Think of the weapons, in comparison, like this:

Base Crit Chance: 2%

Crit Chance with Weapon Types:

- Polaron [CrtH]x2[Dmg] DHC's: 6%
- AP [CrtH][Dmg]x2 DHC's: 4%
- AP [Acc][CrtD][Dmg] DHC's: 2%

Base Crit Severity: 50%

Crit Severity with Weapon Types:

- Polaron: 60% (10% from DHC's)
- AP [CrtH]: 80%
- AP [Acc][CrtD]: 100%+ (Accuracy overflow can and, often, does contribute additional CrtD)

For the sake of argument, let's say that base, modified (after skills) damage on the DHC's is: 2000 (just to make math a little easier). We can call the AP [CrtH][Dmg]x2: 2050 (it is approximately in this range, for the after skills final value of each [Dmg] modifier)

Now, let's fire 100 shots and extrapolate

*average* results (assuming non-floating damage values and, initially, disregarding Acc vs. Defense modifications):

Polaron:

- Base Damage per Hit: 2000
- Criticals: 6
- Extra damage dealt per critical: 1200
- Total damage dealt, including critical damage: 207,200

AP [CrtH][Dmg]x2:

- Base Damage per Hit: 2050
- Criticals: 4
- Extra Damage dealt per critical: 1640
- Total Damage dealt, including critical damage: 211,560

AP [Acc][CrtD][Dmg]:

- Base Damage per Hit: 2000
- Criticals: 2
- Extra Damage dealt per critical: 2000
- Total Damage dealt, including critical damage: 204,000

Again, irrespective of Acc vs. Defense, on paper, the AP [CrtH][Dmg]x2's actually look like the superior weapon here, however, things get a little more interesting once you factor in Captain abilities (particularly Attack Pattern Alpha) and the importance of Accuracy.

Attack Pattern Alpha adds (fully skilled, without the minor additions of the AEGIS engine), for the purposes of this comparison:

- Base Damage: +50% (or is it 60?... I knew I should have written it down )... We will even ignore this, for the moment (and because I'm not at home where I can actually pull the modified damage chart out, LOL)
- Critical Chance: +4%
- Critical Severity: +40%

Thus, modifying the final damage dealt to account for APA (even discounting the inherent base damage boost):

Polaron Total Damage Dealt: 220,000

AP [CrtH]: 224,680

AP [Acc][CrtD]: 216,800

Again, on paper, things still look like those AP [CrtH][Dmg]x2's are the way to go... But let's toss Accuracy into the mix, just for fun...

To avoid the migraine-inducing formulae and other fun things, we'll just narrow down Accuracy vs. Defense in the current meta-game to come down to a final, To-Hit chance of 40-60%... We'll simplify it even further, and just call it an average To-Hit Chance (for an active, moving target) of 50%. Again, using an averaged value, each [Acc] modifier adds from 5-10% to your To-Hit Chance (the more Defense your target has, the more valuable each modifier becomes), so we will average that again and simply call it a 7% addition.

Factoring the value of Accuracy in (again, 100 shots, assuming 50% To-Hit Chance for non-Acc weapons, and 57% To-Hit Chance for [Acc]):

Polaron Total Damage Dealt: 103,600

Polaron with APA: 110, 000

AP [CrtH] Total Damage Dealt: 107,420

AP [CrtH] with APA: 112,340

AP [Acc][CrtD] Total Damage Dealt: 116,280

AP [Acc][CrtD] with APA: 123, 576

Now

*there* is some interesting comparisons... However, this does

__not__, necessarily, mean that in

**all** instances, will the AP [Acc][CrtD][Dmg] DHC's be superior; so, here are some observations based on the above:

- The larger the sample size (i.e. number of shots fired) the more potential value that [CrtH] will have.
- A caveat to the above point, is that all the [CrtH] in the world is irrelevant, if you do not Hit your target.
- Depending upon your build, and the ease with which you can lower a target's Defense, the more valuable certain modifiers become.

So, what does this mean for choosing a weapon? What factors do I need to consider when comparing [X] modifiers and procs?

- [Acc] is a valuable modifier on ALL weapon types, though there are some instances where weapons do not, necessarily,
*need* to have the modifier.
- Aside from [Acc], the value of other modifiers is based on firing rate... Weapons that fire more often (specifically: Cannons > Beams > Torps, in terms of firing rate) derive greater value from [CrtH], while weapons that fire less frequently will usually value [CrtD] more. (More shots equates to more opportunities to score criticals, while fewer shots equates to the need to derive maximum value from any criticals scored.)
- Ability choices can influence weapon choices, for example, if you run Tractor Beams or Target: Engines, or some other ability that reduces your opponent's Speed (and, thereby, substantially lowers their Defense), [Acc] is usually less valuable than [CrtD], as you will greatly increase the likelihood of scoring criticals, while your target is immobilized.
- In terms of procs,
__no__ weapon even begins to approach Antiprotons in terms of influence, as it will, by far, be utilized the most often. Weapons with traditional procs have a 2.5% chance of proc, per attack (with the super-rare exception of the Tetryon Weapons from the New Link mission), and nothing changes that. AP weapons increase the usage of their 'special effect' based on your current Critical Chance, which can be increased through skills and certain powers (or [CrtH] traits on weapons).
- [CrtD] is the most useful proc for torpedoes.
- [Acc][CrtD][CrtH] is, probably, the most useful attribute combination for non-Torpedo weapons, however, it is a rarely-seen combination in Mk XI (only appearing on dropped gear, not available on Emblem weaponry or craftable).
- [Dmg] is a largely irrelevant modifier (in space), worthwhile now, only because it actually makes getting a purple weapon with [Dmg] more valuable than simply sticking with the typically less-expensive blue weapons with the same, other two modifiers.

That's hardly a comprehensive list, but it should give you some things to think about.

Hope that it helps,

-Big Red

Goomba
*Glad that the Acc vs. Defense information was helpful, Beagles, and thank you for the feedback here, and for running the OPvP tournaments! One of these days, I'll be able to make it out to one! (Silly work schedule...* *sigh*)