Star Trek Online Ctrl H Vs Dmg



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C:UsersPublicGamesCryptic StudiosStar Trek OnlineLive. For others it may be located here: C:UsersGamesCryptic StudiosStar Trek OnlineLive. If it is not in any of the above (users with a different OS please chime in.), just do a search for “Star Trek Online” and there you will find the “Live” folder. Star Trek Online Ctrl H Vs Dmg Grinding Options In Dmg 125 Fd Microsoft Remote Desktop Mac Download Without App Store Adobe Lightroom Free Download Mac Dmg Magic Item Tables Free Junk Cleaner For Mac Macos Sierra 10.12.6 Dmg Download Mac Apps Free Download Instal Dmg File Mac Clermont Dmg. Star Trek Online Ctrl H Vs Dmg. Is this worth a respec to get into? Science boff abilities, even with 5x ctrlx/epg consoles on a sci ship on a sci character with a. In Star Trek Online you can bind many actions to various keys on your keyboard to make life easier, as discussed earlier in this guide in order to start a combat parse you must use the command /CombatLog 1 before going into combat and /Combatlog 0 to end the parse. You can also bind those commands to any key you'd like.

Feb 2, 2018

A complete guide on starships and tips on how to improve them in combat n stuff for newbs & returning players.

What makes Dmg so good for tacs is that it goes after every last damage buff they have. It even buffs off other Dmg mods. A normal Dmg mod is a 3% final dmg buff, and the Epic level xx/Dm mod is 6% final. A weapon with Dmgx4 CritD/Dm would be ideal for a Tac, and would give 20 CrtD and a 19.3% Final Damage Buff (1.03x1.03x1.03x1.03x1.06).

Basic Starship Stuff: Flying and Organising Your First Starship


So, your new in star trek online, and you have your ship, but dont know how to use it nor some controlls for them. Well im going to tell you some secrets and stuff that pro starship players use.
New Starship Guide:

Rule 1:Always have Auto Fire on during combat. A verry easy way to enable Auto fire is simply by RIGHT clicking on your weapons in the weapon tray. This will easily enable you just to spam spacebar to attack with all abilities.
Rule 2:Organise your Hud and toolbar.Organising your hud and toolbar for your starship will GREATLY increase your combat effectiveness because you dont have to look for your abilites, they are just close to your ship. Organising your Hud can be done by press esc, or simply pressing F12 (warning, this will take a screenshot if used in steam) Here is an example of my layout:
As you can see, its far more organised, and I can easily access abilities and etc.
Rule 3:Dont use different weapons.Never use mixed weapons, It is a horrible idea, and WILL stop your ship from being at its best ability. This is how your ship should look.
As you can see, my loadout is organised with only one type of weapon, Diffusive Tetryon. (New players you will either have Phaser, Disruptor, or Plasma.)
Rule 4:Boost your ship's weapons with amplifiers.Take a look at the tactical slot on my ship. Those two blue chamber looking things, are resonators to boost my damage output on enemy ships. Use them along with the SAME type of weapon to get the best out of your ship.Trek
Dmg

Basic Starship Control: Movement and Basic Flanking and Manuevering


Now, I will teach you basic starship movement and how to evade enemy fire and etc.
Basic movement:

Basic movement is acctually different from most games. Insted of W being the forward, it is acctually to look upwards.
Here is a list of movements:
  • W = Move starship upward(face up, not move forward).
  • S = Move starship downward(face down, not reverse speed).
  • A = Move left.
  • D = Move right.
  • E = E is the basic command to move your starship FORWARD.
  • Q = Q is the basic command to move your starship BACKWARDS.
  • R (full stop / full impulse) = This sets your speed level to max, or sets it to 0.

Your Speed Meter is represented by a meter that increases or decreases as you fly forward / backwars.
Useing Evasive manuevers: you can use Evasive manuevers to quickly evade enemies firepower and torpedoes. Once activated, I reccomend flying in a Zig-Zag pattern for the best results.
Once you hit Level 50 you will unlock patturns like Rock and Roll, which allows for temporary immunity to damage. (check advanced starship control for details)
Flanking Flanking is a pretty common tactic for raiders (Klingons) and proves extreamly usefull during combat. Best results happen when using evasive manevers to get behind enemys.

Advanced: Reading Ship Stats


So when you eventually buy a new ship, your faced with this.
Now lets talk about those stats you probebly dont care about, but WILL come in usefull during combat. But before we can do that, lets review what you learned back then about this.
Inertia:
According to Newton's first law of motion, INERTIA is the tendancy of and object to resist a change in motion.
Basic Stats:
  • Hull: The amount of health your ship has
  • Shield HP: The amount of shield your ship has to defend it
  • Defense Rating: This provides a bonus to your ship's defense aginst all types of damage
  • Hull and Shield repair rate: Rate at which your hull and shields regenerate
  • Resists aginst dmg: This tells you how much your ship will deduct of that type of damage

  • Accuracy Rating: % in which your ship will acctually hit small and fast moving targets
  • Crit chance/severity: chance and bonus damage your ship will inflict upon enemys when crit hits occur.

INERTIA This determains how much your ship will REMAIN moving once stoped. One effective manuever that Pro starship players will use is to SIDESTRAFE enemys, using inertia to their advantage.

Star Trek Online Ctrl H Vs Dmg Converter

Flight speed/turn rate: rate in which starship will turn and fly.

Advanced: Piloting and Starship Roles


So as I said earlier in the guide, the Rock and Roll manuever comes in usefull when taking tons of dmg, such as when an enemy starship explodes.
Other things to do is use builds such as DPS, Tanking, and support such as draining expert and etc.
DPS Roles
These roles are usually good at DPS, but not so good at surviving. DPS Roles usually include rapid damaging and fast attacks such as Dual beam banks, or Dual heavy cannons.
Tank Roles
These roles including alot of damage reduction such as tzenkethi ships (what im using as of now) and as a tank main, your main goal is to drain energy, absorb shields, take all firepower and convert it into health and stuff, and have high threat. Tzenkethi ships are expertly made for tanking (rhas'bej on the most part).
Support Roles
These roles focus on Extreamly high healing outputs, or things even to draining ships completely, to where they cannot fire. This role is the hardest because combat is usually not an option.
Now lets go over some starship types:
  • Cruisers: Main backbone ship, good hull, but less shields than usual. Cruisers usually have a moderate weapons count.
  • Escorts: Weak hull, and shields, but extreamly fast and manueverable. heavy hitting. I sugest using a main dual heavy cannon build on these ships, because they can easily turn their front to enemys.
  • Science Vessels: Moderate hull, extreamly powerful shields, and a ton of healing and support abilities.
  • Battleships: Heavy hull, moderate shields, slow but powerfull, and used for tanking.
  • Battlecruisers: Moderate hull, moderate-heavy shields, fast, and somewhat manueverable, but pack a punch.
  • Dreadnaught: Extreamly Heavy hull, moderate-heavy shields, verry slow and UNmanueverable, less damage output than a battlecruiser in some situations, and verry tanky.
  • Carriers: Moderate hull, heavy shields, and usually two hanger bays to aid them in combat. not the most heavy hitting ships tho...
  • Escort carriers: Escorts, but with a hanger bay
  • Dreadnaught Carriers: Jack of all trades. heavy, durable, slow, and 2 hanger bays to aid in combat. Some are more tanky while others dish out more damage.

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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

(mathcal{D}(c_h, c_d, d_s, d_b, d_f*1.03^N) > mathcal{D}(c_h, c_d+0.2N, d_s, d_b, d_f) )

where (N) is the number of modifiers to compare. Written out, the inequation looks as follows.

( 1.03^N( c_h(1+d_s)(1+d_b+c_d)d_f + (1-c_h)(1+d_s)(1+d_b)d_f))
(>)
(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. Setting the critical chance (c_h) to 100% for the inequation 2 yields:

(c_d + d_b > (0.2N) / (1.03^N -1) – 1)

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.

N1234
(f_N-1)566.7%556.8%547%537.4%

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:

  • +50% Base
  • +40% Skills
  • +20% Advanced Targeting Systems
  • +20% 4x SROs (at least, Vanguards might have more)
  • +15% Colony Deflector (at 100% hull)
  • +16% Tactical Fleet III
  • +30% Endeavor
  • +13.1% Tachyokinetic Converter
  • +26.2% Bioneural Infusion Circuits
  • +4% Fleet Boost
  • +20% Epic weapon modifier

which is a total of 254.3% critical severity.

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

Dmg

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:

  • +40% Tactical Fleet III
  • +7.5% Improved * Training
  • +10% Fleet Coordinator
  • +9.5% Controlled Countermeasurements
  • +10% Emergency Power to Weapons I (up to 16.6 for rank 3)

Star Trek Online Ctrl H Vs Dmg Reader

Total: 77%

Most bonus damage increases come from abilities, so we have to count them in dynamically. To name some important buffs:

  • +50% Go Down Fighting
  • +20-50% Narrow Sensor Bands
  • +40% Dynamic Power Redistributor
  • +25% Domino (semi-permanent)
  • +49.8% Alpha
  • +30% Mixed Armaments Synergy I

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

  • [Dmg] vs [CrtD] depends on the critical chance, critical severity and bonus damage. Base damage increases and other final multipliers (besides the [Dmg] itself) are irrelevant.
  • For high end ISA runs, [Dmg] is better than [CrtD].
  • [Dmg]x4 is better than [CrtD]x4 if the sum of bonus damage and critical severity is greater than 537.4% (or 547% for three mods, 556.8% for two mods and 566.7% for one mod).
Star Trek Online Ctrl H Vs Dmg

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