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Ability: Recursive Affliction

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Overview[edit | edit source]

Recursive Affliction icon (Federation).png


Basic Information[edit | edit source]

  • Specialization: Temporal Operative
  • Locale: Ground
  • Game Description: Create a localized causal paradox, centered on the firepower being directed at a designated foe. While present, the phenomenon will 'store' a portion of all incoming damage dealt to that foe, after resistances. Upon expiration, all of that 'stored' damage will be instantly re-applied to the foe as a physical burst,
The amount of physical damage dealt is proportional only to the difference between the target's starting health and ending health over the duration of this ability, and can thus has its effectiveness reduced by healing and regeneration abilities. The resulting damage cannot be further strengthened (or resisted).

Detailed Information[edit | edit source]

  • Used by: Captain, Bridge Officers
  • Target: Enemy
  • Attack Type: Debuff
  • Ability Type: Stores Incoming Damage then Re-Applies, Entropy Builder
  • Activation:
  • Range: 30.48m
  • Shares cooldown with:
  • Starts cooldown on:
  • Modified by:
    • Skills
      • None
  • Trained by:

Ability Ranks[edit | edit source]

Ability/User Rank CD Ability Effects
Rank I: Ensign 20 sec
  • for 5 sec: Amount of Hull Depleted from Target is Stored
  • Upon expiration, deals Physical Damage equal to 25% of Stored value (Ignores Shields and Resistances)
  • +2 Entropy
Rank II: Lieutenant 20 sec
  • for 5 sec: Amount of Hull Depleted from Target is Stored
  • Upon expiration, deals Physical Damage equal to 35% of Stored value (Ignores Shields and Resistances)
  • +2 Entropy
Rank III: Lt. Commander 20 sec
  • for 5 sec: Amount of Hull Depleted from Target is Stored
  • Upon expiration, deals Physical Damage equal to 45% of Stored value (Ignores Shields and Resistances)
  • +2 Entropy
Rank IV: Player Only 20 sec
  • for 5 sec: Amount of Hull Depleted from Target is Stored
  • Upon expiration, deals Physical Damage equal to 50% of Stored value (Ignores Shields and Resistances)
  • +2 Entropy


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