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Sto Crtd Vs Dmg

 

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What are dmg files. For that, you’ll need a third-party tool. But, you can still open them up and take a look.You can’t open DMG files directly in Windows, though. If it’s an app written for macOS, you obviously won’t be able to install and run the app on Windows.

Sto Crtd Vs Dmg Download


44th Fleet’s Star Trek Online beginners guide, Frequently Asked Questions: Note to 44th Fleet Members. The current Meta from best to worst modifier is Pen, CrtD / Dmg, Acc, CrtH. The ideal combo for most captains/builds is an Epic Mk XIV (CrtD)x3 (Pen) weapon. Surgical Strikes: Turrets vs. 360 Beams and DHCs vs. 2,529 Arc User. May 2016 in Star Trek Online General Discussion. So I love surgical strikes, since it allows me to use beams without making my ship look stupid. However, I've never bothered using it with 360 beams, since there were no free 360 beams in any of the damage types I'm. Explore strange new worlds, seek out new life and new civilizations, and boldly go in this expanding vast universe. Specify the number of weapon modifiers you are willing to allocate to Acc, CrtD or CrtH and the number of tac console slots available on your ship. Available Weapon Modifiers: Tactical Console Slots: Modify Game Constants Optional These settings let you see how things would change if the devs modified the stats of tac consoles. DMGVsCrtDvsPen: Best Mod? # This program compares the damage difference potentials of STO's weapon mods # (most notably, a comparison between DMG, CrtD,. 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.

[CrtD][CrtH]x2 OR [CrtH]x3
08-25-2018, 01:27 PM
Which do you prefer? [CrtD][CrtH]x2 or [CrtH]x3? I'm getting Elachi Dual Crescent Heavy Cannons and can't decide.
08-25-2018, 05:25 PM (This post was last modified: 08-25-2018, 05:26 PM by Trudard.)
Neither tbh
Best main mods generally speaking is CrtD for non Tac's and Dmg for Tacs. Better to get your crit chance through other means such as consoles.
08-26-2018, 02:28 AM
CrtDx4 for Engineering and Science. Dmg×4 for Tac
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08-26-2018, 04:00 AM
Just curious, is that across the board for any weapon type? I just checked my Engi's Antiproton beams. They're all Epic [Ac/Dm][CrtD]x3[Pen]. I know I do a pretty good with those, just wondering if any changes would make them significantly better.
08-26-2018, 05:38 AM
(08-26-2018, 04:00 AM)Attilio Wrote: Just curious, is that across the board for any weapon type? I just checked my Engi's Antiproton beams. They're all Epic [Ac/Dm][CrtD]x3[Pen]. I know I do a pretty good with those, just wondering if any changes would make them significantly better.
Nah.. I found it viable to mix it up when using Omni's @ [Dmg] [CrtD]x2, (and if using a torpedo, I have the torp proc'd @ [CrtH]x2 [CrtD], or [CrtH]x3 if using the Kelvin torpedo).
Speaking of the Kelvin torpedo, with the [Rapid] proc allowing the torp to 'speed load' in 4 seconds, I have yet to try it @ [CrtH]x3.. mine is @ [Dmg]x2 [CrtD], (paired with the new Morph torp @ [CrtH]x2 [CrtD]..) I STILL swear the Kelvin torpedo to be the best in-game!
For cannons, turrets and beams: [Dmg]x3, (unless using AP's, then that'll be [CrtH] [Dmg]x2 for me!)
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08-26-2018, 12:16 PM
Being a tac I stick with Dmg and for the epic Dm_CrtD. I have not looked too deeply at mixing stuff up though. I am still trying to level ships (been doing so for past few years now lol). Once that is done I will settle for flying just one then I can work on improving it to the best abbilities.
The only torps I ever use is part of the narscican {sp} set for disrupter damage. I do need to improve the spead of those and of the spread Boff spell.
08-26-2018, 03:13 PM
I can see this discussion being rather expensive for me as well.. Everything I have is CrtD at the moment for my Tac toon
08-26-2018, 06:21 PM
(08-26-2018, 03:13 PM)RWJP Wrote: I can see this discussion being rather expensive for me as well.. Everything I have is CrtD at the moment for my Tac toon

Nah not really - Just re-engineer your stuff.
08-26-2018, 07:42 PM
(08-26-2018, 12:16 PM)Trudard Wrote: Being a tac I stick with Dmg and for the epic Dm_CrtD. I have not looked too deeply at mixing stuff up though. I am still trying to level ships (been doing so for past few years now lol). Once that is done I will settle for flying just one then I can work on improving it to the best abbilities.
The only torps I ever use is part of the narscican {sp} set for disrupter damage. I do need to improve the spead of those and of the spread Boff spell.
Oh!..(speaking of 'mixing it up), although I use the same energy type for weapons, I found that using a turret @ [Dmg]x2 [Rapid] w/ the Kelvin torp @ [CrtD] [Dmg] [Reload] , three cannons @ [Dmg]x3 (one being a phased polaron with [Proc]), and three Omni's, (well technically two Omni's @ [CrtD] [Dmg]x2 with the Kinetic Beam @ [Dmg]x3) on a Tac Oddy with a beefed up turn rate is pretty bad @#$ when used with the prevailing innervated impulse engines, (man, I can't wait to get all of this build to epic!)
Most have been mentioning to NOT do this (meaning to use all beams, or all cannons/turrets), but I've found it to be a benefit for my 'theme' build, especially since the release of the morphogenic polaron energy weapon (in which mine is proc'd @ [CrtD] [Dmg]x2) that converts from a heavy turret to a 360° Omni beam array when using FAW or beam overload..a perfect compliment to the prevailing innervated impulse engines!
Everything I have 'under the hood' is SEVERELY mixed, the above mentioned prevailing innervated impulse engines, elite intervention protomatter deflector, the new Gamma warp core, and the Terrans rep set shields, (in which I REALLY wanna replace with shields more resilient, or maybe something that benefits using polaron energy).
Now that I'm mentioning this, I should probably update my skill planner for this build..... (That reminds me to not forget to mention to Attillo about the missing Fulcrum Shift space trait from the skill planner).
Using the reengineering feature and salvaging a lot of common and uncommon drop items is extremely essential these days!
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Sto Crtd Vs Dmg File

  1. # This program compares the damage difference potentials of STO's weapon mods
  2. # (most notably, a comparison between DMG, CrtD, and Pen, which is done via averaging
  3. # possible team damage potentials). This is useful as an analsis on the subject.
  4. #This function plots a graph, which shows relative effectiveness of a TEAM of modded weapons using certian mod configurations;
  5. # this is done via an average of the entire team (in the case of mixed mods of Pen,
  6. #we assume that Pen is always active, and that only some weapons are being used
  7. # with that mod. The rest are either all dmg mods or all critD mods, and that is what
  8. # we want to compare (that is why I introduced the idea of pets, we assume there are pets/people/ships
  9. #that are basically copies of your stats, and that they are firing at the 'injured with Pen
  10. #
  11. # Example of test: plotCVDVPen2(50,300,300,100,10,60,0, 3)
  12. # Parameter explanation: plotCVDVPen2(critcal chance, catergory 1 buffs, category 2 buffs, r,i,b,d, # of ships firing [in the case of Pen mod])
  13. # Note: r, i, b,d refers to values used in calculating the resistance multiplier of an enemy;
  14. # r = resistance, i = injuries, b= bonus resistance, d = debuffs
  15. plotCVDVPen2 <-function(crit,category1, category2, r,i,b,d, pets){#type in the percent value (not decimals!)
  16. crit_sev<-seq.int(50,1000)# crit severity as a sequence
  17. cat2 <- category2 #category 2 buffs
  18. # pets = other weapons that are fired from your ship, pets, or other ships
  19. crit4 <-c(((cat1+1.1)/100)*1.06*(mult(r,i,b,d))*((x*((cat2/100)+(crit_sev/100)+.8))+((1-x)*(cat2/100)))/(2))
  20. dmgx4<-c((cat1/100)*1.193*(mult(r,i,b,d))*((x*((cat2/100)+(crit_sev/100)))+((1-x)*(cat2/100)))/(2))
  21. dmgx3Penx1 <-c(((((cat1+1.025)/100)*1.158*(mult(r,i+10,b,d))*((x*((cat2/100)+(crit_sev/100)+.2))+((1-x)*(cat2/100)))/2)+(pets*((cat1)/100)*1.193*(mult(r,i+10,b,d))*((x*((cat2/100)+(crit_sev/100)))+((1-x)*(cat2/100)))/2))/(pets+1))
  22. crit3Penx1 <-c(((((cat1+1.1)/100)*1.06*(mult(r,i+10,b,d))*((x*((cat2/100)+(crit_sev/100)+.6))+((1-x)*(cat2/100)))/2)+(pets*((cat1+1.1)/100)*1.06*(mult(r,i+10,b,d))*((x*((cat2/100)+(crit_sev/100)+.8))+((1-x)*(cat2/100)))/2))/(pets+1))
  23. dmgx3Penx1All <-c((((cat1+1.025)/100)*1.158*(mult(r,i+10,b,d))*((x*((cat2/100)+(crit_sev/100)+.2))+((1-x)*(cat2/100)))/(2)))
  24. crit3Penx1All <-c((((cat1+1.1)/100)*1.06*(mult(r,i+10,b,d))*((x*((cat2/100)+(crit_sev/100)+.6))+((1-x)*(cat2/100)))/(2)))
  25. #Graphics part; also Do not mind the y axis label; I'm just to lazy to relabel it;
  26. # But, the y-axis label should say 'total damage increase proportion' (or something like that)
  27. plot(crit_sev, crit4,type='l',col='red')
  28. lines(crit_sev, dmgx3Penx1,col='blue')
  29. lines(crit_sev,dmgx3Penx1All, col='black')
  30. legend('bottomright',c('Critx4','dmgx4','dmgx3Penx1','crit3Penx1', 'dmgx3Penx1All', 'crit3Penx1All'), lty=c(1,1,1,1,1,1),lwd=c(2.5,2.5,2.5,2.5,2.5,2.5),col=c('red','green','blue','purple', 'black', 'Grey'), cex=0.8)
  31. title('DMG_Vs_CrtD_vs_Pen: Best Mod?')
  32. #used in calculating the resistance multiplier of enemy/ opposing ships
  33. #used in calculating the resistance multiplier of enemy/ opposing ships
  34. z <-(75/(150+x))
  35. return((1/4)+(3*z*z))
  36. }
  37. #used in calculating the resistance multiplier of enemy/ opposing ships
  38. return((m(r)/m(i))*(100/(100+b)))