For anyone new watching this, there was a recent update. All factions can now get SRO boffs for all stations from your fleet. Also, there is a new race (?) of boffs from one of the lock boxes called "Watcher Companion" that come with 3% CrtH & 3% CrtD, and +5 Starship Defensive Maneuvering. Currently selling for 10 - 30 mil each on the exchange.
Think I got most of the really basic parts of this topic covered here, but I probably missed something while putting it together. Whatever I missed I'll cover in the next vid in the series next Monday. And to clarify, for the tables at the end showing the "Total CrtH", each row is adding the previous ones in if I didn't make that clear. So the Weapons CrtH was just under 60% total, and the EPG just around 90%.
CausalSAB - I wanted to thank you for both overviews on Crit Chance. I took a lot of time over the last several months watching videos from you MC Stu, Stu1701 and Auggie to give me some direction on how to improve my builds overall, especially when it came to Critical Damage/Chance/Severity. Last night after taking time to go to the Colony World from the fleet I was on, I was finally able to buy the Colony Deflector. Most of the other pieces you spoke about (Lobi items, items accessible on the exchange and some of the premiums) I spent time obtaining, grinding on the Endeavor system and over time, it helped. The Icing on the cake was two things that you mentioned and one was the deflector -- the other being the Romulan BOFFs. I grabbed two from the Embassy--and then added the Elite Training Tokens to both--in which they started off as Non-SROs, and then yesterday morning I found--to my surprise, they both became SROs, so all of your advice and guidance was on point. So I wanted to take this time to say, thank you! I tested this on three different ships, the T6X-Lexington: 53.4% CC, T6X-Malachowski 47% CC, and finally just to see if I could continue the trend with three (and to verify it wasn't a fluke), a Fleet-Nova (Rhode Island)-43.1% CC. I don't know about you but that is a huge, yet welcome change. Have an awesome week---LLAP.
First ! thank you so much for doing all this analysis and spreading knowledge. #1 i would like to add : the space peronsal trait "Operative" (+1% crtH) that all captains get for free (Romulans gets "1%"operative trait and "1.5%"Romulan operative trait =2.5%) and the 1% crith from spending 20 skill points in the captain skill tree tactical side. #2 Discovery reputation Store : offers you Bellum tactical/science/engineer Consoles with 1% crit chance ! the tactical Locators from fleet are superior as shown in the video! ships come with 12 consoles and miracle worker with 13 ! so science /engineer bellum consoles could add up 5% to 8% critical chance .
Captain Ablities - For Engineers EPS Overload personal space trait gives you 2% Crit Chance when you activate EPS Power Transfer if your weapons power is highest at time of activation.
My main alt is Science officer. 10 years ago hen my friend a I have started this game he made Tac and I wanted something diffrenet and I have made Science. Photonic fleet was so cool in those nuub days.
Nice and informative video, as always. IMO the discovery reputation BELLUM consoles are also worth mentioning, since they give decent crith and come in various flavours + they are free, if you do the disco reputation daily and have some luck. See you out there.
the space reputation trait called enhanced rending shots will also yield a stacking crit chane / crit hit buff. It stacks until a crit hit is made, then restarts. I will stack up to 10 times yielding a 19% crit chance.
While I do meme a bit about engineers, I have never been fond of them being screwed so hard by Cryptic. I'd love to hope they get something in the future, but without Jette there (who was an Eng main before she worked at Cryptic), I have doubts about a major buff happening to bring them back into the meta for Space.
@@CasualSAB it's discouraging and frustrating having to work extra hard to overcome the shortfalls Engineers have been dealt. It's literally the head meets desk meme.
Well, Engineers are supposed to be tanks, not damage dealers. And tanky they are, with quite a few additional captain abilities to stay alive. For example my FED ENG in a full miracle worker ship can dish out very respectable damage (with BO) while being nearly damn unkillable. So yeah, ENGs are for tanking and mitigating damage, not breaking dmg records.
@@axelhopfinger533 Which would be great if the basic advice and structure of the game didn't say, "Enemies can't kill you if they're dead." They can either alter the way game play is structured so tanks are necessary, or they can alter engineers so the fit the way the game is structured and have their own way to do more damage.
@@3Rayfire Well the entire game's difficulty curve isn't really geared towards high DPS play and likely never will be. It's balanced towards playing the story content without DPS maxed builds that insta-kill every enemy the second they warp in. And for protracted space battles, the Engineer class has indeed the best staying power.
Good initial guide, but maybe you should have opened with *why* you want to maximize CrtH (and CrtD as well): Every weapon or ability dealing damage as a critical hit (chance increased by CrtH) will deal a lot more damage (+50% base, boosted by CrtD) beyond their stated normal hit damage.
I need to build a new computer, my combat meter stopped working. I can't measure what is giving me dps and what isnt until then. Faster to assemble a computer than figure out why the combat meter is not working.
On the subject of bridge officers, I typically find it's not the best idea to put Romulans in every slot, even if you can. There are plenty of good officers in the game, especially if you're running any kind of theme build. For instance, if you actually want to use a cloaking device to its fullest potential, one Romulan embassy officer with Superior Subterfuge and a Reman officer with Superior Infiltrator would be extremely effective, one increasing your ambush damage and the other increasing its duration. There's also the Kentari colony officers which give you a stacking bonus to all damage up to 10% when you get five kills. However, many of the best officers don't stack with others, so SROs should be saved for your tactical slots (as a non-Rom character, they're the only ones you can get), then use the others to hold the single buff officers like Subterfuge, Infiltrator, and Kentari Ferocity.
Is there a target critical hit percentage you should go for? If I'm at 52% crit hit unbuffed should I focus on critical severity instead? Was hoping for some discussion of a point of diminishing returns or a switchover point where stacking more crit severity serves your dps better.
They're a solid budget option. I honestly just never used them, and as such forgot to talk about them here. I will cover them in another part of this series.
Both are important. The inspiration for this series came from some questions I got regarding why I was running Exploiters over Locators on my torp boats. I'll be getting to that topic a bit more in future parts of the series, but the summary is that you hit a point where you can start to trade off sources of CrtH for CrtD, especially as you hit that 90-100% CrtH range.
Depends on the traits you have, but I think the crth on your stats page being in the 40-50% range when you look at it above ESD should be fine. In combat that number will shoot up quite a bit depending on what you have slotted. If you have none of the really premium starship traits like "Terran Goodbye" or "Universal Designs" then being above 50% won't hurt.
Aye, no point trying to go above 100% CrtH. I usually add up all the crth sources I have or look at parses and aim for around 85-90% on my builds nowadays. I find that is generally enough for me, and allows me to stack a bit more CrtD.
Casual, I thought anything over 50 percent Crit Chance gives diminishing returns? Usually the sweat spot is right at but not to much over 50 percent. The rest should then all go towards Severity.
The only time I can recall being stuck to 50% was back during the days where the Sci Ult was the way to go in the skill tree. I usually stack as much crth as possible, and start focusing on stacking some more crtd once I get near the 90-100% crth area.
You don't really need to max CritH or CritD although it helps, theres more than one way to play the game like using Sci to shutdown your engines and debuff you till you die which can happen pretty quickly if built right. Or using an intel engineering tank to absorb all of your dps while wearing you down with phasers.
For anyone new watching this, there was a recent update. All factions can now get SRO boffs for all stations from your fleet.
Also, there is a new race (?) of boffs from one of the lock boxes called "Watcher Companion" that come with 3% CrtH & 3% CrtD, and +5 Starship Defensive Maneuvering. Currently selling for 10 - 30 mil each on the exchange.
i love how your videos are basically a corporate powerpoint
RIGHT??, I feel like I am being trained for a new job. Amazing.
Think I got most of the really basic parts of this topic covered here, but I probably missed something while putting it together. Whatever I missed I'll cover in the next vid in the series next Monday.
And to clarify, for the tables at the end showing the "Total CrtH", each row is adding the previous ones in if I didn't make that clear. So the Weapons CrtH was just under 60% total, and the EPG just around 90%.
CausalSAB - I wanted to thank you for both overviews on Crit Chance. I took a lot of time over the last several months watching videos from you MC Stu, Stu1701 and Auggie to give me some direction on how to improve my builds overall, especially when it came to Critical Damage/Chance/Severity. Last night after taking time to go to the Colony World from the fleet I was on, I was finally able to buy the Colony Deflector. Most of the other pieces you spoke about (Lobi items, items accessible on the exchange and some of the premiums) I spent time obtaining, grinding on the Endeavor system and over time, it helped. The Icing on the cake was two things that you mentioned and one was the deflector -- the other being the Romulan BOFFs. I grabbed two from the Embassy--and then added the Elite Training Tokens to both--in which they started off as Non-SROs, and then yesterday morning I found--to my surprise, they both became SROs, so all of your advice and guidance was on point. So I wanted to take this time to say, thank you! I tested this on three different ships, the T6X-Lexington: 53.4% CC, T6X-Malachowski 47% CC, and finally just to see if I could continue the trend with three (and to verify it wasn't a fluke), a Fleet-Nova (Rhode Island)-43.1% CC. I don't know about you but that is a huge, yet welcome change. Have an awesome week---LLAP.
First ! thank you so much for doing all this analysis and spreading knowledge.
#1 i would like to add : the space peronsal trait "Operative" (+1% crtH) that all captains get for free (Romulans gets "1%"operative trait and "1.5%"Romulan operative trait =2.5%) and the 1% crith from spending 20 skill points in the captain skill tree tactical side.
#2 Discovery reputation Store : offers you Bellum tactical/science/engineer Consoles with 1% crit chance ! the tactical Locators from fleet are superior as shown in the video! ships come with 12 consoles and miracle worker with 13 ! so science /engineer bellum consoles could add up 5% to 8% critical chance .
Thanks! Thinking I may add in another vid focusing on some budget alternatives
I greatly appreciate that you don't take 3 hours to explain a 5 minute topic!
Captain Ablities - For Engineers EPS Overload personal space trait gives you 2% Crit Chance when you activate EPS Power Transfer if your weapons power is highest at time of activation.
Thanks so much, I got almost 9% boost withing 30 seconds of watching this, just from changing my rep traits.
My main alt is Science officer. 10 years ago hen my friend a I have started this game he made Tac and I wanted something diffrenet and I have made Science. Photonic fleet was so cool in those nuub days.
that alone will/would help most amount of casuals in TFO's to be, at least, useful. good video
Nice and informative video, as always. IMO the discovery reputation BELLUM consoles are also worth mentioning, since they give decent crith and come in various flavours + they are free, if you do the disco reputation daily and have some luck. See you out there.
Aye, completely forgot about them. Will be adding a budget part to talk about them and a few other things.
Nice and easy to follow.
the space reputation trait called enhanced rending shots will also yield a stacking crit chane / crit hit buff. It stacks until a crit hit is made, then restarts. I will stack up to 10 times yielding a 19% crit chance.
This kind of thing is really helpful, thanks!
Thanks 50.9 crt chance,,,O it all to you,,👍👍👍👍👍👍👍.....and I'm a newbie....thank you ❤
Nicely done. I agree that the game is too tac centric. Engineer captain abilities need a major rework to make them as useful as the tac ones.
While I do meme a bit about engineers, I have never been fond of them being screwed so hard by Cryptic. I'd love to hope they get something in the future, but without Jette there (who was an Eng main before she worked at Cryptic), I have doubts about a major buff happening to bring them back into the meta for Space.
@@CasualSAB it's discouraging and frustrating having to work extra hard to overcome the shortfalls Engineers have been dealt. It's literally the head meets desk meme.
Well, Engineers are supposed to be tanks, not damage dealers. And tanky they are, with quite a few additional captain abilities to stay alive. For example my FED ENG in a full miracle worker ship can dish out very respectable damage (with BO) while being nearly damn unkillable. So yeah, ENGs are for tanking and mitigating damage, not breaking dmg records.
@@axelhopfinger533 Which would be great if the basic advice and structure of the game didn't say, "Enemies can't kill you if they're dead." They can either alter the way game play is structured so tanks are necessary, or they can alter engineers so the fit the way the game is structured and have their own way to do more damage.
@@3Rayfire Well the entire game's difficulty curve isn't really geared towards high DPS play and likely never will be. It's balanced towards playing the story content without DPS maxed builds that insta-kill every enemy the second they warp in.
And for protracted space battles, the Engineer class has indeed the best staying power.
Great video and very informative. Much appreciated!
Great video, thank you for putting it together. Very helpful
Good initial guide, but maybe you should have opened with *why* you want to maximize CrtH (and CrtD as well): Every weapon or ability dealing damage as a critical hit (chance increased by CrtH) will deal a lot more damage (+50% base, boosted by CrtD) beyond their stated normal hit damage.
Greetings sir 07
So what your saying is... I can get good?.. Ok.. 2k here i come!
Great job on these videos.
Thank you!
I need to build a new computer, my combat meter stopped working. I can't measure what is giving me dps and what isnt until then. Faster to assemble a computer than figure out why the combat meter is not working.
Here’s hoping that new Bug ship will come with some more JHV BOFFs… that would be some fluff I would approve, LOL.
On the subject of bridge officers, I typically find it's not the best idea to put Romulans in every slot, even if you can. There are plenty of good officers in the game, especially if you're running any kind of theme build. For instance, if you actually want to use a cloaking device to its fullest potential, one Romulan embassy officer with Superior Subterfuge and a Reman officer with Superior Infiltrator would be extremely effective, one increasing your ambush damage and the other increasing its duration. There's also the Kentari colony officers which give you a stacking bonus to all damage up to 10% when you get five kills.
However, many of the best officers don't stack with others, so SROs should be saved for your tactical slots (as a non-Rom character, they're the only ones you can get), then use the others to hold the single buff officers like Subterfuge, Infiltrator, and Kentari Ferocity.
Is there a target critical hit percentage you should go for? If I'm at 52% crit hit unbuffed should I focus on critical severity instead? Was hoping for some discussion of a point of diminishing returns or a switchover point where stacking more crit severity serves your dps better.
Lots of variables come into play, but generally once I have 50-60% base CrtH, then I start to look into CrtD sources.
What about the discovery dilitium gear that gives at mk xii 1.2% critH with dmg res, flight turn, etc? Is it worth it? Its an extra 5-7 crit approx.
They're a solid budget option. I honestly just never used them, and as such forgot to talk about them here. I will cover them in another part of this series.
What's more important? Crit Chance or Severity ?
People in my Fleet are saying it's now Severity and not so much the Chance...
Both are important. The inspiration for this series came from some questions I got regarding why I was running Exploiters over Locators on my torp boats.
I'll be getting to that topic a bit more in future parts of the series, but the summary is that you hit a point where you can start to trade off sources of CrtH for CrtD, especially as you hit that 90-100% CrtH range.
@@CasualSAB oh okay yeah I have started using both too ;-)
What is a good base crit chance to shoot for before you devote the rest to crit severity?
Depends on the traits you have, but I think the crth on your stats page being in the 40-50% range when you look at it above ESD should be fine. In combat that number will shoot up quite a bit depending on what you have slotted.
If you have none of the really premium starship traits like "Terran Goodbye" or "Universal Designs" then being above 50% won't hurt.
@@CasualSAB Okay cool, I'll look at my builds then. Thanks!
Sorry you can get Rom SROs in all stations on any character at embassy
Yeah, they went through and changed that a few months after this video
isnt there also a cap when crit chance doesnt give you any advantage anymore? (especially with maxed endeavors)
Aye, no point trying to go above 100% CrtH. I usually add up all the crth sources I have or look at parses and aim for around 85-90% on my builds nowadays. I find that is generally enough for me, and allows me to stack a bit more CrtD.
Those Vanguard Bridge Officers are they account unlock, means, can i use them only at one toon or can i claim them with all my toons?
If you buy the pack, then they're unlocked account wide. You'll be able to claim them from c-store on each character.
Casual, I thought anything over 50 percent Crit Chance gives diminishing returns? Usually the sweat spot is right at but not to much over 50 percent. The rest should then all go towards Severity.
The only time I can recall being stuck to 50% was back during the days where the Sci Ult was the way to go in the skill tree.
I usually stack as much crth as possible, and start focusing on stacking some more crtd once I get near the 90-100% crth area.
@@CasualSAB Interesting, Thanks for the update.
You don't really need to max CritH or CritD although it helps, theres more than one way to play the game like using Sci to shutdown your engines and debuff you till you die which can happen pretty quickly if built right. Or using an intel engineering tank to absorb all of your dps while wearing you down with phasers.
2👍
Or just send him money via paypal!
This information would have been helpful before I wasted all my resources on drozana station. Thanks for nothing. Unsubscribed.
Lame. So NOT necessary to state you’re leaving. Just go. Bye Felicia!
@@BudgetingWithKim You're lame.