Damage Categories
Damage bonuses in Star Trek Online are neither straight additive, nor strictly multiplicative – there are two distinct “categories,” or “sets,” of damage bonuses. Most bonuses fall within one set or the other, which determines the order of operations for calculating damage: like bonuses are added within their set, which determines the category’s final bonus, which is then treated as a final multiplier.
For example: if you have two +25% Set A (Cat1) bonuses, you would receive a 1.5x final damage multiplier from Set A. If you have one 25% Set A (Cat1) bonus, and one 25% Set B (Cat2) bonus, you would receive a 1.25x final damage multiplier from Set A, and a 1.25x final damage multiplier from Set B.
Any bonus that does not fall in Set A or Set B is treated as its own individual, final multiplier.
For example: Beam: Fire At Will II is a +6% final multiplier to beam weapons for its duration. This means it will always grant a 1.06x multiplier to damage.
Modifiers stack additively within a category, and multiplicatively across categories. The commutative property of multiplication dictates that neither category – once all bonuses within each category have been added together to determine that category’s ultimate bonus – has “primacy” over the other; they apply simultaneously, according to the rules of arithmetic.
(also, for clarification, 2pc means the set bonus you get for having 2 items from that set equipped)
Base Damage
- Pre-determined by the thing dealing damage
Set A (Category 1)
Console Bonuses
- Console – Tactical
- Console – Rule 62 Multipurpose Combat Console (Projectile)
- Console – Universal – Causal Anchor (Exotic)
- Console – Universal – Crystalline Absorption Matrix (Antiproton)
- Console – Universal – Defense Platform (Projectile)
- Console – Universal – Flagship Tactical Computer (Directed Energy)
- Console – Universal – Harasser Probes (Tetryon)
- Console – Universal – Plasma Discharge Array (Plasma)
- Console – Universal – Plasma Warhead Module (Torpedo)
- Console – Universal – Plasma Wave (Plasma)
- Console – Universal – Proton Particle Stabilizer (Proton weapon)
- Console – Universal – Polymorphic Probe Array (Antiproton)
- Console – Universal – Quantum Phase Converter (Phaser)
- Console – Universal – Quantum Warhead Module (Torpedo)
- Console – Universal – Sustained Radiant Field (Weapon)
- Console – Universal – Sticky Web (Tetryon)
- Console – Universal – Timestream Rift Warhead (Directed Energy)
Duty Officers
- Exocomp (Maintenance Engineer for bonus buffs on batteries)
- Ground Warfare Specialist Duty Officer (All Damage)
- Projectile Weapon Officers (Mine, Torpedo
- Space Warfare Specialist Duty Officer (All Damage)
Miscellaneous
- [AMP] (Warp Core Modifier)
- [EnDmg] (Secondary Deflector Modifier) (Energy)
- Damage Dealt Accolades
- Fleet Research Lab: Combat Performance Boost
- Weapon Mark
- Weapon Rarity/Quality
Reputation Traits
- Omega Weapon Training (Omega Reputation Trait)
Skill Bonuses
- Offensive Coordination (All Damage)
- Starship Weapon Training
- Starship Energy Weapons (Directed Energy)
- Starship Projectile Weapons (Projectile)
Set Bonuses
- 2pc Alternate Timeline (Kinetic projectile, Phaser)
- 2pc Apex Predator (Tetryon)
- 2pc Breen Absolute Zero (Transphasic projectile)
- 4pc Command Platforms (Energy)
- 2pc Contractual Agreement (Plasma projectile)
- 2pc Council Defense Pact (Plasma)
- 2pc Deadly Maneuvers (Weapon)
- 2pc Efficient Bio-Circuitry (Radiation)
- 2pc Heavy Escort Modifications: Heavy Weaponry (Kinetic)
- 3pc Iconian Resistance Starship Technologies: Energy Augmentation Actuator (Directed Energy)
- 4pc Iconian Resistance Starship Technologies: Radiant Subatomic Pulse (All Damage)
- 2pc Jem’Hadar (Polaron)
- 2pc Klingon Honor Guard/Adapted MACO (Equipment Set)
- 2pc Krenim Temporal Manipulation (Tetryon)
- 2pc Nukara Appropriated Munitions
- 2pc Protonic Arsenal (Photon projectile)
- 2pc Romulan Singularity Harness: Plasma Conductive Circuitry (Plasma)
- 2pc Silent Enemy (Disruptor)
- 2pc Temporal Warfare (Chroniton projectile)
- 2pc Terran Task Force Munitions: Focused Detonations (Projectile)
Starship Traits
- Checkmate (Exotic, Projectile)
- Improved Feedback Pulse (Feedback Pulse)
- Partners in Arms (All Damage)
- Numerical Superiority (All Damage)
- Super Charged Weapons (Directed Energy)
- Time to Kill (All Damage)
- Target Rich Environment (Directed Energy)
Set B (Category 2)
Bridge Officer Powers
- Attack Pattern Omega (Tactical; All Damage)
- Emergency Power to Weapons (Engineering; Directed Energy)
- Fly Her Apart (Pilot; All Damage)
- Focused Assault (Tactical; All Damage)
- Form Up (Pilot; All Damage)
Captain Career Powers
- Attack Pattern Alpha (Tactical; All Damage)
- Go Down Fighting (Tactical; All Damage)
- Tactical Fleet (Tactical; All Damage)
Captain Specialization Passives
- Danger Zone (Pilot; All Damage)
- Maneuver Warfare (Strategist; All Damage)
- Space Flanking (Intelligence; All Damage)
- Superfluous Emitters (Command; All Damage)
Console Bonuses
- Console – Science – Exotic Particle Focuser: Exotic Particle Synergy (All Damage)
- Console – Science – Restorative Particle Focuser: Restorative Particle Synergy (All Damage)
- Console – Universal – Auxiliary Ejection Assembler (Exotic Damage)
- Console – Universal – Constriction Anchor (Exotic Damage)
Console Powers
- Console – Universal – Adaptive Emergency Systems: Adaptive Emergency Systems (All Damage)
- Console – Universal – Crystalline Absorption Matrix: Crystalline Absorption Matrix (Matter Conversion Beam)
- Console – Universal – Chronotachyon Capacitor: Chronotachyon Capacitor (Directed Energy Damage)
- Console – Universal – M6 Computer: Advanced Tactical Computer (All Damage)
Miscellaneous
- Ambush (De-cloak Bonus)
- Battery – Energy Amplifier (Device; Directed Energy)
- Critical Severity
- Frenzied Assault
- Herald Antiproton Weapon Proc (Directed Energy)
- Pirate (Nausicaan Bridge Officer Trait; All Damage)
- (Improved) Raider Flanking (Raiders; All Damage)
Personal Traits
- Anchored (All Damage)
- Beam Barrage (Beam)
- Beam Training (Beam)
- Cannon Training (Cannon)
- Fleet Coordinator (All Damage)
- Fluidic Cocoon (Directed Energy)
- Point Blank Shot (Directed Energy)
- Projectile Training (Projectile)
Reputation Traits
- Auxiliary Power Configuration – Offense (Nukara; All Damage)
- Controlled Countermeasures (Temporal; Directed Energy/Projectile)
- Particle Generator Amplifier (Iconian; Exotic)
- Torpedo Pre-Fire Sequence (Terran; Projectile)
____________________________________________________________
Krenims Boffs Cool Downs
Well going to the EPtW1 + EPtW3 table, any positive number in the end column is a gain. So, the first positive number in that column is:
EPtW 1 + 3
| Krenims | Engineering Readiness skill | EPtW | EPtW Buff | CDR | EPtW Time | Results Per 60s | Results Per 30s | %differance from Case |
|---|---|---|---|---|---|---|---|---|
| 0 | 0 | 1+3 | 13.30 | 0.000 | 45.000 | 26.60% | 13.30% | 0% |
| – | – | – | – | – | – | – | – | – |
| 1 | 0 | 3 | 16.67 | 0.100 | 40.909 | 24.44% | 12.22% | -8% |
| 1 | 50 | 3 | 16.67 | 0.200 | 37.500 | 26.67% | 13.33% | 0% |
| 1 | 85 | 3 | 16.67 | 0.270 | 35.433 | 28.22% | 14.11% | 6% |
| 1 | 100 | 3 | 16.67 | 0.300 | 34.615 | 28.89% | 14.44% | 9% |
- 1 Krenim + 0 Eng Readiness + EPtW3
- -8% differance from EPtW1 + EPtW3
- 1 Krenim + 50 Eng Readiness + EPtW3
- 0% differance from EPtW1 + EPtW3 (Meaning the average buff per 30s is equal)
- 1 Krenim + 85 Eng Readiness + EPtW3:
- 6% differance from EPtW1 + EPtW3 (Meaning combining EPtW3 with CDR provides a greater buff per 30s than EPtW1 + EPtW3)
____________________________________________________________
Duplicates Cool Downs
| Power | Duration | Base CD | Duplicate CD | Group CD | Group | Career |
|---|---|---|---|---|---|---|
| Ambush Point Marker | 120 | Command | ||||
| Call Emergency Artillery | 90 | Command | ||||
| Concentrate Firepower | 45 | Command | ||||
| Needs of the Many | 20 | Command | ||||
| Overwhelm Emitters | 45 | Command | ||||
| Phalanx Formation | 90 | Command | ||||
| Rally Point Marker | 45 | Command | ||||
| Reroute Power from Life Support | 20 | Command | ||||
| Subspace Interception | Command | |||||
| Suppression Barrage | 20 | 60 | 20 | N/A | N/A | Command |
| Aceton Beam | 30 | 90 | Engineering | |||
| Auxiliary Power to the Emergency Battery | 10 | 40 | 10 | 10 | Auxiliary | Engineering |
| Auxiliary Power to the Inertial Dampers | 15 | 30 | 10 | 10 | Auxiliary | Engineering |
| Auxiliary Power to the Structural Integrity Field | 10 | 15 | 10 | 10 | Auxiliary | Engineering |
| Boarding Party | N/A | N/A | Engineering | |||
| Directed Energy Modulation | 30 | 90 | 45 | Engineering | ||
| Eject Unstable Warp Bubble | 120 | 60 | 15 | Nacelle | Engineering | |
| Eject Warp Plasma | 10 | 60 | 20 | 15 | Nacelle | Engineering |
| Emergency Power to Auxiliary | 30 | 45 | 30 | 15 | Emergency | Engineering |
| Emergency Power to Engines | 30 | 45 | 30 | 15 | Emergency | Engineering |
| Emergency Power to Shields | 30 | 45 | 30 | 15 | Emergency | Engineering |
| Emergency Power to Weapons | 30 | 45 | 30 | 15 | Emergency | Engineering |
| Endothermic Inhibitor Beam | Engineering | |||||
| Engineering Team | 30 | 15 | N/A | N/A | Engineering | |
| Extend Shields | 30 | 15 | 30 | 15 | Shield | Engineering |
| Reverse Shield Polarity | 8.9, 11.8, 14.2 | 120 | 60 | 15 | Shield | Engineering |
| Electromagnetic Pulse Probe | Intelligence | |||||
| Energy Weapons: Surgical Strikes | 10 | 30 | 15 | 15 | Beam, Cannon | Intelligence |
| Intelligence Team | 10 | 30 | 15 | N/A | N/A | Intelligence |
| Ionic Turbulence | Intelligence | |||||
| Kinetic Magnet | Intelligence | |||||
| Override Subsystem Safeties | Intelligence | |||||
| Subnucleonic Carrier Wave | Intelligence | |||||
| Subspace Beacon | Intelligence | |||||
| Torpedo: Transport Warhead | 15 | Torpedo | Intelligence | |||
| Viral Impulse Burst | Intelligence | |||||
| Attack Pattern Lambda | 15 | Attack Pattern | Pilot | |||
| Clean Getaway | Pilot | |||||
| Coolant Ignition | Pilot | |||||
| Deploy Countermeasures | Pilot | |||||
| Fly Her Apart | Pilot | |||||
| Form Up | Pilot | |||||
| Hold Together | Pilot | |||||
| Lock Trajectory | Pilot | |||||
| Pilot Team | 10 | 30 | 15 | N/A | N/A | Pilot |
| Reinforcements Sqauadon | Pilot | |||||
| Reroute Reserves to Weapons | Pilot | |||||
| Subspace Boom | Pilot | |||||
| Charged Particle Burst | 45 | 30 | Science | |||
| Destabilizing Resonance Beam | 10 | 90 | Science | |||
| Energy Siphon | 60 | Science | ||||
| Feedback Pulse | 15 | 60 | 30 | 15 | Emitter | Science |
| Gravity Well | 20 | 60 | Deflector | Science | ||
| Hazard Emitters | 15 | 45 | 30 | N/A | N/A | Science |
| Jam Sensors | 60 | Science | ||||
| Photonic Officer | 180 | Science | ||||
| Photonic Shockwave | 45 | Science | ||||
| Polarize Hull | 45 | 30 | Science | |||
| Science Team | 30 | 15 | N/A | N/A | Science | |
| Scramble Sensors | 60 | Science | ||||
| Subspace Vortex | N/A | N/A | Science | |||
| Tachyon Beam | 20 | Science | ||||
| Tractor Beam | 30 | 15 | Tractor | Science | ||
| Tractor Beam Repulsers | 10 | 40 | 20 | 15 | Tractor | Science |
| Transfer Shield Strength | 15 | 45 | 30 | 15 | Emitter | Science |
| Tyken’s Rift | 10 | 60 | Deflector | Science | ||
| Viral Matrix | Science | |||||
| Attack Pattern Beta | 10 (+5) | 30 | 15 | 15 | Attack Pattern | Tactical |
| Attack Pattern Delta | 15 (+5) | 45 | 30 | 15 | Attack Pattern | Tactical |
| Attack Pattern Omega | 15 | 60 | 30 | 15 | Attack Pattern | Tactical |
| Beam Array: Fire at Will | 10 | 30 | 20 | 15 | Beam | Tactical |
| Beam Array: Overload | 30 | 15 | 15 | Beam | Tactical | |
| Cannon: Rapid Fire | 10 | 30 | 15 | 15 | Cannon | Tactical |
| Cannon: Scatter Volley | 10 | 30 | 15 | 15 | Cannon | Tactical |
| Dispersal Pattern Alpha | Mine | Tactical | ||||
| Dispersal Pattern Beta | Mine | Tactical | ||||
| Focused Assault | 20 | 120 | N/A | N/A | Tactical | |
| Kemocite-Laced Weaponry | 10 | 30 | N/A | N/A | Tactical | |
| Tactical Team | 10 | 30 | 15 | N/A | N/A | Tactical |
| Target Auxiliary Subsystems | 45 | 30 | 15 | Beam | Tactical | |
| Target Engines Subsystems | 45 | 30 | 15 | Beam | Tactical | |
| Target Shields Subsystems | 45 | 30 | 15 | Beam | Tactical | |
| Target Weapons Subsystems | 45 | 30 | 15 | Beam | Tactical | |
| Torpedo: High Yield | 30 | 15 | 15 | Torpedo | Tactical | |
| Torpedo: Spread | 30 | 15 | 15 | Torpedo | Tactical |
Threating Stance and Strategist Tree
New Abilities
Here are a few examples of the new abilities you can earn from the Strategist Secondary Specialization. Most abilities within this Specialization function differently based on whether Threatening Stance is turned on or off.
Logistical Support
- Threatening Stance On: Gain 5% of Incoming Hull Healing as Temporary Hull. This stacks up to 10 times.
- Threatening Stance Off: Gain 1% Critical hit Chance when healed. Further healing refreshes this effect.
Show of Force
- Threatening Stance On: Increase Incoming Healing by 10%.
- Threatening Stance Off:
Gain 2% Critical Hit Severity for each foe you hit with energy weapons. This stacks up to 5 times.
Attrition Warfare
- Threatening Stance On: Reduce your Bridge Officer Recharge times by 1% when healed.
- Threatening Stance Off: Increase shield and hull regeneration rates.