Premise: To help understand the mechanical effects and benefits of the modifiers that are carried on weapons of Uncommon or higher levels of rarity.
Initial Observations: With the release of Season Four, modifiers on weaponry are doubly useful, providing both their static bonus and increasing the baseline damage output of a given weapon, an increase of 5% per extra modifier (i.e. Uncommon = +5%; Rare = +10%; Very Rare = +15%). With this change, it now becomes of paramount importance to acquire, at the very least, Rare or Very Rare weaponry, to maximize the potential of a build.
There are actually six (thanks, Zorena ) modifiers currently in-game (although one of these, [Rch], only exists on a single weapon, currently, the Rapid-Fire Transphasic Torpedo, which is rewarded from Cold Call in the Breen series of Featured Episodes; the other is [Borg], which will be explained in the [Dmg] section); this will discuss the four, primary modifiers.
Now, on to the modifiers...
Bonus: +10% Accuracy for this weapon; does not boost the Accuracy of any other weapon. Stacks with Bonus Accuracy gained from the Accurate trait, or skillpoints spent in the Starship Attack Vectors skill.
Mechanical Application: Primarily important for determining To-Hit Chance (as detailed in this thread), each instance of [Acc] helps to alleviate a high Defense value on an opponent, and grants a bonus to both your Critical Chance and your Critical Severity, if your Accuracy exceeds your target's Defense.
How much value does each instance of [Acc] provide? Simple question, challenging answer.
First, the target that you are shooting at will greatly affect the value of one or more [Acc]'s; this is due to the Accuracy vs. Defense curve, which becomes more sharply-defined, the closer together your Accuracy and your target's Defense become (whether you have very high Accuracy and the target has very low Defense, or vice versa). A Cruiser will 'typically' run in the 50-65% Defense range (depending on things like Engine choice, gear, and Captain traits, specifically, Elusive); a Science Vessel can run anywhere from 50-80% on 'typical' layouts, ship class often contributes greatly to the variation; Escorts typically run in the 70-90% Defense rating.
Second, because of the nature of the Acc vs. Def curve, the value of [Acc] increases, the closer that you bring your Accuracy to their Defense, optimizing your opportunity to hit your target.
Maximum, possible, known (as far as our understanding of the game mechanics go, without having the actual code to examine) bonus Accuracy: +65%, +25% from Attack Vectors, +10% from Accurate Trait, +30% from [Acc]x3 weapon. (There is some speculation (with inconclusive, thus far, test results) that certain weapon-types may have inherently higher base Accuracy, affecting their final total, but, again, this is speculation, without solid proof.)
Quantitative Value Per Modifier: (Note: I considered referring to this as Quantitative Quality, abbreviated as QQ... But, decided against it... ) A 'hard' number is strictly based on the situation surrounding each, individual pulse of a given weapon, however, these are some general guidelines (assuming that your target's Defense 'generally' exceeds your potential Accuracy, exceptions will be discussed later):
If your Accuracy Vs. Defense Differential [AVDD, the difference between your Accuracy and your target's Defense rating without any Accuracy-equipped weapons] is from 0-10%, each instance of [Acc] is worth an 8-10% increase in To-Hit Chance (and Overflow, if your Accuracy ends up exceeding their Defense).
If your AVDD is from 10-30%, each instance of [Acc] is worth a 5-7% increase in To-Hit Chance.
If your AVDD is from 30-50%, each instance of [Acc] is worth a 4-5% increase in To-Hit Chance.
If your AVDD is 50%+, each instance of [Acc] is worth about 3% increase in To-Hit Chance.
Value for PvE: Moderate. Most opponents in PvE (with the rare exceptions of the Mogai and the Borg Sphere, both of which use speed-enhancing abilities) will be traveling slowly enough that the inclusion of [Acc]-equipped weapons is not 'as' essential to ensure that a majority of your weapons' fire will hit; however, thanks to the benefits of Accuracy Overflow, it is never a bad addition.
Value for PvP: High to Extreme. Unlike in PvE, most human opponents will be running the fastest, highest-Defense setup that they can field, thus underscoring the importance of boosting your available Accuracy. Every percentage point that you can increase your To-Hit Chance is a corresponding increase in your DPS. If your ship is running a largely 'traditional' setup, this is likely the ideal choice for most of your weaponry, ensuring that you maximize your To-Hit Chance (and, subsequently, your damage output). The great exception to this valuation of [Acc], is a build that uses CC powers to slow or stop its targets, whether through Science powers that disable/immobilize, or things such as Target Subsystem: Engines, a build that can consistently stop or severely slow a target does not nearly rely upon [Acc] as much as other builds; however, even in these cases, thanks to Accuracy Overflow, it remains a viable and useful choice.
Weapon that derives greatest benefit: Beams. With two categories of powers that must hit to be useful (Target Subsystems and Overload), Beams are much more dependent on Accuracy for ensuring that they derive maximum benefit from their BOff powers. If your build includes even a single copy of one of these powers, Accuracy gains substantially greater value for those Beam Weapons. (Fire at Will, with its enormous volume of firepower, does not depend nearly as heavily on Accuracy, scoring its high DPS through weight of fire, rather than highly-accurate fire.)
Conclusion: The most generically 'useful' modifier, you can never go wrong with choosing a weapon that has [Acc] as a modifier. While some weapons might benefit a little more from other modifiers, if you do not have access to such weapons, it is never a bad choice to run an Accurate weapon. Beams, again, if you are running Overloads or Target Subsystems, are much more heavily dependent on [Acc], and should, in most cases, carry Beam Weapons with at least one [Acc] modifier.
Another great Thread BigRedJedi! I couldn't agree more with most of the aspects (And modifiers) on the respective values for PvP/PvE etcetera.
(Glad I got my weapon arsenal beefed up long time ago )
Aside from omgawesome uber rare Ker'rat drops, Polarons are the only DHCs with cheap CrtH x2, right?
Does anything have CrtH x2 with Acc?
Dunno I dont use CrtH/D that often, I'd like [dmg]x3 for sure!
Well you should check K7 they have some nice purps, but only MK X i think. But i dont think the few less dps is really something you should worry about. I mean, if you wanna go for the best and you personally think CrtHx3 are best (i.e.) you just buy them off exchange or get the money to do so, otherwise take what you can get
But since the uber kerrat drops you can get almost any Weapon from the exchange for (relative) small prices (depending on mark x/xi and the modifiers. Like the CrtH + Acc you mention above...shouldnt be anywhere near above 15M>
Only the very very rare drops with Acc x3 or CrtH x3 or CrtD x3 are usually higher priced, like 30-60M or even above.
I also have found that beams "miss" a lot less than say, DHCs which seem to be on the other end of the scale. From what testing I've been able to complete it appears that beams did have a 95% to-hit ratio built in, probably due to the fact that they are the least DPS weapons. DHCs seem to be the extreme opposite. In fact, from a simple DPS meter, the tier 10 DHCs will throw more ending DPS than both the emblem and the crafted DHCs due to not much more than the added ACC trait from what I can see.
I have not done the extensive testing I did before since the FaW NERF which seems to have lowered the ACC rate to FaW. I haven't, yet been able to tell if just FaW was affected or if beams in general were lowered. I have noticed that FaW 1 will miss alot more than what it did in the old incarnation, but still have not seen a direct correlation with beams in general as yet.
It would probably help all concerned to get an in-game DPS meter and a little bit more info on the combat schedules simuliar to what SWG had.
Another nice thread that should help a bunch of people in chosing their builds, Red. /deepbow.