Damage type
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.
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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:
- Ship Weapons such as Beam Banks and Cannons, and Satellite Turrets deployable by the use of Ship Devices.
- Ground Weapons such as Pistols and Rifles, and Turrets deployable by the use of Kits.
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 damage is displayed as an orange colored beam. It is a directed energy primarily used by the Cardassian Union and the Federation. Starfleet uses phasers for both ground and space weaponry, although in-game any race or faction can use Phaser energy weapons. The term "phaser" is an acronym for Phased Energy Rectification. Player-acquired starships 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
Disruptors are a type of directed energy used in weapons, and are green or dark green in color. They are used by races such as the Romulans, Klingons, Gorn and Orions. 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 Debuff
Plasma
Plasma energy beams are cyan in color. Plasma Beams are exclusively used by the Borg vessels, while Plasma projectiles are used by the Borg, Undine, Romulan and Reman. 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 DoT
Tetryon
Tetryon energy beams are blue in color. Tetryon weapons are used heavily by the Hirogen 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 directed energy was heavily utilized by the Jem'Hadar and Breen ships during the Dominion war. In Star Trek Online they are pink/purple in color and are available to all races and factions. They are first available to players at the Captain rank (Mk 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
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 Tetyron energy. Antiproton beams were used by the Iconians, Undine, and Fek'Ihri. 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 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
Ground Combat
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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 Torpedo Platforms deployable by the use of Ship Devices, 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 effectve 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 Explosives
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 aditional 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 Damage
Space Combat
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
- 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 can only occur 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.
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 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.
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 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.
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 combat.
Toxic
Toxic Damage can be sustained during ground combat.