Sto Dmg
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Sto Dmg List
This article is about damage in Space combat. For damage in Ground combat, see Damage type (ground). There are three major damage categories in Star Trek Online:. Energy damage is the set of the 6 main types of damage dealt by direct fire ranged energy weapons in space, as well as two other less-common types. Set B (Category 2) (∑B) The least common category; most temporary bonuses, such as captain career powers, contribute to this total, so players rarely have a high 'resting' total modifier from this set/category, which means most added sources provide larger effective benefits than equal or larger SetA/Cat1 bonuses, at least in practice. In this post, we discuss whether Dmg or CrtD is the better weapon modifier for DPS runs. Besides answering this question for high end ISA runs, we also explain which parameter affect the performance of both modifier and under which conditions one is better than the other. Dmg outperforms CrtD for short high end ISA runs. You are leaving ArcGames.com. Heads up, you are now leaving Arc Games! Remember to not share ac- count information as the site you are attempting to reach is not affiliated with Arc Games. Star Trek Online has been out now on PS4 and Xbone for almost seven months, and over the course of the last seven months, myself and several others that I play regularly with have worked and researched on how to build good ships for running elite and advanced queues. In that time we have tested. Star Trek Online. All Discussions. (good base damage, fully automatic, at least 2 DoT procs, and all that's before your passives), the sniper rifle that ignores shields is alright on Elachi, or Borg, but that's about all it's good for. As a reference here's mine.
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Sto Dmg 2
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- # This program compares the damage difference potentials of STO's weapon mods
- # (most notably, a comparison between DMG, CrtD, and Pen, which is done via averaging
- # possible team damage potentials). This is useful as an analsis on the subject.
- #This function plots a graph, which shows relative effectiveness of a TEAM of modded weapons using certian mod configurations;
- # this is done via an average of the entire team (in the case of mixed mods of Pen,
- #we assume that Pen is always active, and that only some weapons are being used
- # with that mod. The rest are either all dmg mods or all critD mods, and that is what
- # we want to compare (that is why I introduced the idea of pets, we assume there are pets/people/ships
- #that are basically copies of your stats, and that they are firing at the 'injured with Pen
- #
- # Example of test: plotCVDVPen2(50,300,300,100,10,60,0, 3)
- # Parameter explanation: plotCVDVPen2(critcal chance, catergory 1 buffs, category 2 buffs, r,i,b,d, # of ships firing [in the case of Pen mod])
- # Note: r, i, b,d refers to values used in calculating the resistance multiplier of an enemy;
- # r = resistance, i = injuries, b= bonus resistance, d = debuffs
- plotCVDVPen2 <-function(crit,category1, category2, r,i,b,d, pets){#type in the percent value (not decimals!)
- crit_sev<-seq.int(50,1000)# crit severity as a sequence
- cat2 <- category2 #category 2 buffs
- # pets = other weapons that are fired from your ship, pets, or other ships
- 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))
- dmgx4<-c((cat1/100)*1.193*(mult(r,i,b,d))*((x*((cat2/100)+(crit_sev/100)))+((1-x)*(cat2/100)))/(2))
- 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))
- 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))
- 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)))
- 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)))
- #Graphics part; also Do not mind the y axis label; I'm just to lazy to relabel it;
- # But, the y-axis label should say 'total damage increase proportion' (or something like that)
- plot(crit_sev, crit4,type='l',col='red')
- lines(crit_sev, dmgx3Penx1,col='blue')
- lines(crit_sev,dmgx3Penx1All, col='black')
- 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)
- title('DMG_Vs_CrtD_vs_Pen: Best Mod?')
- #used in calculating the resistance multiplier of enemy/ opposing ships
- #used in calculating the resistance multiplier of enemy/ opposing ships
- z <-(75/(150+x))
- return((1/4)+(3*z*z))
- }
- #used in calculating the resistance multiplier of enemy/ opposing ships
- return((m(r)/m(i))*(100/(100+b)))