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TRINITY Calculator: The Star Trek Online combined DPS calculator for energy, exotic, and torpedo DPS Sheet Version:1New Sheet Available!
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Tabular Reactive Input Numerically Integrated Total Yields Calculator
New Sheet available at:
https://docs.google.com/spreadsheets/d/16cwraPpzcPi11dXgG0iRnjyfir33qx6xP33VoBGUbKA/edit?usp=sharing
STOBetter Team Latest message:

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Latest Version: 1.6
Apr 24 2024
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We’ve updated TRINITY for a number of items, resulting in version 1.6. Here’s the changes:

Source-only changes
-Added Bio-Electrical Wave Capacitor Console Passives
-Updated Advanced Consoles to properly scale with Plasma Energy damage
-Added Pahvan Proton Omni Beam & Pahvan Crystal Battery
-Fixed Fleet Coordination Matrix Active, was not applying

Back-end Calculations (REQUIRES NEW SHEET TO TAKE EFFECT)
-Added Bio-Electrical Wave EPG Effect
-Consoles with Scaling Actives now work properly (Sensor Phantom Projector, Tachyon Net Drones)

Front-end / UI (REQUIRES NEW SHEET TO TAKE EFFECT)

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Known Issues:

- Weapon Power Graph will behave weirdly when using Temporay Power increases when weapon power is not the primary subsystem (aka Weapon Power is not near max power)
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This tool is a product of the STOBETTER team: Eph289, Jayiie, and Tilor. For more tools, builds, and guides, please visit www.stobetter.com
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How to use this calculator
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1) Make a copy of it by going to File and using the "Make a Copy" option
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2) Fill out your build in the "Build" tab. Cells in yellow are intended for you to fill out values. This tool does NOT model many traits and consoles that have no effect on DPS, so if you don't see an item that you're using, leave it blank if it has no direct effect on DPS.
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3) Some items may ask you for additional details in the Conditional Input column. For example, the Fleet Coordinator personal trait asks how many stacks you expect. If you remove or change an item with Conditional Input, it's important to clear out the Conditional Input first.
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4) Once the build is entered, check your DPS results on the Calculated DPS tab. TRINITY will report energy, exotic, and torpedo DPS separately and as a combined value.
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5) Please see the changelog and the sheet assumptions (on the Build tab) for limitations of the tool.
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6) Due to how TRINITY pulls data from an external data source, the addition of new items to the tool should NOT force you to make a new copy of the tool.
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7) If a new Exotic Damage source is added, you should be able to copy just the new item(s) from the master copy's Exotic tab into your version. There are too many special cases for Exotics to make a global formula.
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8) This tool is NOT intended to model in-game performance. Piloting, team composition, the nature of the targets, and the grouping / health of the targets all inject far too many variables to predict or model.
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Many Thanks
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TRINITY is the culmination of years of research and reverse-engineering the mechanics of Star Trek Online. It's long been a desire to feature a combined DPS calculator and we are grateful for everyone who has ever delved into and published their findings on the game's mechanics that we then used to build TRINITY. We are especially grateful for the many contributors on reddit.com/r/stobuilds who paved the way that made this tool a reality.
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TRINITY is designed to calculate energy weapon, torpedo, and exotic DPS. Like any calculator, it has some limitations and assumptions. Most of these are inherited from previous discrete calculators
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Tool Limitations
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-Mine damage of any kind is unsupported
-Most torpedoes for which base damages have been derived are included; if you're using something obscure it may not report DPS
-TRINITY is limited in its ability to model torpedo firing sequences and Concentrate Firepower
-TRINITY does not account for the 15 second global cooldown on Tricobalt weapons
-The Fek'ihri Torment Engine has only been solved for Mk 11 Rare, Mk 15 Epic, and Mk 15 Rare. Any other options will yield no damage from the DOT. The passive still applies regardless of rank or mark.
-There are only Cat1 Targetable Torpedo damage sources, so that calculation has not been made for sources outside of Cat1 on targetable torpedos. In the future if more targetable damage is added the sheet will be updated to reflect this
-Only Deteriorating Secondary Deflectors are supported. The other ones are either extremely niche or just flat-out inferior.
-The tool uses a binomial distribution to calculate your chances of rolling 1 (or more) Projectile Weapons Officers for reducing torpedo cooldowns.
-Secondary torpedo damage (like the Dark Matter's damage over time component) is not accounted for
-This tool assumes OSS and EPSPt3 are at their maximum potential uptimes for cyclical calculations. These will add on top of any Power settings you have in C125-129 and B139-142.
-The tool tends to overvalue exotic damage because it assumes the targets are taking the full damage value. It tends to underrate projectile damage somewhat for ISE based on how many unshielded targets you're firing on.
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Tool Assumptions
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If Fire at Will is present anywhere on the build (either from BOff powers or ETM), beams will not benefit from accuracy overflow
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The sheet assumes that anything that doesn't scale off of +Exotic or +Bonus Exotic also doesn't scale with Exotic CrtH/CrtD. This has been tested and confirmed for at least 1 instance but not every one of them.
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This tool attempts to use uptime-averaged values for bridge officer abilities, devices, consoles, etc. wherever possible
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The tool assumes that 0.3 ratio between shields and hull is reasonable for energy builds on ISE and all builds on HSE. ISE projectile builds should consider lowering this value to 0.1
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The tool rates Terran weapons as 1.125x more effective than the base damage of the respective beam/cannon type
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Anti-Time Entanglement Singularity is assumed to be slotted on every build. If you're not using it, ignore that part but don't erase the cell.
Average weapon power assumes that all weapons fire before the second firing cycle starts
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Prolonged Weapons are assumed to have full damage scaling (less than 0.5% error at full stacks and 120s+ combat), and a 7.5% innate haste to counter the ramping haste (which doesnt extend past initial 25 stacks). These weapons have [Dmg]x4 innate and needs to have those mods selected to represent the weapons damage most accurately.
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Withering Barrage, Redirecting Arrays, and Go for the Kill Starship Traits are all assumed to be an extra 5 seconds of firing time, for the sake of simplicity.