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Incoming change to [Dmg] modifier

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  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    edited July 2015
    wardcalis wrote: »
    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!
    wardcalis wrote: »
    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....

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  • martakurillmartakurill Member Posts: 456 Arc User
    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. :)
  • peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    edited July 2015
    snowpig74 wrote: »
    I did the math, CrtDx4 still best, but dmgx4 is better than CrtHx4 now. CrtDx3 dmg is better than CrtDx3 CrtH, followed by CrtD dmgx3

    So my personal chart for 27% CrtH and 105% CrtD is ( from best to worst ):

    CrtDx4
    CrtDx3 dmg
    CrtDx3 CrtH
    CrtDx2 dmgx2
    CrtDx2 CrtH dmg
    CrtD dmgx3
    CrtDx2 CrtHx2
    CrtD CrtH dmgx2
    dmgx4
    CrtD CrtHx2 dmg
    CrtH dmgx3
    CrtD CrtHx3
    CrtHx4

    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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    felisean wrote: »
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  • snowpig74snowpig74 Member Posts: 267 Arc User
    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.
  • royalsovereignroyalsovereign Member Posts: 1,344 Arc User
    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.
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  • woodwhitywoodwhity Member Posts: 2,636 Arc User
    Now, we are actually crunching numbers and figuring out when [Crit-D] passes [DMG],

    It wasnt different before. On low/very low CrtH-Builds, Dmg was superior to CrtD. Now the treshold as been moved up a bit.
    ​​
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    wardcalis wrote: »
    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! :D
    XzRTofz.gif
  • peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    edited July 2015
    snowpig74 wrote: »
    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.

    Got it. Thank you very much for posting this. :)

    Sounds like a pretty successful buff to me.
    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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    Looking for a fun PvE fleet? Join us at Omega Combat Division today.
    felisean wrote: »
    teamwork to reach a goal is awesome and highly appreciated
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