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GROUND - CritD vs DMG

nephitisnephitis Member Posts: 456 Arc User
edited May 2016 in The Academy
It's the first time I actually start a thread. I usually reply so go easy :P. I know this topic has been brought up many times before and I have even made mathematical responses myself to people asking similar questions. However, it has always been about space and we all know that space stat yields can be significantly different than that of ground combat. So I figured why not talk about ground combat a little bit and for a change.

The debate of the CritD, DMG and Pen mods for space combat is very intriguing with varying results and opinions but with a unified consensus that either of the three mods are better than basically anything else. But we all know or will come to know that the Pen mod does not exist for ground (yet) and that the yields of CritD and DMG mods are significantly different for ground combat.

So what are your personal experiences and opinions about the two (or multiple) modifiers for ground? And I don't just mean [DMG] and [CritD] mods specifically for weapons but also what you may find on different kits that also improve Weapon Proficiency, and the variety of different traits (personal ground traits and reputation traits etc.) that directly boost damage like Rifle Training (5% damage) trait.

For example, would you go with the Delta Expedition Tactical Kit with [CritD] or would you go with let's say the Herald kit with a combo of [Weapon][+AP] if you only use antiproton weapons? Do note that both kits in this particular case have the [Weapon] skill modifier. See the pictures for example:
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What setup do you prefer for ground? Do you personally emphasize increasing your critical chance and critical severity, or do you prefer to focus entirely or partially on also boosting your weapon damage in a variety of forms and ways?

Comments

  • tarran61tarran61 Member Posts: 827 Arc User
    Im really surprised no one replied to this thread. In the last few weeks I have been focused on Defera and ground gear which this Topic on EPIC GROUND ITEMS has been most helpful. Matter of fact I have even need to add more of my findings that have worked for me to it. Now I'm looking at my Kit Im using, then I will look at Kit Module's the Kit can use. I run character's with all 3 fields (Tactical/Engineer/Science). Right now all are using the Romulan Imperial Navy Career-Specific Kit Reward from the Mission: Uneasy Allies because of the kit gives the following
    +20% Plasma Damage <--Very Useful to My Romulan Tactical Character, She uses plasma weapons
    +2.2% Critical Chance <--Very Useful to all Character's
    +8.8% Critical Severity <<--Very Useful to all Character's
    +52.5 Personal Shield Expert <--Very Useful to all Character's

    All but my main is using the Omega aromor which adds to the Crit on grand missions. I see your using it. My main uses the Herald Tactical Combat Armor from the Lobi store which Increases the wearer’s Critical Chance and Severity even more.

    I have been looking at ways to get more Crit for the ground missions and it seems to me the Delta Expedition Tactical Kit with [CritD] - [CritH] - [CritX] do just that. The only thing in my way right now is the cost to get one. So Im looking at other Delta Kits.

    To answer your question Yes, I'm wanting to focus on increasing my critical chance and critical severity,
    Positive thoughts.
    NeAC.gif
  • jaguarskxjaguarskx Member Posts: 5,945 Arc User
    My general preference for ground weapon mods is [CritD], [CrtH], [KB3], and [Run] in some sort of combination. The [Run] mod would allow me to travel faster in ground combat zone, but I may not use that weapon for combat though... at least not often.

    For ultra rare / epic ground weapons, I think my preference would be [CritD]x2 [CrtH] [KB3]. Call me strange, but I just like [KB3]... if your enemies are knocked down then they cannot fire back.

    As for the types of weapons I equip... I try to mix it up with the type of energy damage that generally includes, Anti-Proton, Disruptors, Phasers and Plasma. Each of my captains and corresponding away team uses at least 3 different energy type weapons. As for the type of weapons themselves, I generally equip the following:

    - Split Beam Rifle
    - Full Auto Rifle
    - Wide Beam Pistol
    - Type 3 Phaser Rifle
    - Plasma Wide Beam Rifle (Romulan Faction - weapon vendor)
    - Plasma Split Beam Pistol (Romulan Faction - weapon vendor)

    The Romulan faction weapons do not have any mods so you need to upgrade them to get mods on them. The great thing is they are sold as Mk I weapons and are very inexpensive. Sometimes people list them on the Exchange at pretty high prices... I have seen people list Plasma Wide Beam Rifle Mk I for as high as 400k EC, but mostly they are listed at around 100k EC I think.
  • dragonsbrethrendragonsbrethren Member Posts: 1,854 Arc User
    Also, those special plasma weapons aren't Romulan-exclusive once you hit level 50--anyone can buy them from any of the Dyson sphere vendors. And since they don't bind on pickup, you can mail them to lower level characters.

    I've read that [CrtH] and [Dmg] are about equal to one another on the ground, with [CritD] being the best mod. I tend to put [CritD] [CrtH] mod combos on non-Tactical characters since there just aren't all that many sources. I like the [KBx] mods, too. They're one of those things that a damage parse won't really show the effectiveness of, and they're just fun.
  • jaguarskxjaguarskx Member Posts: 5,945 Arc User
    Also, those special plasma weapons aren't Romulan-exclusive once you hit level 50--anyone can buy them from any of the Dyson sphere vendors. And since they don't bind on pickup, you can mail them to lower level characters.

    Ahhh... I didn't know that. I never actually bothered to look at what the Dyson vendors were selling.
  • cyraxredcyraxred Member Posts: 40 Arc User
    I find the Full Imperial Rom Ground set very good, for free, no complaints, or i will the coombo of Imperial Rom Kit with the Full Adapted Maco Set, If i want to boost CritD and CritH, and still have some health reg., and the Romulan Plasma split beam rifle from the Romulan Reputation with CritX, has been my weapon of choice for all my toons, Plasma with Disruptor proc, no issues, the rep has different versions to suit your needs. Most other weapons i go for CritD CritH, Dmg mods, if weapon allows it.
  • postinggumpostinggum Member Posts: 1,117 Arc User
    I go KB3 and then whatever from the dmg, CritD, CH trio. I expect there are bosses that are imune to kb3.

    There are quite a number of critD boosting powers, maybe going critH makes better use of these?
    Trajectory bending, fleet armour, critD kits, gambling device, soldier trait, vicious trait...
    Rally cry and strike team boost both critD and critH, depending on play and team you'll get either a lot of those or only what you bring to the party.

    My boffs get rep, feature episode drops or decent exhange guns, my toons jump to adv fleet split beam KB3 + Dmg, on the basis that until you've got your game together enemies won't be one-shotted and knocking them over makes life easy. Toons get 116b to make certain low-mid level runs less hassle. Also used ejection rifle for area effect alt fire mode. KB3 on adv borg runs is probably better for the group than a tiny bit more damage.

    When I've been overly flush with EC, but not lockbox ship rich, I have bought epic rifles and then gone dmg and critd at the least deranged price. Going epic with sub-optimal mods will probably trump rare or ultra rare with better mods.

    I don't use Herald wands - they look stoopid.
  • tarran61tarran61 Member Posts: 827 Arc User
    jaguarskx wrote: »
    Also, those special plasma weapons aren't Romulan-exclusive once you hit level 50--anyone can buy them from any of the Dyson sphere vendors. And since they don't bind on pickup, you can mail them to lower level characters.
    Ahhh... I didn't know that. I never actually bothered to look at what the Dyson vendors were selling.
    Same here. That is good to know.

    Positive thoughts.
    NeAC.gif
  • rezkingrezking Member Posts: 1,109 Arc User
    I find the [Dmg] [KB3] mods to be better, mainly because [CrtD] needs to proc for it to be useful.
    If you're thinking the sustained fire on an elevated-tier enemy would benefit from the eventual CrtH, thus taking advantage of the [CrtD], then that argument can be made I suppose.
    BUT, the low-tier fodder outnumber the aforementioned so I believe [Dmg] is the better option.

    The only time I would use a [Run] mod is on a new toon that wouldn't have the Ice Booties.
    NO to ARC
    RIP KDF and PvP 2014-07-17 Season 9.5 - Death by Dev
  • jamiek81jamiek81 Member Posts: 78 Arc User
    I personally go for +DMG mods if i ever had the choice, since it is always on, while CrtD is always on, it just requires another thing to work, hence why i prefer +DMG, you just need to shoot to get the benefit.

    I hope they do add in the ability to choose your mods when crafting an item, even if i had to spend 4x as many resources to make said item, it would be well worth it.
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