R&D Tips


R&D Experience Requirements

All R&D Schools have the same Experience Requirements:

  • 0 to 1st = 30 XP
  • 1st to 2nd = 260 XP
  • 2nd to 3rd = 10,000 XP
  • 3rd to 4th = 30,000 XP
  • 4th to 5th = 48,000 XP
  • 5th to 6th = 68,400 XP
  • 6th to 7th = 93,600 XP
  • 7th to 8th = 120,600 XP
  • 8th to 9th = 149,400 XP
  • 9th to 10th = 180,000 XP
  • 10th to 11th = 252,000 XP
  • 11th to 12th = 333,000 XP
  • 12th to 13th = 423,000 XP
  • 13th to 14th = 522,000 XP
  • 14th to 15th = 630,000 XP
  • 15th to 16th = 882,000 XP  – Unlocks Superior Upgrades
  • 16th to 17th = 1,152,000 XP
  • 17th to 18th = 1,440,000 XP
  • 18th to 19th = 1,746,000 XP
  • 19th to 20th = 2,070,000 XP

Materials, Components and Upgrades



Where to get items needed for R&D

Magnesite Bajoran Wormhole, The Cure Found, Undine Infiltration
Duranium Crystalline Catastrophe
Tritanium Crystalline Catastrophe, Undine Infiltration, Colony Invasion
Rubidium Crystalline Catastrophe, Undine Infiltration
Dentarium Any Undine ground PvE
Trellium-K Any Borg space PvE
Hydrazine Gas Bajoran Wormhole, Crystalline Catastrophe, Mine Trap
Trionium Gas Crystalline Catastrophe, Undine Infiltration
Hexafluorine Gas Bajoran Wormhole, Crystalline Catastrophe, Undine Infiltration
Tetrazine Gas
Argonite Gas Any Undine space PvE
Craylon Gas Defend Rh’lhho Station, Mine Trap, Nukara Prime
Verteron Particle Undine Infiltration, Mine Trap
Thoron Particle
Beta-Tachyon Particle Undine Infiltration, Mine Trap
Z Particle All PvE queues
Plekton Particle Any Borg ground PvE
Radiogenic Particle Crystalline Catastrophe



How to Craft Epic Items

  • Superior Tech (purple) and Experimental Tech… apply the exact same amount of item experience.
  • The difference is Experimental applies 2.0 mod to the chance for rarity bump.
  • So if an item has say a 5% chance with Purple tech on it… it will be 10% if you had used experimental instead. (5% is the base chance for a mk 2 to upgrade rarity as an example)
  • Research Boosters come in 2 flavors. Green (1.5% mod) and Blue (2.0)
  • So the highest rarity bump you can apply to an item is One Experimental (2.0) + one Blue research booster. (2.0)
  • So the secret to rolling Gold weapons that I was alluding to in that post you quoted.
  • Mk 2 Weapons… if you use a standard purple tech have a 5% chance to upgrade rarity. (to go to UR)… one tech on a mk 2 will apply enough Item XP to level the item to MK 7 in general (it will very a bit as the amount of XP applied can crit…. at that low level though it won’t make much difference although you may notice if you got a crit it will stop at say mk 7 but have a large amount of roll over still on the item meaning the chance to upgrade may be higher on the next upgrade attempt).
  • So now I won’t allude to anything… the secret to creating gold weapons.
  • Purple MK 2 weapon with mods you like… Apply one Experimental upgrade. (this will boost the base chance to upgrade from 5% to 10%)
    Now add one Blue research booster (2.0 mod) now your chance to upgrade to Ultra Rare on that item will be 20%.
  • You will get around 6 rolls on average on the item. (yes it will be 20% each time the item levels up a mk)
    1 – ( ( 1 – x ) ^ y ) Will tell you that you have a
    73% chance for any weapon upgraded this way to at least upgrade to Ultra Rare.
  • After an item goes UR… the item will still have any rolls left and will have a 50% lower chance to upgrade a second time to gold. (10% in this case).
  • To give you a better idea again using 1 – ( ( 1 – x ) ^ y )…
    You have almost a 50/50 chance to go UR in the first 3 rolls…. then around a 25% chance the item will go gold before it finishes up at mk 7.
  • Hope that helps you out.
    In my xp I would say the paper numbers are about 20% higher then reality… Still I find if I upgrade 20 mk 2 this way I will end up with just shy of half being UR… as for golds that is where the paper numbers break down a bit. Over say 1000 weapons I bet it would be almost perfect to paper which would say 1-2 for every 20 weapons. In reality though doing 20 at a time (I have done this plenty of times) sometimes i get lucky and end up with 3 or so gold weapons… and other times I will roll 20 and have none.
  • Regardless even at this point having a mk 7 with 4 mods you want like… crtdx4 or accx4 or what ever other combo you really want is perfect… GOLD is a Known mod. So if you choose to just keep rolling a “perfect” MK 7 UR you still have 7 more rolls where it could go gold (after this though I don’t bother with Experimental or even the rarity boosters myself… just gets to expensive to roll on one weapons) at mk 7 point its cheaper to just apply as much TP as you can (standard purple + tech boosters) to lower the D and EC costs… once its mk 14 if you really really want it to be gold you can just keep applying tech and at least gaining increased % for each fail.