STO Academy Forum. Pure dps would be to use Dmg modifier. Your other two will both get higher dps sometimes but in the long run if you just want pure dps get the Dmg modifier.
Hello everyone!
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. We also recommend it, as it might be the more future-proof option considering future powercreep.
Approach
First, we want to show which parameters affect the [Dmg] and [CrtD] modifier and then explain which conditions have to be true that one modifier is better than the other. The following calculation applies to both ground and space combat.
For that, we take a look how the damage is calculated:
All base damage buffs are summed up and also all bonus damage buffs are summed up separately. Both sums are then multiplied with each other and with the product of all final multipliers. This means that base and bonus damage buffs are additive whereas final multiplier are multiplicative.
The [Dmg] modifier is a 1.03 final multiplier and [CrtD] is a 0.2 (20%) bonus damage buff applied on a critical hit. In the following, (c_h) refers to the critical hit chance, (c_d) the critical severity and (d_s), (d_b), (d_f) to base, bonus and final damage respectively. The average damage of a weapon including critical hits can be calculated as follows:
(mathcal{D}(c_h, c_d, d_s, d_b, d_f) = c_h((1+d_s)(1+d_b+c_d)*d_f) + (1-c_h)((1+d_s)(1+d_b)d_f) tag{1})
Using term 1, we can directly compare [Dmg] and [CrtD]. [Dmg] leads to a higher average damage than [CrtD] (=: [Dmg] (succ) [CrtD] ) if and only if
where (N) is the number of modifiers to compare. Written out, the inequation looks as follows.
(>) (c_hd_f(1+d_s)(1+d_b+c_d+0.2N) + (1-c_h)(1+d_s)(1+d_b)d_f )
which can be reduced by dividing both terms by (d_f(1+d_s)) (because (d_f > 0), (d_s geq 0)) and applying further transformations ((N > 0), (c_h > 0)):
( (1 + c_hc_d + d_b)/c_h > (0.2N) / (1.03^N -1) tag{2}) Hence, [Dmg] is better than [CrtD] if the inequation 2 is evaluated as true. From this inequation, we can see that the critical chance, critical severity and bonus damage buffs determine whether [Dmg] increases the average damage more than [CrtD] or not. Base damage buffs and other final multipliers (besides the [Dmg] itself) are irrelevant for this comparison. In the next step, we want to find an upper bound for [CrtD], at which it is safe to say that [Dmg] is superior. Since the performance of critical severity depends on the critical chance, the best case scenario for [CrtD] is a critical chance of 100%. This way we can find out, at which point [Dmg] is better than [CrtD] regardless of the critical chance. Why can't i open dmg files on mac. Setting the critical chance (c_h) to 100% for the inequation 2 yields:
The right side is a constant value (f_N-1) depending on the number of modifiers (N) to compare. Approximate values of this threshold for different (Nin{1,2,3,4}) are shown in the following table.
As an example, [Dmg]x4 leads to a higher average damage than [CrtD]x4 regardless of the critical chance, if the sum of the critical severity and bonus damage buffs are greater than ~537.4%.
There are cases, where a player cannot reach this threshold or is unable to maintain it. If the sum of bonus damage buffs and critical severity is less than this threshold, there exists a critical chance (c_h < 100%) where [CrtD] outperforms [Dmg]. To investigate this, we look into different scenarios. Example Scenario: Minimal Buffs
In this scenario, we consider damage enhancements of a typical space DPS build that are permanent throughout a PvE. Higher critical severity and bonus damage favor [Dmg], so we need to know the minimum value for both that are always guaranteed.
Critical Severity:
which is a total of 254.3% critical severity.
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Figure 1 shows the relation between bonus damage and critical chance for the given critical severity of 254.3%. The green area represents the range in which [Dmg] is better than [CrtD] and the white area the range where [CrtD] is better than [Dmg]. This figure also shows that more bonus damage favors [Dmg]. In this case, a sum of 283.1% bonus damage buffs is required for [Dmg] (succ) [CrtD] regardless of the critical chance.
Example Scenario: ISA
With the formula provided in the last section, [Dmg] (succ) [CrtD] can be answered for any case by simply entering the critical chance, critical severity and bonus damage of a build. But since most bonus damage buffs come from active abilities, the available bonus damage buffs heavily depend on their usage and uptime. For example, high end ISA runs can be completed in under 30 seconds. Therefore short duration abilities like Go Down Fighting have a high uptime due to the shortness of such runs. We also know that the critical chance can exceed 80% in those runs. First, we look at permanent bonus damage increases:
Total: 77%
Most bonus damage increases come from abilities, so we have to count them in dynamically. Mac eyeshadow for brown eyes. To name some important buffs:
For ~30s ISA runs, we can a assume a 100% uptime from the sides to the end for Alpha, Dynamic and Domino, which is another 114 bonus damage. Furthermore, Alpha provides an additional ~50% critical severity when it’s active. Scattering field and frenzy provide additional 67% bonus damage.
Figure 2 shows the same relation as Figure 1 for a high end ISA run with a critical severity of 304.1%. The red marker shows the minimum number of bonus damage for the entire ISA after the initial wave. The bonus damage is even higher when using additional buffs like Narrow Sensor Bands and Mixed Armaments Synergy. In this case, [Dmg] outperforms [CrtD] regardless of the critical chance.
Conclusions
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Download the WDC:
Sto Dmg Modifier 2*** You’ll have to download it, otherwise it won’t work. ***
Description
This small Excel spreadsheet
– helps you to find the best weapon modifiers for your current build in PvE and PvP – let’s you test different consoles, sets, upgrades in theory before you spend your hard earned Dilithium, Lobis and ECs. – gives you insights into the game’s calculation methods
How to use
1. Enter your current configuration
Sto Dmg Modifier Codes
Use the light-colored cells in row 5 and 7 and columns E, F, G to enter your current weapon, energy levels, traits, bridgeofficers, consoles and set bonusses.
Most cells have a drop down list or a short description.
Compare the values in row 106Â (Total Damage) with your actual numbers in space (i.e. ESD).
Hints and warnings:
Logo creator software for mac. – If you’ve double checked your equipment and the numbers still don’t match, adjust the weapon power in the spreadsheet. The values for your energy systems in the HUD are rounded down, so 121 could be 121.875. – boosts from DOFF missions aren’t fully implemented yet. – bridge officer and captain skills are still work in progress
2. Copy the configuration with the “Copy Reference” button. Download vst for logic pro x.
Your current DPS values (N165-Nxxx) will be copied into column P.
Sto Dmg Modifier 5
If you change your setup, the difference in percent will be calculated in column Q.
3. Advanced calculations
This spreadsheet calculates the effects of critical hits and accuracy overflow. You may modify the target’s defence in G113 to match the values seen in PvP (80-180%). Or just turn off the overflow method in H114 (set to 2).
[Pen] is handled as a total damage bonus with 5 as a default. This may be correct for unshielded targets but is obviously too high vs. shielded ones. Anyway, [Pen] adds a debuff to the target making it fairly desirably, even if the raw damage of the weapon might be lower in comparison to a similar one with an additional [CrtD] mod. When teamed up with some debuffers (i.e. Recluses), [Pen] is less effective due to the damage resistance formula.
You may also add several damage buffs from bridge officer or captain’s abilities. Use the Toggle Skill choice to activate it (Row 156).
4. Compare the results
Rows 165-xxx list almost all different combinations for weapons of the same Mk level you set in cell G8. Haunted alphabet game funschool. I did not include [Pen] for very or ultra rare weapons, but if there is a certain interest for them I’ll update the list. I did not include any other crafting mod (the effects of [Over] or [Rapid] are too complicated to calculate).
Anyway, the results are colored red if the weapon deals less and green if it deals more damage than the current one selected in row 7. There’s also a rank (column O)and the difference vs. the current weapon (column S). Columns P and Q show the the copied values and the actual difference vs. that value.
The sheet in the tab Compare sorts the different weapons by DPS.
Miscellaneous
Please check the Infos tab for further information like release notes and how to get in contact to report bugs etc. Hp photosmart 2610 mac os x driver. I really appreciate any help to improve the WDC.
Disclaimer
– The Weapon Damage Calculator is (and probably will always be) work in progress. – Since STO does not provide the formulas used for damage calculations most of the stuff used in the spreadsheet is the result of reverse engineering. – I don’t own all consoles and sets so some values are taken from STOWIKI or ingame tooltips. – Please remember that any DPS value calculated by this tool is a theoretical (raw) value. Every shot fired is actually modified by the distance to the target, resists, debuffs and buffs. Equipment also has some “soft” features, i.e. an Ancient Obelisk core will add more raw DPS than a spire core. But the spire core will reduce energy drain and thus improve your ship’s performance. – there may be some copy/paste errors
Have fun!
Updates:
2. Photoshop mac free. download full version. 52e 2017-05-29Â Special weapons from missions and reputation will be automatically selected. Still work in progress. Attack Pattern Alpha’s CrtH&CrtD are now adjusted by the uptime. 2.53e 2017-06-07 CrtD and CrtH from skillpoints 2.54e 2017-07-14 Synergistic Retrofitting 2-Part set added 2.55e 2017-07-21 More sets and consoles 2.56e 2017-08-01 Minor edits Comments are closed.
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