Reddit Sto Weapon Dmg Types

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Reddit Sto Weapon Dmg Types Rating: 6,9/10 7176 reviews

Hi everyone!

  1. For Star Trek Online on the PC, a GameFAQs message board topic titled 'Is there a best weapon energy type?' Is there a best weapon energy type? Star Trek Online PC. Macintosh PlayStation 4 Xbox 360 Xbox One. So far I've been happy equipping whatever deals the most damage out of what I've found but now that I'm starting to do the stf's.
  2. Romulan plasma is cheap and easy to get and combines the disruptor and plasma procs on a single weapon. There's lots of other specialized damage types as well. Take a look at the different builds in r/stobuilds for an idea to see what the min-maxers favour/.

For most of us it’s a cryptic mystery how the damage of our ground weapons is actually calculated. But not any more! Our dear friends [email protected] and @soludor (check out their NTTE records) give some insight on this matter and share their vast knowledge with us.

Feb 28, 2017  Every weapon type is viable, some are just a little more potent than others. Tetryon weapons have a proc chance that does extra Shield Damage. Very nice as long as the target has shields, but useless once they are gone. Useful when you want to get through the shields quickly, or on targets with lots of shields.

The general formula for ranged ground weapons is:

D'angelo russell. This formula could also be posed in a shorter way, similar to the terminology used in space of “Base, Bonus and Final Damage”:

The BaseDamage term is slightly different for melee weapons. The full formula for melee weapons is as follows:

The different attack abilities on your weapons (primary, secondary, tertiary) determine the number of affected targets and the final damage buff.

BaseDamage is essentially the sum of following enhancements:

  • CombatSpec: The value of Combat Specialist is equal to 0.0333 * your level for levels under 30. After that it is 1.
  • WpnProf: The Weapon Proficiency skill is multiplied by 0.25*0.75 (=0.1875) for ranged weapons and 0.5 for melee weapons. This value is then added to the BaseDamage.
  • MkMod: A Mark XIV ranged weapon has a MkMod of approximately 1.287 (1.8 for melee weapons). See section “Weapon Mark Modifier” below for more information.
  • DamageInc: See a list of DamageInc increases below. All Damage increases are summed up first and then multiplied by 0.75 if it is a ranged weapon before being added to the BaseDamge. Damage increases are not multiplied by 0.75 on melee weapons.
  • WpnMods: Generic weapon modifier like CrtH, CrtD, KB* and Dot* provide an additional 0.02 BaseDamage increase per modifier, while Dmg, Run and Sonic do not.

BonusDamage is the sum of all Bonus Damage buffs and FinalDamage is the product of all final buffs.

DamageInc:

Reddit Sto Weapon Dmg Types 2

  • [Ene] Mod on armors (5% Energy Damage)
  • Target Optics (50% All Damage at III)
  • Iconian Resistance Elite 3 Set Bonus (33% All Damage)
  • Counter-Command Elite 2 Set Bonus (10% Phaser and Disruptor Damage)

Bonus Damage increases:

  • Critical Severity (base value: 50%)
  • Exploit Damage (base value: 200%)
  • other Bonus Damage enhancements

Final Damage increases:

  • Dmg-Mods: Each [Dmg]-Mod provides a 1.03 final multiplier. Any [*/Dm] epic mod also provides a 1.03 final multiplier.
  • Epic-Mod: Besides the two modifiers inside an epic modifier, all epic weapons gain a 1.03 final multiplier in addition to these two modifiers (e.g. An epic beam array with [Dmg]x4 [CrtD/Dm] has six 1.03 final multipliers on it: four from [Dmg]x4, one from being epic and another one from the “Dm” inside its epic modifier [CrtD/Dm]).
  • Weapon Type Multiplier: Each attack adds another multiplier based on the weapon attack type (primary, secondary or tertiary) that is used.
  • Ranged/Melee Multiplier: Multiplier of 20 for ranged and 18 for melee weapons.
  • Most ranged weapons have a variance of 10% which leads to a final multiplier between 0.9 and 1.1.

The Mkmod for ranged weapons for each Mark can be roughly approximated by:

(mathrm{Mkmod(Mark)} = begin{cases} 0.0765 * (mathrm{Mark} – 1)& mathrm{Mark} < 13 mathrm{Mkmod(12)}+0,145 & mathrm{Mark} 13 mathrm{Mkmod(13)}+0,301 & mathrm{Mark} 14 end{cases})

Using a Mkmod modifier of 1.2878 for Mk XIV ranged weapons leads to similar results like the actual tooltip values.

Reddit Sto Weapon Dmg Types List

For melee weapons:

(mathrm{Mkmod(Mark)} = begin{cases} 0.0815 + 0.102 * (mathrm{Mark} – 1)& mathrm{Mark} < 13 mathrm{Mkmod(12)}+0.196 & mathrm{Mark} 13 mathrm{Mkmod(13)}+0.4 & mathrm{Mark} 14 end{cases})

Reddit Sto Weapon Dmg Types 3

The Mkmod value for a Mk XII melee weapon is 1.202 and 1.8 for a Mk XIV melee weapon.

The most common crafted weapons are listed with their final multiplier in the table below.

WeaponAttack TypeMultiplierExpose/Exploit
Split Beam RiflePrimary1.3
Secondary3Exploit
Sniper RiflePrimary1.85
Secondary5Exploit
Full Auto RiflePrimary1.25
Secondary0.8Expose
High DensityPrimary1.3
Secondary3.5Exploit
Compression PistolPrimary1.4
Secondary4.2Exploit
Dual PistolsPrimary1.3
Secondary1Expose
Stun PistolPrimary1.25
Secondary0.5Expose
Wide Beam PistolPrimary1.25
Secondary4Expose
MinigunPrimary1.3
Secondary0.8Expose
BlastPrimary1.3
Secondary3.5Expose
PulsewavePrimary4 – 1.5
Secondary6.67 – 2.5Expose

Basic attacks of melee weapons:

WeaponAttack TypeMultiplierExpose/Exploit
Sword SlashPrimary0.8Expose
Secondary1.2Exploit
Bat’leth SlashPrimary1.25Expose
Secondary1.25Expose

A few special weapons:

Reddit Sto Weapon Dmg Types 1

WeaponAttack TypeMultiplierExpose/Exploit
Boolean Heavy Assault CannonPrimary8.8
Secondary4.2Exploit
Advanced Herald Antiproton Beam ProjectorPrimary1.85 Expose
1st Chain (Primary)0.396
2nd Chain (Primary)0.198
Secondary3.9

Some abilities have a chance to expose a target and have a base chance of 10%. Once a target is exposed, an exploit ability can be used on this target to consume its exposed state. An exploit attack deals 200% more bonus damage. After a successful exploit attack, the target is no longer exposed. Expose chance, exploit damage and expose duration can be increased eg. by traits.

Some stats of kit modules scale with Skills, Mark and Quality. The following list contains examples of some kit modules and how their stats are calculated.

  • Ambush
    • (7+r) * 5 * (1+mk/10) * (1+Kperf/2) Bonus All Damge
  • Trajectory Bending
    • 20 * (1+mk/10) * (1+KPerf/2) Critical Severity
  • Rally Cry
    • min(r,3) + 4 Critical Chance
    • (min(r,3) + 4) * 10 Critical Severity

Where r is the rarity (Common = 0, Uncommon = 1, …) and mk ∊ [1,14] the kit’s mark. It appears that damage increasing stats are influenced by KPerf and mk in the same way for some kit modules.

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