I'm deciding on what Modifiers to get for my Romulan Plasma Dual Heavy Cannons and I know that [Acc]x2 is popular personally I wanted to get [CtrH]x2 to add +4 Critical Chance but I heard that [Acc] is better because of Accuracy Overflow so which is better?
I looked but I don't understand the Maths involved I'm not sure how Accuracy Overflow works either.
Short version: If your accuracy is greater than 100%, the excess increases your chance to crit. thus 120% chance to hit is really 100% chance to hit and +20% chance to crit. Or something like that, I'm not sure if it's a 1-1 conversion ratio.
I looked but I don't understand the Maths involved I'm not sure how Accuracy Overflow works either.
Say ur base acc is +10 and there defence is 0 it adds + 1.25% critH n 5% critS I've gone for acc n crith weapons it works very well for me in CSE KASE n ISE. Nothing lives long under my DHC
Short version: If your accuracy is greater than 100%, the excess increases your chance to crit. thus 120% chance to hit is really 100% chance to hit and +20% chance to crit. Or something like that, I'm not sure if it's a 1-1 conversion ratio.
Thank you, I finally understand. But in the Ship stats it displays "Bonus Accuracy" mine is 22.7 so that means my Accuracy is 122.7? When I hover over Bonus accuracy It says "Increases your chance to hit your target. Base chance to hit is 95% when your target has no defense and you have no bonus accuracy. When your accuracy goes over 100% the overflow is converted to into bonus critical severity.
Thank you, I finally understand. But in the Ship stats it displays "Bonus Accuracy" mine is 22.7 so that means my Accuracy is 122.7? When I hover over Bonus accuracy It says "Increases your chance to hit your target. Base chance to hit is 95% when your target has no defense and you have no bonus accuracy. When your accuracy goes over 100% the overflow is converted to into bonus critical severity.
I'm deciding on what Modifiers to get for my Romulan Plasma Dual Heavy Cannons and I know that [Acc]x2 is popular personally I wanted to get [CtrH]x2 to add +4 Critical Chance but I heard that [Acc] is better because of Accuracy Overflow so which is better?
The Answer is simple.... If you can't hit your target... CRTH CRTD are nothing....
Always go for ACC... The constant hitting of your target will boost that CRTH and CRTD effects....
Say ur base acc is +10 and there defence is 0 it adds + 1.25% critH n 5% critS I've gone for acc n crith weapons it works very well for me in CSE KASE n ISE. Nothing lives long under my DHC
This is spot on. There is currently some testing being done, albeit poorly, to measure if overflow is being converted correctly. If it is, this information is valid.
For most players in most content [Acc]x2 will be optimal.
For most players the next mod will be [Dmg]
The next tier up will be crit rate vs crit severity. One mod will smooth out your damage in comparison to the other given that you are still working only with weapon mods.
Soooo....Fleet Weapons with [Acc]x2 [Dmg]x2 are sooper great all purpose weapons. Excluding very heavy one shot spike builds any other mods are only marginally better.
In other words, if you aren't actually going to meter it you'd never notice the difference in crit rate just using your eyeballs. Because it is only plus or minus 0.75% per mod.
Say ur base acc is +10 and there defence is 0 it adds + 1.25% critH n 5% critS I've gone for acc n crith weapons it works very well for me in CSE KASE n ISE. Nothing lives long under my DHC
This is correct. One other thing worth noting is that most npcs have a low bonus defence. In the case of stfs the borg do not move and have no shields or other missions like nws where you gw a mob in place Acc is not usually an issue. While acc will over flow it will not overflow at the same rate of crit as the actual modifiers.
The next part of the equation is what are you global crit rate. if you crth is less then 20% then crth may be ideal. If it is over 20% Then crtd is suddenly preferred.
In other missions like "The Vault: Ensnared", a PvP styled escort is preferred. you can zip along to distant targets and kill all the mesh weavers. Since these ships are zippy they have a high defense value and Acc is preferred.
In most PvE you can get away with lower acc values if you have the precise trait. That will help you kill most smaller zippier targets while still using crt weapons for more frequent larger hits.
In PvP you will want pure acc. It will be the only way to hit a zippy aux2damp escort.
It doesn't matter how big a ravening beam of destruction you have, if it doesn't hit your target you may as well be using strong language.
Faster you go, the higher your defence as a rule. Certain ships and some consoles also add to defence, as do some captain skills.
Thus, the first priority is to overcome the targets defence.
What happens after that is bonus.
As others have said, my default fleet weapon will be [ACC]x2 [DAM]x2, a nice combination of making sure you arrive where you need to be and have a loud enough voice once you get there.
This is why, if a piece of weaponry drops of blue or purple quality in some run that you don't want, and it has [ACC] bonuses. Do not sell it at a dealer before checking out the prices on the exchange.
Unless you're going to play PvP a lot, ditch Acc and go CrtH instead.
Most enemies either move REALLY slow (Borg, Voth, etc) and you probably invested points in Weapon Accuracy such that the bonus Acc from [Acc] modifiers doesn't really do much, and 10% acc overflow adding 1.25% isn't better than 2% CrtH, even with the CrtD bonus (which is quite low and IMO not very worth it.).
For PvE, [Acc] is usually a must-have, [Acc]x2 is better, buy that if that's not that expensive. [Acc]x3 is kind of overkill, buf if it's relatively cheap, you can go for that. I think [Acc]x2 [CrtH] or [Acc]x2 [CrtD] is optimal. Go with [Acc] [CrtH]x2 or [Acc] [CrtH] [CrtD] if you're doing budget build. I only recommend to ignore [Acc], if you have another boost to accuracy (set bonus, or item, f.e. fleet deflector, omega deflector).
For PvP, [Acc]x2 is base, but with all these romulans with defense bonuses and dyson engineering consoles, you're forced to go with [Acc]x3, if you want to see numbers on the screen, not just misses.
Defiant
RnD and upgrade needs less RNG. Less lottery. Something has to change.
For PvE, [Acc] is usually a must-have, [Acc]x2 is better, buy that if that's not that expensive. [Acc]x3 is kind of overkill, buf if it's relatively cheap, you can go for that. I think [Acc]x2 [CrtH] or [Acc]x2 [CrtD] is optimal. Go with [Acc] [CrtH]x2 or [Acc] [CrtH] [CrtD] if you're doing budget build. I only recommend to ignore [Acc], if you have another boost to accuracy (set bonus, or item, f.e. fleet deflector, omega deflector).
For PvP, [Acc]x2 is base, but with all these romulans with defense bonuses and dyson engineering consoles, you're forced to go with [Acc]x3, if you want to see numbers on the screen, not just misses.
There are alternatives although you loose a console slot or damage.
You can add [Acc] through Dyson reputation tac consoles, but you loose damage. You can also add 10% acc using beams with the Nukara console.
I looked but I don't understand the Maths involved I'm not sure how Accuracy Overflow works either.
It's simple. You have a Base Accuracy of 100%. The target has a Defense largely based upon speed. Chance To Hit is Your accuracy (+ extra accuracy) - ( Target's defense + (any DEF extras) ). If your Net Chance to Hit is greater than 100%, the amount is excess of 100 is converted into extra Crit Chance and Crit Severity.
PvP: Completely different animal. Here, you want all the [Acc] you can find as you're fighting against other player's and their Defense Value *is* high enough to to make difference.
If you really want to see the defense value going up and down, leave the ship defense info screen up while you speed up and down and you'll see the value change. When you hit stuff like EPtE that speeds you up, the value shoots up a lot.
Comments
My character Tsin'xing
http://sto-forum.perfectworld.com/showthread.php?t=967441
Should check out that thread. I got some really good answers in there.
Mine Trap Supporter
My character Tsin'xing
Say ur base acc is +10 and there defence is 0 it adds + 1.25% critH n 5% critS I've gone for acc n crith weapons it works very well for me in CSE KASE n ISE. Nothing lives long under my DHC
He is wrong great tool on this website http://blackwyvernarts.com/blog/?p=58
The Answer is simple.... If you can't hit your target... CRTH CRTD are nothing....
Always go for ACC... The constant hitting of your target will boost that CRTH and CRTD effects....
P,s i use the rommy plasma with the [ACC] [CRITh] mods plus the plasma buff from set bonuses.
This is spot on. There is currently some testing being done, albeit poorly, to measure if overflow is being converted correctly. If it is, this information is valid.
For most players in most content [Acc]x2 will be optimal.
For most players the next mod will be [Dmg]
The next tier up will be crit rate vs crit severity. One mod will smooth out your damage in comparison to the other given that you are still working only with weapon mods.
Soooo....Fleet Weapons with [Acc]x2 [Dmg]x2 are sooper great all purpose weapons. Excluding very heavy one shot spike builds any other mods are only marginally better.
In other words, if you aren't actually going to meter it you'd never notice the difference in crit rate just using your eyeballs. Because it is only plus or minus 0.75% per mod.
Cheers and all that.
This is correct. One other thing worth noting is that most npcs have a low bonus defence. In the case of stfs the borg do not move and have no shields or other missions like nws where you gw a mob in place Acc is not usually an issue. While acc will over flow it will not overflow at the same rate of crit as the actual modifiers.
The next part of the equation is what are you global crit rate. if you crth is less then 20% then crth may be ideal. If it is over 20% Then crtd is suddenly preferred.
In other missions like "The Vault: Ensnared", a PvP styled escort is preferred. you can zip along to distant targets and kill all the mesh weavers. Since these ships are zippy they have a high defense value and Acc is preferred.
In most PvE you can get away with lower acc values if you have the precise trait. That will help you kill most smaller zippier targets while still using crt weapons for more frequent larger hits.
In PvP you will want pure acc. It will be the only way to hit a zippy aux2damp escort.
Faster you go, the higher your defence as a rule. Certain ships and some consoles also add to defence, as do some captain skills.
Thus, the first priority is to overcome the targets defence.
What happens after that is bonus.
As others have said, my default fleet weapon will be [ACC]x2 [DAM]x2, a nice combination of making sure you arrive where you need to be and have a loud enough voice once you get there.
This is why, if a piece of weaponry drops of blue or purple quality in some run that you don't want, and it has [ACC] bonuses. Do not sell it at a dealer before checking out the prices on the exchange.
You'll often have a nice surprise.
Most enemies either move REALLY slow (Borg, Voth, etc) and you probably invested points in Weapon Accuracy such that the bonus Acc from [Acc] modifiers doesn't really do much, and 10% acc overflow adding 1.25% isn't better than 2% CrtH, even with the CrtD bonus (which is quite low and IMO not very worth it.).
For PvP, [Acc]x2 is base, but with all these romulans with defense bonuses and dyson engineering consoles, you're forced to go with [Acc]x3, if you want to see numbers on the screen, not just misses.
RnD and upgrade needs less RNG. Less lottery. Something has to change.
There are alternatives although you loose a console slot or damage.
You can add [Acc] through Dyson reputation tac consoles, but you loose damage. You can also add 10% acc using beams with the Nukara console.
It's simple. You have a Base Accuracy of 100%. The target has a Defense largely based upon speed. Chance To Hit is Your accuracy (+ extra accuracy) - ( Target's defense + (any DEF extras) ). If your Net Chance to Hit is greater than 100%, the amount is excess of 100 is converted into extra Crit Chance and Crit Severity.
I use [Dmg]x3 [CrtD] Fleet Anti-Proton DHCs and my accuracy has never fallen below 99%. Ever.
I would recommend buying CrtH or CrtD weapons.
http://postimg.org/image/nsjb1699p/
PvP: Completely different animal. Here, you want all the [Acc] you can find as you're fighting against other player's and their Defense Value *is* high enough to to make difference.
1) No matter how much Defense a target has, you always have at least a 25% To-Hit chance.
2) If a target is not moving at all (i.e. zero speed), they have a -15% Defense penalty aka sitting duck.