Actually lets take this a step further.

Lets use real in game numbers, or at least rounded ones so the math is easy to follow.

Lets say a ship has 20 percent crit and 100 severity without exploiters or locators and a weapon with a base damage of 1000 per shot. Lets not look at any other factor, we just have those three numbers.

Without any console critH or critD (lets ignore the 31.9 damage bit for this as both have the same there anyway)

100000 shots

80000 shots will be for 1000 = 80 million damage

20000 shots will be for 2000 = 40 million damage

So this ship does 120,000,000 damage in those 100,000 shots fired. Okay. The baseline is 120 million.

Exploiters added

We now have a crit chance of 20 with a severity of 140

100000 shots

80000 shots will be for 1000 = 80 million damage

20000 shots will be for 2400 = 48 million damage

128 million

We have added 8 million damage, an 8 percent increase in damage output.

Swap in locators

We now have a crit chance of 28 and a severity of 100

72000 shots will be for 1000 = 72 million damage

28000 shots will be for 2000 = 56 million damage

128 million

We have added 8 million damage, an increase in damage output over base of 8 percent, BUT the exact same as the exploiter console.

As you can see, you can add either console and get the same damage increase, BUT because crit chance has more sources outside of the consoles, using them for the chance mod is not an optimal idea. The exploiters bring us very very close to the cap of 177-182, meaning we have to use fewer mods elsewhere to achieve maximum severity.

Summary - if you already have the exploiter consoles you MAY see a decrease in damage if you swap to locators, but if you have neither of them yet, add the one you need more of. In the case of a romulan you are likely much better off getting the exploiters. If you have less than say 20 percent crit now and have exhausted all of your other sources of crit chance, then the locators may be your best bet.

Thanks for playing noblet. 1.6% chance is not better than 8 severity. Its not half a mod, full mod this, mod sideways that, etc. Do you even know why? They are actually EQUAL to each other because crit severity is actually translated as 100 + severity times base. Or Base (1+x) where x is severity in notation 1.0 for 100 severity. IE, a 120 severity would be notated as Base (1+1.2) or base times 2.2.

If you have a critsev under 100, the lost critD actually negatively affects your crits, whereas the opposite is true of critsev over 200, in which you would finally be right, a 1.6 crit chance WOULD be higher than 8 severity, but we cant even get there unless we have capped sev with APA up and even then we are BARELY going over the 200 mark for only 30 seconds.