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Ground Weapon Modifier Question

Started By:
Arno12, Sun 14 Oct, 2018 9:50 PM
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  1. Master Chief Petty Officer
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    #1
    Hi all, I'm currently working on my Engineer Toon's Ground Set up and I have a question, What Modifiers should I have on my Boolean and TR-116B? Both are epic but I haven't really used them so they're pretty much unchanged Mod wise.

    current Mod's:
    Boolean:
    [CritD] [Dmg/CritH] [Dmg]x2 [RT3]

    TR-116B:
    [4xShPen] [CritD] [Dmg]x2 [Dmg/CritD]

    Should I make any changes or are they fine as is?
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    #2
    I *think* CrtH matters more on Ground. Dmg is more damage per hit, of course and that can't be bad. So, I *think* any combo with those will be fine.
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    #3
    I hate to disagree with you, Scar, but it's my understanding that Dmg isn't as great a modifier on ground as in space (it's not a "final multiplier" like in space). I think CrtH and CrtD are the winning ticket on ground. Verify that before you reengineer, though.
  2. Master Chief Petty Officer
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    #4
    Yeah, that's what I've been having trouble with, some sites say [CritH], others [CritD] it makes my head spin Sad
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    #5
    I'd imagine CrtH would be more important? I'm just making a logic assumption, because you can't stack tons of CritH with consoles and gear like you can with space.

    But I could be completely wrong, because I'm more of a space person.
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    #6
    Dmg is the worst mod on Ground, you want CrtD.
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    #7
    Here's a quick example of the difference it makes -

    This is a an Elite Fleet Split Beam rifle - the SHeal mod can't be re-engineered as that's the "gimmick" of the elite weapons, CrtX translates into a 2% CrtH/10%CrtD modifier. I've left the epic mod at the DMG/CrtD type.

    Name:  EFSBDMG.jpg
Views: 1293
Size:  98.4 KB

    As you can see, the Damage on my character (who doesn't have a ground spec tree selected) is 106, which comes out to 223.1 DPS

    Now here's the same rifle with the 2 DMG mods removed in favour of CrtD -

    Name:  EFSBCRTD.jpg
Views: 1251
Size:  97.2 KB

    The damage on the rifle has dropped to 101.1 and the DPS is down to 212.8. This works out to be a reduction of 2.45 damage and 5.15 DPS for each DMG mod, which isn't a lot in the grand scheme of things
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    #8
     –  Last edited by Arno12; Mon 15 Oct, 2018 1:02 PM.
    I did a little more research on the matter and apparently the consensus in the sto community is:
    If your Crit Chance is high Go with CritD.

    At the Moment my Toon's Crit Chance is 24.7 after activation of Gambling device, when I include Boff's with Damage enhancing Gear it jumps to 27.7 or 27.6 I can't remember.

    Either way I re-engineered my Boolean with [CritD]x4 and [Dmg/CritD] and tested it, The Result, Things Died, like In one Shot, when my boff's entered the picture it just got ridiculous, with and without them I was scoring 3k a hit.
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    #9
  5. Master Chief Petty Officer
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    #10
    i sure didn't, i also learned kit frames are pains in the butt, getting the right mods on a Delta Expedition Kit is nearly impossible, I finally settled for [CritX] on my last upgrade attempt, wanted [CritH] but we can't win'em all, at least until cryptic finally allows us to re-engineer them Mad
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    #11
    * casually reengineers the TR-116 that's had [Dmg] mods for years*

    * hopes no one noticed*
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    #12
    Name:  boolan.JPG
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    These are the best mods you can have a for a ground weapon

    [Crt D/Crt H] [ Crt D] x4 = [20% Crt D/2% Crt H [20% Crt D = 80% Crt D = 100% Crt D [Critical Severity] and 2% Crt H [Critical Chance]
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    #13
    I fully agree with britsurfer.
    On ground you have:
    rending shots trait to boost your crth chance with no pause like 2sec in space (t4 of delta rep i think)
    kits and modules to boost your crth/d
    adv fleet recoil comp armor for huge crtd boost
    gambling device
    etc

    2piece na'kuhl shield (must have?!) with wep in 2nd slot to park still gives set bonus for crth/d.

    my boffs all get the na'kul armor/shield and a tr-116b. i'm not sure yet if they will get crth mod or also crtd but i think i'll rather go with crth for the boff's tr rifles, as they aint have crth chance boosters.

    if you want to start cheap i'd go with 2piece romulan imperial navy set (kit, armor) and 2piece na'kul (shield/wep) with a tr as primary to snipe off things from faaar away .

    tr works in 99% of the missions while only in one iconian war mission you have to strip iconian shields for the mission progress. but thats what might work aswell with sci boffs tachyon harmonic.

    herald split beam is also very potent but only ranges to 35m. i wasted a bunch of ec and ulzimate upgrade on a herald stun beam which only has a range of 25m!!

    - - - Updated - - -

    I fully agree with britsurfer.
    On ground you have:
    rending shots trait to boost your crth chance with no pause like 2sec in space (t4 of delta rep i think)
    kits and modules to boost your crth/d
    adv fleet recoil comp armor for huge crtd boost
    gambling device
    etc

    2piece na'kuhl shield (must have?!) with wep in 2nd slot to park still gives set bonus for crth/d.

    my boffs all get the na'kul armor/shield and a tr-116b. i'm not sure yet if they will get crth mod or also crtd but i think i'll rather go with crth for the boff's tr rifles, as they aint have crth chance boosters.

    if you want to start cheap i'd go with 2piece romulan imperial navy set (kit, armor) and 2piece na'kul (shield/wep) with a tr as primary to snipe off things from faaar away ????.

    tr works in 99% of the missions while only in one iconian war mission you have to strip iconian shields for the mission progress. but thats what might work aswell with sci boffs tachyon harmonic.

    herald split beam is also very potent but only ranges to 35m. i wasted a bunch of ec and ulzimate upgrade on a herald stun beam which only has a range of 25m!!????????
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    #14

    These are the best mods you can have a for a ground weapon

    [Crt D/Crt H] [ Crt D] x4 = [20% Crt D/2% Crt H [20% Crt D = 80% Crt D = 100% Crt D [Critical Severity] and 2% Crt H [Critical Chance]
    What would modifiers would you recommend for a TR-116B Rifle?
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    #15
    same as for any other ground weapon for you captain: [crtd/crth] crtd*4.
    tr is great for bypassing shields like the cochrane shotgun and lekk's throwing knives (gamma mission quark's lucky seven).

    i didn't tried the knives on any boff yet but on your captain it is somewhat tiresome to use abilities as throwing knives seems to block you for a bit in movement or using abilites when auto attack is on.