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Modifier

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Modifiers are found on a variety of Uncommon, Rare, Very Rare, Ultra Rare, and Epic items, such as weapons, armor, engines, deflectors, and shields. The greater the rarity, the more modifiers. The same modifiers may appear multiple times (e.g. [Acc]x2, [Cap]x3, etc.).

The modifiers that exist on each type of item are given below:

Ship Mines Borg CrtD CrtH Dmg Radius
Ship Weapons Arc Acc Borg CrtD CrtH CrtX Dmg Over Pen Rapid Thrust Spr Snare
Personal Armor Ap Dis HP HPP Pha PhaDis Pla PlaTet Pol PolAp RegHP RegSH Tet
Personal Shields Ap Cap Dis Ene PBDmg PBKB Pha Pla Pol Reg Rev Tet
Personal Weapons CritD CrtH CrtX Dmg DoT1 DoT2 DoT3 KB1 KB2 KB3 Rch Run Borg
Consoles See Consoles_Modifiers

Below is a list of modifiers and their description:

Modifier Name Description
AMP (Warp cores/Singularities) Damage Buff Plus +3.3% all damage for each sub system over 75
Acc Extra Accuracy +10% Accuracy
Arc Wider Firing Arc +90° Firing Arc on torpedoes and wide arc cannons, +110° Firing Arc on single beams, +360° Firing Arc on omni-directional beams
Ap Antiproton Damage Resistance +X Antiproton Damage resistance [ground]
Borg Borg Damage Buff Space; X% chance: X Radiation Damage vs Borg NPCs
Ground; 15 Kinetic Damage vs Borg NPCs
Cap Shield Capacity +X Maximum Shield Capacity
CrtD Critical Damage +20% Critical Severity
CrtH Critical Hit +2% Critical Chance
CrtX Critical Boost +2% Critical Chance and +10% Critical Severity
Dis Disruptor Damage Resistance +X Disruptor Damage resistance [ground]
Dmg Extra Damage +X Damage
DoT1 Damage over Time 5% chance: X Radiation Damage over 15 sec
DoT2 Damage over Time 5% chance: X Radiation Damage over 15 sec
DoT3 Damage over Time Grants Radiation Aura over 15 sec: 5 Radiation Damage
Ene Energy Buff Chance to provide a 10% energy damage buff for 4 sec when you take damage.
HP Hit Points +X Maximum Health Points
HPP Hit Points Possible When certain events occur, 7.5% chance of applying Adrenal Stimulator (max 2 times): +X Hit Points
KB1 Knock back 5% chance: Knocks back +5 feet
KB2 Knock back 10% chance: Knocks back +10 feet
KB3 Knock back 10% chance: Knocks back +10 feet
5% chance: Applies Explosive Impact: Knocks back +5 feet
Mob Root and Knockback resistance. (No longer present)
Over Beam Overload 2.5% Chance: Upgrades your next beam attack. Deals massive Energy Damage. (beam weapons only)
Part Particle Physics Improves ground science abilities that cause direct damage to your target or his targets shields. This skill does not improve weapon or hand-to-hand damage.
PBDmg Point Blank Damage Chance to deal damage to all nearby foes when you take damage.
PBKB Player Based Knock Back Chance to knock down nearby foes when you take damage.
Pen Ignore Armor Rating All attacks with this weapon ignore 10 Armor Rating
Pha Phaser Damage Resistance +X Phaser Damage resistance [ground]
PhaDis Phaser and Disruptor Damage Resistance +X Phaser Damage resistance
+X Disruptor Damage Resistance
Phys Physical Damage Resistance [ground]
Kinetic Damage Resistance [space]
Physiology [kit]
+X Physical Damage resistance [ground]
+X Kinetic Damage Resistance [space]
Improves ground science abilities that buff yourself or your allies [kit]
Pla Plasma Damage Resistance +X Plasma Damage resistance [ground]
PlaTet Plasma and Tetryon Damage Resistance +X Plasma Damage resistance
+X Tetryon Damage Resistance
Pol Polaron Damage Resistance +X Polaron Damage resistance [ground]
PolAp Polaron and Antiproton Damage Resistance +X Polaron Damage resistance
+X Antiproton Damage Resistance
PrtG Starship Particle Generators Improves Exotic Damage
PvP Dmg Player vs. Player Damage 3 Bonus Damage vs. other players
PvP Res Player vs. Player Damage Resist 8 Bonus Resistance Rating vs. other players
Radius Increased Mine Explosion Radius +0.5km Explosion Radius
Rapid Cannon: Rapid Fire 2.5% chance: Activates Rapid Fire mode for all cannons on your ship for 2 seconds. (cannon/turret weapons only)
Rch Recharge -2.5 sec recharge
Reg Shield Regeneration +X% Shield Regeneration [ground]
+X Shield Regeneration every 6 seconds [space]
RegHP Health Regeneration +X Health Regeneration
RegSH Shield Regeneration +X Shield Regeneration every 4 sec
ResA Resistance Type A +20% Phaser, Tetryon and Polaron Resistance
ResAll Resistance All +X Kinetic Damage Resistance, +X All Energy Damage Resistance
ResB Resistance Type B +20% Disruptor, Plasma and Antiproton Resistance
Rev Damage Reversal Chance to damage the attacker when you take damage. The stronger the attack, the more powerful the retaliation.
Run Run Speed Buff Increases run speed by 15%
Snare Weapon Debuff To Foe: -5% Speed and Turn Rate on Hit.
Spec Special Forces Improves all self buffing tactical abilities, including power cell devices.
Spr Torpedo Spread 7.5% chance: Upgrades your next torpedo attack. Uses multiple torpedoes to attack an area of space.
Tet Tetryon Damage Resistance +X Tetryon Damage resistance [ground]
Thrust Thrusters +5% Speed and Turn Rate when firing.
Turret Turrets and Drones Improves all ground turret and drones damage and sometimes shields and/or Hit Points of the Turret or Drone.

Kit frame modifiers[edit source]

Kit frames have additional modifiers that boost various skills. Both Common and Uncommon kits have one modifier; each quality improvement after that adds one modifier. The amount the skill granted by each modifier at a given Mk level is the same whether the kit is Uncommon, Rare, Very Rare, Ultra Rare, or Epic, though Common-quality kits have reduced stats. It is possible for a kit to have the same modifier at most twice, though some legacy kits can have [KPerf]x3. The following are examples of kit modifiers:

Modifier Effect
[Armor] +X Armor Expert
[HP] +X Endurance Training
[KCD] +X Kit Readiness
[KPerf] +X Kit Performance
[PSG] +X Personal Shields Expert
[PSGRes] +X Personal Shield Harness
[Regen] +X Health Regen
[Will] +X Willpower
[WpnCrit] +X Weapon Criticals
[WpnDmg] +X Weapon Proficiency
[WpnPen] +X Weapon Penetration
Special Kits only (Fleet, Crafted/Upgraded, Reputation)
[Undine] +10% All Damage vs. Undine
Delta Expedition Kits
[CritD] +X Critical Severity
[CritH] +X Critical Chance
[CritX] +X/2 Critical Severity
+X/2 Critical Chance
Terran Empire Kits
[CtlDur] +20% Duration of Confuse, Disable, Hold, Placate, Root, and Run Speed Debuffs from Kit Modules (Mirror Invasion Kits)
Xindi Kits
[ExpDmg] +X% Increased Exploit Damage
[ExpDur] +X sec Expose Duration
[ExpHit] +X/2% Chance to Expose
Fluidic Kits
[PsiBuff] Psionic Howl[psi 1] enhancement
[PsiDmg] Psionic Emissions[psi 2] enhancement
[PsiDot] Psionic Consumption[psi 3] enhancement
Herald Kits
[+Pha] [+Dis] [+Pla] [+Tet] [+Pol] [+Ap] +20% Phaser / Disruptor / Plasma / Tetryon / Polaron / Antiproton Weapon Damage (Herald Kits)
Fleet Versatile Kit Frames
[BattleStr] Engineering and Science Kits: Grants access to Battle Strategies / Motion Accelerator
[MotionAcc]
[SonicP] Engineering and Tactical Kits: Grants access to Sonic Pulse / Vascular Regenerator
[VascReg]
[ShRecharge] Science and Tactical Kits: Grants access to Shield Recharge / Weapons Malfunction
[WpnMalf]
All Epic Kits
[Kp/Wpn] +X Kit Performance
+X Weapon Proficiency
X values per Mark level of item
Mark Common[1] Uncommon+[2] [CritD][3] [CritH][4] [ExpDur][5]
Mk II 4.5 7.5 5% 1.2% 0.75
Mk III 5.6 9.4 ? ? ?
Mk IV 6.8 11.2 7.5% 1.9% 1.1
Mk V 7.9 13.1 ? ? ?
Mk VI 9 15 10%? 2.5% 1.5?
Mk VII 10.1 16.9 ? ? ?
Mk VIII 11.2 18.8 12.5% ? 1.9
Mk IX 12.4 20.6 13.8 3.4% ?
Mk X 13.5 22.5 15% ? ?
Mk XI 14.6 24.4 16.2% 4.1% 2.4
Mk XII 15.8 26.2 17.5% 4.4% 2.6
Mk XIII 16.9 28.1 18.8% 4.7% ?
Mk XIV 18? 30 20% 5% 3
  1. Common scaling: (Mk + 2) * 1.125%
  2. Uncommon and higher standard scaling: (Mk + 2) * 1.875%.
    This scaling is used for [Armor], [ExpDmg], ½[ExpHit], [HP], [KCD], [KPerf], [Kp/Wpn], [PSG], [PSGRes], [Regen], [Will], [WpnCrit], and [WpnDmg].
  3. Critical Severity scaling: (Mk + 2) * 1.25%
    This scaling is used for [CritD] and ½[CritX].
  4. Critical Chance scaling: (Mk + 2) * 0.3125%
    This scaling is used for [CritH] and ½[CritX].
  5. Duration scaling: (Mk + 2) * 0.1875 seconds
    This scaling is used for [ExpDur].

  1. Psionic Howl: When using certain abilities, 30% chance to deal __ Psionic damage (100% Shield Penetration) to all enemies within 15m of target Friend (or Self).
  2. Psionic Emissions: When using certain abilities, 30% chance to deal __ Psionic damage (100% Shield Penetration) to Foe.
  3. Psionic Consumption: When using certain abilities, 30% chance to deal __ Psionic damage (100% Shield Penetration) to Foe every second for 10 seconds..


Deflector Dish modifiers[edit source]

Deflector Dishes may have additional modifiers that boost various skills. The amount the skill is boosted at a given Mk level is equal to half the amount a deflector's innate skills get at that Mk level. It is possible for a Deflector to have the same modifier more than once. The following are examples of Deflector modifiers:

Modifier Effect
[CtrlX][mods 1] +X Starship Control Expertise
[DrainX] +X Starship Drain Expertise
[Em] +X Starship Shield Restoration
[EPG] +X Starship Exotic Particle Generator
[HullCap] +X Starship Hull Capacity
[ShCap] +X Starship Shield Capacity
Crafted Deflectors only
[CdrD] Reduces cooldown of Exotic Damage Science skills by 10%.
[CdrS] Reduces cooldown of Support Science skills by 10%.
Fleet Deflector Arrays only [mods 2]
[EPS] +X Starship Electro-Plasma System Flow
[WepAcc] +X Starship Weapon Accuracy
[DefMan] +X Starship Defensive Maneuvering
Special Deflectors only (Fleet, Mission, Reputation)
[AuxPwr] +2 Auxiliary Power
[HullHeal] +X Starship Hull Restoration
[HullReg] +X Starship Hull Regeneration
[SciCD] +50 Scientific Readiness
[Stealth] +X Starship Stealth
All Epic Deflectors
[Sh/HullCap] +X Starship Shield Capacity
+X Starship Hull Capacity
Removed modifiers [mods 3][mods 4]
[PvP Dmg] 3 Bonus Damage vs. other players.
[PvP Res] 8 Bonus Resistance Rating vs. other players.
Mark level of item X[1]
Mk I 1.9
Mk II 2.5
Mk III 3.1
Mk IV 3.75
Mk V 4.4
Mk VI 5
Mk VII 5.6
Mk VIII 6.25
Mk IX 6.9
Mk X 7.5
Mk XI 8.1
Mk XII 8.75
Mk XIII 9.4
Mk XIV 10
  1. X = (Mk + 2) * 0.625


  1. Sometimes appears as [Ins], including both on the same item, eg. [CtrlX] [Ins], [CtrlX]x2 [Ins], [CtrlX] [DrainX] [HullCap] [Ins], or [CtrlX] [Ins]x2
  2. Sometimes these stats are integrated into other special deflectors, including Elite Fleet Deflectors themselves.
  3. "It is no longer possible for crafted Deflectors ... to gain the [PvP Res] and [PvP Dmg] attachments. "
  4. "Resolved an issue that was allowing [PvP Res] and [PvP Dmg] mods to still appear on crafted Deflector Dishes."

Uncommon deflectors will have one modifier, Rare will have two, and Very Rare will have three, Ultra Rare will have four. All Epic Deflectors have [Sh/HullCap] as their fifth modifier. The [CtrlX] modifier seems to have the highest chance of appearing multiple times on a given deflector.

The sum between X modifier value and the same basic deflector stat will be rounded. For example, a [Neutrino Deflector Array Mk V [CtrlX]] will display +13 Starship Control Expertise instead of +13.2.

Secondary Deflector modifiers[edit source]

Like standard Deflectors, Uncommon, Rare, Ultra Rare, and Epic Secondary Deflectors gain additional modifiers, however these items also gain a single special enhancement at Very Rare rarity. The amount the skill is boosted at a given Mk level seems to be about 14/15, or halfway between what a primary deflector gets innately, and what it gets from a mod. It is possible for a Secondary Deflector to have the same modifier more than once, up to a max of 3 times (at Uncommon, Rare, and Ultra Rare). The following are examples of Deflector modifiers:

Modifier Effect
[CtrlX] +X Starship Control Expertise
[DrainX] +X Starship Drain Expertise
[ShdHeal] +X Starship Shield Restoration
[EPG] +X Starship Exotic Particle Generator
[HullCap] +X Starship Hull Capacity
[ShCap] +X Starship Shield Capacity
Very Rare
[SA -Def] Sensor Analysis (-Defense):
The enemy target of your Sensor Analysis ability will also receive a Defense debuff that increases in effectiveness the longer you have the target under the effect of that ability. The debuff is -2% per stack, up to a maximum of -12% at six stacks.
[SA +Heal] Sensor Analysis (+Heal):
Improves the healing buff of Sensor Analysis when used on a friendly target by 20%.
[SA +Dmg] Sensor Analysis (+Damage):
Improves the damage buff of Sensor Analysis when used on an enemy target by 20%.
[+Chance] Precision Sub-System Targeting:
Improves the chance for Subsystem Targeting abilities to knock a subsystem offline by 25%.
[-Recharge] Accelerated Sub-System Targeting:
Reduces the recharge time of Subsystem Targeting abilities by 25%.
Fleet Strategic Secondary Deflectors only
[Acc] +Y Accuracy Rating
[Def] +Y Defense Rating
[EnDmg] +Y% Energy Weapon Damage
Epic
[EPG/ShdHeal] +X×2/3 Exotic Particle Generator
+X×2/3 Starship Shield Restoration
Mark level of item X [1] Y
Mk I 2.8  
Mk II 3.8  
Mk III 4.7  
Mk IV 5.6  
Mk V 6.6  
Mk VI 7.5  
Mk VII 8.4  
Mk VIII 9.4  
Mk IX 10.3  
Mk X 11.2  
Mk XI 12.2  
Mk XII 13.1 5.2
Mk XIII 14.1 5.6
Mk XIV 15 6
  1. X = (Mk + 2) * 0.9375


Impulse Engine Modifiers[edit source]

Some Impulse Engines may have additional modifiers that either increase existing bonuses or add new ones. Uncommon engines will have one modifier, Rare will have two, Very Rare three, and Ultra Rare four. The following are examples of Impulse Engine modifiers. Some Engines and modifiers boost Skills by a certain amount, based on Mark level. Refer to the table above for these values.

Modifier Effect
[Aux] Thrusters: 25% speed when engines are disabled.
[Spd] +10% Flight Speed.[mods 1]
[Turn] +0.3 to Flight Turn Rate[mods 2]
[Full] +7.33̄ + 0.766̄×Mk to Full Impulse Flight Speed.[mods 3]
Special Engines only (Fleet, Crafted/Upgraded, Reputation)
[+CRes] 10% resistance to Control Effects
[Damp] +33 Starship Drain Expertise[mods 4]
[Inertia] +10 Inertia Rating
[Pow]
[mods 5]
+3.8 Weapon Power Setting
+3.8 Shield Power Setting
+3.8 Auxiliary Power Setting
[Rrt]
[mods 6]
+20% Flight Speed when environmental hazards prevent use of Full Impulse.
[SecSpd] +X Sector Space Travel Speed
All Epic Impulse Engines
[SedSpd-2] +X×2 Starship Impulse Expertise
+X×2 Sector Space Travel Speed
Mark level of item X =
Mk I 1.9
Mk II 2.5
Mk III 3.1
Mk IV 3.75
Mk V 4.4
Mk VI 5
Mk VII 5.6
Mk VIII 6.25
Mk IX 6.9
Mk X 7.5
Mk XI 8.1
Mk XII 8.75
Mk XIII 9.4
Mk XIV 10


  1. Can appear twice on one engine, though Fleet Engines and some special engines have 3 or more innate or added [Spd] mods. After calculating the base speed for the Engine's Mark level, the game will add 10% for one [Spd] modifier, 20% for [Spd]x2, and so forth. Thus, final speed for standard Impulse Engines will be (7.5+0.375*Mk) + N*0.1*(7.5+0.375*Mk), where N is the number of [Spd] modifiers. This formula works up to Mk XII; Mk XIII items are treated as if they were Mk XVI (16), while Mk XIV items as if they were Mk XXIII (23); for Combat and Hyper-Impulse engines, respectively adding or subtracting 1 Mk level from the final formula will give you a close approximation.
  2. Engines have a base 4.5 Turn rate; one [Turn] modifier will give them 4.8, and two 5.1, regardless of Mk level. Can appear twice on one engine, though Fleet Engines and some special engines have 3 or more innate or added [Turn] mods.
  3. Can appear up to 4 times on one Engine. As with [Spd], Mk XIII acts like Mk XVI and Mk XIV like Mk XXIII, so Mk XIII [Full] adds 19.5, Mk XIV adds 24.8. The number displayed rounds to the nearest tenth. For example, [Impulse Engines Mk IV [Full]] would receive a bonus of 10.4.
  4. Does not scale with Mk level. Previously Starship Inertial Dampers.
  5. Integrated into Efficient Impulse Engines, and can be found on Fleet Engines.
  6. Integrated into Dynamic Reroute Impulse Engines, and can be found on Jem'Hadar Combat Impulse Engines [Rrt].

Uncommon endinges will have one modifier, Rare will have two, and Very Rare will have three, Ultra Rare will have four. The sum between X modifier value and the same basic deflector stat will be rounded.

An Uncommon Modifier will have one modifier suffix, Rare will have two, and Very Rare will have three. Rare and Very Rare can have multiples of the same suffix, and stacked suffixes are added together, not multiplied.

Ship Shield Modifiers[edit source]

Some Ship Shields may have additional modifiers that either increase existing bonuses or add new ones. It is possible for certain shields to have the same modifier more than once. The following are examples of Ship Shield modifiers. Some Shields also boost innate Skills by a certain amount, based on Mark level. Refer to the table above for these values.

Modifier Effect
[Cap] Increases Maximum Shield Capacity by 10%
[Reg] Increases Shield Regeneration by 10%
[Pha] Reduces Phaser Damage to Shields by 20%
[Dis] Reduces Disruptor Damage to Shields by 20%
[Pla] Reduces Plasma Damage to Shields by 20%
[Pol] Reduces Polaron Damage to Shields by 20%
[Tet] Reduces Tetryon Damage to Shields by 20%
[Ap] Reduces Antiproton Damage to Shields by 20%
Special Shields only (Fleet, Crafted/Upgraded, Reputation)
[Adapt] When your shields are hit, Adaptive Shielding gains one charge, increasing your Shields' resistance to the incoming damage type by 2% for 30 seconds. Stacks up to 10 times.
[Amp] Amplifies incoming healing by 10%
[C/R] Increases Maximum Shield Capacity by 5%
Increases Shield Regeneration by 5%
[Heal] Increases outgoing healing by 5%
[Rad] Reduces Radiation Damage to Shields by 20%
[ResAll] Reduces All Energy Damage to Shields by 10%
[ResA] Reduces Phaser, Polaron and Tetryon damage to Shields by 15%
[ResB] Reduces Disruptor, Plasma and Antiproton damage to Shields by 15%
All Epic Ship Shields
[Cp/Rg] Increases Maximum Shield Capacity by 10%
Increases Shield Regeneration by 10%
Mark level of item X =
Mk I 1.9
Mk II 2.5
Mk III 3.1
Mk IV 3.75
Mk V 4.4
Mk VI 5
Mk VII 5.6
Mk VIII 6.25
Mk IX 6.9
Mk X 7.5
Mk XI 8.1
Mk XII 8.75
Mk XIII 9.4
Mk XIV 10


Uncommon shields will have one modifier, Rare will have two, and Very Rare will have three, Ultra Rare will have four. All Epic Shields have [Cp/Rg] as their fifth modifier.

The sum between X modifier value and the same basic deflector stat will be rounded.

An Uncommon Modifier will have one modifier suffix, Rare will have two, and Very Rare will have three. Rare and Very Rare can have multiples of the same suffix, and stacked suffixes are added together, not multiplied.