Star Trek Online

Star Trek Online

Spike Jan 19, 2018 @ 6:02pm
Weapon Modifiers
Is it true as a tactical captain I should get modifiers with [dmg] > [Crtd]? And then with whatever multiplier
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Showing 1-15 of 16 comments
ImperatorPavel Jan 19, 2018 @ 6:27pm 
Far as I know yes. Would increase the damage dealt by your wepons in general, including crits.
Spike Jan 19, 2018 @ 6:49pm 
I'm using pulse phasers so unfortunately there isn't pen mods
Spike Jan 19, 2018 @ 7:20pm 
I did not know that. Then pen mods for pulse phasers must be really rare
Wisecasper Jan 20, 2018 @ 3:39am 
I have never seen the [Pen] mod outside of R&D weapons and I have opened enough Pulse phaser boxes to have found 17 of the Omni-directional pulse phaser beams.
Spike Jan 20, 2018 @ 12:08pm 
I thought the same thing too [Pen] mods are only in R&D unless you're super lucky with the upgrade and manage to get a [Pen] mod then in that case lucky you. Like with Kelvin phaser emitters I'm pretty sure there isn't a [Pen] mod almost what so ever.
Sandormen Jan 20, 2018 @ 1:03pm 
If choosing Redshirt, You 'must' go all inn offensive. -Since a Tac cannot be very defensive, per se. Engies have the best of both worlds, even focusing 'all offensive', you'll have enough tools to be adequately defensive to survive. -Tac: Kill fast. Period.
Sandormen Jan 20, 2018 @ 1:16pm 
I must admit, M3mesis is pretty on the mark here.
Spike Jan 20, 2018 @ 4:40pm 
So you're saying it's better to have a DMGx3 CRTD or DMGx2 CRTDx2 combination? More than PEN?
PsychoGlory Feb 19, 2018 @ 5:53am 
Now with re-engineering you can change mods including the epic mod of [Ac/Dm]. With that change you can have [CritD/Dm] mod which allows you to have an additional [Crtd] mod, potentially making [dmg] not the best anymore. The additional [dmg] mod from [Ac/Dm] is what made [dmg] a little bit better, but now with [CritD/Dm] I believe [Crtd] is now potentially the best. The articles above are very outdated. With re-engineering many new mod have been released besides have the ability to change mods. The articles above do not account for the new mods.
Last edited by PsychoGlory; Feb 19, 2018 @ 6:21am
ImperatorPavel Feb 19, 2018 @ 7:30am 
Well, yeah, those articles were written before re-engineering, so they won't take it into account lol.
Spike Feb 19, 2018 @ 12:53pm 
So with re-engineering as a tactical officer which mods should I have more of? [Crtd]x? or [Dmg]x?. Cause I got all my weapons to have [crtd/dm] for epic.
Spike Feb 19, 2018 @ 8:22pm 
I'm just doing a federation tactical officer phaser array build. In this case what would be the best?
Maj_Cyric Feb 19, 2018 @ 10:33pm 
There are basically 3 main build types.. Damage, Critical Damage, and Critical H-Chance types.. Each type has its own Pros and Cons.. And far to much to point all out but i'll touch on a few key things...

(DMG) modifier will give a set damage always
(CritD) gives +20% added damage to the weapon which stacks with other items/skills
(CritH) adds 2% chance to score a critical hit which stacks with other items/skills

Damage build types are the most common type of players, are the cheapest and cost effective build type... They do a steady consistent amount of damage.. Normally they aren't effected by patch changes to the game unless it regards the weapons/items that they are using..


CritD&H types are a different breed, and require a much better understanding of how the game mechanics work so they can hit targets with crits.. They also understand how to maintain a weapon power of 125 at all times in and out of combat... They can be very very costly in both EC and DIL to get all of the proper gear and Traits needed to have an effective build...

Critical Damage types used to be the "OP Master Race" of builds using Beam/Dual-Beam Banks and Beam Overload always Crit'ing with skills that shortened the cool down for Overload.. They rely on hitting targets with Critical Hits as often as they can, and use combos of Gear, Skills, Traits, and Active DOFF's to get them..

An example.. Console combos like having a Set that gives a Damage&Crit damage bonus, and others like Assimilated Module+Plasma-Generating Weapon Signature Amplifier with the max a number of Fleet-Exploiters (for added CritD to whatever CritD each weapon has)
Trait/Skill combos like Aceton Beam III + Atk- Pattern Alpha + Focused Frenzy Having the skills/traits Self-Modulating Fire+Superior Beam Training+Superweapon Ingenuity+Directed Energy Flux+Kemocite Overload etc..

Critical Hit Chance players are like CritD players but use the max number of Fleet-Vuln-Locators, and with the right Gear, Skills, Traits, DOFF's will land Critical more often then a CritD player does but will also crit for less damage than they do
Maj_Cyric Feb 20, 2018 @ 2:20am 
Originally posted by Spike:
I'm just doing a federation tactical officer phaser array build. In this case what would be the best?

First off, I'm sorry... Phasers and how their (Proc)'ing issues "work" are one of the worst DPS weapon types... Disruptors and Anti-Proton are two top damaging weapon types.. But Phasers are better than Plasma weapons..

Depending on the ship you are driving, you will want to use either Cannons or Beam weapons that have modifiers like these

Pure a CritD modifier (***/*** is only for Epic grade)
http://steamcommunity.com/sharedfiles/filedetails/?id=1303702087
Or x4 (CritD) + (Pen) modifiers
http://steamcommunity.com/sharedfiles/filedetails/?id=1307355271

But as a Tactical Officer you get a bonus applied to your weapon damage (as long as you built your toon correctly).. So you can also get away X4(Dam)with just using ones like

http://steamcommunity.com/sharedfiles/filedetails/?id=1307355102

You will also want to fill your Tactical slot on your ship with one of type of these
http://steamcommunity.com/sharedfiles/filedetails/?id=1301738722
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Date Posted: Jan 19, 2018 @ 6:02pm
Posts: 16