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:
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
+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,
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.
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.
Ahhh... I didn't know that. I never actually bothered to look at what the Dyson vendors were selling.
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.
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.
RIP KDF and PvP 2014-07-17 Season 9.5 - Death by Dev
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.