There are four major damage types in Star Trek Online:
- Energy Damage is the common name of the 6 types of damage dealt by direct fire ranged energy weapons both in space and on the ground.
- Kinetic Damage is dealt by deployed, thrown or self-propellant explosive devices, and also by certain abilities, both in space and on the ground.
- Physical Damage is dealt exclusively in ground combat by armed and unarmed melee attacks.
- Exotic Damage 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.
Energy Damage
Types
There are six different Energy Damage types, each having a bonus effect, known as a Proc. Most weapons come with one of these bonuses, while some rarer weapons may contain multiple.
Direct energy Ship Weapons, such as Beams and Cannons, use Energy Damage. Deployable Ship Devices such as Satellite Turrets also deal Energy Damage based on the type of weapon it carries.
Most Ground Weapons deal Energy Damage, and include Pistols, Rifles, and Assault Weapons. Some deployable Turrets through the use of Kits can also deal Energy Damage, depending on the turret used.
There are tactical advantages to using a single energy damage type primarily due to consoles 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 damage is displayed as orange in color, or sometimes pale yellow. The Andorian and TOS retro versions are a blue color. The term "phaser" is an acronym for Phased Energy Rectification. Player-acquired starships 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 (Ground)
Shields and armor with the [Pha] suffix modifier take 20% less Phaser damage than usual.
Users | Cardassian | Terran | True Way | Federation |
---|---|---|---|---|
Armor to use | Ablative Hull Armor | |||
Plating to use | Diburnium Hull Plating |
Disruptor
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. Player-acquired starships for the Klingon Defense Force by default come with Disruptor energy weapons.
Energy bonus: 2.5% (Space) / 5% (Ground): -10% Damage Resistance Debuff
Shields and armor with the [Dis] suffix modifier take 20% less Disruptor damage than usual.
Users | Gorn | Klingon | Nausicaan | Orion | Reman | Romulan | Kazon |
---|---|---|---|---|---|---|---|
Armor to use | Ablative Hull Armor | ||||||
Plating to use | Diburnium Hull Plating |
Plasma
Plasma energy beams are green/cyan in color. Player-acquired starships for the Romulan Republic by default come with Plasma energy weapons.
Energy bonus: 2.5% (Space) / 5% (Ground) Chance: Applies a non-stacking DoT
Shields and armor with the [Pla] suffix modifier take 20% less Plasma damage than usual.
Users | Borg | Fek'Ihri [1] | Gorn [1] | Romulan Republic | Vulcan [2] |
---|---|---|---|---|---|
Armor to use | Ablative Hull Armor Tetraburnium Hull Armor | ||||
Plating to use | Electroceramic Hull Plating |
Tetryon
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
Shields and armor with the [Tet] suffix modifier take 20% less Tetryon damage than usual.
Users | Hirogen | Tholian | Caitian[1] | APU |
---|---|---|---|---|
Armor to use | Ablative Hull Armor Tetraburnium Hull Armor | |||
Plating to use | Electroceramic Hull Plating |
Polaron
Polaron are pink/purple in color. These weapons were heavily utilized by the Jem'Hadar and Breen during the Dominion War. 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 | Breen | Dominion | True Way | Vaadwaur | Kazon |
---|---|---|---|---|---|
Armor to use | Tetraburnium Hull Armor | ||||
Plating to use | Parametallic Hull Plating |
Antiproton
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. Undine 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 | Borg [1] | Crystalline Entity | Fek'Ihri | Iconian | Undine | Voth | Malon |
---|---|---|---|---|---|---|---|
Armor to use | Tetraburnium Hull Armor | ||||||
Plating to use | Parametallic Hull Plating |
Armor Types by Faction & Energy Used
The various Factions 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
Ground Combat Table
Protection Against Energy Damage
Space Combat
In space, Ship Shields, Engineering Consoles and the Starship Hull Plating Commander rank skill provide resistance against Energy Damage.
Ship Shields 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 Armor Consoles 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 Threat Control Commander rank skill provide resistance against Energy Damage.
Personal Shields 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 Body Armor 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 Torpedo Launchers and deployable Torpedo Platforms, Mines deployed from Mine Launchers, and by using certain abilities.
On the ground, Kinetic Damage is dealt by Mines, Bombs and Mortar type turrets deployable by the use of Kits, 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 Bat'leth do NOT count as Kinetic damage.
Space Combat
Torpedo
Torpedoes 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
Mine
Mines 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
Kinetic Energy
In space, Engineering Consoles and the Starship Armor Reinforcements Admiral rank skill provide resistance against Kinetic Damage.
2 types of Armor Consoles 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 Body Armor 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, melee weapons, or using a ranged weapon's "bash" melee attack to shove away enemies in close proximity.
Except the Energy Dampening type, all other Body Armor types provide varying levels of resistance against Physical Damage.
The Crystalline Entity spawns fragments which do Physical Damage, making it an exception to the "only in ground combat" norm for this type of damage.
The only known player-usable Physical Damage space weapon is the Nukara Prime Web Launcher, available through the Nukara Strikeforce Reputation System.
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 Fek'Ihri and Hortas 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 CRM 200 rifles and Cryo Grenades. Most Cold damage attacks can inflict Slow and DoT 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 Ability: Isometric Charge. This ability is used by Negh'Var Warships 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 PvP, being dealt by the Secondary Fire mode of the [Synchronic Proton Distortion Prototype Assault Rifle]. This damage type does not seem to have any special properties, but players standing within the range of a [Triolic Pattern Enhancer] or using an [Ophidian Cane] (or both) will take increased Proton Damage. In Season 6, with the introduction of the Tholian Assembly, 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 Tholian Orb Weaver, this damage can also be sustained in PvP. This damage is significantly enhanced if the target is using the [Subspace Field Modulator], 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 [Phase-Shifted Personal Shield], a reward from the mission “Skirmish”, provides protection from psionic damage, scaling by level.
Radiation
Radiation Damage can be sustained during ground and space combat.
Toxic
Toxic Damage can be sustained during ground combat.
List of All Ship & Ground Weapon Types
Starship Energy weapons
| ||||||
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Energy Type | Beam | Cannon | ||||
Array & Omni | Dual Bank | Turret | Single | Dual & Quad | Dual Heavy | |
Standard Energy weapons | ||||||
Phaser | ||||||
Disruptor | ||||||
Plasma | ||||||
Tetryon | ||||||
Polaron | ||||||
Antiproton | ||||||
Proton | ||||||
Other |
Cosmetics Energy Weapons (different visuals) | ||||||
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These weapons are functionally identical to the Standard Energy Weapons above, but are visually different when firing. This includes most 23rd-century weaponry, with the exception of the 23rd century Plasma Torpedo Launcher in the section below and most Discovery-era weapons. | ||||||
Phaser | ||||||
Disruptor | ||||||
Plasma |
Hybrid Energy Weapons (two standard procs) | ||||||
---|---|---|---|---|---|---|
Disruptor -based |
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Plasma -based |
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Tetryon -based |
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Polaron -based |
Elite Fleet Energy Weapons (standard + extra proc) | ||||||
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Phaser | ||||||
Disruptor | ||||||
Plasma | ||||||
Tetryon | ||||||
Polaron | ||||||
Antiproton |
Special Energy Weapons (standard + extra proc) | ||||||
---|---|---|---|---|---|---|
Phaser -based |
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Disruptor -based |
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Plasma -based |
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Tetryon -based |
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Antoproton -based |
Special Energy Weapons (non-standard proc[s]) | ||||||
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Phaser -based |
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Phaser -based |
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Disruptor -based |
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Disruptor -based |
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Plasma -based |
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Plasma -based |
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Plasma -based & |
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Tetryon -based |
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Tetryon -based |
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Polaron -based |
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Polaron -based |
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Antiproton -based |
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Antiproton -based |
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See also | Fleet Space Weapons • 23rd Century Space Weapons • Sets |
Starship Projectile Weapons
| ||||
---|---|---|---|---|
Projectile Type → | Torpedo | Mine | Cluster Torpedo & Missile | |
↓ Damage Type | Sub-type | |||
Kinetic | Chroniton | |||
Photon | ||||
Plasma | ||||
Quantum | ||||
Transphasic | ||||
Tricobalt | ||||
None Pure Kinetic |
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Kinetic + Radiation Kinetic subtype varies, see above |
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Energy Energy damage type varies |
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Other Physical, etc. |
Starship Experimental Weapons | |||
---|---|---|---|
Build Type → ↓ Damage Type |
Standalone | With matching console | |
Proton | |||
Electrical | |||
Kinetic | |||
Physical | |||
Radiation | |||
Fire |
Ground Weapons
| ||||||
---|---|---|---|---|---|---|
Damage Type | Pistol | Rifle | Assault | Melee & Other | ||
Expose | Exploit | Expose | Exploit | Expose | ||
Standard Weapons and Special Weapons | ||||||
Antiproton | ||||||
Disruptor | ||||||
Phaser | ||||||
Plasma | ||||||
Polaron | ||||||
Tetryon | ||||||
Non-Standard | ||||||
Q's Winter Wonderland ? |
Elite Fleet Ground Weapons (standard + extra proc) | ||||||
---|---|---|---|---|---|---|
Damage Type | Pistol | Rifle | Assault | Melee Physical damage | ||
Expose | Exploit | Expose | Exploit | Expose | ||
Phaser | ||||||
Disruptor | ||||||
Plasma | ||||||
Tetryon | ||||||
Polaron | ||||||
Antiproton |
Reputation and Lock Box (dual-proc and new proc) | ||||||
---|---|---|---|---|---|---|
Damage Type | Pistol | Rifle | Assault | Set Items & Other | ||
Expose | Exploit | Expose | Exploit | Expose | ||
Antiproton -based |
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Disruptor -based |
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Phaser -based |
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Plasma -based |
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Polaron -based |
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Tetryon -based |
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Non-Standard |
See Also | Fleet Ground Weapons • 23rd Century Ground Weapons • Ground Equipment Sets • Special Ground Weapons |
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