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.