Season 10.5 has really shaken up the situation for endgame weapons in STO.
Whereas before, [CrtD] was far and away the best option, with no real competition, [Dmg] has been buffed to the point it is probably not worse than [CrtD] for the majority of players, and possibly even better.
This dramatically increases the availability of good space guns in the game.
In the past, the only acceptable choices if you wanted a best-equipped ship were [CrtD]x4 and [CrtD]x3 [Pen]
Now, you can choose between no less than NINE different options that all just about as good as [CrtD]x4 has always been.
[Dmg]x4, [Dmg]x3 [Pen], [CrtD] [Dmg]x3, [CrtD]x2 [Dmg]x2, [Crtd]x2 [Dmg] [Pen], [Crtd] [Dmg]x2 [Pen], [CrtD]x3 [Dmg], [CrtD]x3 [Pen], [Crtd]x4.
This should improve the overall DPS situation in the game by making high-end end-game weapons no longer very expensive and difficult to produce.
At the same time as this buff to [Dmg] was added, two broken useless mods were removed from crafted weapons. In the past, your odds of getting any particular set of mods when crafting a mk2 weapon were 1/160. Now they have been increased to 1/128.
Also, while in the past, only two crafting outcomes could lead to the best space weapons, now, many more outcomes are viable.
The take-away? It is now much much much easier to produce and to buy weapon that are equivalent to what [CrtD]x4 weapons have been since DR.
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On the finely tuned builds [crtd] is still superior to [dmg], but for the household build [dmg] has become a contender.
It is nice to finally see the ancient quad cannons get a second chance. They're cannons, but at least now their modifier doesn't blow chunks according to the community.
Needless to say, I'm pretty happy with the update to the DMG proc, it made my weapons that much stronger. Might not be the 'perfect' combination, but they're pretty nasty. I had a couple of Epic [CritD]x2 [Dmg]x2 beams in my bank as well.. going to have to break those out as they might be even better yet.
Variety is always a good thing, I'm happy that CritD is no longer the only way to go. I'm even happier (and somewhat surprised) that they managed to create variety without nerfing CrtD. Usually, the 'Cryptic Way' is to just take the best thing and nerf it until people don't want to use it anymore. I like this approach much better.
From what I've read so far, the new [DMG] mod will only get better as powercreep in the game increases simply because it's a bonus dealt after all buffs.
| USS Curiosity - Pathfinder | USS Rift - Eternal |
The Science Ship Build Thread - Share your Sci Ship builds here!
Well your critical damage increases based on your damage so it's an all around boost. The question is which will stack better. Don't forget new ways are added to increase crit chance and severity as well.
But DMG is determined after even severity isn't it? In which case CrtD has the potential to be diluted by other effects while other effects will only buff DMG further. Or am I wrong?
| USS Curiosity - Pathfinder | USS Rift - Eternal |
The Science Ship Build Thread - Share your Sci Ship builds here!
I was thinking the same thing, those Quantum Torpedoes with multiple DMG mods must absolutely destroy non shielded targets now. Might actually trigger a renaissance of the Torpedo Boat, or at the least get us Beam Boat Captains to consider re-integrating torpedoes into our builds.
Glad I hung on to them.
Same here.