Sto Dmg Vs Crtd

Posted By admin On 25/09/19

Sto Dmg Or Ctrd

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Spire vs. Colony Tactical Consoles
10-17-2018, 12:42 PM
Okay, ever since the Fleet Spires were introduced, the Vulnerability Locator / Exploiter Consoles were like a must have:
However, I think there is a new star on the horizon. I had the pleasure of visiting a Colony with Tier 5 Renewable Energy and I got some of its Tactical Consoles:
As you can see this one increases the same amount of Damage, but also slightly increases Projectile Damage. What sold those for me, however, was the Energetic Protomatter Matrix Infuser.
There are also variants that favor Projectiles and in reverse slightly increase Energy damage.
So, what do you think? Colony Consoles over Spire Consoles? Or not?
10-17-2018, 12:46 PM
Interesting.
Some may still prefer the critical chance/severity if they aren't using projectiles though. However the added heal buff chance might be enough to sway some!
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10-17-2018, 01:46 PM
Yeah I definitely enjoy the crit chance increase, especially since I don't use torps. However I can see how that colony console would be nice on a healer or a tank. Maybe even on an escort
10-17-2018, 04:36 PM
(10-17-2018, 12:46 PM)James Wrote: Interesting.
Some may still prefer the critical chance/severity if they aren't using projectiles though. However the added heal buff chance might be enough to sway some!
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I for one need the crit chance. But it’s a good console.
10-17-2018, 05:22 PM
(10-17-2018, 12:46 PM)James Wrote: Some may still prefer the critical chance/severity if they aren't using projectiles though.
(10-17-2018, 01:46 PM)Attilio Wrote: Yeah I definitely enjoy the crit chance increase, especially since I don't use torps. However I can see how that colony console would be nice on a healer or a tank. Maybe even on an escort
(10-17-2018, 04:36 PM)Trudard Wrote: I for one need the crit chance. But it’s a good console.
So how much of a CritD/CritH do one need? I have not any points allocated to Weapon Amplification or Specialization in my Skill tree. I have 5 Romulan with SRO and that's it. Yet I reach 22% CritH and 114% CritD plus what my Weapons generate. If a higher CritH is needed, then I agree that Locator consoles may be the better choice.
10-17-2018, 06:08 PM
I'm at 25.8 CritH and 90 CritD, so I would say our numbers are fairly close and probably about standard for most people. Its up to you to decide if you want more of one over the other.
Personally I wouldn't switch to those colony consoles because I enjoy the extra CritH I'm getting.
10-18-2018, 07:33 PM
Word is from the tanking community that you'll want to run at least one of the colony consoles and the rest spire consoles. If you're aggro tanking like I do, I will probably go for two of the colony ones since I'm not there to DPS as much as draw aggro and heal. Will work well with the Miracle Worker tree as well as Strategist.
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10-18-2018, 10:17 PM
I can not get in game right now, but my critH is about 21 and CrtD is about 110
10-23-2018, 09:39 PM
Very interesting.. Looks like mixing the two might be the best bet, dependent on your build.
For comparison I run a DBB Escort build with 28.4% CrtH (including 5 Spire Consoles and 3 SROs) and 94.6% CrtD.
10-31-2018, 08:44 PM
(10-17-2018, 12:46 PM)James Wrote: Interesting.
Some may still prefer the critical chance/severity if they aren't using projectiles though. However the added heal buff chance might be enough to sway some!
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I would have to agree.. mixing the two seems like it would be a bonus for tanks..spire consoles to keep up the dps for threat generation, and then the healing proc for survivability.
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In Star Trek Online, a critical hit is a hit on an enemy that deals additional damage. The critical hit mechanic consists of two components: Critical Hit Chance, the chance that an attack can deal additional damage. Improved by the Weapon Specialization space skill,. Bio-Molecular Phaser Full Auto Rifles are ranged ground weapons available for characters and bridge officers.They fire a quick burst of three energy damage bolts at a single target. Their secondary fire mode saturates a large area with energy weapon fire, repeatedly hitting multiple targets in front of the player. Speaking for myself only, I like to run CrtD Dmgx2 @ VR, CrtDx2 Dmgx2 @ UR. That way when I finally gild them, I get Acc/Dmg CrtDx2 Dmgx2 effectively, Acc x1, CrtD x2 and Dmg x3. Then again I play mostly Tac's and my CrtH hovers around 30% when fully buffed, and just under 20% when not buffed.

Speaking for myself only, I like to run CrtD Dmgx2 @ VR, CrtDx2 Dmgx2 @ UR. That way when I finally gild them, I get Acc/Dmg CrtDx2 Dmgx2 effectively, Acc x1, CrtD x2 and Dmg x3. Then again I play mostly Tac's and my CrtH hovers around 30% when fully buffed, and just under 20% when not buffed. I recently got some weapons with crit chance and severity but the attack stats that show crit chance and severity stay at there starting values am I missing something? I assumed the stats on the weapons would increase the stats on ships description page. The modifiers are all subjective. If you have a high crit rate already. You would probably want to go with higher CrtD. Being that this is a straight PvE build, having CrtD over accuracy would probably be better. Its a careful balancing act between Crit Hit and Crit Dmg. Straight Dmg modifiers will give you more dmg over time versus burst.


Star Trek Online Dmg Vs Crtd


Sto Dmg Or Crtd

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