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Crafting- so near and yet so far (PvE)

sovereign010sovereign010 Member Posts: 641 Arc User
Like a lot of players I've been crafting AP weapons, and I've been seeking the holy grail of CrtDx3. And like a lot of players, I've found that the 1 in 160 odds means crafting dozens of the things to get the desired mods. Indeed from crafting I've only gotten one DHC and one beam array with a combo of Crtdx2 and Pen (So far I've been making BAs, DBBs and DHCs, but haven't made any turrets yet).

Crafting so many of these things means that inevitably I end up with a lot of guns that have CrtDx2 and one other modifier. The general consensus seems to be that the only modifier that's an acceptable alternative is Pen.

My question then, is what do you do when you get CrtDx2 and a given 3rd?

Mods that I've had so far are:
  • CrtH/Over/Rapid- REALLY not sure whether these are worth holding on to or not. Especially CrtH as it naturally comes up the most often of the three.
  • Acc/Dmg- These seem to be considered to be the worst, though I imagine Acc has its uses in PvP.
  • Thrust/Snare- The small chance for a 5% speed boost/reduction seems pretty pointless. If the bonuses from multiple hits actually stack I imagine it would be more useful than simply resetting the timer. If anyone can shed some light on which way it works it would be helpful.
  • PvP DMG/RES. As a PvE player I'm totally clueless on these and unless I'm misreading the tooltip there's no info on how much damage or resistance these mods offer between fighting human and AI opponents .

My sell queue on the exchange for my main have been completely filled so I'm having to use other toons to offload the unwanted gear as it is.
Post edited by sovereign010 on

Comments

  • jaguarskxjaguarskx Member Posts: 5,945 Arc User
    edited March 2015
    When crafting very rare Mk II weapons I generally go with the following in order of preference.

    [CrtD]x3
    [CrtD]x2 [Pen]
    [CrtD]x2 [CrtH]

    Since I am not in a fleet I do not have access to Vulnerability Locators and Exploiters which is why [CrtH] is an acceptable mod for me at this moment in time. At least until I can find non fleet gear that will increase my critical hit chances; other than rep gear. Based on my crafting experience [CrtH] does not occur very often. When crafting Phaser DHCs for a Fed toon I had to craft about 40 DHCs before I got one [CrtD]x2 [CrtH]. None of other 39 were [CrtD]x3 or [CrtD]x2 [Pen].

    For cannons and turrets, I am not sure if [Rapid] will affect all cannons and turrets or just the one that the mod procs.

    [Spr] seems to be a decent mod for torpedoes, but again I am not sure about that.
  • meldrithpwmeldrithpw Member Posts: 360 Arc User
    edited March 2015
    • CrtH/Over/Rapid- REALLY not sure whether these are worth holding on to or not. Especially CrtH as it naturally comes up the most often of the three.
    • Acc/Dmg- These seem to be considered to be the worst, though I imagine Acc has its uses in PvP.
    • Thrust/Snare- The small chance for a 5% speed boost/reduction seems pretty pointless. If the bonuses from multiple hits actually stack I imagine it would be more useful than simply resetting the timer. If anyone can shed some light on which way it works it would be helpful.
    • PvP DMG/RES. As a PvE player I'm totally clueless on these and unless I'm misreading the tooltip there's no info on how much damage or resistance these mods offer between fighting human and AI opponents .

    as I understand the system, once you get your acc to 100 it rolls over into critH, once that hits 100 it rolls over into critD.

    Rapid seems to have a decent value both on the exchange and to me personally with most of my bizarre ship set-ups.

    Snare is particularly useful to certain builds, having this on top of a chroniton weapon really pumps it's stopping power.

    Thrust doesn't do what you'd think it does. if it actually made the projectile travel faster, it would be handy, but having it boost the ship's speed and turn seems pointless for a weapon, counter intuitive and really doesn't make any sense no matter how you look at it--about the only weapon that should boost thrust is a rear facing cannon.

    pvp stats on a weapon actually are the least valuable and useful, since you can get these same benfits on non-weapon crafted item, all they do on crafted weapons is take up proc slots that could better be used on things like CritD.--unless you're looking for a full pvp benefit package, which I imagine would be appealing to some pvpers, but I'm not one of them.

    Generally, from what I've seen on the exchange, the value sequence is pvp/thrust/acc/critH/snare/over/rapid/pen/critD

    of course there's always the guy that thinks he can get a hundred mil for a piece of junk....and sometimes he actually does.
  • meldrithpwmeldrithpw Member Posts: 360 Arc User
    edited March 2015
    jaguarskx wrote: »
    [Spr] seems to be a decent mod for torpedoes, but again I am not sure about that.

    oh, I missed spr for projectiles and wide for cannon--

    spr would be better if it had a higher proc value, but even as it is, it's definitely a decent proc--remember, not all ships have tons of boff tac slots, and slotting a spr torp will allow you to get a high yield spread even though you don't have a torpedo spread tac slotted. unfortunately, the proc can also trigger when you're looking at directed fire, like when you want to hit the crystalline entity but not the large shards.

    wide is really handy for cannon, imo. not only does it vastly improve the total number of potential targets for a cannon volley, it also allows you to hit those broadside single targets with a rapid fire.

    both of these procs on the exchange seem to tend towards the higher end of my previous list, just short of critD for value.
  • sovereign010sovereign010 Member Posts: 641 Arc User
    edited March 2015
    So snare is handy if it's a Choniton weapon that's packing it? Interesting. I finally got a CrtDx3 by crafting who knows how many weapons. As far as I can work out, I'm going to need two more to round out my loadout; already the extra threat I'm generating from having just one maxed DHC is causing the crystalline entity to target me first! Time to grab an embassy console and some better shields I think :D

    Good advice btw, I've gotten rid of half of my rejects so far. The other half is more tricky, what I have left is as follows (All are AP Mk II):
    • 3x DHC: CrtD, CrtH, Pen
    • 1x DHC: CrtDx2, CrtH
    • 2x DHC: CrtDx2, Rapid
    • 2x DHC: CrtHx2, Pen
    • 1x DBB: CrtD, CrtH, Pen
    • 1x DBB: CrtDx2, Over
    • 1x DBB: CrtDx2, CrtH
    • 1x BA, CrtD, CrtH, Pen
    • 2x BA: CrtDx2, CrtH
  • standupwookiestandupwookie Member Posts: 0 Arc User
    edited March 2015
    I found that the 2xCritD+CritH are easily affordable on the exchange, for whatever energy you want to use. Omega them to Epic, get the accuracy buff and you really do not need anything more for PVE or PVP.

    I have tried to see if the Rapid Fire mod works when Surgical Strikes is active, I am pretty sure it does not but in case it does I have some 2cCritD+Rapid cannons in the bank. Rapid fire when Surgical Strikes is active would be even more awesome than it already is.
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