Go Back   Star Trek Online > Feedback > PvP Gameplay
Login

Reply
 
Thread Tools Display Modes
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
06-16-2011, 07:21 AM
So you have 100% base accuracy(tooltip says 95 i think), plus the bonus accuracy (ive 15% without the trait), and the weapon acc?

And 100% base defense, and bonus defense (like 100% and the -15% when i dont move without aegis)?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
06-16-2011, 04:47 PM
Quote:
Originally Posted by Kyle-Phoenix View Post
So you have 100% base accuracy(tooltip says 95 i think), plus the bonus accuracy (ive 15% without the trait), and the weapon acc?

And 100% base defense, and bonus defense (like 100% and the -15% when i dont move without aegis)?
Correct, and using the formula from the spreadsheet, you can calculate your 'actual' To-Hit Value. Much like many of the tooltips in the game, the one for Accuracy apparently goes back to pre-Season 2 (if not earlier).

-Big Red
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
09-09-2011, 08:39 PM
Quote:
Originally Posted by BluerockBeing04 View Post
So, long story short, the [ACC] modifier is definitely the best because you'll gain both [CrtH] and [CrtD] if your accuracy exceeds your target's.

It may be hard to exceed an escort's defense, but against a cruiser moving at half throttle? Devastating.
Neh its not like you get more then 10+ severity or +1% chance most of the times, if not less... The critc/d is no where comparable to CrtH/Dx3 weaponary. Nevertheless Accuracy is a great choice

Every single jedi, including your friend MTnubKenobi, will now use Accuracy weapons for the PvP'z :p

Seriously, even my Noobula has a bonus defense of 70% at 65/30 engine setting, 67% at lowest 61/25. But ofcourse if you have alot of disable and slow abilities/weapons u might be better of with CrtH/D
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
09-10-2011, 09:04 AM
Good Info, Thanks BigRedJedi
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
09-11-2011, 08:16 AM
After a certain point the ACC modifier ceases to add to your Crit Chance, at 0 defense Crt Chance actually becomes stronger than Accuracy (in terms of average damage) , and at values lower it only grows stronger.

So basically if you don't have any means of reliably shutting down an enemy's mobility ACC is better by a significant margin. However it is worth noting while your average damage will be higher, your crits will not hurt as hard, and your crit chance still will not occur as often.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
09-26-2011, 05:05 PM
Thinking Good Thoughts For Ya.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17 acc
10-31-2011, 12:58 PM
so basicly my accx3 weapons rock.. and they can be found on the exchange people
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
11-04-2011, 09:51 PM
Quote:
Originally Posted by jedinikon View Post
so basicly my accx3 weapons rock.. and they can be found on the exchange people
No! My Acc x3 Lolarons are bettah!!! :p

Anyway, I wanted to add something to the information if its worth anything;

Basically the Torpedo story is perfect, i just want to add something that is probably only applicable for the Tricobalt torpedo (Now with HYT2~, same damage around 20K) that if it crits, its almost always quaranteed a win :p

So basically, what I'm saying is that Trico's can be excluded from taking CrtDx3 over CrtHx3 respectively.
You basically want them to crit as much as possible. Or, if you have trouble detonating them on a subject with high bonus defense (Often misses on Escorts, which are already hard to hit because of their faster speed/turnrate, you might consider [acc] [crth]x2 on those, or just go full Acc x3 on them to make them hit as much as possible

(This is based on before and after the latest Trico change patch btw, no real damage boost or nerf when using HYT1/2)

Quote:
Originally Posted by Mavairo
your crit chance still will not occur as often.
yeh perhaps, although my logs consistently gives me somewhat more crit chance on all my Acc x3 weapons compared to people using CrtH or CrtD combo weapons. Ofcourse the crits will probably be lower, not sure.

I do know that even with an Acc x3 Beam Overload I or II you can get 50/60K crits so thats pretty good still (With a moving object so there wouldnt be much Crit Overflow here) But then again it must have been a noob not having any resistance on him at all :/
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
03-27-2012, 09:54 AM
I am still confused about how many points to put into accuracy and defence. One of my captains has accuracy and another has accuracy and elusive. Is there a practical cap to how many additional points I should spend? I will look at the chart and see if that helps clear it up but any thoughts or experience would be great.

Thanks for this post.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
03-27-2012, 10:53 AM
Quote:
Originally Posted by trinitron72003 View Post
I am still confused about how many points to put into accuracy and defence. One of my captains has accuracy and another has accuracy and elusive. Is there a practical cap to how many additional points I should spend? I will look at the chart and see if that helps clear it up but any thoughts or experience would be great.

Thanks for this post.
I don't understand you question. The cap is 9 for all skills. Do you mean what is the "recommended" amount to spend on each skill?


Quote:
Originally Posted by BigRedJedi
[*]The Elusive Trait for Captains (+10% Defense at all times, as long as your ship is moving)
Is this still correct? My Captain has the Elusive trait and maxed defense skill. At a dead stop, my defense is +10%.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 03:02 PM.