**Damage resistance** is a defensive statistic of a character or starship. It is multiplied with the incoming damage of the same type. Players obtain damage resistance through items, like consoles and body armor, as well as skills, traits, and abilities.

The game internally differentiates between *damage resistance magnitude* and *damage resistance*. The former is what is indicated as bonus on items or the skill tree, the latter is the actual percentage by which incoming damage is reduced shown in the stats window.

Star Trek Online uses a system of diminishing returns to prevent players from becoming invincible (100% damage resistance); i.e., the higher the damage resistance magnitude, the less additional damage resistance is gained from bonuses. With the exception of **bonus** resistance boosts, such as Ablative Generators (+900 bonus all damage resistance), there is no way to exceed 75% damage resistance.

# Category One[]

As with damage boosts there are multiple boost *categories*; each category is considered in a different part of the formula. Category One is the plain damage resistance stat that is found on items and in the skill tree (as opposed to **bonus** damage resistance).

## Formula[]

To compute damage resistance (*dr*) from damage resistance magnitude (*drm*) the game sums up all bonuses and handicaps (from debuffs) to calculate **drm** and then applies this formula:

The following table gives you the mapping between the magnitude and the actual damage resistance:

Magnitude | Damage resistance | Magnitude | Damage resistance |
---|---|---|---|

0 | 0.0% | 40 | 28.3% |

1 | 1.0% | 41 | 28.7% |

2 | 2.0% | 42 | 29.2% |

3 | 2.9% | 43 | 29.7% |

4 | 3.8% | 44 | 30.2% |

5 | 4.8% | 45 | 30.6% |

6 | 5.7% | 46 | 31.1% |

7 | 6.5% | 47 | 31.5% |

8 | 7.4% | 48 | 32.0% |

9 | 8.3% | 49 | 32.4% |

10 | 9.1% | 50 | 32.8% |

11 | 9.9% | 55 | 34.8% |

12 | 10.7% | 60 | 36.7% |

13 | 11.5% | 65 | 38.5% |

14 | 12.3% | 70 | 40.1% |

15 | 13.0% | 75 | 41.7% |

16 | 13.8% | 80 | 43.1% |

17 | 14.5% | 85 | 44.4% |

18 | 15.2% | 90 | 45.7% |

19 | 15.9% | 95 | 46.9% |

20 | 16.6% | 100 | 48.0% |

21 | 17.3% | 110 | 50.0% |

22 | 18.0% | 120 | 51.9% |

23 | 18.6% | 130 | 53.5% |

24 | 19.3% | 140 | 54.9% |

25 | 19.9% | 150 | 56.3% |

26 | 20.5% | 175 | 59.0% |

27 | 21.1% | 200 | 61.2% |

28 | 21.7% | 225 | 63.0% |

29 | 22.3% | 250 | 64.5% |

30 | 22.9% | 275 | 65.7% |

31 | 23.5% | 300 | 66.7% |

32 | 24.1% | 350 | 68.3% |

33 | 24.6% | 400 | 69.4% |

34 | 25.2% | 450 | 70.3% |

35 | 25.7% | 500 | 71.0% |

36 | 26.2% | 600 | 72.0% |

37 | 26.7% | 800 | 73.1% |

38 | 27.3% | 1000 | 73.7% |

39 | 27.8% | 1500 | 74.4% |

This equation yields a curve, that starts out linear (mapping one point damage resistance magnitude to one percent damage resistance) and asymptotically approaching 0.75 (or 75%) damage resistance.

## Effectiveness[]

Note that diminishing returns are eating away bonuses more dramatically with increasing magnitude; e.g., a magnitude of 90 is reduced by half to 45.7% actual damage resistance. Due to the shape of the curve, there is no actual "sweet spot" to aim for. While it is possible to equip more than one [Console - Engineering - Monotanium Alloy Mk XI] (+32 kinetic damage resistance), it is not recommended:

Equipped Consoles | Kinetic damage resistance |
---|---|

0 | 0.0% |

1 | 24.1% |

2 | 38.2% |

3 | 47.1% |

4 | 53.2% |

Three consoles of the same type only give twice the damage resistance that a single console provides.

## Notes[]

The Damage Resistance Equation as a formula is:

DR=(3*(0.25-(75/(150+DRM))^2))

- DR: Damage Resistange
- DRM: Damage Resistance Magnitude

# Category Two[]

Bonus resistance rating allows for total resistance percentages above 75%. This stat is used rarely by the game, the most prominent source might be the [Console - Universal - Ablative Generator].

## Formula[]

DR = 1-((1-(3* (0.25 - (75 / (150+DRM))^ 2)))* (100 / (100+BDRM)))

- DR: Damage Resistange
- DRM: Damage Resistance Magnitude
- BDRM: Bonus Damage Resistange Magnitude

## Sources[]

Bonus All Damage Resistance is currently available on the following items:

- Adaptive Emergency Systems (+50)
- Ablative Generator (+900)
- Dynamic Power Redistributor (+100)
- Advanced Hull Reinforcement (+10 / +12.5)
- Engineering Fleet (+20)
- Advanced Metaphasic Shields (+600)
- Crucial Component Redistribution (+20 / +25
*Antiproton*) - Molecular Phase Inversion Field (+300)
- Repair Mode (+500)
- Buying Time (+300)
- Overloaded SIF Linkage (+100 - 200)
- Metaphasic Shield Array (+600)
- Set 3:
**Coagulative Particle Resilience**- Prevailing Regalia (+100*Energy*) - Engineering Kit Module - Nanite Medical Generator

# Summary and Debuffs[]

The image at the right shows the complete resistance formula.

- The capital M represents the percentage of pre-resist damage that is not negated by resistance. To get the damage resistance percentage (that is negated by resistance) this has to be subtracted from 1. Outside the formula this can be calculated by dividing post-resist through pre-resist damage; this is the reversal of how the game calculates post-resist damage.
- m(x) represents the damage resistance formula for category one damage resistance, where x is the damage resistance magnitude
- n(u,v,w) is the blueprint for the complete formula
- 1 - M(r,d,b) is the damage resistance (percentage), where r is the damage resistance magnitude, d is the damage resistance debuff magnitude and b is the bonus damage resistance magnitude

In case of applied damage resistance debuffs (i.e. Attack Pattern Beta, Armor Penetration) these values feed into the formula (variable d) decreasing the main denominator, which increases the value of the fraction. That results in a decreasing damage resistance percentage.

# Note[]

Many, if not all, items/skills/abilities in the game that modify damage resistance magnitude include text that reads "damage resistance", instead of damage resistance magnitude. For example, the Subspace Field Modulator reads "+34 All Energy Damage resistance for 15 sec" but in fact, adds +34 to the damage resistance magnitude for all energy weapon types. The best way to distinguish whether it modifies your damage resistance or damage resistance magnitude is if the damage resistance is given in a percentage or a flat number. Percentages represent damage resistance, while flat numbers represent damage resistance magnitude.

# External links[]

- STOked, episode 73, Al Rivera explains the math behind damage resistance.