Captain
Join Date: Jul 2012
Posts: 2,036
# 1 Damage Calculation in STO
01-13-2013, 10:42 AM
I was hoping for some help with this and to create a consolidated location for the information for everyone. This has to deal with how your final damage dealt is calculated along with expected DPS. The information in this post is accurate as far as I know and I will edit it with any new information that anyone has and would like to add.

Base Damage: This is calculated from the base weapon and all things that directly effect it. These all stack additively. The spreadsheet by Queue38 details it all very well.
https://docs.google.com/file/d/0B23l...NYVzRLRE0/edit
- Weapon Type, Quality, and damage Mods
- Weapons Training and Energy/Projectile Weapon skills
- Tactical Consoles

Critical Multiplier: This is to find the average overall damage increase this will grant.
- Base 2.5% chance 50% severity
- Weapon Specialization Skill: 2% chance 25% severity
- Crit Weapon Mods, some weapon types
- Consoles
- Passives from Traits and/or Reputation

Damage Multiplier: These are activate abilities that increase your damage output and stack multiplicative with everything
- Attack Pattern Alpha & Omega
- Go Down Fighting
- Tactical Fleet
- Emergency Power to Weapons

Weapon Energy Multiplier: This is fairly strait forward until you get into the power drain aspect that I will not touch right now.
- 2% per point over 50

Range Multiplier: Thanks to Maelwys excellent testing we can find this here
https://docs.google.com/spreadsheet/...PQ09DUHc#gid=3

Resistance Multiplier: This is much more difficult to figure out before the shot, but we do know from a Cryptic quote that negative resists are identical in scaling to positive so we can atleast guesstimate a bit for PvE. The chart here is a great guide. http://www.stowiki.org/Damage_resistance

Weapon Ability Multiplier: This is from things like beam overload, scatter volley, etc. This is one place where I am a bit unsure of if it is actually a multiplier or adds somewhere else. Information located on Maelwys sheet as well.

Bringing it all Together
So the final formula from above is pretty simple get the base and multiply everything. For demonstrative purposes I will show an example of my Tac toon and a beam array.

Example: It is an Mk 12 polaron beam array with [Dmg]x2[CritH], full skills and 3 26.2 consoles. That gives me a 417.5 for the base. We will just say my critical chance is 6% and severity is 100% for a multiplier of 1+(.06 * 1.00) = 1.06 . APA, GDF, and EptW 1 are up giving me a 1.5 * 1.25 * 1.1 = 2.06 multiplier. The shot will be at full power for a 2.5 multiplier and using BO 2 for a 7.248 . For penalties we will be at 6km for a .8 multiplier and say the enemy has 50% shield resist so a .5 .

417.5 * 1.06 * 2.06 * 2.5 * 7.248 * .8 * .5 = 6,607 average hit. Note this would be much higher without range penalty and/or enemy resists. Even better if he had negative resists.


Does anyone have anything to add or spot any errors? I figure if there is something hidden out there you guys would likely know.
Lt. Commander
Join Date: Jun 2012
Posts: 245
# 2
01-13-2013, 12:59 PM
http://theenginescannaetakeit.wordpress.com/ Old site I wonder if everything is relevant still but
Noone.
Career Officer
Join Date: Jul 2012
Posts: 157
# 3
01-14-2013, 04:20 AM
Funny I have been working on an improved spreadsheet. I think that there is one error in my old one.

I have the player?s level affecting the damage (about 2% @ level 50) I think this is just an Accolade. In my testing of other skill level hasn?t been a factor.

Also If anyone needs help testing something in game I am in game weekdays from 12:30 to 2:30ish in the afternoon Central time. That Is my son?s nap time.
I am @allenlabarge in game
Empire Veteran
Join Date: Jun 2012
Posts: 6,764
# 4
01-14-2013, 05:20 AM
Quote:
Originally Posted by zorandra View Post
http://theenginescannaetakeit.wordpress.com/ Old site I wonder if everything is relevant still but
There is actually and idea in the works to do a STO version of Mythbusters to test this old data, other ideas from the game that many are unsure of if or how they work and to hopefully squash the rumor mill on how things work in STO.

By in the works, I mean its taking time to for me to get it organized after the holidays. So far though Priority One is intersted and Tribbles in Ectasy - Alastor has shown interest as well. I hope to bring in key players from both PvP and PvE for the testing, frap the whole thing and make a podcast out of it.

Now I just have to get organized enough to get the ball rolling. (That and wait for my new PC to get assembled so I have something that can run the game/fraps/etc. without error)
Richard Hamilton (1975-2014)
goodbye good friend. We will see you in the DMZ in the sky oneday, save a shot for us.
Captain
Join Date: Jun 2012
Posts: 1,015
# 5
02-01-2013, 01:19 PM
Popping in to say thanks for this thread and keep it from hitting 30 days and being closed, when it really should be stickied instead.
Empire Veteran
Join Date: Jun 2012
Posts: 6,764
# 6
02-01-2013, 02:29 PM
Quote:
Originally Posted by zorandra View Post
http://theenginescannaetakeit.wordpress.com/ Old site I wonder if everything is relevant still but
Given his testing showed 35% at 10km for cannons and 65% for beams, he was very close even if it is old results.

My suggestion in another thread was to change the 4% drop off for beams to 2% instead, thus giving beams a better damage value over range.
Richard Hamilton (1975-2014)
goodbye good friend. We will see you in the DMZ in the sky oneday, save a shot for us.

Last edited by bitemepwe; 02-01-2013 at 02:33 PM.
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