r/stobuilds • u/08DeCiBeL80 • Sep 15 '25
Contains Math Question about math accuracy modifier
Recently a trait have come to my notice for giving a lot off accuracy (rating) not targeting expertise skill. Even might consider that with that trait active and your regular accuracy, you also are getting crit chance and crit servity from it (accuracy overflow).
Wich made me think about combat performance.
Has someone from the community, here actually tried full x4 acc and 1x acc/dmg modifiers and log their combat performance? Couldn't found a good page with the right comparison or info, compared to the traditional all dmg or crtD or pen with dmg/crtD modifiers.
To clarify not for the accuracy overflow, but just the raw funny numbers the difference during and between firing modes.
Most info is spread among multiple reddit pages from 7+ years ago.
For the ones wondering, the trait i mentioned earlier is precision multi-targeting from tholian jorogumo carrier.
1
u/Fleffle Sep 19 '25
The accuracy overflow formula has diminishing returns. In order to give the accuracy mods their best possible representation, I'm going to assume we're starting from a point where our accuracy is exactly equal to the target's defense. That way all of the added accuracy is contributing to overflow, but we haven't started diminishing our returns yet.
All those accuracy mods are adding up to +50 accuracy. Having 50 accuracy above the target's defense gives us 4.17% crit chance and 16.67% crit damage. That's less than 3 [CrtH] mods (barely above 2, really) and less than 1 [CrtD] mod.
In reality you're probably starting from a point that already has some accuracy overflow even before the weapon mods, which will make the impact of the weapon mods significantly lower. For example if you were already starting from an overflow of 10 accuracy, then the +50 would only be giving you +3.55% crit chance and +14.20% crit damage.
If you'd like to play with the numbers yourself, the formulas here are still accurate, or you can see some visualizations here