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Ships weapons mods

xanderkentxanderkent Member Posts: 34 Arc User
If my critical chance averages in the middle 20's and my crit severity averages between 90-101% what type of weapon mods should I be running. Most of my ship weapons on all ships are crtd heavy.
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Comments

  • tom61stotom61sto Member Posts: 3,673 Arc User
    [crtd] should be fine at those levels, and [dmg] is good too being 3% final damage.
  • xanderkentxanderkent Member Posts: 34 Arc User
    Thanks. Most of my weapons on most of my ships are crtdx2 dmgx2 crth/crtd.
    If you set a man a fire he will be warm for a night. If you a man on fire he will be warm for the rest of his life.
  • seaofsorrowsseaofsorrows Member Posts: 10,919 Arc User
    Yep, your numbers are pretty good overall.. any combination of CrtD and/or DMG should perform quite well for you.

    Generally, you will get your Critical Chance from consoles since those effect your global critical hit chance. Putting CrtH on weapons is far less effective. Most people boost their Critical Hit with consoles and apply damage or critical damage mods to the weapons. That's the most efficient route.
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  • tom61stotom61sto Member Posts: 3,673 Arc User
    Yep, your numbers are pretty good overall.. any combination of CrtD and/or DMG should perform quite well for you.

    Generally, you will get your Critical Chance from consoles since those effect your global critical hit chance. Putting CrtH on weapons is far less effective. Most people boost their Critical Hit with consoles and apply damage or critical damage mods to the weapons. That's the most efficient route.

    It's not that the Spire Locators giving global values that makes them more used, but that if your builds need more Critical Hit Chance the Locator's chance is closer to [CrtH] (full match of 2% at Epic XV) than an Exploiter is to [CrtD] (half at 10% for Mk XV Epic Exploiter), and you can usually fit 4 or more Locators. After a certain Critical Hit amount, it starts becoming worthwhile to go for Exploiters anyway, and things can go quite high, I just saw someone's video where they had 45% Critical Hit global values sitting still (which means after Skills apply it's likely over 50% and active abilities drive it higher yet).
  • seaofsorrowsseaofsorrows Member Posts: 10,919 Arc User
    tom61sto wrote: »
    It's not that the Spire Locators giving global values that makes them more used, but that if your builds need more Critical Hit Chance the Locator's chance is closer to [CrtH] (full match of 2% at Epic XV) than an Exploiter is to [CrtD] (half at 10% for Mk XV Epic Exploiter), and you can usually fit 4 or more Locators.

    It's both.

    Either way, using CritH mods on each weapon is vastly less effective. The OP is using some of these mods and would get better results re-rolling them to CrtD or DMG.
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  • xanderkentxanderkent Member Posts: 34 Arc User
    Thanks for the information. I've re-rolled most of my crth modifiers and have seen improvements on all of my ships with finished builds.
    If you set a man a fire he will be warm for a night. If you a man on fire he will be warm for the rest of his life.
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