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Empire Veteran
Join Date: Jul 2012
Posts: 5,369
I'm curious, for both space and ground, what are the highest, constant (without using something like APA), amount of critical chance you can get?

With the new rep items and bonuses coming out, including ones proccing based on crits, I thought this would be a good thing to bring up.

From what I've read and such, it seems that about 9% will be the rough maximum, without including Acc-overflow and weapon modifiers for space.

On the ground...

It seems to have more critical bonuses, so I might forget some:

Up to 2.5% for skills (mostly tactical ones), 3% from the Lucky trait OR 4% if using Dumb Luck on a Pakled (they can't stack), 3% from a rep bonus, plus 10% if using a Fleet Integrated Targetting Armor.

All together, I believe that is... 18.5% (19.5% if using a Pakled) chance, again, not adding in buffs possibly along with ground weapon modifiers.

I could be forgetting some though, for space or ground.

Starfleet Veteran
Join Date: Jun 2012
Posts: 742
# 2
11-24-2012, 01:44 AM
For ground you missed 10% crit from Gambling device. I think I run around at aprox 30% crit rate as a ground Engineer. Not got time to work it out precisely right now.

Eng in a cruiser my crit tends to range between 13 %to 15% without any attack patterns. 6% of that is from the weapon stat and without new rom crit console or rom crit passive. I assume Tac captains in Escorts can get much higher.
Captain
Join Date: Jun 2012
Posts: 1,119
# 3
11-24-2012, 02:11 AM
For space, my current critical hit is 7.2%. This is with the Tachyokinetic Converter, Assimilated Module, and the Romulan CritH Tier 2 passive. If I got the Zero-Point Energy Conduit, I would theoretically have 9% critical hit for space.

For ground, my current critical hit is 11.1%. This is with the Romulan CritH Tier 1 passive.

This does not count weapons for either ground or space.
Survivor of Remus
Join Date: Jun 2012
Posts: 242
# 4
11-24-2012, 07:18 AM
Don't forget that you can have an extra 3% from the weapon specialization.
In space I'm at 12.something when I get the zpm it will go up to 14.somthing and that's not counting weapon mods (crith)
Empire Veteran
Join Date: Jul 2012
Posts: 5,369
# 5
11-24-2012, 10:24 AM
I hadn't thought about the gambling device, but I thought that only added to critical severity, not chance. If so...I know I am gonna need to get one of em then. Can you buy those off the exchange?

Empire Veteran
Join Date: Jul 2012
Posts: 5,369
# 6
11-24-2012, 11:13 PM
I'd like to mention that this is all kind of showing just how much constant critical chances we can all get. These little bonuses here and there add up considerably.

I mean, even 10% constant critical in space means every 1 outta 10 hits (excludes misses of course), will crit.

On ground, with what I did a bit o' research on and what ya'll have told me here, that could be easily a 30% constant critical chance, possibly even along the lines of 35 to 40% with good enough tactical buffs on the ground.

Captain
Join Date: Jun 2012
Posts: 1,119
# 7
11-25-2012, 02:57 AM
Quote:
Originally Posted by mimey2 View Post
I hadn't thought about the gambling device, but I thought that only added to critical severity, not chance. If so...I know I am gonna need to get one of em then. Can you buy those off the exchange?
If you haven't found out yet, yes, it can be bought from the exchange.

Quote:
Originally Posted by wolfpack12c View Post
Don't forget that you can have an extra 3% from the weapon specialization.
In space I'm at 12.something when I get the zpm it will go up to 14.somthing and that's not counting weapon mods (crith)
How are you getting 12? Can you list your items and spent skill points in relevant areas?
Ensign
Join Date: Jun 2012
Posts: 10
# 8
02-10-2013, 03:07 PM
Quote:
Originally Posted by shookyang View Post
How are you getting 12? Can you list your items and spent skill points in relevant areas?
I run at %8.2 chance with %59.1 severity as a Tac captain in my Armitage. Assimilated and Zero Point consoles and Mk XII fleet anti-proton weps, (Damx3, Acc). Full points in Starship Targeting Systems and Starship Energy Weapon Specialization.

Trying to decide between Gambling Device and Tachyokinetic Converter myself Can't have Tribble buffs with Gambling Device :/
Empire Veteran
Join Date: Jun 2012
Posts: 6,757
# 9
02-10-2013, 03:22 PM
Memory is fuzzy at this second (hurricanes at Mardi) but I want to say I can max at near 15% for a few seconds. Now if I cpuld only use it when I have it going.
Roy Hatch (stryker) soldier, friend, and good man.
1945-2014
RIP
Captain
Join Date: Aug 2012
Posts: 12,241
# 10
02-10-2013, 03:54 PM
+2.50% (Base)
+2.00% (9 in Projectile Specialization or 9 in Energy Specialization)
+0.76% (Tachyokinetic Converter)
+0.92% (Borg Assimilated Module)
+1.80% (Zero-Point Energy Conduit)
+3.00% (T2 New Rom Passive)
+6.00% (CrtHx3, 2% per)

The Acc overflow will vary a great deal - depends on how high you can boost your Acc and what they've done to boost their Def when you try to hold them still for the -15% Defense (modified by several factors and can easily be a positive number instead). Various things come into play when doing this dance.

Not sure what the Rom Tac BOFFs give nor where they currently stand as far as stacking or not.

Various BOFF abilities will temporarily increase it, and you can even DOFF other abilities so that when you run other abilities...er...yeah, fun - eh?

There's even gear that will increase Specialization that will increase that bonus, hrmmm...
Maal, Klingon, Mogh - Vegar, Orion, Marauder - R'ebel, Romulan, Haakona
Willard the Rat, Reman, F.T'varo - Rave, J.Trill, Kar'Fi - Mysk, Gorn, Varanus
Kopor, Nausicaan, Guramba - Nivuh, Ferasan, B'rel - Venit, Lethean, M.Qin
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