It used to be ACCx3, now it's CrtDx4 or CrtDx3 Pen, but you know what it's like trying to craft awesome weapons to continually receive the absolutely useless DMG modifier time and time again. To make matters worse special items like the Defiant Quad Cannons have a DMGx4 modifier, awesome looking and sounding weapons that nobody wants to use. We were told some time ago that this modifier is going to be modified (sic) to bring it more into line with the other modifiers in the game, nothing happened. I understand this requires some programming time but I don't know how much. Do you think it's worth the Devs working on this?
Should the Devs devote some time to the Damage Modifier? 109 votes
Yes, please make the DMG modifier desirable!
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ive just learnt to be careful what I wish for in regards to cryptic.
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I should be able to craft what I want rather than be subject to RNG. This is why I don't craft in STO, and probably never will with it being this way...
Players using dmgx4, For a 10ker that would be an increase of 1k. For the average mean of players in STO around 9k+dps that would mean roughly around 900-1k DPS increase. For top players, why even bother since they already got crtdx3pen. But assuming they do, assuming that a top tier dps player reached 100k with dmgx4, that would mean an increase of 10-15k dps.
Of course that is if a big if. If that player is using DMGx4 mod weapons in all 7-8 slots and all their damage came from weapons rather than other sources like pets or romulan consoles.
I know a few people who have even started to use crtd mods in PVP instead and get Surgical Strikes to make up for the acc.
Top DPS 102k
Which also poses the question, should the Dmg mod be made more desireable how could you boost it to compete with other mods? Beyond the weapons themselves I know of no console, trait, piece of gear or set bonuses that boost the Dmg mod. At least not outside R&D.
Now simply change the rules peeps have played by for years so that nobody has do stick his head into game mechanics anymore aside from slotting DMG mods because they say they do more damage? Or have everyone exchange existing gear to tinker out the next optimum under investments of millions of EC and Dil again?
No thanks.
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I think the problem with the various mods is that they ultimately all are about improving your damage. It seems natural that if you have 4 different ways to balance your damage, some make out worse than others. [DMG] has the problem that it's unconditional, while the other buffs are conditional, and it works out that the conditions are generally "easy" enough to satisfy that the DMG mod loses out in the end.
A simple compensation would be to buff the strict [DMG] modifier by letting add even more damage than now.
Maybe there can be something else... Maybe [DMG] should also create a damage resistance debuff for the damage type of the weapon - that would mean [DMG] could win out if enough people use the same weapons. Or maybe for any damage type but the weapons damage, which would mean rainbow builds and rainbow teams could get a boost...
Maybe we should just get rid of [DMG] and replace it with any of the other mods.
Remember also that the crtd mods are conditional. dmg mods are the only REAL promise of damage boost. But I think if it became a percentage of final damage boost it might make it a force worth getting and could make a dmgx2 and crtdx2 mod desirable. You'd see reason for balancing the two.
This is something that ACC can't offer. In most builds you can get your ACC right up to 100%+ without challenge so taking it higher only offers minor changes. CrtH is something we see used when people need to sub a mod for a bit more crth, like on Fed captains.
And it wouldn't have to be a lot of percentage, like 1-3% would make it better at present for what the mod currently gives. 10-15% would be what I would like to see personally done on end damage... At 15% it becomes 270 damage boost if your beams are sitting at 1800 sitting still no buffs. Now that damage of course increases, but it could increase the desirability. I'd easily consider dropping and maybe even getting a dmg crtdx2 pen epic beam, which would be equal of a dmgx2 crtdx2 pen beam. And at an epic dmgx4 mod, that would be an increase of 1350. The base damage of anyone using dmgx4 setups would almost double alone.
Then add in the fact of sci embassy consoles doing their damage off of the damage output of the weapons. I know for myself if they got setup to not crit at all but only do damage based on the current damage output of the weapons I'd look at making dmgx4 epics to push the limits for my own DPS chasing goals. But I fear some of my wishes would be to far out there to actually implement, but then again you never know.
Top DPS 102k
[dmg] is going to be absolutely OP and a must have, resulting in forcing you to switch from your beloved [crtd]x4 epic pewpews to new epic [dmg]x4 pewpews, making you burn billions of ressources again. No thank you.
Guys srsly, pls stop making suggestions that are making this game even more expensive.
It just doesn't work out that way, because we fire 7-8 weapons with a decent rate of fire, possibly buffed by skills like BFAW. Critical are not a rare occurrence, they are common.
Even if you go outside of criticals, you'll notice that those 2.5 % procs actually happen a lot.
If we'd still be playing Mirandas with its 3 weapon slots and nothing to boost crit chance, it would probably not have such a pronounced effect. But we are not...
Like for example a single Dmg mod grants a small bonus in Acc, CrtH and CrtD - like half the values of the singular mods, in this case 5% Acc, 1% CrtH and 10% CrtD. Like this they'd still be useful, but not as good as focusing specifically on CrtD or Acc.
I'd allow weapons to stack on themselves, so for example having 2 Dmg weapons will give you 10%, 2% and 20%. Going nuts and having an 8 beam boat with Dmg x4 weapons would give you a total of 160% Acc, 32% CrtH and 320% CrtD. Seeing as nothing exists to boost the Dmg mod further this would be the theoretical limit.
I have no idea how such a weapon setup would compare with current top endgame builds, but I reckon it would never be as good as a focused CrtD or Acc build - that have the consoles and the traits and everything else to boost their mods further.
No, they are not common lol. Thats the reason we have critical chance. Or maybe i missed these past 5 years? omg..
SRO and fleet consoles would like to say hello.
Double digit crit chances make them common things.
And choosing your own mods would destroy the game economy faster than you could name a certain sci-fi game going F2P next month. Not happening,sorry.
It is what it is. The devs accepted as much when we got the new queues full of bigger bags of HP.
They are common.
In a typical D&D 4-hour session, you may never roll a single crit. In pretty much every 5 minute engagement in STO you you'll score multiple ones. If an occurence of a crit happens so often, it becomes part of the expected damage for a ship. You can pretty much safely average out the critical hit damage. If a crit was really rare, then building a ship around it would often end up being disappointing. Imagine building your ship around crits and no scoring a single crit during an Infected run! Would make you wonder if it was really worth it relying on the rare wonder run where you score 1 or more crits.
Have you even thought about this for longer than 1 second? I guess you did not.