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Working the R&D System to get what you want

ironchefbbqironchefbbq Member Posts: 198 Arc User
edited December 2014 in Duty Officer System and R&D
A moderate amount of R&D patience will get you exactly what you want out of it.

All of the crafted item modifiers are available to you right at the lowest rank, Mk II. If you are fishing for an ideal combination of modifiers it is extremely in your favor to just make batches of the Mk II variant until you get what you desire. Each item takes only 5min to craft and uses the lowest level of crafting components (i.e. common materials).

Requirements for crafting one item:
Mk II : 2 common components (10 common materials) and 5min.
Mk VI : 1 common component and 5 uncommon components (5 common, 34 uncommon materials) and 1 hour.
Mk X : 2 Common components, 2 Uncommon components and 4 Rare components (10 C mats, 9 U mats, 26 R mats) and 3 hours.

Requirements for crafting one upgrade:
Superior BLANK : 1 VR mat, 13 R mat and 15min
Superior Experimental BLANK : 2 UR mat, 1 VR mat, 13 R mat and 15min

The only reason to craft anything higher than Mk II is to get more crafting XP. So consider doing that during bonus crafting events if you have the materials to spare.

One Superior Upgrade provides 12,800 Technology Points and 5% chance at a rarity bump (taking VR to UR). A Superior Experimental Upgrade has the same 12,800 TP, but gives 10% chance at a rarity bump. Any applied TP in excess of the required Mk upgrade carries over to the next upgrade along with the rarity bump chance. So one Experimental gives you five rolls of the dice at 10% to bump to Ultra Rare. A quality booster will just push that chance even further. If you are going to grind to Epic, why not take as many high quality shots at it before you smash into the Mk XIV slog.

Refer to Mighty_BoB_cnc's spreadsheet (https://docs.google.com/spreadsheets/d/1nhc_Zu9vG5BRqJuuIQP25kJ-jE5fCwlyrwk_rP0PsTA/edit?pli=1#gid=994290326) for tech upgrade requirements.
Post edited by ironchefbbq on
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Comments

  • generator88generator88 Member Posts: 698 Arc User
    edited October 2014
    Always helpful to have this sort of info handy, thanks.

    Is the quality/color bump that worth it? Don't get me wrong, I understand the pull of "completism," but Cryptic has a way of making me say, "oh forget this," and making me happy with purple.

    The improved tech upgrades are, I want to say a 5k Tech Point boost, at what material cost (I'm away from my PC at the moment or I'd look it up myself)? I know it might not be as efficient but I'm not exactly awash in VR materials.

    Thanks,
    Generator
    =================

    I'm sure your DPS is great, but as Kahless said, "a petaQ with high system mastery is still a petaQ." (Well, he should have said it...!)
  • ironchefbbqironchefbbq Member Posts: 198 Arc User
    edited October 2014
    Is the quality/color bump that worth it?
    Yes the rarity bump to UR is worth it. Epic is nice too, but grinding it out once you hit Mk XIV is a bit painful. The Superior Experimental Upgrades might not make sense for characters that are struggling to gather mats. There are other options available to achieve similar results. Specifically, using a Quality boost Accelerator. If you play through the Kobali episode missions, you will get a 2x Quality boost as a reward.

    Getting to UR ASAP gives you a few more pitiful chances at hitting Epic on your way to Mk XIV. You are going to go to Mk XIV eventually (maybe Mk XIII in the short term), so why pass up the shot at hitting the jackpot?

    This is a bit of a generalization for all gear, but it is accurate for Weapons:
    Very Rare has three [mod]
    Ultra Rare has four [mod]
    Epic gets a fifth predetermined [mod]

    Epic Modifiers:
    Ground Weapons -> [Dm/CrH] (damage & crit chance)
    Space Weapons -> [Ac/Dm] (accuracy & damage)
    Ground Shield -> [Cap2] (shield strength)
    Space Shield -> [Cp/Rg] (shield strength & regen)
    Core -> [W->S] (7.5% weapon power to shield power)
    Engine -> [Drv2] (20 Driver Coil)
    Deflector -> [SS/SI] (10 Shield System & 10 Structural Integrity)
  • dw1178dw1178 Member Posts: 14 Arc User
    edited October 2014
    Don't know if it was predetermined or not, but I manged to upgrade my fleet warp core to epic, and it gained a second [w->s] mod. However this second mod is broken as it doesn't add more power to my shields, I had the same shield power level value before and after the upgrade.
  • tgo533tgo533 Member Posts: 192 Arc User
    edited November 2014
    Also would like to add if you add a TP quality improvement chance of 1.5 (500k on exchange) you get 5 tries at 15% chance, if you add the 2x quality improvement chance you can get up to 20% chance to upgrade.

    Another note is when it goes UR, you get only half the chance when going for Epic.

    It is worth it to get 15% chance as my tests have resulted in about 70% of UR and 15% Epic by Mk Vii.
  • peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    edited November 2014
    Very helpful thread OP, thx.

    My problem is just getting the right mods to start with. I must have made hundreds of purple MK2 DHCs but one with Crit D times three is yet to be seen. :o
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  • mightybobcncmightybobcnc Member Posts: 3,354 Arc User
    edited November 2014
    dw1178 wrote: »
    However this second mod is broken as it doesn't add more power to my shields, I had the same shield power level value before and after the upgrade.

    Issue verified
    Very helpful thread OP, thx.

    My problem is just getting the right mods to start with. I must have made hundreds of purple MK2 DHCs but one with Crit D times three is yet to be seen. :o

    As an experiment I made 18 Mk II Ap beams and got a single Dmgx3 out of it, and no other [anything]x3 at all.

    Joined January 2009
    Finger wrote:
    Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
  • generator88generator88 Member Posts: 698 Arc User
    edited November 2014
    Issue verified



    As an experiment I made 18 Mk II Ap beams and got a single Dmgx3 out of it, and no other [anything]x3 at all.

    How many different modifiers can a beam array have? Eighteen tries might not be enough trials to tell anything definitive.

    Generator
    =================

    I'm sure your DPS is great, but as Kahless said, "a petaQ with high system mastery is still a petaQ." (Well, he should have said it...!)
  • cmdrscarletcmdrscarlet Member Posts: 5,137 Arc User
    edited November 2014
  • generator88generator88 Member Posts: 698 Arc User
    edited November 2014
    :eek:

    I'm going to need more Dilithium ...

    Just remember, scarlet, Number Before Color. :)
    =================

    I'm sure your DPS is great, but as Kahless said, "a petaQ with high system mastery is still a petaQ." (Well, he should have said it...!)
  • mightybobcncmightybobcnc Member Posts: 3,354 Arc User
    edited November 2014
    How many different modifiers can a beam array have? Eighteen tries might not be enough trials to tell anything definitive.

    Generator

    Oh I know the sample size was too small, but it was just for fun. I think someone calculated that the odds are maybe 1/160 for something like a crtdx3.

    Joined January 2009
    Finger wrote:
    Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
  • generator88generator88 Member Posts: 698 Arc User
    edited November 2014
    Just off the top of my head I'm coming up with Acc, Dmg, CrtH, CrtD, Pen, Over, and PvPDmg (and I know that leaves.a few on the table, but that's enough for now). If looking for a single specific set of mods among that mix, your odds are at 1/343. I hope you're* a little flexible in your acceptable outcomes...

    *the generic you, not you.

    Generator
    =================

    I'm sure your DPS is great, but as Kahless said, "a petaQ with high system mastery is still a petaQ." (Well, he should have said it...!)
  • mightybobcncmightybobcnc Member Posts: 3,354 Arc User
    edited November 2014

    Joined January 2009
    Finger wrote:
    Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
  • generator88generator88 Member Posts: 698 Arc User
    edited November 2014
    Ow, my brain!
    =================

    I'm sure your DPS is great, but as Kahless said, "a petaQ with high system mastery is still a petaQ." (Well, he should have said it...!)
  • cmdrscarletcmdrscarlet Member Posts: 5,137 Arc User
    edited November 2014
    Just remember, scarlet, Number Before Color.

    :P

    I'll still need more Dilithium to try to get my VR MK XIV WC to UR. If it gets [AMP] at Epic then that attempt may be worth it. Maybe.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited November 2014
    Just off the top of my head I'm coming up with Acc, Dmg, CrtH, CrtD, Pen, Over, and PvPDmg (and I know that leaves.a few on the table, but that's enough for now). If looking for a single specific set of mods among that mix, your odds are at 1/343. I hope you're* a little flexible in your acceptable outcomes...

    *the generic you, not you.

    Generator
    You left out thrust, and snare, I think PvPRes is in there too....

    The standard mods(Acc, Dmg, CrtH, CrtD) can occur up to 3 times on a purple, but the special mods an item can only have one of total. So that changes the odds calculation considerably.

    But yeah, 1 in 160 is the odds of getting either Acc*3, or any of the *3 mod combinations.

    for a breakdown:
    4 options for slots 1 and 2: Acc, Dmg, CrtH, CrtD
    slot 3 is more interesting and has 10 options: Acc, Dmg, CrtH, CrtD, Over, Pen, PvPDmg, PvPRes, Snare, Thrust

    4*4 =16
    16*10=160
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • mightybobcncmightybobcnc Member Posts: 3,354 Arc User
    edited November 2014
    :P

    I'll still need more Dilithium to try to get my VR MK XIV WC to UR. If it gets [AMP] at Epic then that attempt may be worth it. Maybe.

    Better test it out on Tribble first. I think [AMP] may be exclusive to fleet gear.

    Joined January 2009
    Finger wrote:
    Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
  • generator88generator88 Member Posts: 698 Arc User
    edited November 2014
    Awesome, thanks for the (re-)explanation.

    (Gen tattoos this next to "Remember Sammy Jenks" on his hand)
    =================

    I'm sure your DPS is great, but as Kahless said, "a petaQ with high system mastery is still a petaQ." (Well, he should have said it...!)
  • dabelgravedabelgrave Member Posts: 979 Arc User
    edited November 2014
    Better test it out on Tribble first. I think [AMP] may be exclusive to fleet gear.

    I got [AMP] on my Counter-Command warp core, but it's still only ultra-rare.
  • ironchefbbqironchefbbq Member Posts: 198 Arc User
    edited November 2014
    Let's walk through what I have observed with Space Weapons.

    There are three classes of mods that can appear on a weapon (standard, special & epic). The Epic mod is fixed, as in there is only one option. When you upgrade to Epic the only mod you can get is the Epic mod. The Standard mods are four common mods that you generally see. The Special mods are the pool of neat things and system specifics. There can only be one Special mod on a weapon, but it can appear at any rarity level up to Ultra Rare.

    Standard mods
    [Acc] -> accuracy
    [CrtD] -> crit severity
    [CrtH] -> crit chance
    [Dmg] -> damage

    Epic mod
    [Ac/Dm] -> accuracy & damage

    Special mods
    [Snare] -> slow
    [Thrust] -> speed/turn
    [Pen] -> reduce damage resist
    [PvPdam] -> damage in pvp
    [PvPres] -> damage resist in pvp
    [SYSTEM] -> Beam = [OVER], Cannon = [RAPID], Torp = [SPR], Mine = ??

    When determining mods it appears to have a weighted mean designed to make it harder to get x3 or x4 of a single mod.
  • mightybobcncmightybobcnc Member Posts: 3,354 Arc User
    edited November 2014
    Mine = ??

    Mines should have a chance to get [Radius] if I remember correctly, but they are broken (like many aspects of the R&D system) and this mod never gets applied (just like how ground weapons never get the [run] mod).

    Joined January 2009
    Finger wrote:
    Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited November 2014

    Those probabilities are merely my guess---an educated guess, but a guess nonetheless. It is based on adjudicatorhawk's post and my experience with how programmers write things.
    There can only be one Special mod on a weapon, but it can appear at any rarity level up to Ultra Rare.

    I believe uncommon (and common, obviously) items cannot have special crafting modifiers.

    http://www.arcgames.com/en/games/star-trek-online/news/detail/6001993-crafting-systems-part-2
    Finally, there are some unique item modifiers, or “mods”, that can only be found on items created by the R&D system.
    These item modifiers have a chance to appear on any crafted item of Blue quality or higher.
    [Dam] -> damage

    [Dam] is actually written [Dmg].
    When determining mods it appears to have a weighted mean designed to make it harder to get x3 or x4 of a single mod.

    I believe this is a side effect of how the code was written. Note that the following is merely my conjecture. Imagine that there are three slots for modifiers on a very rare weapon. The first and second slot can contain only the four standard modifiers, but the third slot can contain both standard and special modifiers (for a total of 10 possible modifiers). The modifier for each slot is chosen uniformly at random. There are 160 possible ways to assign modifiers to slots, but different assignments can produce the same result. For example, the following assignments all produce [CrtD]x2 [Dmg]:

    [Dmg] [CrtD] [CrtD]
    [CrtD] [Dmg] [CrtD]
    [CrtD] [CrtD] [Dmg]

    There is only one way to generate [CrtD]x3, but there are three ways to generate [CrtD]x2 [Dmg]. Hence, [CrtD]x2 [Dmg] should be three times as likely as [CrtD]x3. Similarly, [Acc] [CrtD] [Dmg] should be six times as likely as [CrtD]x3, and [CrtD] [Dmg] [Over] should be twice as likely as [CrtD]x3.
    Waiting for a programmer ...
    qVpg1km.png
  • ironchefbbqironchefbbq Member Posts: 198 Arc User
    edited November 2014
    To sorta explain what I mean, let's take a look at a Common Beam Array. Going to Uncommon might look something like this:
    Chance . . . Mod
    20/80 (25%) [Acc]
    20/80 (25%) [CrtD]
    20/80 (25%) [CrtH]
    20/80 (25%) [Dam]
    0/80 (0%) . . [Special]

    Let's say it gets a [CrtD] at the Uncommon stage. Going to Rare might look something like this:
    Chance . . . Mod
    17/80 (21%) [Acc]
    12/80 (15%) [CrtD]
    17/80 (21%) [CrtH]
    17/80 (21%) [Dam]
    17/80 (21%) [Special]

    Let's say it gets a second [CrtD] at the Rare stage >> [CrtD]x2. Going to Very Rare might look something like this:
    Chance . . . Mod
    18.25/80 (22.8%) [Acc]
    7/80 (8.7%) . . . . [CrtD]
    18.25/80 (22.8%) [CrtH]
    18.25/80 (22.8%) [Dam]
    18.25/80 (22.8%) [Special]

    You hit the trips and got a third [CrtD] at Very Rare >> [CrtD]x3. Going to Ultra Rare might look something like this:
    Chance . . . Mod
    19.75/80 (24.7%) [Acc]
    1/80 (1.25%) . . . [CrtD]
    19.75/80 (24.7%) [CrtH]
    19.75/80 (24.7%) [Dam]
    19.75/80 (24.7%) [Special]

    So a chance at a fourth CrtD would be really small. At each stage getting another of the same mod gets progressively harder.
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited November 2014
    To sorta explain what I mean, let's take a look at a Common Beam Array. Going to Uncommon might look something like this:
    Chance . . . Mod
    16/80 (20%) [Acc]
    16/80 (20%) [CrtD]
    16/80 (20%) [CrtH]
    16/80 (20%) [Dam]
    16/80 (20%) [Special]

    Let's say it gets a [CrtD] at the Uncommon stage. Going to Rare might look something like this:
    Chance . . . Mod
    17/80 (21%) [Acc]
    12/80 (15%) [CrtD]
    17/80 (21%) [CrtH]
    17/80 (21%) [Dam]
    17/80 (21%) [Special]

    Let's say it gets a second [CrtD] at the Rare stage >> [CrtD]x2. Going to Very Rare might look something like this:
    Chance . . . Mod
    18.25/80 (22.8%) [Acc]
    7/80 (8.7%) . . . . [CrtD]
    18.25/80 (22.8%) [CrtH]
    18.25/80 (22.8%) [Dam]
    18.25/80 (22.8%) [Special]

    You hit the trips and got a third [CrtD] at Very Rare >> [CrtD]x3. Going to Ultra Rare might look something like this:
    Chance . . . Mod
    19.75/80 (24.7%) [Acc]
    1/80 (1.25%) . . . [CrtD]
    19.75/80 (24.7%) [CrtH]
    19.75/80 (24.7%) [Dam]
    19.75/80 (24.7%) [Special]

    So a chance at a fourth CrtD would be really small. At each stage getting another of the same mod gets progressively harder.

    I'm confused. Are you talking about the upgrade system or the crafting system? I wasn't aware that the special modifiers were part of the pool from which the upgrade system selects. If you are talking about the crafting system, then it is possible to explain why certain outcomes are less likely than others without postulating a deliberate reduction in chance:

    http://sto-forum.perfectworld.com/showpost.php?p=20753341&postcount=22
    Waiting for a programmer ...
    qVpg1km.png
  • ironchefbbqironchefbbq Member Posts: 198 Arc User
    edited November 2014
    frtoaster wrote: »
    I'm confused. Are you talking about the upgrade system or the crafting system? I wasn't aware that the special modifiers were part of the pool from which the upgrade system selects. If you are talking about the crafting system, then it is possible to explain why certain outcomes are less likely than others without postulating a deliberate reduction in chance:

    http://sto-forum.perfectworld.com/showpost.php?p=20753341&postcount=22

    I am talking specifically about the crafting system in that example (I kinda worded it strangely). I took the perspective of crafting a Mk II and the crafting engine determining the mods for the given rarity.
    I believe it to be true for upgrading also, but I have not done enough rarity upgrades to see a special mod crop up yet. About half of my upgrade experience has been with items that were crafted with a special, so they would never appear in the upgrade matrix. And thanks for the Dmg thing, my brain just automatically thinks "vendor trash" when I see it.
  • tgo533tgo533 Member Posts: 192 Arc User
    edited November 2014
    Just crafted 200 phaser Heavy cannons today

    //what i wanted
    CrtDx2 pen = 2
    //Alternatives
    CrtDx3 = 1
    crtH crtD pen = 5

    Accx3 = 5
    CrtHx3 = 1
    crtDx2 crtH = 10
    crtDx2 rapid = 2
    crtHx2 rapid = 6


    rest were not worth mentioning.

    of these i upgraded 10 with 15% base chance and got 2 Epic, 5 UR and 3 stayed VR. One UR turned epic on the next roll.

    If you have the cash to get the needed things you can get what you want, and you can sell to get money back. Only thing is the Dill required.
  • cmdrscarletcmdrscarlet Member Posts: 5,137 Arc User
    edited November 2014
    dabelgrave wrote: »
    I got [AMP] on my Counter-Command warp core, but it's still only ultra-rare.

    This makes me want to push my Dyson WC to UR because it's awesome as is and that mod is awesome too.

    So, awesome + awesome = uber. Maybe l33+.
  • generator88generator88 Member Posts: 698 Arc User
    edited November 2014
    Scarlet, a question, if I may...

    Last I saw, the Solaris isn't using any other pieces of the Dyson set past the warp core. If you want AMP, why not use an Elite Fleet core? Less pain than upgrading, I'd figure...
    =================

    I'm sure your DPS is great, but as Kahless said, "a petaQ with high system mastery is still a petaQ." (Well, he should have said it...!)
  • cmdrscarletcmdrscarlet Member Posts: 5,137 Arc User
    edited November 2014
    ^ Good question!

    The Dyson WC gives every bonus I want with a special goodie involving the Driver Coil skill. No other WC does that. In other words, nothing about the WC is 'wasted' in my mind. So, since [AMP] from a Fleet WC is suggested to others in the Shipyards, then getting it from upgrading the Dyson WC has me grinning ear-to-ear. Now then, the Delta WC looks *real* good to me as well ...

    Back to Fleet WCs, I have poured over the charts and I can't find one that suits my needs 100% :( The clincher is the [Trans] ability to reduce the cooldown. Excelsior already has superior movement via Transwarp, but to reduce the cooldown on it is actually the thing I want most (oddly enough).

    Maybe I'm not seeing what I should be, though.
  • generator88generator88 Member Posts: 698 Arc User
    edited November 2014
    Ah okay, that all makes sense in context. And I certainly wouldn't discount the Trans mod and the fun of insta-travel. Earlier today I was contemplating COH with a buddy, so let's all pour out a 40 for Ouroboros Portals, Mission Teleporters and every other goofy travel method ever devised. :D
    =================

    I'm sure your DPS is great, but as Kahless said, "a petaQ with high system mastery is still a petaQ." (Well, he should have said it...!)
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited November 2014
    I was curious, also I use Tric mines, so I made a few:

    Tricobalt mines:
    [CrtD][CrtH]x2
    [CrtD][CrtH][Dmg]-
    [CrtD][CrtH][Pen]
    [CrtD][CrtH][PvPRes]-
    [CrtD][CrtH][Snare]
    [CrtD][Dmg]
    [CrtD][Dmg]x2--
    [CrtD][Dmg][PvPDmg]
    [CrtD][Dmg][PvPRes]
    [CrtD][Dmg][Snare]
    [CrtD][Dmg][Thrust]
    [CrtD]x3-
    [CrtD]x2[Dmg]
    [CrtD]x2[PvPRes]
    [CrtD]x2[PvPDmg]
    [CrtD][Snare]

    [CrtH]x3
    [CrtH]x2[Snare]
    [CrtH]x2[Thrust]
    [CrtH][Dmg]x2
    [CrtH][Dmg][Pen]
    [CrtH][Dmg][PvPDmg]-
    [CrtH][Dmg][PvPRes]
    [CrtH][Dmg][Snare]---

    [Dmg]x3-
    [Dmg]x2[Snare]-
    [Dmg]x2[Thrust]--

    note: the - indicate how many of that combination I got after the first.

    I made some odd observations involving warp cores.... I made 16 or so yesterday and ALL of them had ECap. ALL.

    Also, if you're looking for certain mods on Sig cores you can't make mkii. The special purple mod on Sing cores is tied into the singularity powers, and you can't get mods for improving sing powers that the associated ship tier doesn't have. so at Mk2 you have only Wave, but at mk4 you can get Wave or the one for improving quantum absorbtion.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
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