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==Overview==
 
==Overview==
{{ability icons|Hazard Emitters}}
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{{AbilityiconAoY|Hazard Emitters}}
 
Hazard Emitters periodically cleanses the ship of any fire or radiation hazards (e.g. [[plasma]] fire, the {{ability|Borg Shield Neutralizer}}, and damage and movement debuffs inflicted by {{ability|Eject Warp Plasma}}), as well as restoring some hull strength over time.{{clear}}
 
Cleanse and Heal
 
 
System: Hazard
 
 
Hazard Emitters periodically cleanse the ship of any fire or radiation hazards, as well as restoring some hull strength over time.
 
 
Duration of this skill is modified by Starship Operations skills:
 
 
* Starship Operations Training
 
* Starship Emitters
 
* Starship Hazard System
 
   
 
==Basic Information==
 
==Basic Information==
 
*'''Profession:''' [[Science]]
 
*'''Profession:''' [[Science]]
 
*'''Locale:''' [[Bridge officer abilities#Space Abilities|Space]]
 
*'''Locale:''' [[Bridge officer abilities#Space Abilities|Space]]
*'''Game Description:''' Hazard Emitters provide a large hull heal over time, a small damage resistance buff over duration, and it will cleanse the ship of hazard debuffs over duration. Increases in effectiveness based on currently auxiliary power level.
+
*'''Game Description:''' System: Hazard. Hazard Emitters provide a large hull heal over time, a small damage resistance buff over duration, and it will cleanse the ship of hazard debuffs over duration. Increases in effectiveness based on current auxiliary power level.
   
 
==Detailed Information==
 
==Detailed Information==
 
* '''Used by:''' [[Bridge Officers]]
 
* '''Used by:''' [[Bridge Officers]]
* '''Target:''' Self, Ally
+
* '''Target:''' Friend and Self
* '''Attack Type''': N/A
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* '''Ability Type:''' [[Cleanse]], [[Buff]], [[HoT]]
* '''Ability Type:''' Cleanse & [[Buff]]
 
 
* '''Activation:''' 0.5 seconds
 
* '''Activation:''' 0.5 seconds
 
* '''Range:''' 10 Kilometers
 
* '''Range:''' 10 Kilometers
 
* '''Shares cooldown with:'''
 
* '''Shares cooldown with:'''
 
** None
** {{ability|Polarize Hull}}
 
 
* '''Starts cooldown on''':
 
* '''Starts cooldown on''':
 
** Self only
 
** Self only
  +
* '''Duplicate ability cooldown''':
  +
** 30 seconds
 
* '''Modified by:'''
 
* '''Modified by:'''
 
** Skills
 
** Skills
  +
***[[File:Engineering_Skill_1_R1.png|24px]] {{skill|Hull Restoration}} (Increases heal)
*** {{skill|Starship Emitters}}
 
  +
** Subsystem Power Level
*** {{skill|Starship Hazard System}}
 
*** {{skill|Starship Operations Training}}
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*** [[Starship (Power and Subsystems)|Auxiliary]]
  +
**** Increases heal and [[damage resistance]] [[buff]]
** Stats
 
  +
** Duty Officers
*** None
 
  +
*** [[Specialization:_Astrometrics_Scientist#Hazard_Emitters_variant|Astrometrics Scientist (Hazard Emitters variant)]]
  +
**** Applies Emergency Emitters to all allies within a 3km sphere of hazard emitters target with <50% hull
  +
** Traits
  +
*** [[File:Biotech_Patch_icon.png|24px]] {{trait|Biotech Patch}}
  +
**** Improves the effectiveness of all abilities which restore Hull.
 
** Starship Trait
  +
*** {{traiticon|S.i.f. Burst|24px}} {{trait|S.i.f. Burst}} - When using Hull Healing Bridge Officer Abilities
  +
X Radiation Damage every 1 sec for 5 sec (3km)
  +
 
* '''Trained by:'''
 
* '''Trained by:'''
** Rank I & II - [[Bridge Officer Trainer]]
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** Rank I & II: [[Bridge Officer Trainer]]
** Rank III - [[Science Officer Candidate]] or Captain training.
+
** Rank III: Requires 2 [[Engineering Skill]] points
   
 
==Ability Ranks==
 
==Ability Ranks==
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! align="left" width="155" | '''Ability/User Rank'''
 
! align="left" width="155" | '''Ability/User Rank'''
 
! width="35" | '''<span style="cursor:help; color: #6d99b6;" title="Cooldown / Recharge Time">CD</span>'''
 
! width="35" | '''<span style="cursor:help; color: #6d99b6;" title="Cooldown / Recharge Time">CD</span>'''
! width="35" | '''<span style="cursor:help; color: #6d99b6;" title="Skillpoints Per Rank">SPR</span>'''
 
! width="35" | {{SM}}
 
 
! align="left" | Ability Effects
 
! align="left" | Ability Effects
 
|-
 
|-
| '''Rank I:''' Ensign/Bekk
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| '''Rank I:''' Ensign<br>(in Tier 1 ship)
| align="center" | 1m 25s
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| align="center" | 45 sec
| align="center" | 50
 
| align="center" | 75
 
 
|
 
|
* +1,679 Hit Points over 15 sec
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* +1,599 Hit Points over 15 sec
 
* Removes hazard debuffs over 15 sec
 
* Removes hazard debuffs over 15 sec
* +12 All Damage resistance for 15 sec
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* +13.3 All Damage resistance for 15 sec
 
 
|-
 
|-
| '''Rank II:''' Lieutenant
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| '''Rank II:''' Lieutenant<br>(in Tier 2 ship)
| align="center" | 1m 25s
+
| align="center" | 45 sec
| align="center" | 100
 
| align="center" | 150
 
 
|
 
|
* +2,239 Hit Points over 15 sec
+
* +3,198.4 Hit Points over 15 sec
 
* Removes hazard debuffs over 15 sec
 
* Removes hazard debuffs over 15 sec
* +16 All Damage resistance for 15 sec
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* +17.7 All Damage resistance for 15 sec
 
 
|-
 
|-
| '''Rank III:''' Lt Commander
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| '''Rank III:''' Lt Commander<br>(in Tier 3 ship)
| align="center" | 1m 25s
+
| align="center" | 45 sec
| align="center" | 150
 
| align="center" | 225
 
 
|
 
|
* +2,799 Hit Points over 15 sec
+
* +5,330.7 Hit Points over 15 sec
 
* Removes hazard debuffs over 15 sec
 
* Removes hazard debuffs over 15 sec
* +20 All Damage resistance for 15 sec
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* +22.1 All Damage resistance for 15 sec
  +
|}
  +
 
== Notes ==
  +
* The numbers given above are based on 50 aux power with 0 points in the [[File:Engineering_Skill_1_R1.png|24px]] {{skill|Hull Restoration}} skill.
  +
* This ability clears [[DoT]]s, including [[plasma|plasma weapon burn]], {{item|Hargh'peng Torpedo Launcher}} and {{ability|Borg Shield Neutralizer}}, and also protects from the effects of [[hazard]]s, such as {{ability|Eject Warp Plasma}} and {{ability|Vent Theta Radiation}} and other radiation effects.
  +
* The damage resistance buff depends exclusively on Auxiliary power. No other skills or abilities affect this buff, but the buff does stack with other damage resistance buffs, items and skills.
  +
* The heal provided by Hazard Emitters depends heavily on five factors.
  +
** Ability Rank
  +
** [[Auxiliary]] power
  +
** [[File:Engineering_Skill_1_R1.png|24px]] {{skill|Hull Restoration}}
  +
** Starship [[Tier]]
  +
**DOFF (Astrometric Scientist) has a Chance to add 40% of the Hull restored by Hazard Emitters.
  +
* [[File:Biotech_Patch_icon.png|24px]] {{trait|Biotech Patch}} adds an additional 20% to the heal after all other calculations occur.
  +
*Radiant Nanite Cloud allows the Hazard Emitters to spread out over 4 sec in a 3km radius.
  +
* Fractional points in skills (from [[Threat-Scaling Science Consoles]]) or shield power {{iconlink|Efficient Captain|24px}} [[Trait: Efficient Captain]], [[File:Engineering_Skill_3_R1.png||24px]] {{Skill|Warp Core Efficiency}},[[File:Engineering_Skill_3_R1.png||24px]] {{skill|Warp Core Potential}}, and other items which affect power levels) and other items which affect power levels) will affect the formulas below..
  +
* '''Formula for Heal'''
  +
** Heal = (Aux Power + 49.95) * ((Ship Tier + 1) / 2) * ((Ability Rank + 2) / 3) * ((Skill / 200) + 1) * 16
  +
  +
==Damage Resistance Buff==
  +
  +
The amount of damage resistance [[buff]] depends on the ability rank and the player's current [[Auxiliary]] power level.
  +
  +
'''Formula'''
  +
* Buff = (power + 50) * base
  +
* Rank I = (power + 50) * (6 / 45)
  +
* Rank II = (power + 50) * (8 / 45)
  +
* Rank III = (power + 50) * (10 / 45)
  +
  +
{| class="wikitable" align="center"
  +
|-
  +
! Aux
  +
! Rank 1
  +
! Rank 2
  +
! Rank 3
  +
|-
  +
| 25 || 10 || 13.3 || 16.6
  +
|-
  +
| 50 || 13.3 || 17.7 || 22.1
  +
|-
  +
| 75 || 16.7 || 22.2 || 27.7
  +
|-
  +
| 100 || 20 || 26.6 || 33.2
  +
|-
  +
| 125 || 23.3 || 31 || 38.7
  +
|-
  +
| 145 || 26 || 34.6 || 43.1
 
|}
 
|}
   
  +
== Images ==
==Notes/References==
 
  +
<gallery>
 
  +
File:Hazard Emmiters Self Heal.jpg|Hazard Emitters Self Heal on [[Dyson Science Destroyer]]
* '''Detailed Information for how invested stat points affect Rank 1 of this ability - 'Hazard Emitters I':'''
 
  +
File:Hazard Emmiters Heal another ship.jpg|Hazard Emitters beam to [[Phantom Intel Escort]]
** For approximately every 8-9 stat points invested in any of the {{skill|Starship Emitters}}, {{skill|Starship Hazard System}} or {{skill|Starship Operations Training}} skills, the effectiveness rises one 'notch'. These alternate between increases to Regeneration and increases to duration.
 
  +
</gallery>
* With 0 Points - Base HP Regeneration (Value dependent on your base Hull strength) over 12 Seconds
 
  +
{{Ability nav}}
* With 9 Points - Base HP Regeneration (Value dependent on your base Hull strength) over 13 Seconds
 
* With 17 Points - Base HP Regeneration +1 (Works out at + 450HP on a Star Cruiser) over 13 Seconds
 
* With 25 Points - Base HP Regeneration +1 (Works out at + 450HP on a Star Cruiser) over 14 Seconds
 
* With 34 Points - Base HP Regeneration +2 (Works out at + 900HP on a Star Cruiser) over 14 Seconds
 
* With 42 Points - Base HP Regeneration +2 (Works out at + 900HP on a Star Cruiser) over 15 Seconds
 
* With 50 Points - Base HP Regeneration +3 (Works out at +1350HP on a Star Cruiser) over 15 Seconds
 
* With 59 Points - Base HP Regeneration +3 (Works out at +1350HP on a Star Cruiser) over 16 Seconds
 
* With 67 Points - Base HP Regeneration +4 (Works out at +1800HP on a Star Cruiser) over 16 Seconds
 
* With 76 Points - Base HP Regeneration +4 (Works out at +1800HP on a Star Cruiser) over 17 Seconds
 
* With 84 Points - Base HP Regeneration +5 (Works out at +2250HP on a Star Cruiser) over 17 Seconds
 
* With 92 Points - Base HP Regeneration +5 (Works out at +2250HP on a Star Cruiser) over 18 Seconds
 
* With 100 Points - Base HP Regeneration +6 (Works out at +2700HP on a Star Cruiser) over 18 Seconds
 
* With 109 Points - Base HP Regeneration +6 (Works out at +2700HP on a Star Cruiser) over 19 Seconds
 
* With 117 Points - Base HP Regeneration +7 (Works out at +3150HP on a Star Cruiser) over 19 Seconds
 
* With 125 Points - Base HP Regeneration +7 (Works out at +3150HP on a Star Cruiser) over 20 Seconds
 
* With 134 Points - Base HP Regeneration +8 (Works out at +3600HP on a Star Cruiser) over 20 Seconds
 
* With 142 Points - Base HP Regeneration +8 (Works out at +3600HP on a Star Cruiser) over 21 Seconds
 
* With 150 Points - Base HP Regeneration +9 (Works out at +4050HP on a Star Cruiser) over 21 Seconds
 
* With 158 Points - Base HP Regeneration +9 (Works out at +4050HP on a Star Cruiser) over 22 Seconds
 
* With 167 Points - Base HP Regeneration +10 (Works out at +4500HP on a Star Cruiser) over 22 Seconds
 
* With 175 Points - Base HP Regeneration +10 (Works out at +4500HP on a Star Cruiser) over 23 Seconds
 
* With 183 Points - Base HP Regeneration +11 (Works out at +4950HP on a Star Cruiser) over 23 Seconds
 
* '''Also Note'''
 
** Since the cooldown on 'Hazard Emitters I' is 45 Seconds, it is possible to chain two copies of this ability indefinitely whenever you achieve over 22 Seconds duration.
 
** The durations quoted above only apply to Regeneration 'ticks' - {{ability|Hazard Emitters}} also applies +30% Damage resistance which persists for a set time of 30 Seconds.
 
   
 
[[Category:Abilities|Hazard Emitters]]
 
[[Category:Abilities|Hazard Emitters]]

Revision as of 02:56, 10 March 2019

Overview

Hazard Emitters icon (Federation)

Hazard Emitters periodically cleanses the ship of any fire or radiation hazards (e.g. plasma fire, the Borg Shield Neutralizer, and damage and movement debuffs inflicted by Eject Warp Plasma), as well as restoring some hull strength over time.

Basic Information

  • Profession: Science
  • Locale: Space
  • Game Description: System: Hazard. Hazard Emitters provide a large hull heal over time, a small damage resistance buff over duration, and it will cleanse the ship of hazard debuffs over duration. Increases in effectiveness based on current auxiliary power level.

Detailed Information

X Radiation Damage every 1 sec for 5 sec (3km)

Ability Ranks

Ability/User Rank CD Ability Effects
Rank I: Ensign
(in Tier 1 ship)
45 sec
  • +1,599 Hit Points over 15 sec
  • Removes hazard debuffs over 15 sec
  • +13.3 All Damage resistance for 15 sec
Rank II: Lieutenant
(in Tier 2 ship)
45 sec
  • +3,198.4 Hit Points over 15 sec
  • Removes hazard debuffs over 15 sec
  • +17.7 All Damage resistance for 15 sec
Rank III: Lt Commander
(in Tier 3 ship)
45 sec
  • +5,330.7 Hit Points over 15 sec
  • Removes hazard debuffs over 15 sec
  • +22.1 All Damage resistance for 15 sec

Notes

Damage Resistance Buff

The amount of damage resistance buff depends on the ability rank and the player's current Auxiliary power level.

Formula

  • Buff = (power + 50) * base
  • Rank I = (power + 50) * (6 / 45)
  • Rank II = (power + 50) * (8 / 45)
  • Rank III = (power + 50) * (10 / 45)
Aux Rank 1 Rank 2 Rank 3
25 10 13.3 16.6
50 13.3 17.7 22.1
75 16.7 22.2 27.7
100 20 26.6 33.2
125 23.3 31 38.7
145 26 34.6 43.1

Images

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Abilities      
Console eng icon Engineering
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Player only Engineering FleetEPS Power TransferMiraculous RepairsNadion InversionRotate Shield FrequencyIntrusive Energy Redirection
Console sci icon Science
Ground BOff or Player Anesthizine GasDampening FieldElectro-Gravitic FieldHyperonic RadiationHypospray - DyloveneHypospray - MelorazineMedical TricorderNanite Health MonitorNeural NeutralizerSonic PulseStasis FieldTachyon HarmonicTricorder ScanVascular Regenerator
Player only Biofilter SweepExothermic Induction FieldNanoprobe InfestationScientific AptitudeTriage
Space BOff or Player Charged Particle BurstDelayed Overload CascadeDestabilizing Resonance BeamEnergy SiphonFeedback PulseGravity WellHazard EmittersJam Targeting SensorsMask Energy SignaturePhotonic OfficerPhotonic ShockwavePolarize HullScience TeamScramble SensorsSubspace VortexStructural AnalysisTachyon BeamTractor BeamTractor Beam RepulsorsTransfer Shield StrengthTyken's RiftVery Cold In SpaceViral Matrix
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Console tac icon Tactical
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Player only Rally CrySecurity EscortStrike TeamTactical Initiative
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Player only Attack Pattern AlphaFire on my MarkGo Down FightingTactical FleetTactical InitiativeVulnerability Assessment Sweep
Intelligence
Ground BOff or Player Feign DisintegrationFrictionless Particle GrenadeHarmlessIncite ChaosNeurolytic Hypo InjectionPhotonic DecoyResonant Tachyon StreamSite-to-Site EnsnareSonic Suppression FieldSubspace Anesthezine MineTripwire Drone
Space BOff or Player Electromagnetic Pulse ProbeEnergy Weapons: Surgical StrikesEvade Target LockIntelligence TeamIonic TurbulenceKinetic MagnetOverride Subsystem SafetiesSubnucleonic Carrier WaveSubspace BeaconTorpedo: Transport WarheadViral Impulse Burst
Command
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Pilot
Space BOff or Player Attack Pattern LambdaDeploy CountermeasuresLock TrajectoryPilot TeamClean GetawayFly Her ApartHold TogetherReinforcements SquadronCoolant IgnitionForm UpReroute Reserves to WeaponsSubspace Boom
Temporal Operative
Ground BOff or Player

Causal EntanglementChronometric DiffusionChronoplastyDegenerationParadox BombRecursive AfflictionSpread DecayTachyonic ConversionTemporal NarcosisUncertainty Burst

Space BOff or Player

Channeled DeconstructionHeisenberg AmplifierEntropic RedistributionCausal ReversionEntropic CascadeShared FateRapid DecayGravimetric ConversionChronometric Inversion FieldTimeline CollapseRecursive Shearing

Miracle Worker
Ground BOff or Player

Generate Ablative ProtectionGravitic Induction FieldHarmonized ShieldsLogic BombOverload Power CellsTechnical MishapThrow Regenerative Nanite CanisterVISOR Emulation Overlay

Space BOff or Player

Null Pointer Flood Narrow Sensor BandsReroute Shields to Hull ContainmentAlign Shield FrequenciesDeploy Gravitic Induction PlatformEnergy Weapons: Exceed Rated LimitsTorpedoes: Nanite Repair PayloadDestabilize Warp CoreOverwhelm Power RegulatorsMixed Armaments Synergy

Universal
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See also Bridge officer abilityBridge Officer TrainerKitsPlayer abilitySingularity Core abilitiesCruiser commandsStarship Separation