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Release notes/20170606
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Release notes/20170606
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==Powers== ====Major Mechanics Changes==== * Energy weapons now always drain power when firing, instead of all but one. * The equation used to determine how weapons power influences player’s damage has been changed. ** It now gives the player a much higher benefit at low power levels. * All damage reflections that used to deal "Feedback Pulse" typed damage now return the damage type that caused the reflection. * All damage reflections cannot critically hit and cannot be further buffed by damage increases. * All "Hazard" abilities no longer affect torpedoes or mines. * All "Hot Restart" powers that automatically remove a subsystem offline no longer attempt to cleanse uncleansable effects, and have a 60 second lockout on a per-subsystem basis. * All holds now give their target hold resistance for a short duration when they end. * All disables now give their target disable resistance for a short duration when they end. * All player damage immunities now place a 15 second lockout on you during which you cannot activate or otherwise be affected by any more damage immunities * All player damage immunities are now buffs that can be removed by buff removing abilities. * The cycle during which cannon weapons actively fire is now 5 seconds, up from 3. ** The damage cannon weapons do with each shot has been adjusted to account for the changes made to their firing cycles. ==== Captain Abilities==== * All career-specific captain abilities now have a minimum cooldown below which they cannot be reduced * Go Down Fighting ** Now only lasts for 15 seconds ** The cooldown has been decreased to 45 seconds ** The damage buff now continuously adjusts to your current hitpoints while active *** While active, you will be treated as being at 50% Hull or less at all times, even if your hitpoints rise above this threshold. *** You must still be below 50% Hull capacity to activate this unless the "A Good Day to Die" trait is slotted ** The value of the damage buff it gives has been decreased * Attack Pattern Alpha - The duration has been decreased to 20 seconds. * Tactical Fleet ** The amount of the buffs it gives is now 20, 30, or 40, based on rank. ** Now additionally boosts Weapon Specialization and Amplification for the duration. * Last Ditch Effort - Now gives +40 All Damage Resistance during Go Down Fighting, instead of +20. * Nadion Inversion ** The reduction to the weapons power drain of firing energy weapons has been significantly increased. * EPS Power Transfer ** Can no longer stack on a target. ** The amount of the buffs it gives is now 10, 17.5, or 25, based on rank. ** The power buffs it gives apply instantly. ** Now includes a maximum power level buff for the duration that can be stacked with other power level bonuses. *** Maximum power level increases that are not EPS Power Transfer still do not stack. ** The amount of the Power Transfer Rate Buff is now 100%, 175%, or 250% based on rank. * Rotate Shield Frequency ** Now gives Bonus Resistance to incoming Shield Drains. ** Heal values have been increased at each rank. ** The amount of Shield Resistance now scales much more aggressively with shield power. **Resolved an issue where Rotate Shield Frequency could be used while shields are offline. * Miracle Worker ** Hull Heal amount has been increased significantly. ** Now gives secondary shields for 15 seconds when used. * Engineering Fleet ** Damage Resistance Buff is now Bonus Resistance. ** Now additionally boosts Hull Capacity for the duration. ** The amount of the buffs it gives is now 20, 30, or 40, based on rank. * EPS Manifold Efficiency - The duration of the buff is now 30 seconds. * Grace Under Fire ** Resolved an issue where its lockout would go away when the player died. **Is now only available for the first two minutes after activating Miracle Worker. * Scattering Field ** No longer forces the player into combat for the duration. ** Starts cooldown instantly once clicked, instead of when the effect ends. ** Now grants All Damage Resistance Rating (instead of only Energy Damage Resistance Rating) ** Now grants Bonus All Damage to allies in range, in addition to existing functionality. ** The amount of the Damage Resistance Rating buff has been increased * Photonic Capacitor - The cooldown can no longer be cleansed. * Photonic Fleet ** The damage, health, and shields of allied ships summoned has been significantly increased. ** Photonic Fleet 2 now has a better chance of summoning a battleship. * Subnucleonic Beam ** In addition to existing functionality, also decreases the affected target’s Outgoing Damage for the debuff’s duration. ** Can no longer be cast through Enhanced Battle Cloak. ** No longer makes Science Team recharge slower * Science Fleet ** Now additionally boosts Starship Control Expertise and Shield Systems for the duration. ** The amount of the buffs it gives is now 20, 30, or 40, based on rank. ====Bridge Officer Abilities==== * Beam Overload ** No longer always critically hits. ** The damage of its initial hit has been increased. ** For 10 seconds after activation, normal beam attacks have bonus damage and increased critical severity. * Fire at Will ** Now has a slight damage penalty and an accuracy penalty at each rank. ** Resolved an issue where Enhanced Armor Penetration and Point Blank Shot were not applying to Weapons during Fire at Will. ** Resolved an issue that caused Fire at Will to trigger weapon procs excessively. * Target Subsystem ** No longer upgrades just one single attack ** Now upgrade all of player’s energy weapons to drain power from the target with a chance to cause a subsystem offline for a short duration. * Cannon Scatter Volley ** Now has an accuracy penalty at each rank. ** The damage increase is now 0%, 5%, or 10%, based on rank. * Cannon Rapid Fire ** Now increases the rate at which cannons fire shots by 50% while active. ** The damage increase to those shots is now 0%, 10%, or 20%, based on rank. * Reverse Shield Polarity ** The percentage of incoming damage healed no longer scales up with shield haling bonuses, and is now a base of 50%/62.5%/75% based on rank. ** Resolved an issue where Rank 2 was not giving a % healing boost over rank 1. ** The duration no longer scales, other than the Duty Officers, and is now 12/16/20 seconds based on rank. * Aceton Beam ** The cooldown has been reduced to 45 seconds at all ranks. ** The duration of the DoT and Energy Damage Debuff has been reduced to 10 seconds. ** The magnitude of the DoT has been increased significantly at all ranks. ** Resolved an issue that caused Aceton Beam to be treated as a Hazard. ** Aceton Beam now places the target's Projectile Weapons Offline for 3/4/5 seconds based on rank. * Extend Shields ** The range is now 10km. ** The amount of Shield Healing has been increased. * Directed Energy Modulation ** No longer gives the player extra damage that bypasses shields while it is active. ** Now gives player’s energy weapons extra shield bleedthrough for the duration. * Auxiliary to Inertial Dampeners - Now additionally grants a Physical Resistance Buff of the same amount and duration of its Kinetic Damage Resistance Buff. * Boarding Party ** Boarding Party shuttles should fly much faster at their target. ** Boarding Party shuttles now have a very high amount of physical and kinetic resistance. ** The increased recharge effect is now guaranteed on weapons if the shuttles reach the target. ** The damage dealt by their point defense turrets has been increased. ** The chance to inflict recharge to Bridge Officer abilities no longer scales with rank, but the duration of that delay does. ** The chance to take a subsystem offline no longer scales with rank, but the duration now does. ** The duration of that subsystem offline now scales with the owner's Drain Expertise. * Feedback Pulse ** The damage reflection can no longer critically hit. ** The percentage of reflected no longer scales with damage bonuses. ** The percentage reflected is now capped at 50%, 75%, or 100% based on rank. ** The default reflection amount is now significantly lower at each rank. * Hazard Emitters - Now additionally cleanses DoT effects. * Science Team - The amount of Shield Healing has been decreased slightly. * Tyken's Rift ** Resolved an issue where the drain applied more than once per second to targets within the area. ** The amount of power drained has been increased. ** The amount of damage dealt has been increased slightly. * Photonic Officer ** The recharge reduction has been increased to 30%, 50%, or 70%, based on rank. ** The base cooldown of this power has been decreased to two minutes. ** This ability is now treated as a buff instead of a status effect and can now be removed. * Recursive Shearing ** Damage re-apply is now 15%/22.5%/30% of the damage dealt, based on rank. ** Base cooldown is now 40 seconds. * Gravity Well ** The damage dealt has been decreased. ** Now has a target cap of 25 targets. ** Gravity Well's Pull now scales much more aggressively with Control Expertise. * Subspace Vortex ** The damage dealt has been decreased. ** Now has a target cap of 25 targets. * Tractor Beam Repulsors - The damage dealt has been decreased. * Destabilizing Resonance Beam - The damage dealt has been decreased. * Photonic Shockwave ** The damage it deals has been increased. ** Now decreases target's Kinetic Resistance for a short duration on hit. * Rapid Decay ** The damage dealt has been decreased. ** Now deals half damage vs players. * Chronometric Inversion Field - The damage dealt has been decreased. * Entropic Redistribution ** The damage dealt has been decreased. ** Now deals half damage vs players. * Override Subsystem Safeties - The random subsystem offline caused when it ends is now 5 seconds at all ranks * Kinetic Magnet - The debuff now lasts until the duration ends or it is cleansed, and no longer goes away after the target takes a set amount of damage * Deploy Countermeasures - The duration of the Kinetic Damage Immunity no longer scales with Control Expertise * Needs of the Many ** The Temporary Hitpoints now scales with the caster's Shield Emitters. ** The base amount of Temporary Hitpoints has been decreased. ** Resolved an issue where Needs of the Many could be used while shields were offline. ** Resolved an issue where Needs of the Many would display a negative amount of Temporary Hitpoints given to a player’s team if the player had no shields equipped. * Reroute Reserves from Live Support - Now additionally gives a scaling Maximum Power Level increase while active. * Call Emergency Artillery ** The damage dealt by the artillery vessels summoned by this ability has been significantly increased. * Phlanx Formation - The Accuracy Rating and Defense Rating buffs have been increased. * Coolant Ignition Plasma - The damage dealt after it ignites has been increased. * Subspace Boom ** The damage dealt has been increased. ** The defense rating debuff on foes in the area has been increased. ====Skill Tree Changes==== * Probability Manipulation ** The Probability Penetration unlock now gives a chance on crit to gain a stacking Armor Penetration Buff. ** Probability Window has been removed and replace with a new unlock, "Probability Collapse", which gives a flat accuracy rating/defense rating buff for the duration. *EPS Corruption ** The damage increase from "Enhanced Corruption" is now the EPS Corruption's default damage. ** "Enhanced Corruption" has been replaced with "Ablative Corruption", which sets the target's hull regeneration to 0% and halves their incoming healing. ** Can no longer be cast on a target afflicted by EPS Corruption. ** Resolved some issues that caused damage buffs to not properly interact with EPS Corruption. ** Resolved an issue where it could be cast while Phase Shifted. ** Increased the damage slightly. * Focused Frenzy ** The buff can now be gained by firing projectile weapons as well as energy weapons. ** The Bonus Damage is now only Weapon Bonus Damage. ** The Haste bonus is now only 4% per stack, instead of 8% per stack. ** The Cooldown reduction from Frenzied Reactions is now 1 second, but only has a chance to trigger each time the player shoots the target. * The Ground Armor stat no longer attempts to buff armor items directly. It instead gives the player a passive buff to damage resistance directly. * Drain Infection now deals consistent damage regardless of application method, scales more consistently with other exotic damage abilities, and has had its damage overall decreased. * Control Amplification now applies -25 resistance to Exotic Damage and control effects. * Weapon Specialization now gives 4% Weapon Critical Chance at 100 skill, from 6%. * Weapon Amplification now gives 40% Weapon Critical Severity at 100 skill, from 20%. * Hull Plating/Ablative Hull Plating now state that they buff Physical Resistance as well. * The "Shield Weakening" skill has been replaced with "Shield Penetration", which makes player weapons ignore a percentage of the targets' shields. ====Specialization Passives==== * Causal Glitch no longer affects captain powers. * Attrition Warfare now has a longer cooldown and a smaller impact at each rank. * Entropic Rider now is a per-cycle proc instead of per-shot. * Temporal Cross-wiring no longer stacks, and is now a 2%/4% buff based on rank. * Counter-offensive no longer reflects a % of incoming damage and no longer reflects the damage type that triggered it. ** It now reflects a fixed amount of damage back at the target that cannot critically hit, and its lockout is now 15 seconds at all ranks. * Continuity's Healing has been increased.Imminent Decay and Entropic Rider now indicate that their damage bypasses shields. ** This is a tooltip change only. * Entropic Rider's damage has been increased.
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