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Damage type

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There are four major damage types in :

  • 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.


Contents

Energy Damage

There are six types of Energy Damage, and each direct fire space or ground ranged energy weapon deals one or the other kind of such damage:

Each damage type has an additional effect besides the actual damage, which may be different for the space and ground weapon variant, and Energy Damage is more effective against shields than armor. There are dedicated resistances against all 6 damage types.

Types

Phaser

Phaser Energy Damage

Phaser damage is displayed as an orange colored beam. It is a directed energy primarily used by the and the . uses phasers for both ground and space weaponry, although in-game any or can use Phaser energy weapons. The term "phaser" is an acronym for Phased Energy Rectification. Player-acquired for the Federation by default come with Phaser energy weapons. Shields and armor with the [Pha] suffix modifier take 20% less Phaser damage than usual.

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

Disruptor

Disruptor Energy Damage

Disruptors are a type of directed energy used in weapons, and are green or dark green in color. They are used by such as the , , and . There are multiple types of Disruptor energy ranging from Type 1 to Type 3, although in-game there doesn't appear to be any difference between Disruptor energy weapons. Disruptors cause damage to the target by breaking the bonds of atoms. Shields and armor with the [Dis] suffix modifier take 20% less Disruptor damage than usual.

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

Plasma

Plasma Energy Damage

Plasma energy beams are cyan in color. Plasma Beams are exclusively used by the vessels, while Plasma projectiles are used by the , , and . High-yield Plasma projectiles are extremely powerful. Shields and armor with the [Pla] suffix modifier take 20% less Plasma damage than usual.

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

Tetryon

Tetryon Energy Damage

Tetryon energy beams are blue in color. Tetryon weapons are used heavily by the and they are available to anyone. Tetryons are subatomic particles that exist outside of normal space. When brought into normal space from subspace (artificially or naturally) they become highly unstable. Shields and armor with the [Tet] suffix modifier take 20% less Tetryon damage than usual.

Energy bonus: Bonus damage to Shields (Ground and Space)

Polaron

Polaron Energy Damage

Polaron directed energy was heavily utilized by the and ships during the war. In Star Trek Online they are pink/purple in color and are available to all races and . They are first available to players at the rank ( VIII). Polaron ground weaponry typically leaves an anticoagulant behind, although this isn't the case in the game. Shields and armor with the [Pol] suffix modifier take 20% less Polaron damage than usual.

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

Antiproton

Antiproton Energy Damage
Antiprotons, when confined into a beam, are normally crimson with a black void border
Antiproton/Phaser differences
Up close, the energy looks a lot more unstable, similar to Plasma and Tetyron energy. Antiproton beams were used by the , , and . In the game, Antiproton energy is used on end-game weaponry. Shields with the [Ap] suffix modifier take 20% less Antiproton damage than usual.

Energy Bonus: +20% critical severity (Ground and Space)

Types by Faction

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

Type Used by Armor to use Plating to use
()
() • () • () • () • () ,
,
() •

Ground Combat

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Type 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 Torpedo Platforms deployable by the use of , 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 effectve 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 Explosives

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 aditional effects over the base Kinetic Damage, but regardless of type, all of them deal Kinetic Damage.

Torpedo types by Faction

Type 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 Damage

Space Combat

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
  • 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 can only occur 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.

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 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.

Fire

Fire Damage can be sustained during ground combat.

Proton

Proton Damage can be sustained during ground 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.

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.

Notes