Damage Catagories

Beginner DPS
🔶 1. Base Damage This is your starting point. Base Damage comes from: Your weapon type (beam/cannon/torp) Weapon mark level (Mk XII–XV) Weapon rarity (Rare–Epic) The weapon's own stats (like 558 DPS) Think of Base Damage as the foundation. Everything else multiplies or boosts it. 🔶 2. Category 1 ("Cat1") — Generic Damage Bonuses These are general damage boosts such as: +Beam Weapon Damage +Energy Weapon Damage +Projectile Weapon Damage +All Weapon Damage Where they come from: Weapon mods like [Dmg] Consoles like Vulnerability Locators Skill tree points Starship traits Reputations Cat1 makes your base damage bigger. 🔶 3. Category 2 ("Cat2") — Final Damage Bonuses Cat2 is often called final damage, because it multiplies after Cat1. Examples: +Energy Weapon Damage (Category 2) +Firing Cycle Haste (also final) +Damage to Borg +Critical Severity Captain abilities like Attack Pattern Alpha Cat2 stacks additively within itself, but multiplies against Cat1 to produce much bigger final numbers. 🔶 4. Firing Cycle Haste (“FCH”) This tells your ship how fast it can fire. More haste = more shots per second. More shots = more DPS. Sources: Emergency Weapon Cycle Entwined Tactical Matrices Strike Wing Escort consoles Certain reputation consoles Haste is extremely powerful because it multiplies with both Cat1 and Cat2. 🔶 5. Critical Chance & Critical Severity Critical Chance = how often you crit Critical Severity = how big your crits are Crits are final damage, meaning they multiply everything else. Examples: Crit Chance: 30% → crit every third hit Crit Severity: 200% → crits deal 3× damage This is why builds with high Crit Sev can hit very hard. 🔶 6. Bonus Damage (Situational) These are conditional boosts, such as: +Damage to Borg +Damage to Targets Affected by Fire +Damage at Full Shields +Damage from Flanking They act like Cat2 but only in certain situations. 🔶 7. Accuracy Overflow When your Accuracy is higher than a target’s Defense, the extra Accuracy becomes bonus damage. This is why Accuracy-heavy builds do more DPS even if they never miss. 🧩 Putting It All Together Damage in STO works like stacking multipliers, not just adding numbers. A simple version of the idea: Final DPS = Base Damage × (1 + Cat1) × (1 + Cat2) × Crit × Haste This is why a build with: Good Cat1 Good Cat2 High crits Good firing haste …will massively outperform a build that only improves one category. 🔶 Summary To increase your DPS, you want to improve each category: Raise Cat1: consoles, skills, weapon mods Raise Cat2: traits, reputations, certain consoles Raise Crit Chance and Severity Raise Firing Cycle Haste Use situational bonuses whenever possible Maintain good accuracy When all of these work together, even a simple ship becomes a powerful DPS platform.