Quote:
Originally Posted by blznfun
And what this discussion boils down to is play style, personal preference. No one way is better than the other. I just would rather make sure I hit my target than to rely on the "chance" to hit and then try to top that off with the "chance" to do massive amounts of crits with damage. In a team setting spamming holds and defense/damage debuffs, I can see the advantage of it, but still, I like to know I am hitting my target and getting the good damage and fair crits than that chance to miss it and my kill...
If your a gambling type person then yes, Hx3 makes more sense.

Thats my point... its not a gamble.
1) go do some proper parsing... with a captain with ACC trait and 9 points in the skill tree... the hit to miss ratio is with in a few % points of the same captain running ACCx3 weapons.
2) 1  ( ( 1  x ) ^ y ) ... is a good standard probability formula that will tell you how often you will crit when you take multiple tries. (again consider that STO we don't fire ONE weapons we fire 4 at a time)... which means 2% is a BIG BIG number in terms of real world performance.....
Using 1  ( ( 1  x ) ^ y ) think of it this way....
4 shots
2% crit rate = 7.76% chance to land 1 crit in the volley
4% crit rate = 15.07% chance to land 1 crit in the volley
6% crit rate = 21.92% chance to land 1 crit in the volley
Just for real world numbers with my [acc][crth]x2 weapons... EVERY SINGLE volley I fire I have a 55% chance to land a crit. EVERY Volley. I can tell you thats pretty accurate as well.
That is hardly gambling anymore.