put any ability in cooldown, BOff CSV/CRF simply overrides it. However, I'm beginning to think that Cryptic may have changed or broke it, as I can't get it to fire off on my D'D equipped with a [rapid] turret during a quick Red Alert, where the last time I was considering getting more of them I'd get at least a couple of obvious procs where all cannons would at least animate CRF briefly during the same type of event.
And of course we know now that it is 4 seconds and only on the weapon with the mod.
So seriousdave was right about that. Sorry for doubting you I'd find it really difficult, if not impossible, to notice a single weapon in CRF mode. Not with seven other cannons firing at the same time.
Anyway, I'll have to curb my enthusiasm and make due with attack pattern Alpha while using the lieutenant tactical seating for a cannon skill. Thanks for all the advice, guys.
Comments
You can do it but don't expect your result to be anywhere near a build with a real CRF.
Other threads I've found suggest that the mod-induced CRF triggers for all your cannons. Like this one, for example. In that thread, Warmaker had the same idea regarding the K't'inga, if only on paper.
Just did that, to no avail. I can't seem to distinguish between ordinary and rapid fire. And the combat log doesn't mention the [Rapid] mod at all. I feel useless
That's good to know.
I dug up the blog about it to see if I missed anything else. So truns out it's duration is only 4 sec. No wonder you never noticed it, with only a 2.5% trigger chance and only 4sec duration it's just slightly above your DPS without it.
Still suks compared to real CRF.
Now was that one chance mod you'd be dropping account for five percent of that weapons output? Only you can know because only you know the entire H/D profile of your ship. But again pretty easy to work out in practice. Equip one of each weapon and parse your heart away.
Do that with different energy types at the same time, or all of the same energy types at different times, and you'll get the data you need. Do multiple runs of Starbase 234 WITHOUT letting the mission complete. This avoids the timer. If you just spammed 10 quick runs of each thing you wanted to compare you'd have a start.
Rapid. Is different. Most sources say that it is a standard 2.5% chance to proc a 2 second CRF for all of your ships cannon type weapons. The same sources say that it can interfere with activating the Boff ability CRF. If All of that is true, and only if All of that is true, I would say that Rapid is not intended to be used with CRF at all. I would guess that it is to be used 'in place of' on as many weapons as possible to keep up a very rapid rate of fire, hereafter to be referred to as VRF.
And of course we know now that it is 4 seconds and only on the weapon with the mod. Thus the 'if and only if' disclaimer. Still I would say that the final statements in that section are true. Leading to this statement.
I doubt this one has been well tested. My gut feeling is that this is not for CRF Escorts. It's for Battle Cruiser types.
If you had yourself some dual cannons with the mod, and were using tet glider, DEM, or one of the new fancy on hit effects with that rapid mod, I'd say you were going down the right path.
Strictly using rapid with DHC's and no other Boff ability (cause nothing else would really fit) my GUESS is not as good as almost any other mod. Total guess. Generally they are pretty good with the math on the mods at a base gear level. See YOUR gear profile is different. You need to parse. Or you need to be really great at math and know all the variables. I suggest parsing.
Agreed on this one. Last I really played with it, [rapid] did not put any ability in cooldown, BOff CSV/CRF simply overrides it. However, I'm beginning to think that Cryptic may have changed or broke it, as I can't get it to fire off on my D'D equipped with a [rapid] turret during a quick Red Alert, where the last time I was considering getting more of them I'd get at least a couple of obvious procs where all cannons would at least animate CRF briefly during the same type of event.
So seriousdave was right about that. Sorry for doubting you I'd find it really difficult, if not impossible, to notice a single weapon in CRF mode. Not with seven other cannons firing at the same time.
Anyway, I'll have to curb my enthusiasm and make due with attack pattern Alpha while using the lieutenant tactical seating for a cannon skill. Thanks for all the advice, guys.