Specify your 'Bonus Accuracy' (in system space: Ship Info Attack) and your target's defense.Surplus accuracy provides bonus crit chance and severity. Bonus Accuracy: Target Defense.
- 26 DR: (Damage Resistance) This is the percentage of resistance your ship has against incoming damage. 27 DRR: (Damage Resistance Rating) This is the amount of protection various items and abilities can grant you. These values are added together, and used in the formula to calculate your DR.
- Crit D or DMG + PEN seems the way to go. There are also the imensly good coalition disruptors around from lock boxes and exchange, however it costs a fortune to get them with decent mods. If you are low on resources consult the fleet store and find advanced disruptors with as.
- Below are a number of tables which list the type of weapons you'll find in STO as well as the various damage types. It's important to understand that each of these is unique and provides different benefits depending on how you use them. When it comes to space weapons, a common suggestion is to stick with one damage type.
- Star Trek Online has been out now on PS4 and Xbone for almost seven months, and over the course of the last seven months, myself and several others that I play regularly with have worked and researched on how to build good ships for running elite and advanced queues. In that time we have tested.
Hi everyone!
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.
The general formula for ranged ground weapons is:
https://nexrenew706.weebly.com/mac-os-x-109-dmg-download.html. 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:
Download Discord for Windows, macOS, Linux, and on your iOS or Android device. Discord mac download. Discord Download Discord App for PC, Mac, Android, iOS & Linux. Menu Skip to content. Home; Download; Nitro; Create New Account; Create Server; Join Server; Blog; Contact Us; Download. Download Discord for PC. Download.EXE File. Supported on Windows 10/8/7/XP/Vista – 64/32 bit.
The different attack abilities on your weapons (primary, secondary, tertiary) determine the number of affected targets and the final damage buff.
Adobe lightroom 6 free. download full version mac. Download the full version of Adobe Photoshop Lightroom for free. Create and enhance your photos, images, 3D artwork and more. Start your free trial today. Download the full version of Adobe Photoshop Lightroom for free. Create and enhance your photos, images, 3D artwork, and more. Start your free trial today.
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:
- [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: Ubuntu dmg download.
Jan 07, 2019 The only difference that a good mac cleaner does it ALL in one program. No more installing 5 different apps, each for its own purpose – maccleaner does it all. Why do you even need an Antivirus software? Mac owners (or Apple fans) answer to this question is usually “No, I do not need an anti-virus program for my Mac, because Mac’s don’t. Good mac cleaner.
- 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.
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})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.
Weapon | Attack Type | Multiplier | Expose/Exploit |
Split Beam Rifle | Primary | 1.3 | |
Secondary | 3 | Exploit | |
Sniper Rifle | Primary | 1.85 | |
Secondary | 5 | Exploit | |
Full Auto Rifle | Primary | 1.25 | |
Secondary | 0.8 | Expose | |
High Density | Primary | 1.3 | |
Secondary | 3.5 | Exploit | |
Compression Pistol | Primary | 1.4 | |
Secondary | 4.2 | Exploit | |
Dual Pistols | Primary | 1.3 | |
Secondary | 1 | Expose | |
Stun Pistol | Primary | 1.25 | |
Secondary | 0.5 | Expose | |
Wide Beam Pistol | Primary | 1.25 | |
Secondary | 4 | Expose | |
Minigun | Primary | 1.3 | |
Secondary | 0.8 | Expose | |
Blast | Primary | 1.3 | |
Secondary | 3.5 | Expose | |
Pulsewave | Primary | 4 – 1.5 | |
Secondary | 6.67 – 2.5 | Expose |
Basic attacks of melee weapons:
Weapon | Attack Type | Multiplier | Expose/Exploit |
Sword Slash | Primary | 0.8 | Expose |
Secondary | 1.2 | Exploit | |
Bat’leth Slash | Primary | 1.25 | Expose |
Secondary | 1.25 | Expose |
A few special weapons:
Weapon | Attack Type | Multiplier | Expose/Exploit |
Boolean Heavy Assault Cannon | Primary | 8.8 | |
Secondary | 4.2 | Exploit | |
Advanced Herald Antiproton Beam Projector | Primary | 1.85 | Expose |
1st Chain (Primary) | 0.396 | ||
2nd Chain (Primary) | 0.198 | ||
Secondary | 3.9 |
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.
Feb 2, 2018
A complete guide on starships and tips on how to improve them in combat n stuff for newbs & returning players.
Basic Starship Stuff: Flying and Organising Your First Starship
So, your new in star trek online, and you have your ship, but dont know how to use it nor some controlls for them. Well im going to tell you some secrets and stuff that pro starship players use.
New Starship Guide:
Rule 1:Always have Auto Fire on during combat. A verry easy way to enable Auto fire is simply by RIGHT clicking on your weapons in the weapon tray. This will easily enable you just to spam spacebar to attack with all abilities.
Rule 2:Organise your Hud and toolbar.Organising your hud and toolbar for your starship will GREATLY increase your combat effectiveness because you dont have to look for your abilites, they are just close to your ship. Organising your Hud can be done by press esc, or simply pressing F12 (warning, this will take a screenshot if used in steam) Here is an example of my layout:
As you can see, its far more organised, and I can easily access abilities and etc.
Rule 3:Dont use different weapons.Never use mixed weapons, It is a horrible idea, and WILL stop your ship from being at its best ability. This is how your ship should look.
As you can see, my loadout is organised with only one type of weapon, Diffusive Tetryon. (New players you will either have Phaser, Disruptor, or Plasma.)
Rule 4:Boost your ship's weapons with amplifiers.Take a look at the tactical slot on my ship. Those two blue chamber looking things, are resonators to boost my damage output on enemy ships. Use them along with the SAME type of weapon to get the best out of your ship.
Basic Starship Control: Movement and Basic Flanking and Manuevering
Now, I will teach you basic starship movement and how to evade enemy fire and etc.
Basic movement:
Basic movement is acctually different from most games. Insted of W being the forward, it is acctually to look upwards.
Here is a list of movements:
- W = Move starship upward(face up, not move forward).
- S = Move starship downward(face down, not reverse speed).
- A = Move left.
- D = Move right.
- E = E is the basic command to move your starship FORWARD.
- Q = Q is the basic command to move your starship BACKWARDS.
- R (full stop / full impulse) = This sets your speed level to max, or sets it to 0.
Your Speed Meter is represented by a meter that increases or decreases as you fly forward / backwars.
Useing Evasive manuevers: you can use Evasive manuevers to quickly evade enemies firepower and torpedoes. Once activated, I reccomend flying in a Zig-Zag pattern for the best results.
Once you hit Level 50 you will unlock patturns like Rock and Roll, which allows for temporary immunity to damage. (check advanced starship control for details)
Flanking Flanking is a pretty common tactic for raiders (Klingons) and proves extreamly usefull during combat. Best results happen when using evasive manevers to get behind enemys.
![Sto Dmg Sto Dmg](/uploads/1/3/3/9/133915973/672223738.png)
Advanced: Reading Ship Stats
So when you eventually buy a new ship, your faced with this.
Now lets talk about those stats you probebly dont care about, but WILL come in usefull during combat. But before we can do that, lets review what you learned back then about this.
Inertia:
According to Newton's first law of motion, INERTIA is the tendancy of and object to resist a change in motion.
Basic Stats:
- Hull: The amount of health your ship has
- Shield HP: The amount of shield your ship has to defend it
- Defense Rating: This provides a bonus to your ship's defense aginst all types of damage
- Hull and Shield repair rate: Rate at which your hull and shields regenerate
- Resists aginst dmg: This tells you how much your ship will deduct of that type of damage
- Accuracy Rating: % in which your ship will acctually hit small and fast moving targets
- Crit chance/severity: chance and bonus damage your ship will inflict upon enemys when crit hits occur.
Sto Dmg Download
INERTIA This determains how much your ship will REMAIN moving once stoped. One effective manuever that Pro starship players will use is to SIDESTRAFE enemys, using inertia to their advantage.
Flight speed/turn rate: rate in which starship will turn and fly.
Advanced: Piloting and Starship Roles
So as I said earlier in the guide, the Rock and Roll manuever comes in usefull when taking tons of dmg, such as when an enemy starship explodes.
Other things to do is use builds such as DPS, Tanking, and support such as draining expert and etc.
DPS Roles
These roles are usually good at DPS, but not so good at surviving. DPS Roles usually include rapid damaging and fast attacks such as Dual beam banks, or Dual heavy cannons.
Tank Roles
These roles including alot of damage reduction such as tzenkethi ships (what im using as of now) and as a tank main, your main goal is to drain energy, absorb shields, take all firepower and convert it into health and stuff, and have high threat. Tzenkethi ships are expertly made for tanking (rhas'bej on the most part).
![Sto Dmg Sto Dmg](/uploads/1/3/3/9/133915973/759484212.png)
These roles focus on Extreamly high healing outputs, or things even to draining ships completely, to where they cannot fire. This role is the hardest because combat is usually not an option.
Now lets go over some starship types:
- Cruisers: Main backbone ship, good hull, but less shields than usual. Cruisers usually have a moderate weapons count.
- Escorts: Weak hull, and shields, but extreamly fast and manueverable. heavy hitting. I sugest using a main dual heavy cannon build on these ships, because they can easily turn their front to enemys.
- Science Vessels: Moderate hull, extreamly powerful shields, and a ton of healing and support abilities.
- Battleships: Heavy hull, moderate shields, slow but powerfull, and used for tanking.
- Battlecruisers: Moderate hull, moderate-heavy shields, fast, and somewhat manueverable, but pack a punch.
- Dreadnaught: Extreamly Heavy hull, moderate-heavy shields, verry slow and UNmanueverable, less damage output than a battlecruiser in some situations, and verry tanky.
- Carriers: Moderate hull, heavy shields, and usually two hanger bays to aid them in combat. not the most heavy hitting ships tho..
- Escort carriers: Escorts, but with a hanger bay
- Dreadnaught Carriers: Jack of all trades. heavy, durable, slow, and 2 hanger bays to aid in combat. Some are more tanky while others dish out more damage.