With vindication to us Spiral Wave users. Now, if they can fix/tweak that little [Acc] thing, then it'll be good to be the king.
Actually, consider that Spiral Waves have an oddball 15 damage base advantage over all other beams of the same mark and rarity, and with all those mods...I think they're pretty much a contender for the crown as is. Glad I stuck with them.
Thank you very much for this post as I look on similar figures on one of my toons and was starting to wonder. I suppose on my romulan chars with even higher crit H ratings the favour of D on guns will be even more pronounced, despite the change.
But what about lower figures, Let’s say around 20%? Is there any way current math permits an exact Crit H (+D without guns) threshold below which the DMG mod turns out to be more potent?
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I did the math yesterday for the comparison between [CrtD]x4 and [dmg]x4. The result is, that there is a threshold in the Crit Chance where - depending on your Crit Severity [CrtD]x4 becomes better than [dmg]x4.
The threshold is around 17% Crit chance if your Crit severity is 50% ( i.e. lower than 17% Crit chance => [dmg]x4 is better than [CrtD]x4)
At around 100% Crit severity the threshold is around 18.6% Crit chance.
For the simplicity's sake: if you have 19% Crit-chance or more, [CrtD]x4 is better than [dmg]x4. If you have 17% or less, [dmg]x4 is better than [CrtD]x4. Between 17% and 19% they are almost equal.
The takeaway from this discussion is that before the change, [DMG] was lol-worthy. According to all the 'in-the-know' players, anything with [DMG] was only vendor trash, and anyone who used it in-game was obviously a noob. Now, we are actually crunching numbers and figuring out when [Crit-D] passes [DMG], and finding that in some setups and situations, [DMG] is at least competitive.
Sounds like a pretty successful buff to me.
"You Iconians just hung a vacancy sign on your asses and my foot's looking for a room!"
--Red Annorax
The effect on torps from this change is going to be about 20% more effective because of their base damage.
Photons with all their crazy buffs. Quantums. And LOL, the Tricobalts with [Dmg] mods!
Except no mods work for TriC's. None. Zip. Nada. Craft a few with and without the [Dmg] and [Pen] mods and do some firing test to see for yourself.
PS, After reviewing Snipey's vid that we did on torp tests, lol that they don't benefit from ACC when they miss so much....
You know, you're right, I had forgotten all about that. That was a very old issue. IIRC, predates even LOR. I had 2 Tricobalt Mine Launchers, very old pieces of gear. One is CrtDx3, the other is Dmgx3. Their damage values in the tooltip is exactly the same. Can't believe this issue (or IIRC, intended, because the devs hated Tricobalts long ago) is still around!
I did the math yesterday for the comparison between [CrtD]x4 and [dmg]x4. The result is, that there is a threshold in the Crit Chance where - depending on your Crit Severity [CrtD]x4 becomes better than [dmg]x4.
The threshold is around 17% Crit chance if your Crit severity is 50% ( i.e. lower than 17% Crit chance => [dmg]x4 is better than [CrtD]x4)
At around 100% Crit severity the threshold is around 18.6% Crit chance.
For the simplicity's sake: if you have 19% Crit-chance or more, [CrtD]x4 is better than [dmg]x4. If you have 17% or less, [dmg]x4 is better than [CrtD]x4. Between 17% and 19% they are almost equal.
Comments
Except no mods work for TriC's. None. Zip. Nada. Craft a few with and without the [Dmg] and [Pen] mods and do some firing test to see for yourself.
PS, After reviewing Snipey's vid that we did on torp tests, lol that they don't benefit from ACC when they miss so much....
Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
"A good weapon and a great strategy will win you many battles." - Marshall
I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
Actually, consider that Spiral Waves have an oddball 15 damage base advantage over all other beams of the same mark and rarity, and with all those mods...I think they're pretty much a contender for the crown as is. Glad I stuck with them.
Thank you very much for this post as I look on similar figures on one of my toons and was starting to wonder. I suppose on my romulan chars with even higher crit H ratings the favour of D on guns will be even more pronounced, despite the change.
But what about lower figures, Let’s say around 20%? Is there any way current math permits an exact Crit H (+D without guns) threshold below which the DMG mod turns out to be more potent?
Looking for a fun PvE fleet? Join us at Omega Combat Division today.
The threshold is around 17% Crit chance if your Crit severity is 50% ( i.e. lower than 17% Crit chance => [dmg]x4 is better than [CrtD]x4)
At around 100% Crit severity the threshold is around 18.6% Crit chance.
For the simplicity's sake: if you have 19% Crit-chance or more, [CrtD]x4 is better than [dmg]x4. If you have 17% or less, [dmg]x4 is better than [CrtD]x4. Between 17% and 19% they are almost equal.
Sounds like a pretty successful buff to me.
--Red Annorax
It wasnt different before. On low/very low CrtH-Builds, Dmg was superior to CrtD. Now the treshold as been moved up a bit.
You know, you're right, I had forgotten all about that. That was a very old issue. IIRC, predates even LOR. I had 2 Tricobalt Mine Launchers, very old pieces of gear. One is CrtDx3, the other is Dmgx3. Their damage values in the tooltip is exactly the same. Can't believe this issue (or IIRC, intended, because the devs hated Tricobalts long ago) is still around!
Got it. Thank you very much for posting this.
I agree and shifting the mods favour from DMG to Cri D around a crit H rate around 17-19% seems to be a fair deal for everybody.
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