Hello all, as the title says are weapons with [acc]x3 worth the immense cost? My fleet has adv fleet weapons unlocked (which I already have a full set of) so I'm just wondering if its worth it?
I fly a assault cruiser, I have the nukara console, romulan console and the borg console (and the accuracy trait) so my crits are already boosted somewhat. I'm just wonder if the bleed over from massive amounts of accuracy would be enough to warrent the cost.
I do play pve and pvp so I'm after something for all situations really.
Hello all, as the title says are weapons with [acc]x3 worth the immense cost? My fleet has adv fleet weapons unlocked (which I already have a full set of) so I'm just wondering if its worth it?
I fly a assault cruiser, I have the nukara console, romulan console and the borg console (and the accuracy trait) so my crits are already boosted somewhat. I'm just wonder if the bleed over from massive amounts of accuracy would be enough to warrent the cost.
I do play pve and pvp so I'm after something for all situations really.
cheers
Acc3 is always and will be king.....
Until they change how that mechanic works...
Fleet advanced weapons are close, but not enough...
With all the extra defense in game since LoR, Acc more so than ever....
i'd say no, since an effective gain would only be in PVP against escorts, and there only minimal.
So the cost certainly does not reflect the little bonus you'd get.
Considering the exchange prices of purple MK XII [acc]x3 weapons you are probably better off buying a special DOff like for example 'Marion', a debuff cleaner or an RSF enhancer. Those have IMO a much higher impact than an additional [acc] mod.
Unless you can, un-failingly, always guarantee that you will be able to reduce your target's defense by some method every single time you intend to fire on any target, the answer is yes ACCx3 is worth it.
ACCx3 means more hits, which means more crits and more damage.
As Naz said, the ACCx2 Fleet weapons are close, but more ACC is still better.
In general I recommend buying MK XI ACCx3 before you purchase say MK XII ACCx2 CrtH, etc.
The prices on most MK XI ACCx3 are generally within reason for a PvP build.
I will disagree with some of my friends a little bit.
ACCx3 is not worth it no.
Myelf I use
[acc] [crth]x2 on all my Fed and Klink toons.
and
[acc]x2 [crtd] or [acc] [crtd]x2 on my romulan toons.
Make sure of course you are using acurate trait... and all ways fully spec into targeting.
The amount of ACC you need will depend somewhat on how good you are at choosing targets. In a PvP pug / kerrat.... you don't want to be burning your buffs when people have high defense numbers ( this is true no matter how much acc you have on your weapons ). If an escort is burning an evasive or has OMEGA 3 up its a bad time to be trying to unload a full APA strike on them... wait 5-10s for there defense to drop a big. Also use reliable methods to reduce there defense. (Warp Plasma / Tractors / Target Engines ect).
For the other mods... Feds and Klinks can use the extra Crt chance... and Romulans already having around 20% or so, might as well stack a little bit of CrtD.
For me the weapons I run create for me more kills... the key is being extremely choosy about your targets. ACCx3 will remove the need for that a little more, so for most newer players I would say they likely would up there killing power.
PS - as an aside... and to be honest I rarely run all my weapons with one mod only. For instance when using cannons my turrets are almost always... either [acc]x3 or [acc]x2 more often as I like to run dual proc turrets from the lockboxes. If I am using an overload beam I will also tend to have more acc on it... with either [acc]x2 or 3... and on torps I often just stack the Crt up as with the higher base numbers you can get some massive crits on them to end people with.
my romulan has acc3, theres is a difference. if you want acc3 my advice is to learn to love plasma weapons, i got a full set of forward weapons for the price of 1 acc3 phaser DHC a wile back.
its almost not worth shooting a romulan thats not being held down unless you got acc3, keep a close eye on just how many shots miss, its rather shocking.
fleet acc2 are second best imo, they have pretty serious raw damage
I will disagree with some of my friends a little bit.
ACCx3 is not worth it no.
Myelf I use
[acc] [crth]x2 on all my Fed and Klink toons.
and
[acc]x2 [crtd] or [acc] [crtd]x2 on my romulan toons.
Make sure of course you are using acurate trait... and all ways fully spec into targeting.
The amount of ACC you need will depend somewhat on how good you are at choosing targets. In a PvP pug / kerrat.... you don't want to be burning your buffs when people have high defense numbers ( this is true no matter how much acc you have on your weapons ). If an escort is burning an evasive or has OMEGA 3 up its a bad time to be trying to unload a full APA strike on them... wait 5-10s for there defense to drop a big. Also use reliable methods to reduce there defense. (Warp Plasma / Tractors / Target Engines ect).
For the other mods... Feds and Klinks can use the extra Crt chance... and Romulans already having around 20% or so, might as well stack a little bit of CrtD.
For me the weapons I run create for me more kills... the key is being extremely choosy about your targets. ACCx3 will remove the need for that a little more, so for most newer players I would say they likely would up there killing power.
PS - as an aside... and to be honest I rarely run all my weapons with one mod only. For instance when using cannons my turrets are almost always... either [acc]x3 or [acc]x2 more often as I like to run dual proc turrets from the lockboxes. If I am using an overload beam I will also tend to have more acc on it... with either [acc]x2 or 3... and on torps I often just stack the Crt up as with the higher base numbers you can get some massive crits on them to end people with.
I used to argue with it too and early on I preferred [ACCx2] [CrtH] or [ACC] [CrtH]x2, but there eventually came a point where all of the combat log parsings from myself and the pony showed me a clear statement I could no longer argue with. (Actually when I first got into PvP I chose those mods after reading posts by this old school dude "Husanak" - his posts were always really knowledgeable and not ego-fueled )
Aside from simply overall more damage, and more consistent damage, even the critical hit percentages were higher, simply due to hitting more often (about 6% better hit rate from ACC 2 to ACC 3).
It fluctuates, and there are times when control is stronger than others - but ultimately no other single modifier covers as many different situations as well as ACC does. It's the most consistent of all modifiers, IMO, it's the modifier that is the most resilient to fluctuations and other variables.
That's not saying that any other mod is "useless".
I've run Adv Fleet APs because I wanted to run APs. It's not like your weapons no longer perform at all.
So, what about in situations where ships have really high bonus accuracy, on one of my kumari escorts i use the two piece set for the targeting sync and then use the omega deflector to further run that up. I think I currently have around 37.5% bonus acc. The DTS console on the vet ships is another example. Then the accurate trait.
I find that [Acc]x2 [CrtH] work very well, especially if you are trying to max critical hit chance. But i always have wondered if there was a point where really high bonus acc made acc x3 less of a must have.
Hello all, as the title says are weapons with [acc]x3 worth the immense cost? My fleet has adv fleet weapons unlocked (which I already have a full set of) so I'm just wondering if its worth it?
I fly a assault cruiser, I have the nukara console, romulan console and the borg console (and the accuracy trait) so my crits are already boosted somewhat. I'm just wonder if the bleed over from massive amounts of accuracy would be enough to warrent the cost.
I do play pve and pvp so I'm after something for all situations really.
Comments
Acc3 is always and will be king.....
Until they change how that mechanic works...
Fleet advanced weapons are close, but not enough...
With all the extra defense in game since LoR, Acc more so than ever....
So the cost certainly does not reflect the little bonus you'd get.
naz beat me to it. i will add though that for pve acc is not a major issue.
for pvp, nothing critz, if it nothing hitz :P
acc3 is the best for pvp imho
ACCx3 means more hits, which means more crits and more damage.
As Naz said, the ACCx2 Fleet weapons are close, but more ACC is still better.
In general I recommend buying MK XI ACCx3 before you purchase say MK XII ACCx2 CrtH, etc.
The prices on most MK XI ACCx3 are generally within reason for a PvP build.
My PvE/PvP hybrid skill tree
ACCx3 is not worth it no.
Myelf I use
[acc] [crth]x2 on all my Fed and Klink toons.
and
[acc]x2 [crtd] or [acc] [crtd]x2 on my romulan toons.
Make sure of course you are using acurate trait... and all ways fully spec into targeting.
The amount of ACC you need will depend somewhat on how good you are at choosing targets. In a PvP pug / kerrat.... you don't want to be burning your buffs when people have high defense numbers ( this is true no matter how much acc you have on your weapons ). If an escort is burning an evasive or has OMEGA 3 up its a bad time to be trying to unload a full APA strike on them... wait 5-10s for there defense to drop a big. Also use reliable methods to reduce there defense. (Warp Plasma / Tractors / Target Engines ect).
For the other mods... Feds and Klinks can use the extra Crt chance... and Romulans already having around 20% or so, might as well stack a little bit of CrtD.
For me the weapons I run create for me more kills... the key is being extremely choosy about your targets. ACCx3 will remove the need for that a little more, so for most newer players I would say they likely would up there killing power.
PS - as an aside... and to be honest I rarely run all my weapons with one mod only. For instance when using cannons my turrets are almost always... either [acc]x3 or [acc]x2 more often as I like to run dual proc turrets from the lockboxes. If I am using an overload beam I will also tend to have more acc on it... with either [acc]x2 or 3... and on torps I often just stack the Crt up as with the higher base numbers you can get some massive crits on them to end people with.
its almost not worth shooting a romulan thats not being held down unless you got acc3, keep a close eye on just how many shots miss, its rather shocking.
fleet acc2 are second best imo, they have pretty serious raw damage
I used to argue with it too and early on I preferred [ACCx2] [CrtH] or [ACC] [CrtH]x2, but there eventually came a point where all of the combat log parsings from myself and the pony showed me a clear statement I could no longer argue with. (Actually when I first got into PvP I chose those mods after reading posts by this old school dude "Husanak" - his posts were always really knowledgeable and not ego-fueled )
Aside from simply overall more damage, and more consistent damage, even the critical hit percentages were higher, simply due to hitting more often (about 6% better hit rate from ACC 2 to ACC 3).
It fluctuates, and there are times when control is stronger than others - but ultimately no other single modifier covers as many different situations as well as ACC does. It's the most consistent of all modifiers, IMO, it's the modifier that is the most resilient to fluctuations and other variables.
That's not saying that any other mod is "useless".
I've run Adv Fleet APs because I wanted to run APs. It's not like your weapons no longer perform at all.
I find that [Acc]x2 [CrtH] work very well, especially if you are trying to max critical hit chance. But i always have wondered if there was a point where really high bonus acc made acc x3 less of a must have.
Beam builds? go with the adv fleet beams, they are good for those builds, and u can use the nukara console.
Vin Naftero@playhard88 - FED Sciencie
K'tan@playhard88 - KDF Tactical
Argento@playhard88 - RRF Tactical (FED)
Synchronized targeting gives a flat +10% to bonus accuracy
The omega deflector is giving another 2% and change in the form of targeting systems.
Thre really isn't much in the way of boosting bonus accuracy. I'd be happy to know what other things could be thrown on to up the level higher.
http://sto-forum.perfectworld.com/showthread.php?t=871221
There's some numbers that can give you some perspective on damage outputs.