DPS Guide

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Version 4 is coming soon a total revamped of the guide plus some many details taken for granted. 

The guide will start out with sources of DPS and the cover how to setup a high energy DPS build.

Please email

 

 

Introduction

DAMAGE PER SECOND or DPS is the measurement of how much destruction you can make per second.
DPS is by no means the ultimate way of grading yourself or others on how the game is played.
I come across many people playing with different builds for a variety of reasons all of them are legitimate.
This guide has two main goals first quick guides for the two of the most popular DPS builds theories.
The second part of this guide is help teach the mechanics behind DPS so you can make educated decisions.
Star Trek Online is a living evolving game with changes happening ever week per patch or update.
Making it impossible for any guide to be 100% capable of covering every item, power, or ability that contributes to DPS.
This guide started several years ago since then, I have really appreciated all the thank you emails, in game chats, and success stories.
I started playing the game in beta my way of fun has changed into helping others, Live Long and Prosper.

Cally Blake

 

DPS GUIDE

DPS Guide Of Omega Primary Fleets
This will cover the two quick guides, types of  Weapons ,Weapons MODs, DPS, DOFFS, Bridge Officers, and consoles.

Damage Per Second or DPS
If you want decent DPS you must first manage your energy levels.
Much of the guide covers items that boost your energy, especially for weapons power levels..
Weapons power at 125 should be your goal or beyond, do note you don’t need all the best items to have good DPS.
If your a casual player take what you can from each section in the guide.
Ship Traits, Skill Points, Bridge Officer Abilities, Weapons with matching Tactical consoles are most important.
With your weapons energy  high, good skill points, and great bridge officer abilities you can always have fun.

BASIC DPS GUIDE

          1. Use only one Energy Weapon Type
          2. Pick a build theory – Quick Guide AUX2BAT or Damage Control Engineer build.
          3. Slot Traits – Personal Traits, Starship Space, Space Reputation and Active Reputation
          4. Only put Tactical Consoles  that match your weapons type on your ship.- Review below Weapons List
            1. Advanced Note:  “+Beam” tactical consoles can boast your DPS, like the kinetic cutting beam and you specific type of energy weapons.
            2. Advanced Note about Spire Consoles : If your Critical chance is over 26 try using Critical Severity consoles.
              1. Swap out a Critical chance console for Critical Severity consoles.
              2. This will increase Critical Severity that will in turn help with increase damage.
          5. Space & Weapons Sets can have two and three piece set bonus’s to damage and Procs. – Review below Weapons List 
          6. Use Attack Patterns two or more if  possible – What to pick click here Bridge Officer Guide
          7. Your Skill Points  must be setup for Energy Weapons – Check here DPS Skill Points
          8. Use Auxiliary To  Battery or Damage Control Engineer Build- Auxiliary to Battery Guide
          9. Plasmonic Leach – Plasmonic Leach Guide Click Here
          10. DOFF – Review below for a DOFFs that helps increase your with DPS
          11. Use a Keybind – Click here for the fleet  Keybind Guide
          12. Keep your weapons power up as high as you can all the time

COMMON TERMS

  • STO = Star Trek Online
  • DPS = Damage Per Second
  • DOFF = Duty Officer
  • BOFF = Bridge Officer
  • AUX2BAT -Auxilary To Battery
  • MOD – Modifer
  • PROC – Programmed Random Occurrence
  • BUFF – Temporary Modification

 

 

 

************Two Of  The Most Popular Build Theories************

 

Auxiliary to Battery \ AUX2BAT Guide

Introduction

  • Auxiliary to Battery or AUX2BAT is the easiest and cheapest way to reduce your Bridge officer cool downs.
  • This mean more cycles of your BOFF abilities this alone will increase your DPS.
  • AUX2BAT while boasting your energy levels for weapons, shields, and engines does sacrifice your Auxiliary power.

 

PROS

          1. Can max out your Weapon power to 125.
          2. Can max out your Shield power to 125.
          3. Will increase your Engine power levels.
          4. Lowers the timers after pushing AUX2BAT for all BOFF abilities previously activated.
          5. Its the best way to lower your global timers on your BOFF abilities.
          6. Works with ENG,SCI and TAC Bridge officer abilities.
          7.  Examples
            1. Attack Patterns – Beta, Delta, and Omega
            2. Emergency Power to Weapons
            3. Science Team
            4. Tactical Team
            5. Emergency Power to Shields
            6. Hazards
            7. Beam Fire at Will
            8. Cannon Scatter Volley
            9. ETC.

CONS

          1. Drains you Auxiliary powers
          2. Takes up three DOFF duty officer slots
          3. Lowers the effects of Science powers and heals dependent on Auxiliary power.

 

 

************Auxiliary to Battery – Setup************

Example AUX2BAT Duty Officer Setup

          • Space Warfare Specialist – SPACE) Space Increase 10% Damage vs – Borg (Helps with the STFs)
          • CON Officer – (SPACE) Reduce Recharge Time for Tactical Team and Buff
          • CON Officer – (SPACE) Reduce Recharge Time for Tactical Team and Buff
          • Technician Officer -(SPACE) Recharge time on bridge officer abilities reduced
          • Technician Officer -(SPACE) Recharge time on bridge officer abilities reduced
          • Technician Officer -(SPACE) Recharge time on bridge officer abilities reduced

Nicor-Doffs2

 

 

************Damage Control Engineer************

Introduction

  • Formerly known as the Drake build the Damage Control Engineer build allows for more broader build.
  • The Damage Control Engineer build in this guide covers the newer idea of including SCI power to boast your DPS.
    • Note the Drake concept was only about reducing timers for Emergency Power to Weapons and Shields.
          • Non AUX2BAT build allows for higher Auxiliary  power that can be used for Science powers and more DPS.
          • The default Drake build is not enough as it doesn’t cover other cool-downs like TAC Team and Attack Patterns.
          • This guide will add to the build theory a more fully qualified coverage.
            • Science Traits
            • Bridge officer abilities
            • Intel Ships
            • DOFFs
            • How to get more out the Drake OP Modified.

PROS

          1. You can use Science  get another option over AUX2BAT Science powers.
          2. You can cycle Emergency Power to Weapons more often.
          3. Add Reputation Traits that can help your Science Powers get more DPS.
          4. Works with only Engineer bridge officer abilities
            1. Emergency Power to Weapons
            2. Emergency Power to Shields

CONS

          1. Higher cost for getting the Duty Officers off the Exchange
          2. Timers don’t always reduce to global like AUX2BAT.
            1. While the timers don’t always reduce due to its a chance its being proven to effective build.
          3. Requires more monitoring of BOFFs timers.

 

************Damage Control Engineer Setup************

          • What do I need: Two -Three  Damage Control Engineers DOFFS
            • DOFF Powers = Reduce the recharge time for Emergency Power to subsystem abilities
          • One – Two copies of Emergency Power to Weapons and Emergency Power to Shields
            • EPW 1, EPW2, or EPW3
            • EPTS 1, or EPTS 2
          • How does it work?
            • Slot your two – three Damage Control DOFFS.
            • Configure one – two engineer BOFFs slots with Emergency Power to Weapons.
            • Configure one Engineer BOFF ability with Emergency Power to shields
            • Press Press EPW and EPTS

 

 

Damage Control Engineer – Mechanics

          • Damage Control Engineers –  35% Chance to reduce the recharge time for Emergency Power to subsystem abilities by 30%.
          • Three Damage Control Engineers give you a chance of 72.53% to reduce your  Emergency Power cool downs.
          • The goal is to run both EPTW -Emergency Power Weapons and EPTS -Emergency Power Shields with greatly shorten cool downs.
          • When you use EPTW or EPTS it gives you a chance to reduce your Emergency Power cool-downs.

Testing

          • Activate EPTW’s the cool-down timer will display 45 seconds and immediately jump down to 31 seconds – a reduction of 30%, just as a purple DCE doff should.
          • Now, ETPS’s cooldown timer will read 15 seconds.
          • Activate EPTS.
          • As with the previous step, you’ll see EPTS’s cool-down drop from 45 seconds to 31 seconds  EPTW’s cool-down timer will show 15 seconds.
          • Not a guarantee, you will have occasional gaps in emergency power up-times.

Note:

          1. AUX2BAT cool-downs your Engineer, Science, and Tactical Bridge Officer abilities.
          2. Damage Control Engineers only cools down your Emergency Power Abilities.

DOFF-Recommendations

          • When choosing DOFFs always compare them with others DOFFS
          • You have 5 Duty Officer slots and can add one more from the Fleet Spire.
          • Every time you slot a DOFF make sure there is not a better one that can be used.
          • Highly Recommended 
          • CONN Officers  = 1-2 with Power = Recharge Time Reduced for Tactical Team and Buff.
            • Increases Attack Pattern Skill
            • Combined with a Romulan Advanced Prototype Impulse Engine will help boast Attack Patterns by 30.
            • Increases Weapon Training Skill
            • Increases Projectile Training Skill
            • Rotates your shield facings.
          • Highly Recommended 
          • CONN Officers =  1-2 with Power = Reduce Recharge Time for ATTACK Patterns Beta Delta and Omega.
            • Decreases the cool-down timer for Attack Patterns so it can be used more.
          • Warp Core Engineer – Power = Chance to Temporarily improve you ship power levels
            • More power is always helpful to keep you weapons at 125.
          • Maintenance Engineer – Power Additional BUFFS applied based on battery type.
            • PVP and some PVE captains use these to great efficiency.
          • Shield Distribution Officer = 1 with Power = Attack Pattern Beta restores hull when firing
          • Weapons Officer – Power = Chance to reduce the time recharge when using Cannons
            • They are out there but not preferred over replacing one of the above.
            • Reduction DOFF
          • Weapons Officer – Power = Chance reduce the time recharge when using Beams
            • They are out there but not preferred over replacing one of the above.
            • Reduction DOFF
          • ETC.

Example Damage Control Engineer Build With Warp Core Engineer

          • CON Officer – (SPACE) Reduce Recharge Time for Attack Patterns Beta, Delta, and Omega
          • CON Officer – (SPACE) Reduce Recharge Time for Tactical Team and Buff
          • CON Officer – (SPACE) Reduce Recharge Time for Tactical Team and Buff
          • Damage Control Engineer – Chance to reduce the recharge time for Emergency Power to subsystem abilities.
          • Damage Control Engineer – Chance to reduce the recharge time for Emergency Power to subsystem abilities.
          • Damage Control Engineer – Chance to reduce the recharge time for Emergency Power to subsystem abilities.

DOFFS

Example Damage Control Engineer Build With Warp Core Engineer

          • CON Officer – (SPACE) Reduce Recharge Time for Tactical Team and Buff
          • CON Officer – (SPACE) Reduce Recharge Time for Attack Patterns Beta, Delta, and Omega
          • Damage Control Engineer – Chance to reduce the recharge time for Emergency Power to subsystem abilities.
          • Damage Control Engineer – Chance to reduce the recharge time for Emergency Power to subsystem abilities.
          • Warp Core Engineer – Chance to Temporarily improve your ship power on use of any Emergency Power ability.
          • Damage Control Engineer – Chance to reduce the recharge time for Emergency Power to subsystem abilities.

BOFFS SPACE

 

 

Personal Traits

          • Use with Damage Control Engineer.
          • Use Science abilities to increase your DPS, use Personal Trait Particle Manipulator.
          • Receive for R&D Science level 15.

PATMAN

Personal Traits – Always highly suggested to increase your DPS.

Traits come from ships, lock boxes, and some in game missions.

PATTERN INTENSE FOC POINTBLANK FLUIDIC INSLEADERBEAMB PATMAN COAL ELUSIVE WARP SELF  MOM ABLSHELL ACC ANCHORED BIOTECH

failsafe

operative

Operative Trait is available to everyone.

ROMULANOP

Romulan Operative is only available for Romulans of either faction Federation and Klingon Empire.

Note: Romulan’s ships by design come with 40 points of less power this suppose equal out the extra trait.

 

 

 

 

 

 

 

Starship Traits

C-Store – Presidio, Ty’Gokor or Vastam Class Command ships

All Hands on Deck

After achieving level 5 in the Presidio, Ty’Gokor or Vastam Class Command ship’s starship mastery, you will unlock the All Hands on Deck starship trait. While this trait is slotted, activating a Tactical or Command Bridge Officer ability will reduce the recharge time of Science Bridge Officer and Captain abilities. This may only occur once every few seconds

ALLHANDS

C-Store – Arbiter Class Battlecruiser [T6], Kurak Battlecruiser [T6] or Morrigu Heavy Warbird

Emergency Weapon Cycle (Starship Trait)

After achieving level 5 in the Arbiter Class Battlecruiser [T6], Kurak Battlecruiser [T6] or Morrigu Heavy Warbird [T6] Starship Mastery, you will unlock the Emergency Weapon Cycle starship trait. While this starship trait is slotted, activating Emergency Power to Weapons will provide a reduction in weapon power cost and grant a boost to weapon firing speed for the duration of Emergency Power to Weapons.

EMCYCLE

C-Store – Federation Phantom and Lock Box only for Romulan and KDF

Reciprocity (Starship Trait)

After achieving level 5 in your Phantom Intel Escort’s Starship Mastery, you will unlock the Reciprocity starship trait. While this trait is slotted and an enemy misses you in combat, you have all of your Tactical and Intelligence bridge officer ability recharge times reduced slightly. This reduction can happen every few seconds, and it cannot reduce an ability’s recharge time below its group cooldown.

RECP

Lobi Store – Vaadwaur Astika

Supremacy (Starship Trait)

After achieving level 5 in your Vaadwaur Astika Heavy Battlecruiser starship mastery, you will unlock the Supremacy starship trait.
While this starship trait is slotted, activating Beam: Fire At Will or Cannon: Scatter Volley will provide a small boost to all subsystem power levels per target hit for a short time as long as these attack modes are active.
This bonus stacks up to 20 times.

SUPR

Pilot Specialization Tree – 30 of 30 Reward 

PEDAL

Summer Event Ship -Ferengi Nandi Warship

Greedy Emitters (Starship Trait)

After achieving level 5 in the Ferengi Warship’s starship mastery, you will unlock the Greedy Emitters trait.
While this trait is slotted using the Energy Siphon, Tachyon Beam, or Tyken’s Rift Science Bridge Officer Abilities gives a buff which grants immunity to energy drain, reduces energy weapons power usage, and increases your subsystem power levels for 10 seconds. This buff may be triggered once every 30 seconds.

Greedy

Delta Alliance Duty Officer Pack

Attack Pattern Delta Prime enhances the existing functionality of Attack Pattern Delta. When the target of Attack Pattern Delta is hit, the target gains a Critical Chance and Critical Severity buff, which can stack up to ten times.

Attack Pattern Delta Prime

Reputation Traits

          • Reputation: Nukara Strikeforce – Tier IV
          • Use with Damage Control Engineer + SCI build.

AUXOFF

          • Reputation: Nukara Strikeforce – Tier IV
          • Use with Damage Control Engineer + SCI build is need more defense.

AUXDEF

          • Reputation: Dyson Joint Command – Tier II

ADVTAR

          • Reputation: Delta Alliance – Tier II

RENDIN

          • Reputation: New Romulas – Tier II

Prec

 

 

 

 

 

 

Ship Equipment

Four Iconian Set has proven to the best for increasing your DPS currently in the game.

 

ICONCOREICONENGICONDFLECOTRICONIANROMULAN Impulse Engine MK XIV

 

 

 

 

 

 

Highly Recommended Lobi, Lock Box and Reputation Consoles

These are not all!!

BORG_ASSMConsole - Univesal - Polymorphic Probe ArrayBIONEUIRALRULE62TACHOEMBAS_FLOWEMBAS_PARTSCI_EPSENG_EPSPLASMONIC LEACHTACANTI_AP

 

 

 

 

 

 

The best Bridge Officer abilities that help with improving your DPS.

New Season 11.5 Temporal Abilities need to be added.

Tactical Team – Must Have

          • Note: Increases Attack Patterns when used with CONN Officers – Power = Recharge Time Reduced for Tactical Team and Buff.
          • Note: Increases Sharship Energy Weapons Training
          • Note: Increases Sharship Projectile Weapon Training
          • Note: Rotates Shields

Tactical Team I

Power Buffs – Exceed 125 In Weapons

          • Note: Bonus Damage for Weapons Stops at 125
          • Note: Exceeding 125 allows you maintain your 125 bonus

Override Subsytem Safeties II

Kemocite Buff

          • Note:  Enhanced Weapons Damage AOE Radiation Damage & Damage Resistance.
          • Note: Can be found on the Exchange or from the Xindi-Terrestrail Lock Box.

KEMOCITE LACED Weaponry IKEMOCITE LACED Weaponry II

ATTACK PATTERN BUFFS

          • Note: Must have Attack Patterns to and real damage.
          • Note: Most of your DPS comes from Attack Patterns.

Attack Pattern Omega IIIAttack Pattern Omega IAttack Pattern Beta IIIAttack Pattern Beta II

Weapons Buffs

          • Note: Don’t Leave The Space Port Without One!

Beam Array Fire At Will IIIBeam Array Fire At Will IICannon Scatter Volley II

Emergency Power to Weapons

          • Note: Great Way to use your Engineer BOFF Abilities to Add Extra DPS.

Emergency Power To Weapons 1Emergency Power To Weapons III

Attack Pattern Delta III

          • Note:  Use with the Attack Pattern Delta Prime Trait

Attack Pattern Delta III with Attack Pattern Delta Prime

Tyken’s Rift

          • Note: Use with Greedy Emitters , its the best drain in the game currently.

Tykens's Rift I withGreedy

 

 

 

 

 

 

Weapons Guide

Weapon Modifer Ratings Top Three

          • Note: Pen is a very powerful mod compared to CrtD or Dmg
          1. DMG X 3 with PEN
          2. CRTD X 3 with PEN
          3. CRTD X 4

DMG (Damage) VS CRITD (Severity)

          • If you have 19% Crit-chance or more, [CrtD]x4 is better than [DMG]x4.
          • If you have 17% or less, [DMG]X4 is better than [CrtD]X4.
          • Between 17% and 19% they are almost equal.
          • However if you have PEN it currently better a [CrtD]X4.

Critical Hit Calculator 

http://comatoes.github.io/sto-crit-calc/

          • Check your weapons Critical Chance and other MODs ratings.
          • Check how you Consoles increase your Crit Chance.
          • See how Romulan Operatives increase your Critical Chance.
          • Thanks @Valill

Weapons Calculator and Comparison Chart

https://www.sto-league.com/weapon-damage-calculator/

 

 Note: DMG MOD 

 

          •  [DMG] mods get a update.Instead adding a cat 1 damage bonus on the base damage of the weapons the new [DMG] will apply the a damage bonus AFTER all other Buffs.
            That means even AFTER Cat3 or Cat 4 buffs (Sensor analysis). Additionaly to that it was announced that the damage bonus gets increased to 3% per mod (which is stacking).In best case with a [DMG]x4 + [AC/DM] you get a 15% bonus on Top of all other damage Buffs.Compared to the old way [DMG] worked this is a massive improvements which clearly renders these types of weapons much more useful.
          • Their damage output might be short behind of [CrtD] weapons and especially ship builds based on low crit values (without many tac consoles or tac slots without Superior Romulan Operatives) will benefit from this change.An interesting side effect might be that players might use Adv. Fleet weapons to create a relative good DPS build (as there are versions with [DMG]x3 + [CrtD]).
          • The result is, that there is a threshold in the Crit Chance where – depending on your Crit Severity [CrtD]x4 becomes better than [DMG]x4.
          • The threshold is around 17% Crit chance if your Crit severity is 50% ( i.e. lower than 17% Crit chance => [DMG]x4 is better than [CrtD]x4)
            At around 100% Crit severity the threshold is around 18.6% Crit chance.

 

Basic Weapons List

The below list is just going to cover the basics weapon types, and not the alternate versions. 

New Sets have been added to the game – updates.

          • Not covered alternate lockbox versions.
          • Not covered alternate reputation versions

Weapons of the same level / rank generally have equal damage, DPS,  and modifiers.

Anti-Proton – Red

          • 360 Arc of fire
          • They come with a natural +20 to Critical Severity
          • Console = Antiproton Mag Regulator
          • Sphere of Influence Weapon Set – Mission Sphere Of Influence
          • Two Piece Set = Adds 10% Antiproton Damage
            • NOTE: Other warps core are better to use currently.
          • [Omni-Directional Antiproton Beam Array [Acc] [Dmg] [Arc]]
          • [Obelisk Subspace Rift Warp Core]

Herald Lock Box Item – Console -Polymorphic Probe Array

          • Increase Antiproton DPS about 4% more than other Lobi Store Consoles.

POLY

Disruptor -Green

          • They have a 2.5% chance to cause -10% Damage Resistance for 15 seconds
          • Console = Disruptor Induction Coil
          • Elachi Weapon Set -Lobi Store
          • Two Piece Set  = +7.6% Disruptor Damage & +15.2 Starship Shield System
          • [Heavy Crescent Wave Cannon]
          • [Elachi Subspace Torpedo Launcher]
          • [Console – Bioneural Infusion Circuits]

Phaser -Orange

          • They have a 2.5% chance to disable 1 random subsystem for 5 seconds
          • Console =Phaser Relay
          • No Current Set

Plasma -Cyan

          • They have a 2.5% chance to apply a non-stacking plasma fire DoT
          • Console = Plasma Infuser
          • Romulan Weapon Set
          • Two Piece = Adds 7.6% Plasma Damage
          • Three bonus gives you Hyperflux increases direct damage and lowers target’s resistance.
          • [Experimental Romulan Plasma Beam Array]
          • [Romulan Hyper-Plasma Torpedo Launcher]
          • [Console – Zero-Point Energy Conduit]
          • MK XI Embassy Science Consoles adds +9% Plasma Energy Weapon Damage
          • Note: You can use more than one Embassy Science Console

Polarons -Purple

          • They have a 2.5% chance to lower all power levels of the target by -25
          • Console =Polaron Phase Modulator
          • Jem’Hadar Space Set
          • Adds 13.1% to Polaron damage
          • Note – Free Space Set does 8.1 % Polaron damage
          • [Jem’Hadar Deflector Dish Mk XII]
          • [Jem’Hadar Combat Impulse Engines Mk XII]
          • [Jem’Hadar Resilient Shields Mk XII]

Tetryons -Blue

          • They have a 2.5% chance to cause extra damage shields
          • Console =Tetryon Pulse Generator
          • Nukara Weapon Set
          • Adds  7.6% to Tetryon Weapons
          • [Hyper-Dual Refracting Tetryon Beam Bank Mk XII]
          • [Nukara Web Mine Launcher Mk XII]
          • [Console – Universal – Nukara Particle Converter]

Local Box / Exchange Weapons
Weapons not listed above have one additional modifier and follow the same rules as its damage type.

 Weapons Modifiers

          • Weapons may have two or three modifiers.
          • CrtD: +20 olr more to Critical Severity
          • CrtH: +2% oir more towards Critical Chance
          • Acc: +10% or more to Accuracy
          • Dmg: +X * Number for a extra damage
          • Pen: Extra Damage

Weapon PROCS – The PROCs you get per weapon type.
The only real difference between weapons is the color and the weapons PROC / chance to do something extra.
All weapons have a 2.5% chance to proc except Anti-Proton that have a +20 do extra critical damage.
Do understand that this means 97.5% of the time your weapons will not PROC.
You can increase your chance for a PROC by simply firing your weapons more.
Turrets and Cannons fire more rounds increasing your chance for a PROC.
Advanced Note: Don’t count on PROCs , but don’t over look the benefits get from them.

Weapons Damage

          • All Weapons of the same level /rank and modifiers have equal damage or DPS.
          • Just because you have all purple weapons does not mean they are the best.
          • Exchange weapons compare yours to what’s on the exchange.

Omega Primary’s Complete DPS (Damage Per Second) Guide

Goals

          • Many of the items in this guide are expensive or take time to earn, set weekly goals.
          • If you look through the build section the Ships outfitted with top gear took months of work.
          • Auxiliary to Battery is still operational with Green technician Duty officers.
          • Always use Weapon Batteries they are cheap and offer huge power boasts.
          • Emergency Power to Weapons is awesome use it often until; you level up in equipment.
          • Advances Note: Emergency Power to Engines can help you get quicker to targets if you looking to increase your DPS.
            • Do note it maybe a trade off for something that will keep you alive and doesn’t increase damage.

DPS

          • DPS is defined as Damage Per Second or how much damage can you do each second.
          • DPS is about the mechanics of Bridge Officers,Skills, Traits, Ship Power, and Energy weapons with support from DOFFs.
          • Damage is measured by a Parser that any player can use, don’t get sucked into DPS hell, survival is ten times more important.
          • While we do use a parser our Fleet does not publish numbers openly as this only encourages elitist attitudes.

Defense

          • No matter what your DPS score is your own ship  blowing up is no fun and lowers your DPS, you’re not doing damage if your re-spawning.
          • No build should be without defense, the longer you can stay in a fight the more DPS you can do.
          • Matter of fact some of the best builds have more defense than offense allowing the players to stay in a fight.
          • Don’t be a glass cannon, a ship with high DPS and no defense you will only get you trolled, so don’t blow up.
          • The sad part is levels 1-49 teach you to drop shields and pop them with a torpedo, it does not work at Level 50.

Power

          • Keeping your Power up at 125 is the most important goal for getting high DPS
          • Auxiliary to battery with Technician Duty Officers
          • Plasmonic with Flow Capacitor Skills or Science Flow capacitors is the easy way to keep power levels up.
          • Spire Warp Core are excellent with helping maintain high power levels
          • Don’t forget the all important large batteries

 

 

 

 

DPS Check List

          1. Weapons
          2. Traits
          3. Spire Tactical Consoles 
          4. Space & Weapons Setup
          5. Embassy Science Flow Consoles for Plasma and /or Plasmonic Leach 
          6. Ship Setup
          7. Bridge Officers 
          8. Reputations Traits
          9. Bridge Officers Combos
          10. Duty Officers 
          11. Plasmonic Leach
          12. Auxiliary to Battery (AUX2BAT)
          13. Weapons Batteries
          14. Keybind File
          15. Ship that has versatility to do AUX2BAT , DEM2 or 3
          16. Torpedos 
          17. Skill Points
          18. Parser Your DPS
          19. Do and Do Not Lists

 

 

 

DPS Setup Guide

1. Weapons

Beam Boat – Single Beam Arrays – Broadside

          • Front – Three Beam Array Banks
            • Advance Note: Dual Beam banks do more damage but require lots more skill to stay on target
          • Front – Romulan Experimental Beam Array
            • Advance Note: Its does not draw any power
              • Damage can be increased by using Spire + Beam tactical consoles as they increase all beam damage.
          • Torpedo
            • Advance Note: A torpedo helps reduces your power draw  so you weapons power can stay closer to 125.
          • Back -Good place to put Omni- directional beams as they add to your front facing damage.
          • Two or Three more Beam Arrays depending on ship
            • Advance Note: First put only 6 beams that draw power increase and test again to if DPS and weapons power lowers.

Beam Boat – Dual Beam Banks – Front Firing 

          • Front – Three Dual Beam Banks
          • Front –  Romulan Experimental Beam Array
          • Back – Romulan Hyper-Plasma Torpedo Launcher
          • Back – Two or Three Beam Arrays depending on ship

Cannon Setup – Warning Beams can and will out DPS Cannons

          • Front – Three Dual Heavies
          • Front – Romulan Experimental Beam Array
          • Back – Romulan Hyper-Plasma Torpedo Launcher
          • Back  – Two or Three Turrets depending on ship

2. Tactical Consoles

          • At level 50 you should be using 26%, 28% or 31.9% with 1.6 Critical Chance Vulnerability Consoles
          • Pretty Straight forward Tactical Console gives the biggest boast to DPS.
          • Single most import point only use energy consoles that match your weapons type
          • The best consoles are Spire Tactical Consoles = 31.9% with 1.6 Critical Chance Vulnerability Consoles
          • Note: 28% console are still good but when you can increase your Critical Chance its even better.
          • Tactical consoles give the same bonus to their relevant weapon damage as a percentage
          • Tactical  consoles stack, its always the percentage of the console added on to your base damage
          • The percentage of each console is added to only the base damage, not onto the bonus of the previous console

Tactical Consoles Math

          • Base Damage we are going to use an example number of 500
          • Tactical Consoles we are going to use Fleet Spire Tactical Consoles 31.9%  With 1.6% Critical Chance
          • Critical Chance = CH or Critical Hit
          1. No Console and 500 Base Damage = 500 Damage
          2. 31.9% of 500 = 159.9  
          3. Now just add 159.9 onto your base damage for each console.
          4. CH is just as simple 1.6% times the number of consoles.
          5. One console and 500 Base Damage + 31.9%  1.6% CH = 659.9 Damage and 1.6 Critical Damage
          6. Two consoles and 500 Base Damage + 31.9% & 1.6% CH +31.9% & 1.6% CH = 819.4 Damage and  3.2% Critical Chance
          7. Three consoles and  500 Base Damage + 31.9% & 1.6% CH +31.9% & 1.6% + 31.9% & 1.6% CH = 979.7  Damage and 4.8% Critical Chance
          8. Four consoles and 500 Base Damage + 31.9% & 1.6% CH++ 31.9% & 1.6% CH +31.9% & 1.6% + 31.9% & 1.6% CH = 1139.6 Damage and 6.4% Critical Chance
          9. Five consoles and Base Damage + 31.9% & 1.6% CH + 31.9% & 1.6% CH++ 31.9% & 1.6% CH +31.9% & 1.6% + 31.9% & 1.6% CH = 1299.5 Damage and 8% Critical Chance

3.  Space & Weapons Setup

4. Embassy Flow Consoles 

          • [Console – Science – Flow Capacitor Mk XI or MK XII [-Th] [Pla]] – One – Two for need for Plasmonic Leach
          • Flow Capacitor increase the amount of energy you gain from a Plasmonic Leach
          • Plasmonic Leach – Plasmonic Leach Guide Click Here
          • MK XI Embassy Science Consoles adds +9% Plasma Energy Weapon Damage

5. Ship Setup

6. Bridge Officers 

          • NewKrenim Bridges Officers come in Tactical, Science, and Engineering.
            • They have a Temporal Trait that give you a 10% Power Recharge Speed for to Bridge officer abilities.
            • This is better reduction than from DOFFs and Traits.
          • Superior Romulan Operative Bridge Officers
            • Add   2% Critical Chance to your enitre critical chance.
          • Romulan can use 5 Superior Romulan Operative  they have  2% Critical Change Bridge officers
            • KDF and FED can use TWO Tactical Superior Romulan Operatives from the Fleet Embassy.
          • Sauran-FED, Letheans-KDF  , Liberated Borg- FED & KDF all come with one good trait
            • Efficient trait that gives you a 7.5% on Warp Core efficiency .
          • Nausicaan comes with one good trait,
            • Pirate Traits that gives you a 1.5% to Damage.
          • Hierarchy Science Bridge Officer has two Traits
            • Pirate Traits that gives you a 1.5% to Damage.
            • Efficient trait that gives you a 7.5% on Warp Core efficiency .
            • Awarded upon completion of “Alliances” mission in the Delta Quadrant arc.

Defense Comes From Your Bridge Officers Abilities 

 

Bridge Officers Abilities- Update Coming Soon

 

7. Reputation Traits

          • Omega Trait – Omega Weapon Training – Damage Bonus
          • New Romulus Trait – Precision – Critical Chance 5% bonus
          • New Romulus Trait – Enhanced Shield Systems – Max Shield HP by 10%
          • Nukara Trait – Enhanced Shield Penetration – 5% Bonus

8. Bridge Officers Combos Examples

          • Tactical Team – Beam Fire at Will – Attack Pattern Beta – Attack Pattern Alpha -Battery
          • Tactical Team – Cannon Scatter Volley – Attack Pattern Beta – Attack Pattern Alpha – Battery
          • Weapon Battery – Tactical Team – Beam Fire at Will – Attack Pattern Beta – Attack Pattern Alpha 
          • Weapon Battery – Tactical Team -Cannon Scatter Volley  – Attack Pattern Beta – Attack Pattern Alpha –  Battery

9. DOFFs

 Commonly Used DPS Duty Officers – In No Particular Order – Needs updating 

          • Energy Weapons Officer – Chance for stacking Change Chance buff on firing Energy Weapons.
          • Energy Weapons Officer – Chance for stacking Crit severity buff on firing Energy Weapons.
          • CON Officer – (SPACE) Reduce Recharge Time for Attack Patterns Beta, Delta, and Omega
          • CON Officer – (SPACE) Reduce Recharge Time for Tactical Team and Buff
          • Damage Control Engineer – Chance to reduce the recharge time for Emergency Power to subsystem abilities.
          • Technician Officer -(SPACE) Recharge time on bridge officer abilities reduced
          • Note – Use Technician Doffs with two copies of  Auxiliary to battery
          • Energy Weapons – SPACE) Chance To Reduce the time to recharge when using Beam Special Attacks
          • Note: Beam Weapons DOFF
          • Energy Weapons – SPACE)  Chance To Reduce the time to recharge when using Cannon Special Attacks
          • Note: Cannon Weapons Doff
          • Maintenance Engineer  – (SPACE) Additional Buffs Applied Based on type of Battery Activated
          • System Engineer – SPACE) Reduces Weapons Subsystem Energy Drain while using Directed Energy Modulation
          • Note Only Works with Directed Energy Modulation
          • Quartermaster – (SPACE) Recharge Time Reduced on all Batteries
          • Space Warfare Specialist – SPACE) Space Increase Damage vs – Borg
          • Note: Only works against Borg

Duty Officer Examples 

AUX2BAT Duty Officer Setup

          • CON Officer – (SPACE) Reduce Recharge Time for Tactical Team and Buff
          • Space Warfare Specialist – SPACE) Space Increase 10% Damage vs – Borg
          • CON Officer – (SPACE) Reduce Recharge Time for Tactical Team and Buff
          • Technician Officer -(SPACE) Recharge time on bridge officer abilities reduce
          • Technician Officer -(SPACE) Recharge time on bridge officer abilities reduce
          • Technician Officer -(SPACE) Recharge time on bridge officer abilities reduced

Nicor-Doffs2

Damage Control Engineer Build With Battery DOFF

          • CON Officer – (SPACE) Reduce Recharge Time for Tactical Team and Buff
          • Damage Control Engineer – Chance to reduce the recharge time for Emergency Power to subsystem abilities.
          • Damage Control Engineer – Chance to reduce the recharge time for Emergency Power to subsystem abilities.
          • Damage Control Engineer – Chance to reduce the recharge time for Emergency Power to subsystem abilities.
          • Maintenance Engineer  – (SPACE) Additional Buffs Applied Based on type of Battery Activated

DAMAGE

Damage Control Engineer Build With Warp Core Engineer

          • CON Officer – (SPACE) Reduce Recharge Time for Tactical Team and Buff
          • CON Officer – (SPACE) Reduce Recharge Time for Attack Patterns Beta, Delta, and Omega
          • Damage Control Engineer – Chance to reduce the recharge time for Emergency Power to subsystem abilities.
          • Damage Control Engineer – Chance to reduce the recharge time for Emergency Power to subsystem abilities.
          • Warp Core Engineer – Chance to Temporarily improve your ship power on use of any Emergency Power ability.
          • Damage Control Engineer – Chance to reduce the recharge time for Emergency Power to subsystem abilities.

BOFFS SPACE

 

10. Plasmonic Leach

Plasmonic Leech
The Plasmonic Leech console helps with your defense and your offense, and in our opinion is one of the best consoles in the game.  While shooting energy weapons at a target, those weapons drain power from all 4  of its subsystems and adds it to your subsystems (Weapons, Shields,Engines, and Auxiliary).  Shooting at any target will decrease its power level about 14 points, in each subsystem.

More power in each subsystem means..
1. Weapon Power – For each point over 50 it adds 2% weapons damage and caps out at 125.
2. Shields Power – At 125  power you will receive a bonus defense or a innate resistance of 35%.
3. Engine Power – Every point over fifty adds 2% to your maximum speed – You also receive a defense bonus for movement.
4. Auxiliary Power – Each point above 50 adds 2% of increased effects to Science abilities.

Where can I get the Plasmonic Leech?
Klingons and KDF Romulans
KDF Players must buy the Vandal Destroyer for 1000 Zen to get a Plasmonic Leech.
The Vandal Destroyer is a one time C-Store unlock, or you buy it once and then claim it for all your Klingons and KDF allied Romulans.

Vandal

Klingon Defense Force Plasmonic Leech – Adds More Power

: [Plasmonic Leech] comes on the Vandal as Universal Console.

KDF Players must buy the Vandal Destroyer to get a Plasmonic Leech

 

Federation and FED Romulans
Federation Only – The Console Pack – Ionized Gas Sensor / Plasmonic Leech can be purchased off the exchange or won in a Tal Shair lock box.

LeachExchange Universal Console – Federation Only – Leach – Adds More Power
Found In The Exchange Under = Reward Packs

:Federation Only [Console Pack – Ionized Gas Sensor / Plasmonic Leech]

 

How to make the Plasmonic Leech work…

          • Place nine points in Flow Capacitors skill
          • One Embassy Console – Decrease Threat – Science – Flow Capacitor Mk XII [-Th] [Pla]] = 20 Points of power in each subsystem
          • Embassy Console – Decrease Threat – Science – Flow Capacitor Mk XII [-Th] [Pla]] = 23 Points of power in each subsystem
          • Note: while you only get three more points of power the second console decreases your threat.
          • Note: Three more points can make the difference in a 125 Weapons bonus damage, and no bonus at 122 Weapons power.
          • Normal 28% Flow Capacitors can be used until you can buy Fleet Embassy Science Consoles.

11. Auxiliary to Battery (AUX2BAT)

          • Auxiliary To  Battery – Auxiliary to Battery Guide
          • Two copies of Auxiliary Two Battery (One or Two)
          • Three Technician Doffs – Greens 6%, Blue 8% , or Purples 10% Reduction in Bridge officer Abilities

12. Weapons Batteries

          • Large Weapons Batteries increase poer
          • Maintenance Engineer  – (SPACE) Additional Buffs Applied Based on type of Battery Activated
          •  Quartermaster – (SPACE) Recharge Time Reduced on all Batteries

13 Keybind File

14. Ships

          • High DPS Players like ships with versatility to do AUX2BAT , DEM2 or 3.
          • Command and Intel Ships and few other new ships are becoming popular.
          • Cookie Cutter Scimitar Builds: They are pretty popular for all DPS teams.
            • Five player teams with one or two recluses that spam Beta on Target and heals on Team members.
            • Many of the builds are weak on suitability and require a support Recluse.
          • Ships based on feeback that captain prefer over other ships – Click here for the Fleet Ship Hierarchy Chart

15.  Torpedos

          • Torpedos and Kinetic damage Skill points is the number one way to lower your DPS
          • DPS in this game is all about energy weapons
          • Level 1- 49 Torpedos actually work as expected
          • Torpedos  at Level 50 don’t work and the don’t do the damage you think they do.
          • Torpedos  fall at the bottom of all parsers
          • Need we say more!!!
          • Dont expect to out DPS anyone with Torpedos!!

16. Skill Points

DPS Skill Point Build

Science Ultimate Build – Skill Point Setup this one is for more of NON Science Build.

This build will unlock the Probability Manipulation ability.

prob

skills1fbp1 skills2fbp2

Choose these Unlocks they are the most preferred.

unlocks

Science Ultimate Build – Skill Point Setup this one is for more of strong Science Build.

This build will unlock the Probability Manipulation ability.

prob

skills1fbp1 skills2fbp2

Choose these Unlocks they are the most preferred.

unlocks

 

 

 

Recommended Ground Tree

Reference from DPS Channel

Ground

 

 

17. Parsing

 18 Plasma Explosion Damage 

          • [Console – Science – Plasma-Generating Weapon Signature Nullifier Mk XIV [DrainX]]
          • [Console – Science – Plasma-Generating Weapon Signature Nullifier Mk XIV [EPG]]
          • Embassy consoles that you get come with Plasma Explosion.
            • 2.5 % Chance to proc a Plasma Explosion on all energy weapon attacks
          • That dot gets really strong at MK XIV, and especially at MK XIV Epic.

 

19 Do and Do Not Lists

Do List

          1. Use Crafted Wepaons as they have the Procs DMGX3 and PEN
          2. You can also use Fleet or KDF Elite Fleet Weapons until you can get crafted weapons.
          3. Equip Your Ship with only Spire Tactical Consoles = 31.9% with 1.6 Critical Chance Vulnerability Consoles
          4. Bridge Officer Abilities – TAC – Beam Weapons Use = Beam Fire at Will
          5. Bridge Officer Abilities – TAC – Dual Heavy Cannons with Turrets = Cannon Scatter Volley
          6. Bridge Officer Abilities – TAC – One Copy on AUX2BAT build and two copies on a NON AUX2BAT build of  Tactical Team 
          7. Bridge Officer Abilities – TAC – One Two Copies of Attack Patterns –  Beta, Omega, or Delta if Tactical Officer Alpha
          8. Bridge Officer Abilities – ENG -One Copy on AUX2BAT build and two copies on a NON AUX2BAT build of Emergency Power to Shields
            1. Note: If you use Emergency Power to Shields Three you still need a Emergency Power to Shields One with AUX2BAT
          9. Bridge Officer Abilities – ENG – Reverse Shield Polarity – Stay in the Fight Longer
          10. Bridge Officer Abilities – SCI -Transfer Shields- Stay in the Fight Longer
          11. Bridge Officer Abilities – SCI -Polarize Hull – Stay in the Fight Longer
          12. Bridge Officer Abilities – SCI – Hazards – Stay in the Fight Longer
          13. Skill Points must be setup for Energy Weapons
          14. Use a Weapon or Space Set for Extra Damage
          15. Plasma Weapons use Embassy Consoles that add 9.6% to Plasma Damage
          16. Add a Plasmonic Leach to insure you have max weapons power – Click Here Plasmonic Leach Guide
          17. Use AUX to Battery – Technician DOFFs to increase you Shield Strength and Weapons.
          18. Leave Your Ship Power on ALL Power to Weapons
          19. Use DOFFs that increase your DPSC
          20. Do setup a Keybind File
          21. Consider using Emergency Power to Weapons Three, please not you do lose some defense.

Don’t Do List

          1. Don’t put Skill Points in Torpedos
          2. Don’t Equip More than 6 Beams – It drains too much power
          3. Don’t put anything else in you Tactical Consoles slots besides TACTICAL CONSOLEs.
          4. Don’t use Beam Overload
          5. Don’t MIX your Weapons Types
          6. Decrease your DPS by going all Torpedos
          7. Dont leave your power on Shields, Engines or Auxiliary.
          8. Dont leave your Duty officers spaces empty
          9. Don’t go all turrets, Single or Dual Cannons.

Author Omega Primary Cally Blake

 

 

 

Other Build Theories  Covered Minimally

Duplication

          • Two copies of any tactical ability you wish to use, except Attack Patterns.
          • Slot up two copies of Attack Pattern Omega with one or two Attack Pattern Beta’s .
            • Use attack pattern DOFFs like Zemok build helps.
            • Tanks can use one copy of Attack Pattern Delta.
          • A ship Tactical Command and Tacatical LT are similar.
          • How does it work?
          • All abilities on STO have a base cooldown of either twice or 150% of their minimum cooldown.
          • This means that in all cases, two copies will get you the maximum possible uptime on that ability.
          • Hit one copy of your ability, wait for the other copy to come up, and hit that.
          • Timing – For Higher DPS – Pressing Beam Fire At Will(or another Tactical ability) when its off cool down, and then your Attack Pattern.
          • While this will not give 100% up time on every ability, it will give you the most possible up time. This build type is the tactical equivalent of the Dragon build for EPTx abilities.

Reciprocity

          • The Reciprocity build has 3 requirements at it’s core:
          • The Phantom Intel Escort Trait, “Reciprocity”, slotted. (This means it’s at least currently a fed-only build, sorry).
          • A high defense rating.
          • Constant aggro. This may work if you’re not intentionally pulling threat. While people with high (50k+) dps may be able to pull this off, I would recommend that anyone not in a dedicated high-threat (such as 6+ points in threat control and most likely faw, with +th consoles, and possibly Adak’Ukan’s and Attract Fire) not relyon this, and either have at least 2xFAW in case it doesn’t work, or use this as a hold-over for an AHOD/TI Build.
          • Here’s what it gets you: All of your tactical abilities on global cool down.  At the effective cost of one starship trait slot, this is quite a ‘cost efficient’ build, as most ships pulling aggro already need a high defense rating, and can afford one starship trait slot.
          • Here’s why it works:
          • While the trait is active, you gain a “Reciprocity” buff. While you have that buff active, being fired at and having an attack miss reduces the cooldown on your tactical abilities by 10%. After being consumed, the buff re-appears 3 seconds later. This will not take your abilities below global cooldown, but if you are being shot at, it will keep them all there, assuming you have a high defense rating. Abilities such as APO and Evasive Maneuvers, especially in combination with actually moving, the eclipse trait (7.5% defense and 7.5 damage resistance when activating an engineering or intel ability, stacks 3 times), and the Intel tree (up to 15 defense), and other methods, are quite strong.

Zemok

          • What do I need: VR Conn officer to reduce cooldown on APO/APD/APB (commonly known as Zemok Jenro, other names for this doff are Rugal Ghenro, Kang, and T’likchik’zi) – one for FAW builds, 2 for any other primary weapon ability.
          • Two copies of your favorite weapon enhancement ability (TS, THY, CRF, CSV, FAW, or SS).**
          • A copy of APO and either APB for most cases or APD for tanks.
          • How does it work?
          • Every time you activate APO, APB, or APD, the Zemok triggers, reducing the cooldown of all your boff attack patterns by 15 percent. If you have two, each one reduces cooldowns 15% per activation, so that’s 30% per activation.
          • One zemok keeps APO available every 42 seconds, and APD or APB is available to cycle in-between that. This maximizes APO uptime, and if you have something like FAW3/2, keeps the APO in-sync with the FAW3 (assuming you manually activate things), and maximizes dps for that reason.
          • Two Zemoks keep your attack patterns on global cooldown, allowing for APO every 30 seconds, so that you can chain it with CSV2 and use your APB1 for CSV1 – or just for your other copy of CSV2, or however your ship’s setup.
          • The reason you only need one Zemok for FAW-centric builds is because FAW has a 20 second shared CD, so you only need to have APO on a ~40 second cooldown to match up with every other FAW. If you are chaining anything except two FAW’s (including if you’re chaining FAW and SS), there’s a 15 second shared CD, so you need to have APO on a 30 second CD to match up with every other abilitiy.
          • There is also a third case for this – using Zemoks to get one copy of APB in sync with your weapon enhancements, with no fillers. This is expensive, and not common. Two Zemoks will keep one copy of APB on a 21 second cooldown, good enough for FAW, and three will keep it on a 16.5 second cooldown, which is good enough for everything else. There are few situations where either would be recommended, but it is a viable option.

TI / All Hands on Deck

          • What do I need: The starship trait “All Hands on Deck” (AHOD), available by mastering the Tactical Command Battlecruiser of your faction of choice.
          • The Tactical captain career (sorry, engineers and science captains) – this also revolves around Tactical Initiative (TI).
          • A lot of tactical (or command) abilities (likely your core TT/APO/APB/Weapon enhancement, and 2 others – but only one copy of each).
          • (optional) a back-up method, such as Reciprocity or some duplication, for when this doesn’t work 100% perfectly
          • How does it work?
          • When you have the All Hands on Deck starship trait slotted, using a tactical or command bridge officer ability will reduce your captain ability cooldowns by 5% (and your science bridge officer abilities by 10%, but that’s not important to this build type), and grant you a ‘buff’ that says “All Hands on Deck” and lasts for 5 seconds. While you have that buff, any tactical or command abilities will not grant that cooldown reduction; that buff is a method of telling you, the captain, about that 5 second lockout and showing you exactly when it expires.
          • As a tactical captain, the ability ‘tactical initiative’ reduces the cooldown of tactical bridge officer abilities during its duration.
          • So, the core idea is that you proc a tactical ability every 5 seconds, which constantly reduces the cooldown of tactical initiative, which you then use to keep your tactical abilities cycling. While in theory you can get TI back up every 63 seconds (which would be basically enough to keep the cycle going), in practice it’s a bit longer, and requires a fair bit of micro-management.
          • How do I make it go?
          • Take a scimitar with a setup like follows:
          • TT1, APB1, FAW3, APO3
          • EPTW1
          • EPTW1, DEM1
          • HE1, TSS1
          • TS1, CRF1, FAW3
          • Every 20 seconds, you’re naturally cycling FAW3 with either APO3 or APB1. Every 15 seconds, you’re cycling TT1. So, when you’re in-between cooldowns on those, and AHOD is ready to be proc’d again, trigger either TS1 or CRF1. The second FAW3 is there as a back-up, should you be in-between TI’s and FAW is
          • on it’s full 30 second cooldown. The APO3/APB1 cycle will likewise work for 40 seconds without TI, should it need to. 

 

 

Omega Primary is not responsible for in game changes that invalidated game mechanics.