Fractured Space

Fractured Space

164 ratings
[OUTDATED] Weapon & Ship Stats and Damage Mechanics
By Snib
Listing of weapon, missile and ship stats based on data mined values, actually correct and complete unlike the usually incorrect and incomplete information available in game itself. Furthermore a section on the damage mechanics of the game.
   
Award
Favorite
Favorited
Unfavorite
WARNING: OUTDATED
This guide was last updated for the Phase 1.10 beta patch, so it is out of date now. I'll leave the guide available as is but I will not be updating it anymore since I uninstalled the game. I will not give you the software I wrote for data mining the game's files either, so don't bother asking. Try to get the developers of this game to finally provide some correct tooltips instead.

Maybe see you in another game,
-Snib
How to use this guide
General
  • All tooltips in game are often outdated because they are currently written by hand and usually not updated when changes to a ship or its components are made.
  • The values shown in this guide have been extracted from the game files and thus should be correct. However, transcription or interpretation errors are possible so if you find something amiss please do not hesitate to point it out to me and I'll verify.
  • The provided values are base stats, they do not take any modifiers into account like crew bonuses, enemy armor, or ship level. Actual combat performance will therefore vary, see also the damage mechanics section at the end of the guide.
  • The provided weapon and missile names are the names used on the ability bar in game and can differ from the names used in the tech tree and in tooltips. This is due to the way I extracted the data from the game. Sorry for any confusion caused, but blame ECG for inconsistent naming.

Weapon Stats Listing
  • The RANGE column refers to the weapon's maximum range, i.e. how far it will fly (or reach in case of beam weapons). It does not include the range for AOE effects so the effective range can be higher. Also, it refers to the range from the individual turret to the target, which is slightly different to the range shown in the UI (which is center to center).
  • In case the weapon damage falls off with range (see Damage Mechanics section at the end on fall-off mechanics) the column OPTIMAL lists the optimal range, and the column FALLOFF lists the damage multiplier at the maximum range.
    Some weapons can have more complex falloff ranges defined, see the special cases section for that.
  • The SPREAD column for Weapon Stats refers to angular deviation from the aim point in the format of minimum-maximum deviation. The maximum value is influenced by moving your reticle and/or your ship. If left blank no deviation applies (hitscan weapons, mines, etc.).
  • The Weapon Stats listing comes in several parts because of section length limitations for Steam guides. I also cannot add any more columns to the existing tables since the maximum horizontal size is reached.
  • Please take good note of the Special Cases section following the tables for anything relevant to the weapons that did not fit into the tables.

Missile Stats Listing
  • Missile flight range is shown in the RANGE column. As with the weapon stats, this is slightly different to the range shown in the UI, also because many missiles do not take a straight flight path.
  • The Missile Stats list a single missile's hitpoints in the HP column. Along with the SPEED column this allows you to calculate how effective AOE damage (Point Defense, Plasma Field, and weapons like Flak, etc.) will be against that type of missile.

Abbreviations
  • PPD = per projectile damage
  • PPV = projectiles per volley
  • CD = base cooldown or, where applicable, refire rate (= fire rate when holding down LMB)
  • DPS = damage per second
  • HP = hitpoints
Weapon Stats (1/6)
SHIP
WEAPON
PPD
PPV
CD
Volley Dmg
DPS
RANGE
OPTIMAL
FALLOFF
SPREAD
(all)
Point Defense
12
1
0.1
12
120
3000
Basilisk
Plasma Cannon
160
6
4
960
240
12000
0.5-1.0
Basilisk
Pulsar Charge (3 anchors)
3200
1
72.6
3200
44
6500
0.5-2.0
Basilisk
Pulsar Charge (base)
800
1
72.6
800
11
6500
0.5-2.0
Black Widow
Dual Rockets (burst)
100
2
0.42
2400
476
15000
0.2-0.5
Black Widow
Dual Rockets (sustained)
100
2
2
200
100
15000
0.2-0.5
Black Widow
QuickFire Rockets (burst)
75
2
0.38
1800
395
15000
0.2-0.5
Black Widow
QuickFire Rockets (sustained)
75
2
1.282
150
117
15000
0.2-0.5
Brawler
Auto Thumper
48
8
1
384
384
12000
2004
0.08
1.2-2.4
Brawler
Thumper
52
8
1
416
416
12000
2004
0.08
1.0-2.0
Brawler
Thumper Burst
50
8
1
400
400
12000
2004
0.08
1.0-1.8
Colossus
Engine Shutdown
10
1
40
10
0.25
15000
Colossus
Flak
17
1
0.121
17
140
8624
5.0-10.0
Colossus
Photonic Charges
140
1
1
140
140
8622
1
Destroyer
Artillery Cannons
100
6
1.5
600
400
25000
15000
0.5
1
Destroyer
Deflagration Charges
22
10
10
220
22
25000
1
Destroyer
Detonation Charge
213
1
10
213
21
25000
1
Destroyer
Explosive Charges
43
5
10
215
22
25000
1
Destroyer
Heavy Artillery
130
6
2
780
390
24997
13373
0.33
0.8
Destroyer
Light Artillery
73
6
1.095
438
400
24997
11249
0.33
1.2
Weapon Stats (2/6)
SHIP
WEAPON
PPD
PPV
CD
Volley Dmg
DPS
RANGE
OPTIMAL
FALLOFF
SPREAD
Displacer
Depleted Linear C.
152
4
2.643
608
230
17990
13043
0.5
0.4
Displacer
Linear Autocannon
88
4
1.48
352
238
18000
13050
0.5
0.6
Displacer
Linear Cannon
115
4
2
460
230
18000
13050
0.5
0.5
Disruptor
Blaster
56
3
1.2
168
140
12000
0.5-2.0
Disruptor
Faster Blaster
50
1
0.333
50
150
12000
0.5-2.0
Disruptor
Ripple Blaster
49
6
2
294
147
12000
0.5-2.0
Enforcer
Escalate
3
30
9
2175
242
12000
5000
0.4
1.0-3.0
Equalizer
HVY Syphon SmartGun
43
10
3
430
143
12200
2.0-3.0
Equalizer
LGT Syphon SmartGun
37
10
3
370
123
12200
2.0-3.0
Equalizer
Syphon SmartGun
40
10
3
400
133
12200
2.0-3.0
Executioner
Gauss Cannon
820
2
7.4
1640
222
12200
7500
0.1
Ghost
Ghost Rockets
70
16
10
1120
112
15000
0.5-1.8
Ghost
Heavy Rockets
150
8
10
1200
120
15000
0.5-1.8
Ghost
Plasma Caster
50
16
10
1920
192
15000
5000
0.1
0.5-1.8
Gladiator
Fusion Mines
564
8
48
4512
94
3000
Gladiator
Gladius Cannon
32
10
1
320
320
15000
7500
0.5
0.2-0.4
Gladiator
Gladius Mines
395
8
48
3160
66
3000
Gladiator
Gladius Sequential
45
10
1.5
450
300
15000
7500
0.5
0.4-0.8
Gladiator
HVY Gladius Cannon
42
10
1.31
420
321
15000
7500
0.5
0.4-0.8
Gladiator
Slow Mines
160
8
48
1280
27
4000
Guardian
Guardian Cannon (max charged)
850
1
3.41
850
249
31230
25000
0.1
Guardian
Guardian Cannon (not charged)
85
1
0.71
85
120
31230
25000
0.1
Weapon Stats (3/6)
SHIP
WEAPON
PPD
PPV
CD
Volley Dmg
DPS
RANGE
OPTIMAL
FALLOFF
SPREAD
Hunter
Hunter Cannon
100
4
1.5
400
267
15000
5000
0.15
0.5-1.5
Hunter
HVY Hunter Cannon
165
4
2.5
660
264
15000
5000
0.15
0.5-1.5
Hunter
LGT Hunter Cannon
66
4
1
264
264
15000
5000
0.15
0.5-1.5
Infiltrator
Burst Slug Thrower
25
8
1
200
200
12000
3000
0
0.6-1.2
Infiltrator
Ion Blast (5 Ion Charge)
2750
1
30
2750
92
6000
Infiltrator
Ion Blast (base)
393
1
30
393
13
6000
Infiltrator
Mass Slug Thrower
100
2
1
200
200
12000
3000
0
0.8-1.5
Infiltrator
Slug Thrower
25
2
0.25
50
200
12000
3000
0
1.0-2.0
Interceptor
Gauss Driver
1476
1
46
1476
32
20200
15000
0.5
Interceptor
Ion Gauss Driver
1520
1
46
1520
33
20200
15000
0.5
Interceptor
Light Gauss Driver
934
1
32
934
29
20200
15000
0.5
Interceptor
Rotary Autoloader (burst)
31
1
0.0975
5332
318
14960
12000
0
0.5-2.1
Interceptor
Rotary Autoloader (sustained)
31
1
0.0975
31
185
14960
12000
0
0.5-2.1
Interceptor
Rotary Cannon (burst)
25
1
0.075
4825
333
15000
12000
0
0.5-1.8
Interceptor
Rotary Cannon (sustained)
25
1
0.075
25
182
15000
12000
0
0.5-1.8
Interceptor
Rotary Cryo Cannon (burst)
26
1
0.085
5564
306
15000
12000
0
0.7-2.2
Interceptor
Rotary Cryo Cannon (sustained)
26
1
0.085
26
190
15000
12000
0
0.7-2.2
Leviathan
Fusion Beam
200
17
46
3400
74
20000
6000
0.15
Leviathan
Fusion Shock Beam
158
13
32
2054
64
20000
6000
0.15
Leviathan
Tempest Cannon (sustained)
15
1
0.08
15
188
16000
8000
0
0.4-2.2
Leviathan
Tempest Flamer
15
60
5
900
180
16000
8000
0
0.4-1.9
Leviathan
Tempest Tri-Cannon (sustained)
15
3
0.25
45
180
16000
8000
0
0.3-1.8
Weapon Stats (4/6)
SHIP
WEAPON
PPD
PPV
CD
Volley Dmg
DPS
RANGE
OPTIMAL
FALLOFF
SPREAD
Overseer
Flux Beam
100
17
11.7
2225
190
60000
Paladin
Plasma Field
16
1
0.2
16
80
5000
Paladin
Repair Ballista (burst)
40
4
5
1120
32
16200
Paladin
Repair Ballista (sustained)
40
4
60
160
19
16200
Paladin
Syphon Combat SmartGun
52
8
3
416
139
12000
4.0-8.0
Paladin
Syphon LeechGun
42
8
3
336
112
12000
4.0-8.0
Paladin
Syphon SmartGun
47
8
3
376
125
12000
4.0-8.0
Paragon
Minicannon
13
1
0.08
13
163
15000
7500
0
0.4-2.2
Persecutor
Fission Charge
1180
1
90
1180
13
9975
Persecutor
Fusion Charge
1180
1
90
1180
13
9975
Persecutor
Auto Repeater (burst)
58
6
1
6960
348
12000
2.0-2.5
Persecutor
Auto Repeater (sustained)
58
6
1.392
348
250
12000
2.0-2.5
Persecutor
Fan Repeater (burst)
23
14
1
4508
322
12000
2.5-3.0
Persecutor
Fan Repeater (sustained)
23
14
1.143
322
282
12000
2.5-3.0
Persecutor
Fusion Bay Charge
1180
1
90
1180
13
500
Persecutor
Rail Repeater (burst)
45
8
1
7200
360
12000
2.0-2.5
Persecutor
Rail Repeater (sustained)
45
8
1.5
360
240
12000
2.0-2.5
Weapon Stats (5/6)
SHIP
WEAPON
PPD
PPV
CD
Volley Dmg
DPS
RANGE
OPTIMAL
FALLOFF
SPREAD
Pioneer
Gravity Nuke
1179
1
25
1179
47
24000
0.2-1.5
Pioneer
Gravity Nuke Blast
787
1
25
787
31
24000
0.2-1.5
Pioneer
Heavy Void Charges
101
6
3.2
606
189
12000
1.0-2.0
Pioneer
Light Void Charges
62
10
3.2
620
194
12000
0.5-1.5
Pioneer
Plasma Grav. Nuke
1087
1
25
1087
43
24000
0.2-1.5
Pioneer
Void Charges
76
8
3.5
608
174
12000
0.5-1.5
Protector
HVY SmartGun
45
10
4.5
450
100
13000
4.0-10.0
Protector
Protector SmartGun
35
10
3.5
350
100
13000
4.0-10.0
Protector
Pulsed SmartGun
25
10
2.5
250
100
12800
4.0-10.0
Protector
Repair Beam
3
36
18
108
6
17500
Protector
Repair Nearbeam
12
15
25
180
7
5500
Protector
Repair Pulse Beam
12
7
6.5
84
13
17500
Raider
HVY Scalpel Beam
30
34
5
1020
204
10000
5000
0.1
Raider
Impact Grenades
270
8
52
2160
42
3000
Raider
LGT Scalpel Beam
23
20
2.2
460
209
10000
5000
0.1
Raider
Proxmines
428
8
45
3424
76
3000
Raider
Scalpel Beam
26
27
3.4
702
206
10000
5000
0.1
Ranger
Longbow Cannon (max charge)
350
1
1.5
350
233
20000
15000
0.1
1.1
Ranger
Longbow Sabot (max charge)
262
1
1.5
262
175
20000
15000
0.1
1.1
Ranger
Longbow Tri-Cannon (max charge)
101
3
1.3
303
233
20000
15000
0.1
1.1
Ranger
Stealth Mines
428
8
45
3424
76
3000
Weapon Stats (6/6)
SHIP
WEAPON
PPD
PPV
CD
Volley Dmg
DPS
RANGE
OPTIMAL
FALLOFF
SPREAD
Raven
Absorb Drain SmartGun
20
8
2.5
160
64
13000
0.5-5.0
Raven
Absorb SmartGun
20
8
2.5
160
64
13000
0.5-5.0
Raven
Absorb Yield SmartGun
20
8
2.5
160
64
13000
0.5-5.0
Raven
Overcharge Beam
450
5
12
2250
188
15000
Reaper
Reaper Cannon
18
4
0.25
72
288
15000
12000
0
0.5-2.0
Reaper
Reaper Flamer
18
16
1
288
288
15000
12000
0
0.5-1.5
Reaper
Reaper Sequential
36
1
0.125
36
288
15000
12000
0
0.5-2.0
Reaper
Scourge Beam
10
40
32
500
16
20000
7500
50
Reaper
Scythe Beam
20
20
25
600
24
20000
7500
50
Sentinel
Heavy Rail Rockets
113
8
30
904
30
15000
0.5
Sentinel
Light Rail Rockets
55
8
14.65
440
30
15000
0.4-1.5
Sentinel
Rail Rockets
75
8
20
600
30
15000
0.2-0.5
Sentinel
Sentinel Heavy S.G
49
10
3.68
490
133
12484
4.0-10.0
Sentinel
Sentinel Light S.G
29
10
2.18
290
133
12473
4.0-10.0
Sentinel
Sentinel SmartGun
40
10
3
400
133
12563
4.0-10.0
Superlifter
Ripple Cannon
25
9
1.5
225
150
19500
10000
0.15
0.6-1.2
Venturer
HVY Mining Laser
34
22
4.25
748
176
15000
4500
0.15
1.0-2.0
Venturer
Mining Laser
20
30
3.5
600
171
15000
4500
0.15
1.0-2.0
Venturer
Plasma Cutter
22
30
3.85
660
171
15000
4500
0.15
1.0-2.0
Watchman
L.R. Cannon (max charged)
1200
1
6
1200
200
51000
35000
0
0-2.0
Watchman
L.R. Cannon (not charged)
240
1
3
240
80
51000
35000
0
0-2.0
Watchman
RailGun
410
1
2
410
205
39999
35000
0.1
0-4.0
Weapon Stats (Special Cases)
  • Point Defense values are given for the time that it is active, the cooldown value is the damage tick rate. Also the listed damage numbers only apply versus missile targets, versus anything else the PPD is only 2 (due to defensive modifiers on player ships effectively only 1 PPD against those) and the tick rate is 0.1. PDS prioritizes the nearest targets. It can engage only 8 targets of any type simultaneously but testing shows that 8 targets arriving simultaneously will cause it to not engage any of them all of the time, resulting in less than the expected damage being dealt to them.
  • Beam weapons like the Raider's Scalpel Beam and the Leviathan's Fusion Beam look like a continuous beam but they actually consist of several individual projectiles fired at a constant rate, each of which deals standard projectile damage. This is reflected in the provided PPD and PPV values.
  • Where (burst) DPS values are provided they refer only to the time you are firing with magazine charges remaining or not having reached the heat limit yet. The Volley Dmg provided for (burst) values is the total amount of burst damage (damage from all magazine charges/damage until overheat).
  • Brawler Thumper and variants damage falls off as follows: 8%@7404m
  • Both Colossus weapons use a hybrid warhead capable of dealing AoE damage, armor damage, damage vs small ships and missiles as well as additional damage vs structures. The table above lists only the AoE hull damage portion.
  • Displacer Linear Cannon and variants damage falls off as follows: 85%@15668m, 50%@18000m
  • Enforcer Escalate applies a hidden stacking status effect with every projectile that scales the projectile damage according to this formula: PPD = 3 * (1+1.5 * stackSize).
  • Executioner Gauss Cannon does not actually have a cooldown, what's listed is the charge time. It uses a hybrid warhead capable of dealing projectile and AoE damage - the PPD value given in the table is the sum of projectile (720) and AoE (100) damage.
  • Ghost Plasma Caster's DoT was added to the total damage value for simplicity, but note that Ambush only affects the PPD portion of the total damage, whereas the DoT ignores Ambush as well as broken armor.
  • Gladiator mines use a hybrid warhead that deals AOE, DoT (Fusion Mines only) and damage vs small ships and missiles. The table above lists only the AoE and DoT hull damage portions.
  • Interceptor Gauss Driver and variants use a hybrid warhead capable of dealing projectile damage, AoE damage and DoT damage. The PPD values given in the table are the sum of all three.
  • Interceptor gun time until overheat in 16.8 (Autoloader), 14.5 (Cannon) and 18.2 (Cryo Cannon) seconds, respectively. The time for full heat dissipation is 12, 12.083 and 11.030, in the same order. Should you overheat, the cooldown is 7.6, 10, and 13.8 seconds, respectively, meaning the Rotary Cryo Cannon is the only one where the overheat cooldown actually matters, being longer than the heat dissipation time.
  • Leviathan Tempest Cannon and variants damage falls off as follows: 82%@11,461m, 43%@14641m, 0%@15992m. DPS value listed for Tempest Cannon and Tempest Tri-Cannon is the sustained DPS ignoring the spin-up time of the weapon.
  • Overseer Flux Beam is another special case in that it applies a hidden status effect that increases the base damage by 15% * stackSize. The average stack size during a full duration beam is 2, so effective PPD is about 30% higher than the listed base PPD. The volley damage as listed incorporates that. The listed base cooldown combines the actual cooldown of 10 seconds plus the mandatory (and static) charge time of 1.7 seconds.
  • Paladin Plasma Field values are given for the time that it is active, the cooldown value is the damage tick rate. Also the listed damage numbers only apply versus player ships, vs missiles the PPD is 9 and vs small ships it is 2.
  • Paragon Minicannon contains an additional warhead for 2 PPD base damage vs small ships (i.e. drones).
  • Persecutor (sustained) DPS values refer to holding the left mouse button down with an empty magazine, the indicated cooldown time thus refers to the reload time for one magazine charge. Magazine size is 10 for the Heavy Rail Repeater, 20 for the other two variants.
  • Pioneer Void Charges and variants use a hybrid warhead capable of dealing projectile damage, AoE damage, armor damage as well as small ships damage. The PPD value given in the table is the sum of projectile and AoE damage.
  • Pioneer Plasma Gravity Nuke deals both projectile and DoT damage, the PPD value given is the sum of both.
  • Protector repair beams burst the first 7 projectiles worth of damage instantly.
  • Ranger Longbow Cannon and variants do not actually have a cooldown, what's listed is the charge time (which does not scale). The Longbox Sabot variant includes an additional armor damage warhead for 122 base armor damage at max charge, leading to a total of 384 base armor damage per projectile.
  • Raider beam weapons burst the first 7 projectiles worth of damage instantly. Damage falls off as follows: 58%@5800m, 10%@10000m.
  • Raven smart guns additionally leech energy from player ships. The Absorb SmartGun deals 40 energy PPD and returns 90% of that to the player, the Absorb Drain SmartGun deals 45 energy PPD and returns 70%, and the Absorb Yield SmartGun deals 35 energy PPD and returns 115.8%.
  • Reaper Scythe Beam deals 1000 armor damage per individual beam, so in nearly all cases you'll instantly break armor on any target. Scythe beam damage consists of a DoT for 200 base damage and the actual range dependent beam damage that consists of 20 individual beams with 20 base damage. The weapon is unique in that its damage scales up after optimal range rather than down. The listed volley damage is the minimum damage - maximum damage would be slightly more than 20,000 but you cannot hit that on a single ship because the beam at max range is much wider than any single ship.
  • Reaper Scourge Beam deals 500 armor damage per individual beam, Scourge beam damage consists of a DoT for 100 base damage and the actual range dependent beam damage that consists of 40 individual beams with 10 base damage. The weapon is unique in that its damage scales up after optimal range rather than down. The listed volley damage is the minimum damage - maximum damage would be slightly more than 20,000 but you cannot hit that on a single ship because the beam at max range is much wider than any single ship.
  • Venturer Plasma Cutter is a hybrid weapon that deals 16 projectile and 6 plasma damage (the plasma portion stacks).
Missile Stats
SHIP
MISSILE
PPD
PPV
CD
Volley Dmg
DPS
RANGE
SPEED
HP
Black Widow
Armor Missiles
100
8
15
800
53
15500
4000
140
Black Widow
Concussion Missiles
100
8
15
800
53
15000
4000
140
Black Widow
Drain Missiles
100
8
15
800
53
15000
4000
140
Black Widow
Hangfire Missiles
60
8
15
480
32
15500
4000
140
Black Widow
Plasma Missiles
165
8
15
1320
88
15500
4000
140
Black Widow
Slow Missiles
100
8
15
800
53
15000
4000
140
Brawler
Harpoon
300
1
60
300
5
22500
3000
180
Colossus
Colossus Missiles
120
8
20
960
48
17900
2000
230
Colossus
Dorsal Missiles
120
8
20
960
48
17830
2000
230
Colossus
Radial Missiles
120
8
20
960
48
17900
2000
230
Destroyer
Destroyer Missiles
120
8
20
960
48
24900
2000
230
Displacer
Agile Displace M.
300
1
60
300
5
22480
4000
170
Displacer
AP Displace Marker
300
1
60
300
5
22480
4000
170
Displacer
Displace Marker
300
1
60
300
5
22480
4000
170
Equalizer
Kinetic Plasma Torpedo
1872
1
60
1872
31
22500
1500
306
Equalizer
Plasma Torpedo
1852
1
60
1852
31
22500
1500
306
Equalizer
Plasma Yield Torpedo
1567
1
60
1567
26
22500
1500
306
Executioner
Executioner Missiles
35
12
15
420
28
14500
3000
118
Gladiator
Gladius Agile Missiles
120
10
20
1200
60
17000
5000
102
Gladiator
Gladius Armored Missiles
120
10
20
1200
60
18765
3230
185
Gladiator
Gladius Missiles
120
10
20
1200
60
17600
4200
150
Guardian
Nuke Rocket
114
1
45
114
3
40000
5000
230
Hunter
Hunter Missiles
120
8
20
960
48
18000
2000
230
Interceptor
Concussion Missiles
130
8
20
1040
52
16000
3000
140
Interceptor
Full Concus. Missiles
110
8
20
880
44
16000
3000
140
Interceptor
Ion Concus. Missiles
148
8
20
1184
59
16000
3000
140
Leviathan
Magma Lance
1000
1
30
1000
33
20000
2000
230
Pioneer
Pioneer Missiles
180
8
30
1440
48
25400
1800
255
Raider
Kingfisher Missiles
105
8
20
840
42
16950
5000
90
Raider
Raider Missiles
120
8
20
960
48
13600
3000
150
Raider
Raider Torpedo
400
1
60
400
7
22150
1500
280
Ranger
Ranger Missiles
105
6
20
630
32
16950
5000
90
Raven
Raven Missiles
60
8
30
480
16
16950
2500
185
Reaper
Reaper Missiles
150
8
20
1200
60
14000
5000
90
Sentinel
Slow Missiles
80
8
42
640
15
18000
4250
108
Sentinel
Slow Stall Missiles
70
8
42
560
13
18000
4250
108
Sentinel
Slow Yield Missiles
92
8
42
736
18
19000
4250
108
Superlifter
Lifter Missiles
120
8
20
960
48
18000
2500
230
Venturer
Ion Plasma Missiles
180
8
43
1440
33
16950
2000
180
Venturer
Kinetic Plasma Missiles
180
8
43
1440
33
16950
2000
180
Venturer
Plasma Missiles
180
8
43
1440
33
16950
2000
180
Watchman
Watchman Missiles
120
8
20
960
48
18000
2000
230
Missile Stats (Special Cases)
  • Black Widow Armor Missiles contain separate armor damage warheads for 150 PPD
  • Black Widow Drain Missiles contain separate energy damage warheads for 2 x 100 PPD
  • Black Widow Plasma Missiles contain both a projectile damage warhead for 45 PPD and more importantly a stacking DoT plasma damage warhead for 6 x 20 PPD.
  • The full duration DoT damage portion of the Equalizer torpedo variants and the Venturer Plasma Missiles has been added to the PPD value.
  • The Raider Torpedo contains a separate armor damage warhead for 2000 PPD.
  • Venturer Plasma Missiles contain both a projectile damage warhead for 60 PPD and a stacking plasma DoT damage warhead for 6 x 20 PPD.
Damage to Small Ships
Small ships are Fighters, Drones, etc.

Weapon
PPD
Point Defense
2
Fighters
50
Ship Destruction blast
50
Basilisk Pulsar Charge
50
Colossus Flak
2
Colossus Photonic Charges
20
Disruptor Detect/Slow Pulse
100
Disruptor Light Detect Slow
60
Executioner Gauss Cannon
20
Hunter Detect Pulse
150
Infiltrator Ion Blast
19
Paladin Plasma Field
2
Paragon Minicannon
2
Pioneer Gravity Nuke variants
50
Pioneer Heavy Void Charges
8
Pioneer Light Void Charges
5
Pioneer Void Charges
6
Gladiator Gladius Mines
25
Gladiator Slow Mines
15
Gladiator Fusion Mines
50
Raider Impact Grenades
15
Raider Proxmines
25
Ranger Stealth Mines
25
Interceptor Gauss Driver
30
Interceptor LGT Gauss Driver
23
Interceptor Ion Gauss Driver
23
Paladin Plasma Field
2
Paladin Repair Ballista
3
Persecutor Fusion Charge
50
Persecutor Fission Charge
50
Persecutor Neutron Charge
50
Venturer Heal/Defend Pulse
50
Venturer Heal/Defend Expanse
35
Venturer Heal/Defend Barrage
3 x 20
Ship Stats (1/2)
Ship
Weight
Hull
Energy
Sensor Range
Forward Speed
Reverse Speed
Strafe Speed
Vertical Speed
Basilisk
Medium
8000
5000
18000
625
275
360
275
Black Widow
Medium
8000
5000
18000
550
200
200
200
Brawler
Medium
9000
5000
18000
550
200
200
200
Colossus
Heavy
15000
5000
18000
330
100
100
150
Destroyer
Heavy
13500
5000
25000
340
100
100
150
Displacer
Medium
9000
5000
25000
560
285
250
250
Disruptor
Light
5000
5000
18000
660
300
400
300
Enforcer
Medium
9000
5000
18000
570
250
320
250
Equalizer
Light
5000
5000
18000
660
300
400
300
Executioner
Medium
9000
5000
18000
550
250
280
250
Ghost
Medium
7000
5000
18000
635
250
360
250
Gladiator
Heavy
15000
5000
18000
390
150
150
200
Guardian
Medium
6000
5000
35000
525
200
200
200
Hunter
Medium
10500
5000
18000
470
200
200
200
Infiltrator
Medium
8000
5000
18000
550
300
360
200
Interceptor
Medium
10000
5000
18000
605
240
270
240
Leviathan
Heavy
15000
5000
18000
415
150
150
150
Overseer
Medium
6000
5000
30000
525
200
200
200
Paladin
Light
6000
5000
18000
675
285
400
285
Paragon
Heavy
13500
5000
60000
350
150
100
200
Persecutor
Medium
9000
8000
18000
550
250
320
250
Pioneer
Medium
9000
5000
18000
570
250
320
250
Protector
Light
6000
5000
18000
660
300
400
300
Raider
Light
6000
5000
18000
690
300
400
300
Ranger
Light
6000
5000
20000
660
300
400
300
Raven
Medium
7500
9000
18000
640
300
350
300
Reaper
Medium
10000
5000
18000
605
250
250
250
Sentinel
Medium
9000
5000
18000
595
280
300
280
Superlifter
Light
7000
5000
18000
650
285
380
285
Venturer
Medium
9000
5000
18000
500
250
250
250
Watchman
Medium
6000
5000
30000
525
200
200
200
Ship Stats (2/2) - Armor Values
SHIP
FRONT
REAR
LEFT
RIGHT
TOP
BOTTOM
Basilisk
700
700
700
700
1250
1250
Black Widow
850
750
850
850
850
750
Brawler
1000
750
4000
4000
1000
750
Colossus
2000
1000
2000
2000
2000
1000
Destroyer
2000
2000
2000
2000
2000
2000
Displacer
1000
1000
1000
1000
1000
1000
Disruptor
1000
1000
1000
1000
1000
1000
Enforcer
1000
1000
1000
1000
1000
1000
Equalizer
1000
1000
1000
1000
1000
1000
Executioner
1100
750
1100
1100
1100
1100
Ghost
750
750
750
750
750
750
Gladiator
2200
2200
1500
1500
2200
2200
Guardian
1000
1000
1000
1000
1000
1000
Hunter
750
1000
1000
1000
1000
1000
Infiltrator
1000
1000
1000
1000
1000
1000
Interceptor
1000
1000
1000
1000
1000
1000
Leviathan
2000
1000
2000
2000
2000
1000
Overseer
1000
1000
1000
1000
1000
1000
Paladin
1000
1000
1000
1000
1000
1000
Paragon
1500
1500
1500
1500
1500
1500
Persecutor
1000
1000
1000
1000
1000
1000
Pioneer
1000
1000
1000
1000
1000
1000
Protector
1000
1000
1000
1000
1000
1000
Raider
1000
1000
1000
1000
1000
1000
Ranger
1000
1000
1000
1000
1000
1000
Raven
1000
1000
1000
1000
1000
1000
Reaper
1000
1000
1000
1000
1000
1000
Sentinel
1000
1000
1000
1000
1000
1000
Superlifter
1000
1000
1000
1000
1000
1000
Venturer
1000
1000
1000
1000
1000
1000
Watchman
1000
1000
1000
1000
1000
1000
Damage Mechanics (Basics)
Weapon Damage Falloff
  • Many weapons deal maximum damage up to optimal range, then damage generally falls off linearly up to maximum range.
  • Damage at maximum falloff range depends on the weapon, the multiplier is listed in the weapon stats tables as FALLOFF.
  • Some weapons can have their falloff defined by more than those two ranges. For them damage falls off linearly between each adjacent range (usually listed in the Weapon Stats - Special Cases section above).
  • The Reaper Scythe and Scourge Beams are currently the only weapons in game with a falloff multiplier > 1, i.e. damage scales up outside of optimal range rather than down.

Armor
  • All ships are fully covered in armor, divided into 6 separate sections, namely top/bottom, left/right and front/rear.
  • Area of effect (AoE) damage (e.g. Infiltrator's Ion Blast, fighters) and damage over time (DoT) status effects (e.g. all Plasma effects) ignore armor status and always deal 100% hull damage but 0% armor damage.
  • All other weapons as well as ramming have their damage reduced to 75% while armor is up (default value, currently no exceptions). These are the floating numbers you are seeing in battle.
  • The armor itself takes damage to the full amount (after all the other modifiers were applied, of course). In case the weapon you are using comes with special armor damage warheads then those get added to the total armor damage you deal. Armor damage numbers are not shown in game.
  • Once armor is broken (indicated in game by a short popup on the target ship for each armor section that you broke as well as flames coming out of that hull section), hitting a broken section will deal 200% damage to the hull itself. If a projectile hits intact armor with more damage than needed to break it then the bonus damage applies to the projectile's remaining damage portion.
  • Note that while the Colossus' weapons were changed to deal both AoE damage and, upon a direct hit, armor damage, the projectiles themselves do not deal any hull damage. Only the AoE damage portion does. So while you can break armor, only your missiles and other ships on your team can benefit from that.
  • Your ship's crew slowly repairs all your ship's armor while your ship is out of combat. The base repair rate is 120 seconds. Certain abilities allow this passive repair to take place during combat at an increased rate, currently Disruptor Repair Drones, Ranger Shutdown & Repair, Superlifter Repair Buoys, Venturer Heal/Defend Pulse and variants. The Protector can directly repair broken armor by applying one of its Repair Beam variants to a broken armor section.
  • Repaired armor instantly takes effect, but the flames indicating broken armor linger until at least 25% of the armor has been restored.

Ramming
  • Base ramming damage is 800.
  • Ramming damage scales based on ship weight class, light medium and heavy (see the Ship Stats table above). For every weight class difference +/- 25% damage are applied, so ships of the same class take equal damage whereas a small ship ramming a large one receives +50% damage while the target takes -50% damage.
  • Ramming damage is affected by armor and damage modifiers same as projectile damage, but not by offensive crew skills and offensive ship upgrades.

Ship Destruction Damage
The damage caused in a 2000m radius by an player ship exploding 3.5 seconds after getting destroyed, currently identical for all ships
  • 1000 damage to player ships
  • 50 damage to small ships.
Damage Mechanics (Calculation)
Calculation
Damage is generally calculated in these steps:
  1. Starting point is base PPD as in the tables above
  2. Offensive modifiers from the originating ship (crew, ship level upgrades, buffs/debuffs on the attacker, see section Damage Modifiers below) get applied to that, the result is rounded down.
  3. Defensive modifiers from the target ship get applied (crew, ship level upgrades, buffs/debuffs on the target), result is rounded down
  4. For non-AoE or DoT type damage warheads, the damage gets substracted from target armor strength (note that both specific modifiers and armor-specific warheads may apply here). Target armor strength cannot become negative.
  5. For non-AoE or DoT type damage warheads, the target's armor modifier is applied (by default 0.75 for any target armor strength > 0, otherwise 2 - Armor Damage Reduction crew skill, if any), result is meant to be rounded down but recenty I've seen instances where it was rounded up, needs further testing.
  6. Damage gets applied to target hull strength.
  7. If target hull strength reaches 0 or less, target is destroyed

Damage Modifiers
A weapon's base damage is affected by the following modifiers in game, each having a base value of 1:

Weapon Damage Falloff
  • see section Weapon Damage Falloff above
Armor [DamageMitigationMultiplier]:
  • Projectile damage to a side with armor: -0.25 (see section Armor above)
Broken Armor [BrokenArmourDamageModifier]:
  • Projectile damage to a side without armor: +1 (see section Armor above)
  • Crew: Repair Officer (if you have one) - crew skill misnomed Armor Damage Reduction
Damage Inflicted [DamageModifier]:
  • ship level, amount depending on the ship
  • Crew: Tactical Officer (if you have one)
Damage Received [DamageReceivedModifier]:
  • Watchman Mark Target: +0.3
  • Raider Mark Target Pulse: +0.15
  • Jump Drive or Jump Home: +2 - see also Jump Damage category below
  • Leviathan Jump Point Generator: +2
  • Ranger Shutdown & Repair: +2
Jump Damage [JumpDamageModifier/WarpHomeDamageModifier]:
  • Crew: Jump Core Technician (if you have one) - see also Damage Received category above
Damage Reduction [DefensiveDamageReceivedModifier]:
  • ship level, amount depending on the ship
  • Crew: Captain
  • Gamma on target: +0.225 (Gamma I), +0.3 (Gamma II & III)
  • Protector Defensive Field/Bubble allies: +0.5
  • Protector Defensive Field/Bubble self: +0.4
  • Watchman Shield: +0.75
  • Paladin Defense Drones: +0.3
  • Paragon Defense Drones: +0.225
Base Resistance [StationDamageModifier]:
  • ship level, amount depending on the ship
  • Crew: Engineer (if you have one)
  • Gamma buff: +0.15 (Gamma I), +0.2 (Gamma II & III)
Ship/weapon-specific modifiers
  • affecting damage from the same ship's primary weapon only:
    • Ghost/Phantom Ambush: 3
    • Enforcer Escalate: 1 + 1.5 * stackSize
    • Guardian Cannon: up to 10
    • Ranger Longbow Cannon & Longbow Sabot charge: up to 14.443
    • Ranger Longbow Tri-Cannon: up to 17.5
    • Guardian L.R. Cannon charge: up to 5
    • Watchman L.R. Cannon charge: up to 5
  • other:
    • Basilisk Graviton Anchor: stackSize (affecting Pulsar Charge damage from the same Basilisk only)
    • Infiltrator Ion Charges: stackSize (affecting Ion Blast damage from any Infiltrator on the same team)

Damage Modifier Stacking
  • All damage modifiers of the same type stack additively with each other and the base value of 1.
  • All damage modifiers of different types stack multiplicatively with each other.
  • Status effects may have a maximum allowed stack size (e.g. Infiltrator's Ion Charge)
  • Separate DoTs on a target will generally stack, provided that you see the status effect listed on the target multiple times (if you don't, that means it's been explicitly set to not stack).
  • Protector's Defensive Field and Defensive Bubble do not stack "to pre-empt and prevent bugs where they might interfere with each other (or the Venturer's shield buoy)"
136 Comments
Snib  [author] 5 Jul, 2020 @ 10:48am 
Yep, Snedge, one of the devs, invested his free time to originally make that possible, carried on by some community effort. Check on the official discord.
Mullroy234 4 Jul, 2020 @ 8:23am 
Community servers? I'm interested.
Snib  [author] 3 Jul, 2020 @ 5:13am 
Long time ago indeed, hadn't seen this in years. it was a good guide, if I may say so. :)

And a great game - these days kept alive on community servers.
Mullroy234 2 Jul, 2020 @ 11:05am 
Yikes, didn't realize how old this was. The game doesn't see much action these days.
garbo 28 May, 2017 @ 12:16am 
wow, this is old!
Montiblanc 24 Dec, 2016 @ 5:41pm 
comp dead 3 months, wut i miss xD
crafty 7 Nov, 2016 @ 3:19pm 
Can you please update it. Thank you in advance
Snib  [author] 18 Oct, 2016 @ 9:51am 
Little change to the guide: Reworked the damage mechanics section by splitting it into two parts, (Basics) which can hopefully be understood by everyone and (Calculation) which might not interest everyone. However, I did also rework the Damage Modifiers listing - now in the new (Calcultion) section - a lot, it should make it a lot clearer how the different modifiers interact with each other, crew skills and ship upgrades.
Quartermaine 14 Oct, 2016 @ 8:32pm 
@Snib No problem :)
Snib  [author] 14 Oct, 2016 @ 8:29pm 
@Quartermaine that won't happen in this guide for a number of reasons:
1. I only cover damage dealing abilities in this guide
2. Abilities cannot be shown here in a tabular format because outside of cooldown and energy cost they all differ in what they do and thus what information would need to be provided
3. For that latter reason it's also not possible to easily automate them, I'd have to look at each ability and decide which stats to display for that one.

I did however give a set of data for all subsystems to Discobot, if you google his calculator spreadsheet you can find all the data there. Unfortunately data for most deployables wasn't in that data set that I gave him (or rather the data I did give him is not complete in that respect), so the info you may be looking for with respect to the Shielding Buoy would be something that would be missing.