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Lt. Commander
Join Date: Jun 2012
Posts: 231
So I've always used (dmg) on all my weapons and just wanted some feedback on what some of you may think is a better combo of mods other then DMGx3 or with the romulan weapons DMGx2. if it helps im using a D'kora cannon boat

a little back story, i've been running MkXI romulan DMGx2 and ACC DMG and was saving my dil for the new rom space set untill he sent me the stats. so now i'm replacing the MKXI with MKXII for a little bit more dps.

MY FLEET:http://sto-forum.perfectworld.com/sh...d.php?t=498091

Last edited by matchstick606; 12-27-2012 at 10:15 AM.
Career Officer
Join Date: Nov 2012
Posts: 12
# 2
12-27-2012, 10:13 AM
You generally can't go wrong with at least one [Acc] mod. Extra damage or crit chance/severity does you no good if you can't hit your target.
Captain
Join Date: Jun 2012
Posts: 933
# 3
12-27-2012, 10:16 AM
From what i have gathered,

ACC necessary for PVP
CritD Suits PVE

DMG CRTH, not used as much
Tactical Cube deals 338364 (204629) Kinetic Damage to Tactical Cube with Plasma Torpedo - Heavy III.
Recoil damage... Burn
Lt. Commander
Join Date: Jun 2012
Posts: 135
# 4
12-27-2012, 11:12 AM
The best mods for weapons right now is [Acc] [CtrH]x2

Critical chance is very important now days to a tac with all the consoles and the romulan tier 2 passive allowing us to crit way more often having a weapon with those mods above gives you high dps.
http://sto-forum.perfectworld.com/sh...d.php?t=490421 We want this help build support!
Captain
Join Date: Jun 2012
Posts: 3,101
# 5
12-27-2012, 01:01 PM
Quote:
Originally Posted by elandarksky View Post
From what i have gathered,

ACC necessary for PVP
CritD Suits PVE

DMG CRTH, not used as much
CrtH is amazing with the new crit bonuses. I have the crith bonus from t2 romulan rep, and crith bonus from romulan console. Also I have the borg and tachyonetic consoles wich boost critd and slight more boost to crth. Using those with crth x3 weapons and max energy weapon spec I am noticing crits all the time, they hit hard enough with DHC innate severity and max spec and with the consoles, but I am critting so much more then people with all crtd. Has been working great for me in pvp and pve, although you need accurate trait, max targeting systems and omega deflector to boost acc enough to hit escorts. This really shreds through cruisers and carriers fast to since they are easier to hit.
Captain
Join Date: Jul 2012
Posts: 1,206
# 6
12-27-2012, 02:13 PM
I second the vote that [CritD] has become of greater value due to the passive gained through reputation. The 2.5% chance for an additional 700+ kinetic is amazing. Turret weapons, as well as pets become noticeably deadlier.
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Career Officer
Join Date: Jun 2012
Posts: 1,307
# 7
12-28-2012, 08:52 AM
This really is the type of question where the answer depends heavily on your playstyle. No really it does. If you use certain methods of attack in PVP, or PVE, you don't need crit h or acc at all.

Something to keep in mind is that the bonus derived from weapons is very small compared to what your boff abilites can provide. Granted that the boff bonus tends (not always) to be of a limited duration but the added damage derived can dramatically outweigh static weapon bonus.

In short, if you use boff abilites to insure that hits and crit hit's happen, crit d becomes king. If you're NOT going that route, than sure you want to have some acc and some crit h, or whatever mix you need to bring your stats where you want them to be.

"You generally can't go wrong with at least one [Acc] mod." but if you held a gun to my head and said give me a general answer I would go with this one. It's the most helpful and the least harmful of the bunch.

Cheers happy flying!
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Captain
Join Date: Aug 2012
Posts: 3,553
# 8
12-28-2012, 02:24 PM
Of all the mods, dmg is the least useful at higher mk levels. It still has use, but not as much as it could/should. Accuracy is a great mod, but if you have maxed out starship targetting skill, and the accurate trait, you really don't need more than one. Critical hit is a good mod too, but it's only a 2% bonus, so by itself, it's controversial in usage. Critical severity is always useful, but only if you crit. So again, controversial in usage. As thissler said, it all comes down to build and playstyle. If you run a crit build, critd and crith are your friend. If you don't, you might want to consider acc and dmg.

As is, I personally prefer [acc] [critd] [crth] mods on my weapons. Gives me a little of everything. It also makes me hit pretty hard at times. But that's personal preference, nothing more (shame those kinds of weapons are so bloody expensive on the exchange).
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
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Captain
Join Date: Jun 2012
Posts: 3,101
# 9
12-28-2012, 03:13 PM
2% for CrtH really doesnt seem a lot at first, but it adds up when stacked with all 3 crit consoles and max energy and/or projectile weapon specilization skill. You will see crits all the time in pve and pvp. Yes even with accurate trait, targeting systems deflector, and max targeting systems skill you will miss fast moving escorts sometimes, but when you do hit they die fast, especially when someone slows them down with a tractor.

CritD can make for some spectacular damage to, but I notice even without any critd mods my crits are still strong enough to get the job done since they happen so much more often now.

A quantum that crits against hull is going to pretty much kill the target regardless, so you don't need severity so much as ensuring it does crit, and DHC that crits will hit hard even without critd andwill make sure that those shields are stripped away by the time those torps hit and crit. There is no limit to how high you can stack crit buffs so why not
try to gurantee it happen as much as possible.

In pve with all of these crith buffs, you will solo cubes in seconds as a tac escort in elite STFs, be able to easily guard both sides of probes in cse or all 3 sides of bop in CSE, and still have time to help the group with dps in between probes/ bop. Your scatter volleys and torp spreads will wipe out entire groups of nanite spheres before the scatter volley is done most of the time.

I got around 12.5k dps sustained against KASE using my fleet hohsus bop with this setup. Just got the consoles and crith weapons for my fleet defiant and suspect the dps should be in 14k-15k range.
Empire Veteran
Join Date: Jun 2012
Posts: 847
# 10
12-28-2012, 03:16 PM
[Acc] All the way. Whats the point firing at something when you cant hit it?
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