Is Crtd Or Dmg Better For A Tac Romulan Captain

In this guide we will give you a complete overview about recommend traits for space PvE and ground PvE. You may have already seen some suggestions in our PvE-DPS-Basics.

Personal Space Traits:

  • Anchored (Lock Box / Exchange) or Self-Modulating Fire (Herald Lock Box / Exchange)
  • Give your All (R&D eng lvl 15) or Repair Crews (Lock Box / Exchange) or Ablative Shell (Lock box / Exchange
  • Fluidic Coccoon (Lock Box / Exchange) or Duelists Fervor (Infinity Box / Exchange)
  • Inspirational Leader (Elachi Lock Box / Exchange)
  • Terran Targeting System (Emperor Lockbox / Exchange)
  • (Superior) Beam/Cannon Training (free or K13 fleet holding for Superior)
  • Fleet Coordinator (free)
  • Context is for Kings (Lockbox / Exchange)
  • A Good Day to Die (Lockbox / Exchange Tac) or Nadion Bypass and eps Overload (Lockbox / Exchange Eng) or Photonic Reinforcement (lockbox / Exchange Sci)
Dmg

An alien has an additional trait slot, you can slot “Duelists Fervor” (Lockbox / Exchange) there.

*The Profession-Specific trait for engineering and science captains is different than for tacticals. An alternative for that would be “Intense Focus” (if romulan / reman), “Helmsmann” or “Failsafe Scrambler” (Delta Expediton Lock Box / Exchange)

I cant reproduce the issue you’re mention, when i use the links (all of them) it open the builds and there are items in the ground/captain equippment slots (Captain & Ground = Equipment). Normaly the best way is to use a advanced fleet recoil compensation armor for normal missions and the nukara reputation ev suit or a random suit with crth. Feb 06, 2018  My advice, take a Tac captian, DPS is all that matters at the end of the day, and the other two classes can't compare to Tac. If you're completely against Tac, take Science, at least their ultimate skill sets your crit rate to 50% which is nice while it lasts. Aug 22, 2013 This post is to show your ship setup, might get an advice on your ship or your new to the game and want to see other peoples ship builds. I know there are tons of forums about ship builds, but hardly see any on steam forums or they are out dated. (The list down below is a full info (You don't have to go full detail about your setup)) Exporation Cruiser Retrofit (Zen-store ship) Fore Weapons. Romulan Tac Build Hi Everyone, I've recently returned to the game after a long absence and have been leveling a Romulan Tactical captain. I'm lost as far as picking a t6 ship to jump into and hoping you all might be able to point me to a good boat.

Some of the traits above a really expensiv, if you don’t have the money for that, we are recommending the following traits:

  • Accurate
  • Astrophysicist (if romulan: Romulan Operative)
  • Beam Barrage (R&D beam level 15)
  • Elusive
  • Beam Training
  • Fleet Coordinator
  • Innocuous
  • Operative
  • Warp Theorist (if reman: Infiltrator)
  • Point Blank Shot (Episode Reward)

Starship Traits:

Here are some good starship traits:

  • All Hands on Deck (tactial Command Battlecruiser):
    Activating a Tactical or Command Bridge Officer ability will reduce the recharge time of Science Bridge Officer and Captain abilities. This may only occur once every five seconds.
  • Emergency Weapon Cycle (Arbiter/Kurak/Morrigu):
    Using Emergency Power to Weapons provides a reduction in weapon power cost and gives a boost to weapon firing speed for the duration of Emergency Power to Weapons. This is a must have trait for all energy weapon based builds!
  • Invincible (Zahl-Cruiser):
    While reduced to very low hull, your ship becomes undefeatable for a short amount of time. During this window all incoming hull and shield heals receive large boosts. May activate once per two minutes.
  • Supremacy (Vaadwaur Astika):
    Cannon Scatter Volley or Beam Fire at Will provide +1 Energy to all subsystem power levels per target hit for a short time. This bonus stacks up to 20 times.
  • Promise Of Ferocity (Tactical Pilot Escorts)
    5 Stacks of +4% Bonus Weapon Damage for the duration of the combat
  • Reciprocity (Phantom [Fed] / “Year of Hell”-Lockbox [KDF/ROM]):
    If you are missed, all cooldowns of tactical and intelligence bridge officer abilities are reduced by 10%.
  • Radiant Nanite Cloud (Dauntless):
    Any hull heal heals additional 25% in a radius of 3km for 4 seconds.
  • Withering Barrage (Valiant/Malem/Kor)
    Extend Cannon: Scatter Volley by 4 seconds to a maximum of 14 seconds (with 15 seconds shared cd => up more or less all the time!)
  • Redirecting Arrays (Tactical Miracle Worker Cruiser)
    Extend Fire at Will to a maximum of 15 seconds (with 20 seconds shared cd, duration from 10=>15 seconds increased, thats great!)
  • Calm Before the Storm (Cardassian Intel Flight-Deck Cruiser)
    Firing Cycle Haste buff for 50% of the time

You can find more Traits in the STOWiki.

Space Reputation:

  • Advanced Targeting Systems (Dyson T2)
  • Precision (New Romulus T2)
  • Magnified Firepower (Gamma Rep)
  • Controlled Countermeasures (Temporal Rep)
  • Enhanced Armor Penetration (Delta T2)
  • Auxiliary Power Configuration – Offense (Nukara T4)

You can buy a fith space reputation slot on a “Fleet Research Lab”. “Tactical Advantage” (Dyson T4), which debuffs your target based on it’s hull if it is below 50% hull, or “Energy Refrequencer” (Iconian T2), which heals you when you deal damage, or “Advanced Engines” (Delta T2), which increases your turn rate and flight speed.

On the Apple menu, click Force Quit. A second click causes the toolbars to be displayed.If the toolbars reappear, quit Excel, and then restart Excel to make sure that the appropriate toolbars are displayed.If Method 1 did not resolve the problem, try Method 2. Method 2: Remove the Excel preferences Step 1: Quit all applicationsTo quit active applications, follow these steps:. Mac dmg file no toobar.

Personal Ground Traits:

Tactical:

  • Adrenal Release (Undine Lock Box / Exchange)
  • Bombardier (Vaadwaur Lock Box / Exchange)
  • Hive Mind (Xindi-Terrestrial Lock Box / Exchange)
  • Lucky (free)
  • Soldier (free)
  • Strike Team Specialist (free)
  • Vicious (Xindi-Amphibious Lock Box / Exchange)
  • Conduit (Tal Shiar Lock Box / Exchange) [if you don’t use Energy Cells, use “Aggressive” (free) instead of “Conduit”]
  • Berserker (Delta Expedition Lock Box / Exchange)

Engineer:

  • Adrenal Release (Undine Lock Box / Exchange)
  • Bombardier (Vaadwaur Lock Box / Exchange)
  • Hive Mind (Xindi-Terrestrial Lock Box / Exchange)
  • Lucky (free)
  • Soldier (free)
  • Field Technician (free)
  • Vicious (Xindi-Amphibious Lock Box / Exchange)
  • Conduit (Tal Shiar Lock Box / Exchange) [if you don’t use Energy Cells, use “Aggressive” (free) instead of “Conduit”]
  • Berserker (Delta Expedition Lock Box / Exchange)

Science:

  • Adrenal Release (Undine Lock Box / Exchange)
  • Bombardier (Vaadwaur Lock Box / Exchange)
  • Hive Mind (Xindi-Terrestrial Lock Box / Exchange)
  • Lucky (free)
  • Soldier (free)
  • Field Technician (free)
  • Vicious (Xindi-Amphibious Lock Box / Exchange)
  • Field Researcher (free)
  • Berserker (Delta Expedition Lock Box / Exchange)

Ground Reputation:

  • Armor Penetration (Delta T1)
  • Mental Acuity (Undinen T1)
  • Deadly Aim (Dyson T1)
  • Lethality (New Romulus T1)
  • Emergency Personal Cloaking Device (Terran T3)

Active Reputation:

Actice reputation is sadly not splitted in ground and space. That means, you have to switch them for ground and space. Active reputatuion traits have to be activated in the mission like all other abilities. So, you have to put them on your tray.

If you are doing space missions, just choose the ones for space and if you are doing ground missions, just choose the ones for ground.

Is Crtd Or Dmg Better For A Tac Romulan Captain Movie

Is Crtd Or Dmg Better For A Tac Romulan Captain

Comments

Is Crtd Or Dmg Better For A Tac Romulan Captain America

  • edited May 2016
    STO Member since February 2009.
    I Was A Trekkie Before It Was Cool .. Sept. 8th, 1966 .. Not To Mention Before Most Folks Around Here Were Born!
    Forever a STO Veteran-Minion
  • edited May 2016
    Right now it is Pen, Dmg and then CrtD.
    So an AP beam array with Pen and Dmgx3 is the way to go right now, for pve.
    Tomorrow it might be different.
    Fed:Eng Lib Borg (Five)Tac Andorian (Shen)Sci Alien/Klingon (Maelrock)KDF:Tac Romulan KDF (Sasha)Tac Klingon (K'dopis)
    Founder, member and former leader to Pride Of The Federation Fleet.
    What I feel after I hear about every decision made since Andre 'Mobile Games Generalisimo' Emerson arrived..
    0
  • oopsie..
    Guess I should have read the OP before posting..
    STO Member since February 2009.
    I Was A Trekkie Before It Was Cool .. Sept. 8th, 1966 .. Not To Mention Before Most Folks Around Here Were Born!
    Forever a STO Veteran-Minion
  • The-Grand-Nagus
    Join Date: Sep 2008
  • oopsie..
    Guess I should have read the OP before posting..

    Many say that to me about instructions....just after the fire and police arrives.

    Does the 'fire' come alone, or does it bring it's own Firemen with it?
    STO Member since February 2009.
    I Was A Trekkie Before It Was Cool .. Sept. 8th, 1966 .. Not To Mention Before Most Folks Around Here Were Born!
    Forever a STO Veteran-Minion
  • Yes I want a Phaser Beam Array Mk XIV [Trendy]x4.
    0
  • Yes I want a Phaser Beam Array Mk XIV [Trendy]x4.

    Now imagine that with FAW..
    STO Member since February 2009.
    I Was A Trekkie Before It Was Cool .. Sept. 8th, 1966 .. Not To Mention Before Most Folks Around Here Were Born!
    Forever a STO Veteran-Minion
  • Yes I want a Phaser Beam Array Mk XIV [Trendy]x4.

    Now imagine that with FAW..

    or overload.. [doing the math.. pales at the destruction of the known universe]

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  • Pen is the best mod
    2nd is DMG or CrtD depending on if u r romulan or fed/kdf
    0

  • Why..??
    It's all just silly fun, nobody has posted a thing that would warrant a lock.
    And my first post was in error because I didn't take a moment to actually read the OP.
    STO Member since February 2009.
    I Was A Trekkie Before It Was Cool .. Sept. 8th, 1966 .. Not To Mention Before Most Folks Around Here Were Born!
    Forever a STO Veteran-Minion
  • Yes I want a Phaser Beam Array Mk XIV [Trendy]x4.

    Now imagine that with FAW..

    The good thing about that mod is it procs ban hammers with 100% shield penetration. That's pretty high Deeps.
    The bad thing about that mod is, it shuts down your ability to chat. Might be a bug, but haven't heard from Bort or not if it's intended.
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  • Damaged buffed months ago, making those dmg*3 CritD ultra weapons a pretty attractive.
    Dmg vs critD depends on getting your critD or critH really high in combat, which can be a lot higher than the crits you do on paper when parked.
    Things like:
    weapon doffs can stack to 30%CD or 3%CH
    Feedback pulse starship trait from krenim sci +10CH and 50%CD
    Strategist 3%ch 20%cd
    + any number of abilities, traits, set bonuses etc
    Acc overflow if not FAWing
    For example if your crit H can get to say 45%, a 20% CD is much better than 3% damage. You probably won't be able to sustain 45% crits for any weapon, but can dip into it, now its a matter of educated guess work and testing.
    Getting those really high crits may involve:
    Grinding set gear
    Having the the right starshiptraits and possibly the good fortune to have a ship like the krenim sci
    Buying expensive stuff on the exchange
    Getting lucky with crit boosts that have a %chance to proc or require enemies to fire at you
    Making build compromises in order to do more damage
  • Ya but the new science ultimate sets your critical chance to 50%
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  • Yang Xiao Long wrote:
    I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
    The nut who actually ground out a Delta Pack, Temporal Pack, and Gamma Pack
    The resident forum voice of reason (I HAZ FORUM REP! YAY!)
  • edited May 2016
    What about the [Pen] mod on torps ?
    Does a Torp user want that ^
    And does the Torp user prefer CrtD, CrtH or Dmg ?
    /back on topic; Thread Save
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  • Right now it depends on your career. If you're tac, then [Dmg] is best. If you're sci or eng, then [CrtD] is best. I think this has something to do with innate tac bonuses making [Dmg] better for tacs, but without that, then you're better off with [CrtD].

    Support 90 degree arc limitation on BFaW! Save our ships from looking like flying disco balls of dumb!
  • Right now it depends on your career. If you're tac, then [Dmg] is best. If you're sci or eng, then [CrtD] is best. I think this has something to do with innate tac bonuses making [Dmg] better for tacs, but without that, then you're better off with [CrtD].

    This right here. I am wondering though if the Pen vs CrtD follows something similar. I know they math guys tested Pen vs CrtD, but I think (don't know for sure) that they only tested with Tac Captains. I wonder if they tested with Eng and Sci Captains as well. I use Eng Captains and I just haven't seen much difference when using CrtDx4 or CrtDx3 Pen.
    'I'm not big on telepaths myself. I'm not big on guns either. But if everyone else has them, I want to make sure I can get my hands on the biggest one I can.'
  • If its a well equipped Romulan with CH of 30% + various in game boosts then crid will out perform dmg. Critd vs pen, is a different matter as the damage boosting effectiveness of pen is, I believe, dependant of the target's damage resistance.
    the calculation for critD vs damage is simple enough.
    Expected damage is: ((1+critd. chance of crit).your damage figure) + ((1-crit hit chance).your damage figure)*
    Run calc with what you have +20% critD and the run it with the old values multiplied by 1.03, whichever is best is best for you until something changes, like doing the Strategist spec or buying crit boosting doffs etc.
    Tac capt have alpha strike that adds 5% crits plus critd and damage with each activation, a tac capt with AHOD can do that more often than one without, looks to me that they'd often be best going for critD.
    My guess would be that for high CritH builds, critDx3 will out perform Critdx2 plus pen, for most situations, dps ISA runs are not 'most situations'. This could be wrong.
    The magnitude of 'best' is not necessarily that much. Similar applies to beam type.
    *In the case of a rom alt of mine, critD is clearly better than dmg, though what I'm prepared to pay for is another issue as critDx3 weapons are often stupidly expensive.
  • Just did a solo test run on the new foundry dps testing level, and the toon mentioned above hit 44% crits, its obvious that critD trumps dmg in that case.
  • edited May 2016
    I will go against the trend favoring the [Pen] mod and provide a different view that you may or may not disagree with. However, I will admit that what I am about to say is more based on the tooltip descriptions that we know can sometimes be flawed, and from my own observation where the power of empirical research is highly subjective. Do note that I look at things primarily from a programmer's perspective and how formulas work and that my findings or reasoning is not based on numerous parsing tools that may or may not provide the correct data (which is why I mostly avoid relying on that data alone). So here we go:
    The [DMG] mod provides a solid and consistent damage boost. It has the least amount of variables and parameters involved, so if you are looking for a modifier that you can always rely on then this is the mod for you.
    The [CrtD] relies on a second parameter, namely the [CrtH] mod or critical chance to be fully useful. However, unlike the [Pen] mod critical damage will always apply when it triggers, whether that is against shield or hull unless some form of immunity occurs.
    The [Pen] is a solid damage boost when it actually triggers. However, it is not entirely consistent because it also relies on a second parameter. Namely the existence or non-existence of shields. Unlike [CritD] that will apply against shields when it triggers, the [Pen] only works against hull. It is also important to note that the tooltip for weapons says it ignores 10 Armor Rating, or -10 rating. Whether this translates to an actual 10% armor penetration or a flat reduction of 10 in rating I do not know and I have not done any testing. If the first scenario is the case then the [Pen] mod is extremely useful.. when it triggers. But if the latter is the case, then the [Pen] mod is misunderstood resulting in an overrated and overestimated expectation. I will explain why.
    Resistance rating or armor rating has diminishing returns. What that means is that the lower the target's innate armor rating is, the more efficient the [Pen] mod would be (or is). For example, let's say the scale of armor rating is as follows.
    10 rating = 10% damage resistance
    25 rating = 20% damage resistance
    50 rating = 40% damage resistance
    100 rating = 50% damage resistance
    200 rating = 60% damage resistance
    400 rating = 70% damage resistance
    If you have the [Pen] mod and strike a target with 25 rating (20% damage resistance) you would probably see a return in damage resistance debuff of 5~8% (you would reduce rating from 25 to 15). Now let's say you hit a target with 100 or 200 rating or even 400. You still ignore 10 of that rating but the return may be less than 1% because of strict diminishing returns. And I think this is how the [Pen] mod works but I could be wrong.
    The % based armor penetration traits from one of the C-Store Pilot ships and from the Delta reputation provide a solid % damage resistance debuff.. regardless of the target's rating. So if you total actual 20% armor penetration with these two traits combined then you will always negate 20% resistance.
    Regardless of how it is you still have to look at the number of variables and parameters (or conditions) involved and decide for yourself what you are comfortable with relying or not relying on. Personally I like the [CritD] mod because I have such high critical chance and critical severity, and because it works in more scenarios than the [Pen] mod, and because I already have 20% solid armor penetration.. and because I find that the [DMG] mod has strong merits but lacks sufficient wow factor (I know. silly).
    EDIT:
    [CritD] is also significantly easier to increase (permanently and temporarily) with the numerous traits, consoles, BOFF abilities and specializations. It may be more expensive to get because of the number of things you need to get but only a select of those (consoles etc.) come with wasted other mods and stats. For this reason I think you will see bigger yields and returns from getting CritD. It is also very satisfactory to have like ~25 CritH and total 200%~ CritD. Arrays can for ~6000 damage unbuffed and torpedos can hit for 10 000-20 000 damage unbuffed. The CritD mod works brilliant with Beam Overload. By all means, FAW is great but if you don't want to aggro yourself to death in advanced and elite queues then BO is a strong option (and becomes even stronger with CritD).
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  • When it comes to Mods, CrtD vs. Dmg is a bit of a muddy issue.
    The fact is, you can't say for certain which one is better because it really depends on your build and other conditions. If you really want to go dig into all the math, I'm going to include some links to threads where you can dig into it, but in case you don't want to go through all that. I'm just going to give you the bottom line honest truth.
    If you're not parsing your runs and trying to climb the DPS league charts, there is no difference between CrtD and DmG. They are equal in most situations, and even in situations where they differ it's by 1-3% tops. As a general rule (very general) if you're running a standing critical hit chance of 18% or lower, DmG is the slightly better mod. If your Critical chance is in that 20%+ range then CrtD gives you a slight advantage.
    Honestly though, the difference is still almost none. If you're trying to get every last single percent, then you're going to have to do some calculations to determine what's best for you. If you're not parsing runs and trying to get every single point, there is functionally no difference. As a general rule Pen is the best mod, followed by CrtD or Dmg.
    The only place you will notice a difference between CrtD and Dmg is in a parsing tool. Either mod will melt enemies in seconds and let you roll over most content like a hot knife through butter.
    You can find some math and more extensive discussion here,here, and here.
    As a general rule, I still prefer CrtD because I have a high critical chance, but if I am buying a Mark II weapon to upgrade, I go for Dmg because they sell for less then CrtD despite being equal.

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  • Frankly I think the best mod is the 'Classic VATS' mod or one of the ones that adds actual crafting.. oh wait yer talkin about procs
  • I use 2x CRDT X3,DMG & 2x CRDT,DMG X3, gives me good results.
    Tried using PEN but DPS went down ?????
  • Damaged buffed months ago, making those dmg*3 CritD ultra weapons a pretty attractive.

    Explains why the quad cannons have recently become more effective.
  • edited May 2016
    Yeah, Quad Cannons got a huge boost. As did the Fleet Beams with [CrtD][Dmg]x3.
    I run a full set of those Fleet Beams on one of my alts, took them to mark XIV, just left them at Ultra Rare. They're absolutely vicious, they deliver exceptional performance. They were pretty cheap to upgrade too, I did it during an Upgrade Weekend and they were dirt cheap.
    Ever since the revamp to the Dmg Mod, I'm a huge fan of the Fleet Beams.

    Looking for a fun PvE fleet? Join us at Omega Combat Division today.
    For tips, builds, guides and advice, be sure to visit The DPS League Site for all your needs.
  • The factual answer to with weapon mod is best, is as explained by others..depends..on other variables of your build. However the TRUE answer is, whatever lets you have fun. Over and rapid mods are probably not that useful..but I like them because they are fun. I use to use dmg and critH mods a lot before the dmg boost because I had some effects that were triggered of crits and damage dealt and so that was fun. Seriously, this game is easy..have some fun.