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  • rodentmasterrodentmaster Member Posts: 1 Arc User
    edited December 2013
    dahminus wrote: »
    There are fleet weapons with crthx2 and accx2?
    I didn't know that...

    Erm... hrm... was going from memory. I hope I didn't TRIBBLE that up. The fleet weapons proc selection is pretty pathetic IMO. You only get a small selection of the same proc's over and over. Can't find a list of them at the moment online, stowiki doesn't have an entry for fleet weapons.
  • rylanadionysisrylanadionysis Member Posts: 3,359 Arc User
    edited December 2013
    Rough numbers as I dont currently have exact figures. These are from memory but should be accurate +/- about 3-5 percent.

    All of my ships are built for critH via romulan boffs/universal consoles/rep choices/skill tree.

    Human Tac Fleet Advanced Escort: Listed 13.2 CritH, after mods and other "hidden values" its actual effective crit rate is 22-23% parsed with an effective critD of about 180, before Exploiters it was doing on average 14,000 DPS. Add 5x Exploiters (+40 CritD). Parse results after this indicate a nearly 20% overall damage increase over time (current average DPS around 16500) with DHC single hits(crits) doing 25000 damage EACH in alpha. For this ship build, I am almost loathe to add anymore crit to it, but will test as tier 3 becomes available. The damage increase was ENORMOUS. I expect to either keep all 5 exploiters or maybe put a 1/4 or 2/3 Locator/Exploiter split dependent on results.

    Romulan Sci Fleet Dhelan: Listed 17.7 CritH, after mods and other hiddens it parses at about 26-27 percent. CritD values significantly lower due to this ship not using AP weaponry. CritD was around 150 (oops). Added 5x exploiters, went from 9500 DPS to (get this) 14000 DPS, that is almost an exact 40 percent increase (+40 crit D on a high crit ship and... voila). Will likely not be adding any locators as this ship is still chasing CritD.


    Other ships and builds were also tested and similar results were seen around the 25% critH mark.

    My conclusion is that if you have more than 25% crit you will never find a use for a locator. It is completely impossible, even with AP weapons, to stack crit D high enough to match it. A romulan could easily push 32% critH but in doing so would still be sitting in the 180ish critD area, whereas the same rom using a 25 critH 250critD split would be doing more than 30 percent more damage, AND would have much larger spike hits.

    The math is obvious - the locator is worthless for existing crit stackers. Exploiter all the way. That being said, if youre running a high critD build on say an engineer with critH in the single digits or teens, you definitely want the locators.

    Remember this, critH is absolutely worthless if you dont have the severity to support it. You could have 30 percent crit with base severity and literally be shooting crits for 500 damage, whereas a balanced ship will be hitting 3000+
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  • baudlbaudl Member Posts: 4,060 Arc User
    edited December 2013
    Rough numbers as I dont currently have exact figures. These are from memory but should be accurate +/- about 3-5 percent.

    All of my ships are built for critH via romulan boffs/universal consoles/rep choices/skill tree.

    Human Tac Fleet Advanced Escort: Listed 13.2 CritH, after mods and other "hidden values" its actual effective crit rate is 22-23% parsed with an effective critD of about 180, before Exploiters it was doing on average 14,000 DPS. Add 5x Exploiters (+40 CritD). Parse results after this indicate a nearly 20% overall damage increase over time (current average DPS around 16500) with DHC single hits(crits) doing 25000 damage EACH in alpha. For this ship build, I am almost loathe to add anymore crit to it, but will test as tier 3 becomes available. The damage increase was ENORMOUS. I expect to either keep all 5 exploiters or maybe put a 1/4 or 2/3 Locator/Exploiter split dependent on results.

    Romulan Sci Fleet Dhelan: Listed 17.7 CritH, after mods and other hiddens it parses at about 26-27 percent. CritD values significantly lower due to this ship not using AP weaponry. CritD was around 150 (oops). Added 5x exploiters, went from 9500 DPS to (get this) 14000 DPS, that is almost an exact 40 percent increase (+40 crit D on a high crit ship and... voila). Will likely not be adding any locators as this ship is still chasing CritD.


    Other ships and builds were also tested and similar results were seen around the 25% critH mark.

    My conclusion is that if you have more than 25% crit you will never find a use for a locator. It is completely impossible, even with AP weapons, to stack crit D high enough to match it. A romulan could easily push 32% critH but in doing so would still be sitting in the 180ish critD area, whereas the same rom using a 25 critH 250critD split would be doing more than 30 percent more damage, AND would have much larger spike hits.

    The math is obvious - the locator is worthless for existing crit stackers. Exploiter all the way. That being said, if youre running a high critD build on say an engineer with critH in the single digits or teens, you definitely want the locators.

    Remember this, critH is absolutely worthless if you dont have the severity to support it. You could have 30 percent crit with base severity and literally be shooting crits for 500 damage, whereas a balanced ship will be hitting 3000+

    again, no...the crtD on weapons + locator yields a higher coefficent...allways. for burst it is obvious that you want them as high as possible, but for parsing dps, the crtDx3 on your weapons + locator beats it if you believe in math.
    the reason?
    there is not enough crtD on the exploiters...if they had 16%, they would be better than the locators.

    ofcourse you parsed much higher, you just added 40 crtD to ALL your weapons! If you use crtDx3 weapons and 5 locators you will parse even higher and even have higher crits because the ratio on weapons between crt<H and crtD is 1:10 and on the new consoles only 1:5
    Go pro or go home
  • rylanadionysisrylanadionysis Member Posts: 3,359 Arc User
    edited December 2013
    baudl wrote: »
    again, no...the crtD on weapons + locator yields a higher coefficent...allways. for burst it is obvious that you want them as high as possible, but for parsing dps, the crtDx3 on your weapons + locator beats it if you believe in math.
    the reason?
    there is not enough crtD on the exploiters...if they had 16%, they would be better than the locators.

    The coefficient is meaningless. I dont know where you got it in your head to do a direct calculation like 25 crit x 180 crit d = increase in dps, because it doesnt even work that way.

    Crits are a chance to happen, they are not a guaranteed damage nor are they staticly calculated (ie, if i have 25 crit i will always crit 1 in 4 shots and if my crit d is 150 i will always crit for exactly 250% of my base damage)

    My testing yields exactly what I have believed all along. You dont build for more chances to crit first, you build to make what does crit hit like a truck. It just so happens that the sweetspot is very near this famed 1:10 ratio people talk about. it is actually closer to just having 200 critD full stop. Once youve got that, the crit scales like crazy the more you add of it.

    The problem I am illustrating is that it is virtually impossible to reach more than say 150 critD without the Exploiters for most builds. I only did on my toon because I all out stacked for it (except for the acc mods on the fleet weapons, i could theoretically hit 190 critD on an AP ship without an exploiter)

    It goes back to what I said in the previous post, you could have a 30+ hit rate but every crit is barely scratching the paint, whereas the next guy over "only" has 20 crit rate, but his hits blow the whole car in half.

    Make sense where I am coming from?
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  • baudlbaudl Member Posts: 4,060 Arc User
    edited December 2013
    The coefficient is meaningless. I dont know where you got it in your head to do a direct calculation like 25 crit x 180 crit d = increase in dps, because it doesnt even work that way.

    Crits are a chance to happen, they are not a guaranteed damage nor are they staticly calculated (ie, if i have 25 crit i will always crit 1 in 4 shots and if my crit d is 150 i will always crit for exactly 250% of my base damage)

    My testing yields exactly what I have believed all along. You dont build for more chances to crit first, you build to make what does crit hit like a truck. It just so happens that the sweetspot is very near this famed 1:10 ratio people talk about. it is actually closer to just having 200 critD full stop. Once youve got that, the crit scales like crazy the more you add of it.

    The problem I am illustrating is that it is virtually impossible to reach more than say 150 critD without the Exploiters for most builds. I only did on my toon because I all out stacked for it (except for the acc mods on the fleet weapons, i could theoretically hit 190 critD on an AP ship without an exploiter)

    It goes back to what I said in the previous post, you could have a 30+ hit rate but every crit is barely scratching the paint, whereas the next guy over "only" has 20 crit rate, but his hits blow the whole car in half.

    Make sense where I am coming from?

    i never said the coefficent = increase in dps...it is a dimensionless number that illustrates how different values of crtH and crtD affect your average dmg.
    My testing yields exactly what I have believed all along
    very convenient i'd say.

    your "testing" also doesn't change the fact, that crthx3 on your weapons + 5x exploiter =6% crth and 40% crtD
    and that crtdx3 on your weapons + 5x locator = 60 crtD and 8% crtH

    i ask you, which would you prefer? since they all cost the same, I'd go with option B.
    Go pro or go home
  • rylanadionysisrylanadionysis Member Posts: 3,359 Arc User
    edited December 2013
    baudl wrote: »
    i never said the coefficent = increase in dps...it is a dimensionless number that illustrates how different values of crtH and crtD affect your average dmg.

    very convenient i'd say.

    your "testing" also doesn't change the fact, that crthx3 on your weapons + 5x exploiter =6% crth and 40% crtD
    and that crtdx3 on your weapons + 5x locator = 60 crtD and 8% crtH

    i ask you, which would you prefer? since they all cost the same, I'd go with option B.

    Wrong math, I use accx2 AP or plasma/romplas weaponry on all of my ships. For your math to work for me youd have to find a way to make up the acc overflow AND the loss of the built in AP critD mod (since as I understand it the only critD x3 weapons that exist are the voth ones that dont include said mod)

    For ships that have upwards of 150 accuracy via calclulation, youd be talking a drop to 130 which would equate to about a 4 percent loss in critH and 24 critD alone (if memory serves on how that particular mechanic is working)

    It might be of note to mention all of my ships are PvP specced first, STF DPS second. PvP results are even more promising, but thats a whole other ball of wax.
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    Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
    Chief of Starfleet Intelligence Service == Praise Cheesus
  • baudlbaudl Member Posts: 4,060 Arc User
    edited December 2013
    Wrong math, I use accx2 AP or plasma/romplas weaponry on all of my ships. For your math to work for me youd have to find a way to make up the acc overflow AND the loss of the built in AP critD mod (since as I understand it the only critD x3 weapons that exist are the voth ones that dont include said mod)

    For ships that have upwards of 150 accuracy via calclulation, youd be talking a drop to 130 which would equate to about a 4 percent loss in critH and 24 critD alone (if memory serves on how that particular mechanic is working)

    It might be of note to mention all of my ships are PvP specced first, STF DPS second. PvP results are even more promising, but thats a whole other ball of wax.

    for every 1% acc overflow you get 0,125% crth and 0,5%crtD, took it from here
    so that 20% is about 2,5% crtH and 10% crtD (actually only 2.09% and 8,35%)

    so basically your weapon translates into a 2,5% crtH and 30% crtD against a fixed target (0% def)...with 5 exploiter it becomes a 2,5% crtH and 70% crtD weapon

    again i'd like to ask you, which is better in your opinion, a 60% crtD and 8% crtH (not even AP, disruptor perhaps) or your one? even if i switch 2 of my crd mods into acc it still has 30 % crtD and 10,5% crtH + a proc

    to be fair, yours would have 2x dmg mods too, i guess, if it is a fleet weapon...but still 5,5% more crtH and only 10% less crtD? srsly?
    the possible stats you lose with exploiter consoles are quite significant.
    Go pro or go home
  • thisslerthissler Member Posts: 2,055 Arc User
    edited December 2013
    I've seen some awful things in this thread, the tool page, and um...the related thread.

    Really bad things.

    Anyway. Lets talk about Rylan, or anyone else that things CritD is godly.

    Of course it is. Especially if you mean PVP. The way most players experience the game you will never notice the difference between 15.00 % CritH and 16.60% CritH. You just never will. I'm sorry. And if you're a true spike player I can assure you that you never will. Because it means about 1 extra critical hit for every 63 attempts. You'll notice the extra CritD though. In big floaty numbers and shattered ships.

    If you're a spiker, you're likely getting your CritH in some other way, if you're any good anyway. So you get CritD.

    All else being equal, in order, Acc, Dmg, CritH will give the smoothest increase in damage. Even where you can show that CritH and CritD give the same damage over an infinite time period, H will be smoother than D. Just the way it is.

    What that means is, the shorter the time frame the more often H will outperform D, and that when D does actually perform, it will obliterate ships. This is a very common aspect of game design. Just saying.

    One to Ten is an ideal goal for the smoothest application of maximum damage over time. And when you're dealing with most items, abilities, and weapon mods, that is how they come to you.

    These consoles bork that up considerably. Because they grant crit rate at double the amount of severity there are many points on the curve where they are optimal if you simply want maximum damage over time. It isn't because CritH is godly, and it isn't because Critd sucks. It IS because the consoles themselves are out of balance with many other items and abilities in the game.

    And these calculations aren't static. If you're really curious your best bet is to just make your own spreadsheet using the Acc/Def hit table that's been linked previously.
  • architect13architect13 Member Posts: 1,076 Arc User
    edited December 2013
    This is a game right?!? -- just checking because there is a lot of math!
    Have you tried the new forum on your phone?
  • dahminusdahminus Member Posts: 0 Arc User
    edited December 2013
    This is a game right?!? -- just checking because there is a lot of math!

    You don't play mmos all too often do ya?
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
  • rylanadionysisrylanadionysis Member Posts: 3,359 Arc User
    edited December 2013
    thissler wrote: »
    I've seen some awful things in this thread, the tool page, and um...the related thread.

    Really bad things.

    Anyway. Lets talk about Rylan, or anyone else that things CritD is godly.

    Of course it is. Especially if you mean PVP. The way most players experience the game you will never notice the difference between 15.00 % CritH and 16.60% CritH. You just never will. I'm sorry. And if you're a true spike player I can assure you that you never will. Because it means about 1 extra critical hit for every 63 attempts. You'll notice the extra CritD though. In big floaty numbers and shattered ships.

    If you're a spiker, you're likely getting your CritH in some other way, if you're any good anyway. So you get CritD.

    All else being equal, in order, Acc, Dmg, CritH will give the smoothest increase in damage. Even where you can show that CritH and CritD give the same damage over an infinite time period, H will be smoother than D. Just the way it is.

    What that means is, the shorter the time frame the more often H will outperform D, and that when D does actually perform, it will obliterate ships. This is a very common aspect of game design. Just saying.

    One to Ten is an ideal goal for the smoothest application of maximum damage over time. And when you're dealing with most items, abilities, and weapon mods, that is how they come to you.

    These consoles bork that up considerably. Because they grant crit rate at double the amount of severity there are many points on the curve where they are optimal if you simply want maximum damage over time. It isn't because CritH is godly, and it isn't because Critd sucks. It IS because the consoles themselves are out of balance with many other items and abilities in the game.

    And these calculations aren't static. If you're really curious your best bet is to just make your own spreadsheet using the Acc/Def hit table that's been linked previously.

    I think the main point I was trying to make is that no one really needs more critical chance at this stage of the power creep (save a handful of engineer or science cruisers that arent romulan). There is so much crit out there already that making the most of what is there is what I would do.

    Youre right, I take everything from a "what will kill player X the fastest" vs "what will kill these borg the fastest". Spike damage in almost every build.

    None of my ships need anymore crit chance, but they all benefit from more of severity, as illustrated before, amazingly so. What I am trying to get across is that those who think adding more crit chance on top of an already critting like crazy rom build for example are going to see less return than they think they will if they just added more crit D instead.

    Ive always gone in the order of ACC CritD CritH Damage in my builds and will likely never change that pattern. Get accuracy to a point youre not missing, then make your crits hit like trucks, then make those truck-hits happen more often, then maybe add some more base damage to the overall output. Generally speaking, I build to try to kill whatever im shooting at in the shortest possible window of time. Thats a lot of really big hits all at once, probably not at all dissimilar to what you do when you create a vaper.

    What im seeing in the thread is the opposite. Accuracy doesnt seem to matter, all that matters is how often one does crit, and thats where I have the issue with it. Id rather see a flytext of 25000 crits stacked from my dhcs than crapload of 5000s over a long period of time.

    With the time it takes currently to do an Elite STF, I would think this may also be becoming relevant to PVE as well. You dont have tons of time to get your damage in anymore, might as well make that damage as high as possible over a couple minutes.

    *shrug*
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  • rylanadionysisrylanadionysis Member Posts: 3,359 Arc User
    edited December 2013
    baudl wrote: »
    for every 1% acc overflow you get 0,125% crth and 0,5%crtD, took it from here
    so that 20% is about 2,5% crtH and 10% crtD (actually only 2.09% and 8,35%)

    so basically your weapon translates into a 2,5% crtH and 30% crtD against a fixed target (0% def)...with 5 exploiter it becomes a 2,5% crtH and 70% crtD weapon

    again i'd like to ask you, which is better in your opinion, a 60% crtD and 8% crtH (not even AP, disruptor perhaps) or your one? even if i switch 2 of my crd mods into acc it still has 30 % crtD and 10,5% crtH + a proc

    to be fair, yours would have 2x dmg mods too, i guess, if it is a fleet weapon...but still 5,5% more crtH and only 10% less crtD? srsly?
    the possible stats you lose with exploiter consoles are quite significant.

    Considering my crit chance on almost every build are already high? Ill take the extra crit D, to be completely honest. About the only build I could see actually benefitting from more chance at this stage in the game would be my KDF mogh that uses 5x nausicaans and not SROs. But that is a test platform to see how the nausicaans actually perform, they really arent bad at all. That build is using crithx2 romplas weapons with exploiters and doing remarkably similar damage to my fed avenger that is built more along my classic accx2 described before. The one major standout to that build is it needs more critD (it has an effective crit rate equal to the avenger, but has less critD overall, hence the loss of damage) Its a pretty good example of speccing all-in to crit without the D to support it? its a good solid ship, good tank engineer captain, reasonable 12k-14k DPS.

    I just wouldnt PvP with it.
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    Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
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  • wiff44wiff44 Member Posts: 50 Arc User
    edited December 2013
    so after reading all the replys im totally lost on what type off new tac consoles 2 purchase :confused:..im going to change 2,4 AP dual heavy cannons dmgx2 accx2 plus 1 other AP weapon up front,,with 2 turrets and kcb on the back...so which tac consoles would suit me best ?? :)
  • wiff44wiff44 Member Posts: 50 Arc User
    edited December 2013
    edalgo wrote: »
    Directed Energy Modulation. Shield bypass for your energy weapons.

    Armor is nice but suffers from diminishing returns since it's impossible to get above 70% resists.

    A dead NPC does no damage to you. Kill em faster

    As a tactical officer I cant seem to add DEM3,,i seem limited to Aceton 3 or eject warp 2....??? am I doing something wrong as usual :rolleyes:
  • dahminusdahminus Member Posts: 0 Arc User
    edited December 2013
    Locator...or crith consoles
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
  • dahminusdahminus Member Posts: 0 Arc User
    edited December 2013
    wiff44 wrote: »
    As a tactical officer I cant seem to add DEM3,,i seem limited to Aceton 3 or eject warp 2....??? am I doing something wrong as usual :rolleyes:

    You need an engineer captain to train an engineer boff in dem3.
    This is a commander rank ability.
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
  • wiff44wiff44 Member Posts: 50 Arc User
    edited December 2013
    dahminus wrote: »
    You need an engineer captain to train an engineer boff in dem3.
    This is a commander rank ability.

    Hi thanks for the help and advice....much appreciated....a eng captain in my fleet helped me out with the dem3 ..
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