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Damage type

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There are four major damage types in :

  • is the common name of the 6 types of damage dealt by direct fire ranged energy weapons both in space and on the ground.
  • is dealt by deployed, thrown or self-propellant explosive devices, and also by certain abilities, both in space and on the ground.
  • is dealt exclusively in ground combat by armed and unarmed melee attacks.
  • is the collective name of any damage other than the above three kinds, and is dealt either as secondary effect of explosives, or as main damage of abilities.

Contents

[] Energy Damage

[] Types

There are six different Energy Damage types, each having a bonus effect, known as a . Most weapons come with one of these bonuses, while some rarer weapons may contain multiple.

Direct energy , such as Beams and Cannons, use Energy Damage. Deployable such as Satellite Turrets also deal Energy Damage based on the type of weapon it carries.

Most are deal Energy Damage, and include Pistols, Rifles, and Assault Weapons. Some deployable Turrets through the use of can also deal Energy Damage, depending on the turret used.

There are tactical advantages to using a single energy damage type primarily due to giving a greater bonus by energy type (e.g. phasers) than by weapon type (e.g. beam arrays). However, some players prefer to use a wide variety of damage types in the hopes of scoring multiple proc hits.

[] Phaser

Phaser Energy Damage

Phaser damage is displayed as orange in color, or sometimes pale yellow. The term "phaser" is an acronym for Phased Energy Rectification. Player-acquired for the Federation by default come with Phaser energy weapons.

Energy bonus: 2.5% Chance: Disable 1 Subsystem for 5 seconds (Space) / 5% Chance: +2 Hold

Shields and armor with the [Pha] suffix modifier take 20% less Phaser damage than usual.

Users
Armor to use
Plating to use

[] Disruptor

Disruptor Energy Damage

Disruptors are a type of directed energy used in weapons, and are green or dark green in color. Disruptors cause damage to the target by breaking the bonds of atoms.

Energy bonus: 2.5% (Space) / 5% (Ground): -10% Damage Resistance

Shields and armor with the [Dis] suffix modifier take 20% less Disruptor damage than usual.

Users
Armor to use
Plating to use

[] Plasma

Plasma Energy Damage

Plasma energy beams are green/cyan in color.

Energy bonus: 2.5% (Space) / 5% (Ground) Chance: Applies a non-stacking

Shields and armor with the [Pla] suffix modifier take 20% less Plasma damage than usual.

Users
Armor to use
Plating to use

[] Tetryon

Tetryon Energy Damage

Tetryon energy beams are blue in color. Tetryons are subatomic particles that exist outside of normal space. When brought into normal space from subspace (artificially or naturally) they become highly unstable.

Energy bonus:2.5% (Space) / 5% (Ground) Chance damage to Shields (Ground and Space)

Shields and armor with the [Tet] suffix modifier take 20% less Tetryon damage than usual.

Users
Armor to use
Plating to use

[] Polaron

Polaron Energy Damage

Polaron are pink/purple in color. These weapons were heavily utilized by the and during the . Some Jem'Hadar Polaron ground weaponry can have bonus effects based on the Nanoenergy cell used.

Energy bonus: 2.5% Chance: -25 power to all Subsystems (Space) / 5% Chance: Weapons Malfunction for 5 sec (Ground)

Shields and armor with the [Pol] suffix modifier take 20% less Polaron damage than usual.

Users
Armor to use
Plating to use

[] Antiproton

Antiproton Energy Damage

Antiprotons, when confined into a beam, are normally crimson with a black void border. Up close, the energy looks a lot more unstable, similar to Plasma and Tetryon energy. antiproton weapons are pale yellow in color.

Energy bonus: +20% Critical Severity (Space and Ground)

Shields with the [Ap] suffix modifier take 20% less Antiproton damage than usual.

Users
Armor to use
Plating to use
Antiproton/Phaser differences


[] Armor Types by Faction & Energy Used

The various deal damage types specific to them both in space and ground combat. Since defensive equipment may provide resistance against only a subset of all damage types, knowing in advance what damage to expect from a given foe and using the right equipment to counter it can increase the chances of survival.

[] Space Combat Table







Used By


















Armor to use

Plating to use

[] Ground Combat Table










Used by











[] Protection Against Energy Damage

[] Space Combat

In space, Ship Shields, Engineering Consoles and the Commander rank skill provide against Energy Damage.

may come with one or more damage resistance modifiers, each giving 20% resistance against the damage type indicated by the suffix(es) in the item name: [Pha], [Dis], [Pla], [Pol], [Tet], [Ap].

3 types of provide resistance against all, or a specific subset of Energy Damage:

  • Alloys provide low resistance against all 6 types (plus Kinetic Damage resistance)
  • Armors provide moderate resistance against 4 damage types (but no Kinetic)
  • Platings provide good resistance against 2 damage types (but no Kinetic)

The "Armor / Plating to use" columns in the Types by Faction / Space Combat table show the console type which provides resistance against the given damage type, and thus is best used when facing the indicated foes.

[] Ground Combat

On the ground, Personal Shields, Body Armors and the Commander rank skill provide resistance against Energy Damage.

may come with one or more damage resistance modifiers, each giving 20% resistance against the damage type indicated by the suffix(es) in the item name: [Pha], [Dis], [Pla], [Pol], [Tet], [Ap].

All types provide varying levels of resistance against all 6 energy damage types (plus Kinetic Damage resistance) indicated as "All Energy Damage resistance" in the description.

[] Kinetic Damage

Kinetic damage is dealt by explosive devices of various kinds. In addition to the Kinetic Damage, these weapons often have secondary effects, in some cases dealing additional Energy Damage or Exotic Damage to the target in a single hit or as a DoT or AoE.

In space, Kinetic Damage is dealt by torpedoes launched from and deployable , Mines deployed from , and by using certain abilities.

On the ground, Kinetic Damage is dealt by Mines, Bombs and Mortar type turrets deployable by the use of , and Grenades thrown by using Kits or abilities.

Kinetic Damage is more effective against armor than shields, and there is a dedicated resistance against Kinetic Damage.

Note: Melee attacks such as martial arts or with the do NOT count as Kinetic damage.

[] Space Combat

[] Torpedo

Photon Torpedo

are self-propelled, target tracking explosive devices (basically, homing missiles) delivering Kinetic Damage to the target, and depending on type applying other harmful effects.

There are several types of Torpedoes, which may vary in damage potential, flight speed, launch time, applicable modifiers and additional effects over the base Kinetic Damage, but regardless of type, all of them deal Kinetic Damage.

[] Torpedo Types by Faction








Used by












[] Mine

are stationary, proximity activated target tracking explosive devices delivering Kinetic Damage to the target, and depending on type applying other harmful effects. The main difference between Mines and Torpedoes is that while Torpedoes actively pursue the designated target from the moment of launch, Mines sit still until a hostile ship comes within 4km proximity, then they pursue the target and detonate on impact.

Mines come in the same types as Torpedoes, with the same effects in addition to the Kinetic Damage they all deal.

[] Ground Explosives

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[] Grenade

[] Mine

[] Bomb

[] Mortar

[] Protection Against Kinetic & Energy Damage

[] Space Combat

[] Table - Armor Needed by Damage Type & Faction Weapon Type






Used By


















Armor to use

Plating to use
[] Kinetic Energy

In space, Engineering Consoles and the Admiral rank skill provide resistance against Kinetic Damage.

2 types of provide resistance against Kinetic Damage:

  • Monotanium Alloy provides good resistance against Kinetic Damage but no resistance against any Energy Damage
  • Neutronium Alloy provides medium resistance against Kinetic Damage and medium resistance against all Energy Damage. This is very useful when you don't know what energy damage types you will be facing.
  • The other Alloy types provide low resistance against Kinetic Damage, but also provide low resistance against all 6 Energy Damage types

[] Ground Combat

All types provide varying levels of resistance against Kinetic Damage.

[] Physical Damage

This kind of damage usually occurs only in ground combat, and is dealt by unarmed martial arts attacks, , or using a ranged weapon's "bash" melee attack to shove away enemies in close proximity.

Except the Energy Dampening type, all other types provide varying levels of resistance against Physical Damage.

The spawns fragments which do Physical Damage, making it an exception to the "only in ground combat" norm for this type of damage.

Note: Damage dealt by any kind of explosion is Kinetic Damage and thus reduced by Kinetic Reistance, and NOT by Physical Resistance.

[] Exotic Damage

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This is not really an actual damage type, but often used to describe harmful secondary effects of weapons mainly dealing Kinetic Damage, or the harmful effects of abilities used on a single target or over an area, both in space or on the ground.

These damage types may be inflicted by explosives or abilities during ground combat, or certain player of Bridge Officer abilities during space combat.

[] Acid

Acid Damage can be sustained during ground combat. The and have been known to deal this type of damage.

[] Cold

Cold Damage can be sustained during ground combat. The Breen have been known to deal this type of damage. This is also the type of damage dealt by player-used rifles and . Most Cold damage attacks can inflict Slow and debuffs, as well as Holds. This makes them incredibly useful for halting approaching enemies. Most Cold damage attacks are either light blue or white, with a fog effect.

[] Electrical

Electrical Damage can be sustained during ground combat.

Electrical Damage is also dealt by the Space . This ability is used by and can be used by players that have the corresponding console equiped.

[] Fire

Fire Damage can be sustained during ground combat.

[] Proton

Proton Damage can be sustained during ground or space combat. This was first seen on the Devidian Front. This damage is also seen rarely in Ground , being dealt by the Secondary Fire mode of the []. This damage type does not seem to have any special properties, but players standing within the range of a [] or using an [] (or both) will take increased Proton Damage. In , with the introduction of the , proton damage is now also sustained in Space from the dangerous Tholian Webs and Barriers. As the Tholian Web is also wielded by players piloting the , this damage can also be sustained in PvP. This damage is significantly enhanced if the target is using the [], as its buff causes -400 Proton damage resistance.

[] Psionic

Psionic Damage can be sustained during ground combat. Undine, Devidian, and Remans have been known to deal this type of damage. Psionic damage attacks are known to ignore personal shielding and deal direct damage to a player's health. The [], a reward from the mission , provides protection from psionic damage, scaling by level.

[] Radiation

Radiation Damage can be sustained during ground combat.

[] Toxic

Toxic Damage can be sustained during ground combat.

[] List of All Ship & Ground Weapon Types


[]
Energy Type Beam Cannon
Array Dual Bank Turret Single Dual Dual Heavy Quad Wing
Standard Phaser
(inc. Retrofit)
-
Disruptor
Plasma
Tetryon
Polaron
Antiproton
(inc. Chroniton)
-
Hybrid Plasma-Disruptor
Polarized Tetryon
Spiral Wave Disruptor
Dominion Polaron
Phased Tetryon
Polarized Disruptor
Romulan Plasma -
Phased Polaron
Other Kinetic Cutting Beam
[]
Projectile Type Torpedo Mine Cluster Torpedo Missile
Standard Photon
Quantum -
Plasma - -
Chroniton -
Transphasic -
Tricobalt
Other Hargh'peng
Thermionic
Tractor Beam
Ferengi