![]() So, Beam boat is good to start of with bc it's relativly easy to do and fly, and makes the most "sense" as in not giving you day-long headaches. Thanks: /u/dangersandwich for the CSS & /u/thecipher for the logo/header image. VGER - Visual Glossary for Easy Reference.STOWiki - Table of consoles with icons and effects.If you wish to join us for build discussions and talk on discord, we have our own little corner on the Main Discord for r/sto simply join it and navigate your way to STOBuilds Chat! A list of additional rules can be found here. Please limit your self-promotion here as that is not the purpose of this subreddit. While other formats (such as STO Academy links) are not prohibited, the preferred STObuilds template format went through considerable community effort to ensure completeness and clarity.īuild posts with major omissions (or any posts that do not otherwise meet standards) may be removed at moderator discretion and their authors asked to repost more completely or in the Megathread. Non-build discussion posts are welcome but must involve significant effort.īuild posts are only effective when clearly communicated. "Quick questions", "Give me a build for x" topics and other short format posts are welcome - but belong specifically in STObuilds' weekly Megathread. Reading the entire sidebar is required before posting.Įffort is paramount here in communicating your builds and ideas. We're a subreddit that discusses builds and mechanics for Star Trek Online ground and space content. Weapon damage penalty based on the distance to target.List of Auto-Execute Abilities on Console Spreadsheet Īll weapons damage, innate skill increased by leveling.ĭamage dealt by penetrating through hull resistance.ĭamage dealt by penetrating through shields. Re-engineering options: these modifiers cannot be re-engineered.Īll energy weapons upgraded to Epic quality receive:.: to self: +5% Speed and Turn Rate when firing.: to target: -5% Speed and Turn Rate on hit.: 2.5% Chance: Activates Rapid Fire mode for all cannons on your ship for 2 seconds.: All attacks with this weapon ignore 10 Armor Rating.Deals massive Energy Damage, but drains your Weapon Power. : 2.5% Chance: Upgrades your next beam attack.These modifiers can appear once on crafted Beam Array of Rare quality and higher: Re-engineering options: this modifier cannot be re-engineered.: Wider targeting arc (360' for Beam arrays, 90' for Dual Heavy Cannons).This modifier is guaranteed to appear once only on specially crafted Mk XII Beam Array of Very Rare quality and higher: Standard Modifiers: Can appear multiple times (e.g. Uncommon Beam Array will have one modifier suffix, Rare will have two, Very Rare will have three, and Ultra Rare will have four. Tetryon: 2.5% chance to deal additional shield damage.Polaron: 2.5% chance to reduce all enemy subsystem power levels by 25.Plasma: 2.5% chance to apply a non-stacking damage-over-time debuff.Disruptor: 2.5% chance to lower the targets hull damage resistance by 10% for 15 sec.Phaser: 2.5% chance to disable a random subsystem.The baseline damage is dependent on the weapon's Mark level and its rarity.įor more information on the base damage done by Beam Array weapons, see the respective weapon type articles. The damage done by these weapons is modified by several Modifiers, Skills from the skill tables and certain Consoles. Each type of Beam Array offers a different proc (random chance for an attack bonus). ![]() There are several types of Beam Array available, each of which are listed below. This Damage Type Article that includes non-stardard damage types ![]() Beam Arrays are standard space weapons, and all newly acquired starships come with at least one.Ģ50° Targeting Arc for the Beam Array Damage Types Beam Arrays have a much wider targeting arc than Dual Beam Banks, but have a lower damage potential. Beam Arrays can be mounted in both the fore and aft sections of a starship. They deal the maximum damage when 2km or closer to the target, although they can still deal some damage that decreases with distance up to their maximum 10km range (distance damage penalty can be mitigated by improving captain's Long-Range Targeting Sensors skill). Beam Arrays are directed energy starship weapons dealing damage to a single target (2 targets while Beams: Fire at Will is active) within a 250° base targeting arc (widens to 360° for Beam Arrays with modifier). ![]()
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