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.
Comments
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...!)
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)
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.
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.
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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.
Joined January 2009
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...!)
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...!)
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
*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...!)
Joined January 2009
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...!)
: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.
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
Better test it out on Tribble first. I think [AMP] may be exclusive to fleet gear.
Joined January 2009
(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...!)
I got [AMP] on my Counter-Command warp core, but it's still only ultra-rare.
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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.
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
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.
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
[Dam] is actually written [Dmg].
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.
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.
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.
//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.
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+.
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...!)
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.
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...!)
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