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[CrtD] vs [DMG]

Before I start re-rolling mods in a serious manner, do I understand correctly ....
  • If running a TAC toon, then [DMG] is likely the mod of choice.
  • If running an ENG or SCI toon, then [CrtD] is likely the mod of choice.

Do I have that right?
Joint Forces Commander ... / ... proud member of ... boq botlhra'ghom / AllianceCenCom!
" We stand TOGETHER and fight with HONOR!"

U.S.S. Maelstrom, NCC-71417 (Constitution III-class/flagship) --- Fleet Admiral Hauk' --|-- Dahar Master Hauk --- I.K.S. qu'In 'an bortaS (D7-class / flagship)

Comments

  • casualstocasualsto Member Posts: 672 Arc User
    I'll be brief.

    If you run a build with lower than 20% critical chance, [Dmg] all the way is the best solution.

    If you run a build with 20% or more critical chance we have two options that guide you further.
    1. You don't run lobi consoles that boost crth/crtd further.
    2. You do run lobi consoles (tachyokinetic and the elachi crtd console).

    For the first case, you need a solid 20-25% critical hit chance and a 100% crtd bonus (unbuffed-shown on the status bar in space). That is when you need a balanced mod setup like [crtd]x2[dmg]x2 or [crtd]x2[dmg][pen] or [crtd]x3[dmg] or [crtd]x2 [dmg][pen].

    For the second case, you need a solid 20-25% critical hit chance or more and will probably hit a 125-150% crtd bonus unbuffed on the same screen. That's when you'll get better numbers from [crtd][dmg]x3, [dmg]x4 or [dmg]x3 [pen].

    Taking this to heart and consideration spares you of reading those walls of text from reddit and getting really efficient with your optimisation.

    Also bare in mind, piloting properly > min-maxing these weapon mods. The difference in performance between these mods compared is like under 1% total dps variation under identical situations (same pilot, same run, same stats, same conditions).

    And if you're really looking for the easy way out, any combo of [Crtd] and [Dmg] works just fine.

    PS. - the Tac/Eng/Sci schism is no longer available for season 14. Tacs benefit more from [dmg] mods, but [dmg] is also hefty and beneficial especially to Eng and Sci which lack slightly in cat2 damage buffs but can compensate in efficiency with other bonuses and mechanics.
  • f8explorer#7814 f8explorer Member Posts: 1,328 Arc User
    THAT helps explain it better than I've found so far, so thanks.
    Joint Forces Commander ... / ... proud member of ... boq botlhra'ghom / AllianceCenCom!
    " We stand TOGETHER and fight with HONOR!"

    U.S.S. Maelstrom, NCC-71417 (Constitution III-class/flagship) --- Fleet Admiral Hauk' --|-- Dahar Master Hauk --- I.K.S. qu'In 'an bortaS (D7-class / flagship)
  • orangenee#2931 orangenee Member Posts: 837 Arc User
    Romulans = crtD

    Romulans can get crit chance without even trying. Mine is about 22% with a couple of SROs, I think the three Scimmie set and the skill tree.

    Due to skill choice I have effectively base hull and I can still fly straight past a swarm and kill nearly all of them with my drone's help in one pass due to crit damage.

    That said I'm a much better "fighter" pilot than I am anything else so as the other person said, piloting and lining everything up just right can do more damage than Joe Goldstuff with a mere MK XII VR setup.

    Play to yours and your ships strengths. The ship and it's gear can't do all the work.
  • f8explorer#7814 f8explorer Member Posts: 1,328 Arc User
    casualsto wrote: »
    I'll be brief.
    For the first case, you need a solid 20-25% critical hit chance and a 100% crtd bonus (unbuffed-shown on the status bar in space). That is when you need a balanced mod setup like [crtd]x2[dmg]x2 or [crtd]x2[dmg][pen] or [crtd]x3[dmg] or [crtd]x2 [dmg][pen].

    For the second case, you need a solid 20-25% critical hit chance or more and will probably hit a 125-150% crtd bonus unbuffed on the same screen. That's when you'll get better numbers from [crtd][dmg]x3, [dmg]x4 or [dmg]x3 [pen].

    .

    On a new engineering toon that has yet to get crit from leveling up reps. I'm running 23.7% crit chance / 86.7 severity. Ship is a T6 flagship.

    Weapon's I'm looking to re-engineer are sensor-linked phasers.

    Now, going with what you've said above ... I would go with balanced or more CrtD heavy. BUT ,,, I haven't applied the rep trait boosts yet.

    Which way would you lean? ... And I'm looking at this as a learning experience, btw. So thanks in advance!
    Joint Forces Commander ... / ... proud member of ... boq botlhra'ghom / AllianceCenCom!
    " We stand TOGETHER and fight with HONOR!"

    U.S.S. Maelstrom, NCC-71417 (Constitution III-class/flagship) --- Fleet Admiral Hauk' --|-- Dahar Master Hauk --- I.K.S. qu'In 'an bortaS (D7-class / flagship)
  • corelogikcorelogik Member Posts: 1,039 Arc User
    edited March 2018
    Speaking for myself only, I like to run [CrtD] [Dmg]x2 @ VR, [CrtD]x2 [Dmg]x2 @ UR. That way when I finally gild them, I get [Acc/Dmg] [CrtD]x2 [Dmg]x2 effectively, Acc x1, CrtD x2 and Dmg x3. Then again I play mostly Tac's and my CrtH hovers around 30% when fully buffed, and just under 20% when not buffed. My preferred mods may not be ideal or in the "Meta" but it works for me and I melt enemies to my satisfaction regularly.

    For ground I prefer [CrtD] [Dmg]x2 @ VR, [CrtD] [Dmg]x3 @ UR and whatever gilding gets me I make a decision then since each weapon is different depending on if it's lockbox or lobi or crafted,...
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  • legendarylycan#5411 legendarylycan Member Posts: 37,284 Arc User
    edited March 2018
    the damage portion of epic modifiers is double the strength of a regular damage mod...so it would be Acc x1, CrtD x2 and Dmg x4, not 3

    unless they fixed that while setting up the re-engineering system, because that technically wasn't intended

    and you really shouldn't be using damage modifiers on the ground at all, because they're still the TRIBBLE cat1 version - they weren't buffed when the space version was​​
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  • casualstocasualsto Member Posts: 672 Arc User
    After slotting the Dyson Rep Crtd Bonus and the Rom Rep Crth Bonus, you'll be sitting at 23.7% crth and 86% crtd + 4% crth and 16% crtd. That results into a 27.7% (which might be 28% or more after upgrading further or having boosted aux power during the combat if you run the Disentanglement Suite science console) crth. And a 104% crtd. For unbuffed stats, 27% crth and 104% crtd results into a good base 1/4 crth/crtd. unbuffed.

    That results make two optimal things to have:
    1. If you don't run AP and run anything else, [crtd]x2 [dmg][pen], [crtd][dmg]x2[pen], [crtd]x2[dmg]x2.
    2. if you run AP (innate 20 crtd red basic AP, not herald, not delphic...). [crtd][dmg]x2[pen], [crtd][dmg]x3.
  • peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    genhauk wrote: »
    Before I start re-rolling mods in a serious manner, do I understand correctly ....
    • If running a TAC toon, then [DMG] is likely the mod of choice.
    • If running an ENG or SCI toon, then [CrtD] is likely the mod of choice.

    Do I have that right?

    Yea. :)
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