Quote:
Originally Posted by MustrumRidcully
Doesn't the mass get a little more complicated? You equal 3 dual cannons with 3 critical hits. But as far as I know, hits and crits are applied per individual shot of those weapons. (Which makes an important difference for critical hits in the first place, since it matters if the full damage over a firing cycle is multiplied)
IIRRC; DHCs fire 2 shots per cycle/volley, so you get
3 Cannons x 2 Shots x hit chance. Minimum hit chance is 25 %. So, if you got 25 %, your Y is only 1,5, once you got a chance of 50 %, it's 3, once you have a hit chance of 100 % it's 6.

I think I follow where your going. I wasn't in game at the time and honestly can't remember how many shots you get on a volley anymore... its been long since I did my first math and I stopped thinking about it much.
I also didn't go crazy and make any custom formulas or anything... honestly I used a basic probability calc just to prove the basic concept.
When I say 3 cannons have a 6070% chance to crit on X shots I mean one crit... so that in that volley there will be one crit not all 3 will... of course all 3 can crit and sometimes do. What matters is getting of as many shots as possible at as high a base damage number as possible... chances are you are going to land 25 crits in a quick run. The way STO works crit rate is going to go up even more if you can say target an engine or do something else to reduce defense numbers and of course if you have say an Accurate trait on your toon.
Another thing I do with my crit stradagy is this.... Firing in cycles... or removing anything else drawing power from my Dual H;
1) I Key bind my forward DBB to its own firing key... this lets me load say TSSE 3 fire it and then remove my DBB [ACC]x2 beam out of my power draw. On Some builds I will also use BOL 3... binding it letts me not fire the DBB until I want... when my power is at 125 and a shield is open... or when it has 3 seconds left on the tick and I can fire... reload... and fire again. (The BOL double fire is greatly improved on a tac... tac init will give you more opportunity to get off the double pump)
2) Key bind my 3 Dual H to their own key... this allows me to fire my big crit cannons on there own with nothing else drawing power from them... I want 12k crits not 4k
3) bind my rear turrets their own key as well.... this allows me to fire them when I am out of arc... giving me dmg but not hndering my Dual H crits. (you will also be intrested to know turrets will crit for 23k as well if you are firing them with full weap power... most people are firing them in the 70s due to forward weapon power drain)
4) if you get good at timming you can fire the Dual H... power returns... fire turrets... power returns... fire Dual H.... you end up with... what Gripple Chew Calls my Blap fire... a bunch of fire all at once still but litterly you can see the big dual balls with the turret lines in between. lol