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Damage type (ground)

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For information on space/starship damage, see Damage type (space).

Damage during ground combat in Star Trek Online can by divided into several different categories:

  • Weapon damage is caused by Ground Weapons.
    • Ranged weapon damage is boosted by the Weapon Proficiency skill and the [WpnDmg] mod on kit frames, and affected by the Weapon Penetration skill unlock.
    • All flanking weapon damage is boosted by the Outmaneuver Foe and Improved Flank Damage skill unlocks.
    • Ranged and melee criticals are boosted by the Weapon Criticals skill, and the [WpnCrit] mod on kit frames.
  • Kit damage is caused by kit module abilities, including grenades, bombs, mines, turrets, drones, and assorted science abilities. It is the ground combat equivalent of Exotic damage in space.
  • The [Kp/Wpn] mod on Epic kit frames boosts both Weapon Proficiency and Kit Performance.

The Command, Intel, Temporal Operative and Commando Captain Specialization trees also affect weapon and kit damage in various ways.

In addition to those two categories above, damage can also be placed into these other categories, which overlap with the ones above:

  • Energy damage is the common name for the type damage dealt by direct fire ranged energy weapons.
  • Kinetic damage is dealt by deployed, thrown or self-propellant explosive devices, and also by certain abilities.
  • Physical damage is dealt in ground combat by armed and unarmed melee attacks, and a small handful of other sources.
  • Environmental damage is a catch-all term for cold, fire, radiation and toxic damage, which can be sustained from natural ambient conditions on a planet, or alien atmospheres, as well as a few special weapons and kit abilities.
  • Other damage types exist as well for a few specific weapons and abilities, some exclusive to enemies.

Lastly, damage can be divided into 16 different attribute modifiers[main 1] or "elements": Phaser, Disruptor, Plasma, Tetryon, Polaron, Antiproton, Proton, Kinetic, Physical, Cold, Fire, Radiation, Toxic, Electrical, Psionic and FeedbackPulse.

Energy damage[edit | edit source]

Overview[edit | edit source]

There are six primary 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.

Most Ground Weapons deal Energy Damage, and include Pistols, Rifles, and Assault Weapons; your damage can be boosted when using these weapons with the personal traits Pistol Training, Rifle Training and Assault Training respectively. See the Ground Weapon and Special Ground Weapons pages for details about how each type of weapon functions. Some deployable Turrets through the use of Kits can also deal Energy Damage, depending on the turret used.

Energy Harness Armor boosts outgoing Energy Damage. The [Ene] modifier on Personal Shields provides an energy damage buff when you take damage.

Personal Shields and Body Armor 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], [Tet], [Pol] and [Ap]. Body armor (but not shields) may also have a hybrid damage resistance modifier, which splits it among two types: [PhaDis], [PlaTet] and [PolAp].

Most body armor also provide overall energy damage resistance, though Environmental Suits generally do not, in addition to Kinetic and Physical damage resistance. Energy Dampening Armor provides the highest base energy resistance, with Polyalloy Weave Armor second. Any other item that states it has "All Energy Damage resistance" in its description will do the same.

All energy damage boosts:

Note: The Threat Control Commander rank skill provided resistance against Energy Damage, but has since been removed from the game with the skill revamp.

This article or section is in need of an update.
list all the kit abilities that deal these types of damage in their respective sections, and all damage and resistance boosts from set bonuses
Please help out STO Wiki by adding the necessary changes!

Phaser[edit | edit source]

Phaser Energy Damage

Phaser damage is displayed as orange in color, or sometimes pale yellow. Andorian and 23rd century Federation phasers are a blue or sometimes pink in color. The term "phaser" is an acronym for Phased Energy Rectification. A type of particle weapon, phasers damage targets with streams of nadion particles, the same underlying technology as disruptor weaponry. Against living targets, this can be to either lethal or non-lethal effect, depending on the power of the stream. Federation bridge officers by default are equipped with phaser pistols.

Energy bonus: 5% chance: +2 Hold

Kit frames with the [+Pha] mod increase Phaser weapon damage by 20%. Shields and armor with the [Pha] suffix modifier take 20% less Phaser damage than usual. [PhaDis] can be found on Armor only and provides resistance to both Phaser and Disruptor damage. Diburnium Reinforced Body Armor is another choice.

Users Faction Cardassian.png Cardassian Faction Terran Empire.png Terran Faction Cardassian.png True Way Faction Federation.png Federation Faction Kazon.png Kazon

Phaser-based kit abilities:

Phaser damage boosts:

Disruptor[edit | edit source]

Disruptor Energy Damage

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. Klingon Defense Force bridge officers by default are equipped with Disruptor pistols.

Energy bonus: 5% chance: -10% Damage Resistance Debuff

Kit frames with the {+Dis] mod increase Disruptor weapon damage by 20%. Shields and armor with the [Dis] suffix modifier take 20% less Disruptor damage than usual. [PhaDis] can be found on Armor only and provides resistance to both Phaser and Disruptor damage. Diburnium Reinforced Body Armor is another choice.

Users Faction Elachi.png Elachi Faction Gorn.png Gorn Faction Klingon.png Klingon Faction Nausicaan.png Nausicaan Faction Orion.png Orion Faction Reman.png Reman Faction Romulan Star Empire.png Romulan

Disruptor-based kit abilities:

Disruptor damage boosts:

Plasma[edit | edit source]

Plasma Energy Damage

Plasma energy beams are green/cyan in color. Romulan Republic bridge officers by default are equipped with Plasma pistols.

Energy bonus: 5% chance: Applies a non-stacking DoT

Kit frames with the {+Pla] mod increase Plasma weapon damage by 20%. Shields and armor with the [Pla] suffix modifier take 20% less Plasma damage than usual. [PlaTet] can be found on Armor only and provides resistance to both Plasma and Tetryon damage. Exo-Plating Armor is another option.

Note that Plasma-based Weapon Damage is separate from Plasma damage caused by Kit abilities.

Users Faction Borg.png Borg Faction Na'kuhl.png Na'kuhl Faction Romulan Republic.png Romulan Republic Faction Turei.png Turei

Plasma-based kit abilities:

Plasma damage boosts:

Tetryon[edit | edit source]

Tetryon Energy Damage

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: 5% chance damage to Shields

Kit frames with the {+Tet] mod increase Tetyon weapon damage by 20%. Shields and armor with the [Tet] suffix modifier take 20% less Tetryon damage than usual. [PlaTet] can be found on Armor only and provides resistance to both Plasma and Tetryon damage.

Users Faction Hirogen.png Hirogen Faction Tholian.png Tholian Faction Vorgon.png Vorgon

Polaron[edit | edit source]

Polaron Energy Damage

Polaron are pink/purple/magenta 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: 5% chance: Weapons Malfunction for 5 sec

Kit frames with the {+Pol] mod increase Polaron weapon damage by 20%. Shields and armor with the [Pol] suffix modifier take 20% less Polaron damage than usual. [PolAp] can be found on Armor only and provides resistance to both Polaron and Antiproton damage.

Users Faction Breen.png Breen Faction Cardassian.png True Way Faction Dominion.png Dominion Faction Kobali.png Kobali Faction Krenim.png Krenim Faction Vaadwaur.png Vaadwaur

Antiproton[edit | edit source]

Antiproton Energy Damage

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

Kit frames with the {+Ap] mod increase Antiproton weapon damage by 20%. Shields with the [Ap] suffix modifier take 20% less Antiproton damage than usual. [PolAp] can be found on Armor only and provides resistance to both Polaron and Antiproton damage. A 2-piece set bonus from the Dyson Joint Command ground set also boosts Antiproton resistance.

Users Faction Borg.png Borg Faction Monster.png Crystalline Entity Faction Fek'Ihri.png Fek'Ihri Faction Iconian.png Iconian Faction Undine.png Undine Faction Voth.png Voth

Antiproton-based kit abilities:

Antiproton damage boosts:

Proton[edit | edit source]

Proton Energy Damage

Protons, are whitish-blue in color. It is rare and experimental, used by very few weapons, primarily utilizing reverse-engineered Voth technology. Should a Proton Weapon land a critical hit, it has a high chance of dealing additional proton damage that completely bypasses the target's shields.

Energy bonus: 50% chance: on critical: Additional Proton Damage (Ignores Shields)

No NPCs currently use Proton damage against the player.
Sources of proton damage available to players:

Players standing within the range of a [Triolic Pattern Enhancer] or using an [Ophidian Cane] (or both) will take increased Proton damage.

Proton damage boosts:

Damage Types per faction[edit | edit source]

The various Factions deal damage types specific to them in 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.

Phaser Sniper Rifle icon.png
Phaser
Disruptor Sniper Rifle icon.png
Disruptor
Plasma Sniper Rifle icon.png
Plasma
Tetryon Sniper Rifle icon.png
Tetryon
Polaron Sniper Rifle icon.png
Polaron
Antiproton Sniper Rifle icon.png
Antiproton
Dyson Experimental Proton Beam Rifle icon.png
Proton
Photon Grenade icon (Federation).png
Kinetic
Used by Faction Cardassian.png Cardassian
Faction Terran Empire.png Terran
Faction Federation.png Federation
Faction Elachi.png Elachi
Faction Gorn.png Gorn
Faction Klingon.png Klingon
Faction Nausicaan.png Nausicaan
Faction Orion.png Orion
Faction Reman.png Reman
Faction Romulan Star Empire.png Romulan
Faction Borg.png Borg
Faction Romulan Republic.png Romulan Republic
Faction Na'kuhl.png Na'kuhl
Faction Turei.png Turei
Faction Hirogen.png Hirogen
Faction Tholian.png Tholian
Faction Vorgon.png Vorgon
Faction Breen.png Breen
Faction Dominion.png Dominion
Faction Krenim.png Krenim
Faction Vaadwaur.png Vaadwaur
Faction Kobali.png Kobali
Faction Undine.png Undine
Faction Iconian.png Iconian
Faction Voth.png Voth
n/a Faction Dominion.png Jem'Hadar[faction 1]
Others[faction 2]
  Sweeping Strikes icon (Federation).png
Physical
CRM 200 icon.png
Cold
Exothermic Induction Field icon (Federation).png
Fire
Hyperonic Radiation icon (Federation).png
Radiation
Biotoxin Cloud icon.png
Toxic
Ferengi Energy Whip icon.png
Electrical
Rapture icon.png
Psionic
FeedbackPulse
Used by Faction Klingon.png Klingon[faction 3]
Faction Iconian.png Heralds[faction 4]
Others[faction 5]
Faction Breen.png Breen
Faction Fek'Ihri.png Fek'Ihri[faction 6]
Faction Fek'Ihri.png Fek'Ihri[faction 7] tbd Faction Iconian.png Bluegills
Horta
Faction Fek'Ihri.png Fek'Ihri
Faction Na'kuhl.png Na'kuhl
tbd Faction Devidian.png Devidian
Faction Klingon.png Lethean
Faction Reman.png Reman
Faction Undine.png Undine
tbd
  1. Mines
  2. Many enemies utilize grenades; exhaustive list to be done
  3. Bat'leth users
  4. Fused Constructs
  5. Most ground enemies will engage you in melee combat if you get in close range.
  6. Tortured Souls
  7. Boss NPCs

Kinetic damage[edit | edit source]

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.

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. The TR-116A and TR-116B rifles also deal kinetic damage.

Kinetic Damage is more effective against armor than shields, and there is a dedicated resistance against Kinetic Damage. All Body Armor types provide varying levels of resistance against Kinetic Damage.

Note: Melee attacks such as martial arts or with the Bat'leth do NOT count as Kinetic damage. Instead, this is Physical damage.

Grenades[edit | edit source]

There are four basic types of Grenade--Photon, Plasma, Smoke and Stun--though Smoke grenades do not cause kinetic damage. There are also other types of grenade which are specially obtained. It is important to note that shields drastically reduce the damage of grenades.

  • Photon Grenade icon (Federation).png Photon Grenade - Causes AoE kinetic damage upon contact, causing damage and knockback to the enemies within the blast radius at the point of contact. It has a large blast radius, however enemies can enter and exit the blast radius before the AoE kinetic damage occurs.
    • Bio-Molecular Photon Grenade icon (Federation).png Bio-Molecular Photon Grenade - A specialty photon grenade that partially ignores shields, reduces runspeed and causes radiation damage.
    • Neutronic Grenade icon (Federation).png Neutronic Grenade - A specialty photon grenade that partially ignores shields, and debuffs the enemies' outgoing energy damage and movement speed.
  • Plasma Grenade icon (Federation).png Plasma Grenade - Causes small AoE kinetic damage, but also leaves a plasma damage hazard at the point of detonation.
    • Cryonic Grenade icon (Federation).png Cryonic Grenade - A specialty "plasma" grenade that partially ignores shields, causing kinetic and cold damage and leaves a freezing hazard.
  • Stun Grenade icon (Federation).png Stun Grenade - Low kinetic damage in the AoE, however it explodes on contact and causes all enemies within the AoE which holds them in place for a period of time. This hold is not fragile, so won’t break upon being damaged by character and allies.
  • Cryo Grenade icon.png
    Uncommon icon.png
    Cryo Grenade - a ground device that deals kinetic and cold damage.
  • Crystalline Spike icon (Federation).png Universal Kit Module - Crystalline Spike - not a grenade per se, but is thrown like one and causes kinetic damage and knockback when it expires or explodes.

The following grenades do not actually cause any damage, and so are outside the scope of this article:

Mines[edit | edit source]

Similar to grenades, mines are placed by Engineering or Intel officers on the ground and only detonate either when an enemy walks over them, or after a set amount of time.

Bombs[edit | edit source]

Bombs act like mines, except they explode on your command, not due to proximity.

Mortar[edit | edit source]

Other sources[edit | edit source]

Physical damage[edit | edit source]

Physical damage 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. The majority of sources of non-weapon Physical damage have 100% shield penetration. Physical, like Kinetic, is damage the Borg cannot adapt to.

Other sources of Physical damage:

Note that Nanopulse Edge Bat'leths and Lirpas cause Plasma damage, and Sonic Antiproton weapons from the Nukara Strikeforce Reputation Store deal extra Kinetic damage, not Physical.

Physical damage on the ground can be boosted by the two-piece set bonus from set Terran Task Force Special Ops set. 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 Resistance, and NOT by Physical Resistance.

Environmental damage[edit | edit source]

Environmental Damage, mentioned in such places as the Absorption Lattice ability, collectively refers to Cold, Fire, Radiation and Toxic damage. Environmental Suits provide resistance to these kinds of damage. The [Temp] modifier gives additional Cold and Fire resistance, while [RadTox] gives additional Radiation and Toxic resistance. Both Joined and unjoined Trill players and bridge officers have innate Radiation and Toxic resistance.

Cold[edit | edit source]

Cold damage can be sustained during ground combat. The Breen are known to deal this type of damage frequently, and Cold damage is also caused by Fek'Ihri Tortured Souls. 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.

Sources of Cold damage on the ground available to the player:

Cold damage can be resisted by:

Fire[edit | edit source]

Fires on the ground can sometimes cause fire damage if walked into, depending on the map. Fire damage sources available to the player:

Fire damage resistance:

Note that Plasma fires do not necessarily deal Fire damage, but rather energy, kinetic, or kit damage depending on the source.

Radiation[edit | edit source]

Radiation damage can be dealt by weapons with the [DoT1], [DoT2], and [DoT3] modifiers, as well as these sources:

Toxic[edit | edit source]

Bluegills and Hortas deal this type of damage. Bluegill Ravagers use an Acid Spew toxic hazard, and both Ravagers and Pestilants use Acid Spit for direct toxic damage (not Acid damage; see below). Hortas use a Corrosive Acid ability that also does toxic damage. The Fek'Ihri can also deal this type of damage during ground combat. You may also encounter Toxic damage as an environmental hazard on certain missions, such as the Neurocine Gas during the mission “Hearts and Minds”. Modified Regalian Fleaspiders during the same mission also deal Toxic damage with a Ravishing Toxic Spit attack, as do the Orithian Creepers during the mission “Alpha”.

  • If you walk into insect swarms, such as the Vihranen Swarms on New Romulus, they will deal Toxic Damage with their Insect Swarm attack.

Toxic damage sources available to the player include:

Toxic damage resistance:

Other damage types[edit | edit source]

These less common damage types may be inflicted with Special Ground Weapons and kit modules, including explosives or other abilities.

Electrical[edit | edit source]

Sources of Electrical damage on the ground include:

Psionic[edit | edit source]

Devidian, Lethean, Reman and Undine foes can deal this type of damage. Psionic damage attacks are known to ignore personal shielding and deal direct damage to a player's health, but notably do not affect non-biological targets such as turrets. Psionic damage can be dealt by:

The [Phase-Shifted Personal Shield], a reward from the mission “Skirmish”, provides protection from psionic damage, scaling by level. The [Counter-Command Personal Shield] from the 8472 reputation does as well. [Engineering Kit Module - Nanite Medical Generator] gives Bonus Psionic (and Toxic) resistance rating.

References[edit | edit source]

Table of all ground weapons[edit | edit source]


Ground Weapons
[edit]
Damage Type Pistol Rifle Assault Melee
& Other
Expose Exploit Expose Exploit Expose
Standard Weapons and Special Weapons
Reputation and Lock Box (dual-proc and new proc)
See Also Fleet Ground Weapons23rd Century Ground WeaponsGround Equipment EetsSpecial Ground Weapons