Void Crew

Void Crew

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Weapons Stats Mechanics [v1.1]
By Normandy
An in-depth guide about the inner workings of the weapons' stats in the game.
Several tools to make your own calculations included.
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Basic Stats Mechanics
Introduction
There are a fair amount of stats that characterize the weapons in this game.
Some are hidden, like Reload Speed, Zoom and Heat Dissipation, and others, more important like Damage, Fire Rate and Accuracy, are displayed on the bottom right of the screen when manning a gun. Here's an example with Damage:









Several informations are displayed here: Total Value, Base Stat Level and Modifiers Applied.

Total Value
The Total Value is the main information displayed on the bottom right of the screen when controling a weapon.
There is not much to explain here as it is pretty self-explanatory.
It is the resulting number once the Base Value and all the Modifiers applied have been calculated.
The point of this guide is to provide the tools to calculate and predict what the Total Value of a stat is going to be, given a specific set of Mods and Relics.

Base Value
Each stat possesses a Base Value, and some of them can be increased with either mods or by upgrading the weapon to MkII and MkIII.
This Base Value is represented with little bars that are either empty or filled in green. We'll call these little bars Pips:




These Pips, which range from 0 to 3, indicate the current level of the Base Value.
Trying to go past 3 would result in a waste of mod slot.

The only way to increase the Base Value of a weapon stat is to use a Basic Mod.
These mods are divided into 3 tiers: MkI, MkII and MkIII and can be either crafted or looted.

Note that only 3 stats get an increase in Base Value from Basic Mods:
  • Damage
  • Fire Rate
  • Accuracy
The other stats only receive a % boost from Basic Mods.

Every weapon starts with 0 Pip for each stats on the MkI and higher tiers.
It is relatively easy to reach the max number of Pips of a weapon stat: a MkI mod combined with a MkII, or simply using a MkIII mod directly will do the trick.
Just make sure to not go above +3, as it would result in a waste.

For example: combining 2 Damage MkII mod on a weapon will grant the same bonus as using a single Damage MkIII.

Modifiers
There are 5 ways to modify a weapon stat:
  • Using a Basic Mod.
  • Using an Energy Cell (only available for the Confessor Carronade and the Recuser Beamcaster).
  • Using a Legendary Mod.
  • Using a Relic.
  • Using a Blessed Homunculus.
  • Using the Gunner's Abilities.

Basic Mods affect Base Value, as covered above, so that leaves: Energy Cells Legendary Mods, Relics and the Gunner's Abilities, which all apply Modifiers that are based on the Base Value.

Energy Cells:
  • Energy Cells give +10% Damage and +10% Fire Rate, no matter the tier of the cell and no matter the tier of the weapon.
  • Can only be used on the Confessor Carronade and the Recuser Beamcaster.
Gunner's Abilities:
  • Add a % of the Base Stat Value while using a weapon.
  • Only apply to those who invested skill points in the Gunner's Gene Tree.
  • A maxed out Gunner's Ability Tree will boost the following stats:
    +25 % Damage
    +20% Kinetic Damage
    +20% Energy Damage
    +30% Fire Rate
    +30% Accuracy
    +30% Range
    +30% Magazine Consumption Efficiency
Relics:
  • Add a % of the Base Value or Multiplies the Total Value of the stat (a factor above 1 is a boost, a factor below 1 is a penalty) depending on the Relic.
  • Apply to all weapons that fit the description of the Relic (i.e. Kinetic, Energy, Aft side, etc.).
  • Some Relics scale with certain conditions, making them particularly powerful.
Blessed Homunculus:
  • Blessed Homunculus behave in the same way as Relics, with the exception that you cannot change them in the middle of a run.
  • Each ship loadout has one with different modifiers and different conditions to meet to make the modifiers active.
Legendary Mods:
  • Add a % of the Base Value or Multiplies the Total Value depending on the mod and the stat it modifies.
  • Only apply to the weapon the mod is installed on.
The Multipliers will always apply after the % bonuses have been calculated.
Here's a breakdown example based on the first screenshot:









First, the Level of the Base Value is determined (here it's level 1), then the % boosts are added (Energy Damage + 20%, Focus Fire + 25% and Power Cell Magazine + 10%) and finally, the resulting value is multiplied by the number given by the Blessed Homunculus (x1.6).

This screenshot was taken while manning a Recuser Beamcaster MkI equiped with an Energy Cell and a Damage MkI mod, with the Gunner's Gene Tree maxed out, and using the Energy Boat Destroyer Ship (which starts with the Energy Overload Blessed Homunculus).

Calculation Breakdown:
  • 1 Pip of Damage on the Recuser Beamscater MkI is 4 000 Damage (more on this below).
  • Energy Damage Ability gives + 20% of the Base Value so that's 4 000 x 0.2 = 800.
  • Focus Fire Ability gives + 25% of the Base Value so that's 4 000 x 0.25 = 1 000.
  • Power Energy Cell gives + 10% of the Base Value so that's 4 000 x 0.1 = 400.
  • These 4 values are added together: 4 000 + 800 + 1 000 + 400 = 6 200.
  • The resulting number is then Multiplied by the Blessed Homunculus Multiplier: 6 200 x 1.6 = 9 920.
  • We get the Total Value of 9 920, as seen on the screenshot.

Note that Multiplier Modifiers will multiply together if several are affecting the same stat.
So for example, if 4 Energy Ascension Relics are used together, the resulting Modifiers displayed will be: 1.25 x 1.25 x 1.25 x 1.25 = 2.44.


Calculation Example
With the core stats mechanics explained above, let's calculate a value rather uncommonly used.
For example, what is the biggest Range achievable in the current state of the game?

The highest Range Base Value is found on the Recuser Beamcaster with 1 600 meters.
A maxed out Gunner's Range Ability will give an extra + 30% to that Range, so that's:
1 600 + 1 600 x 0.3 = 2 080 meters.
The Mod that gives the biggest Range boost is the Sniper Protocol Mod, which gives a + 50% boost.
The Ordnance Ship comes with a Blessed Homunculus that gives a +30% Range boost to all weapons as long as the Ship has less than 40 Alloys in store.

So installing 3 Sniper Protocol on a Recuser Beamcaster installed in an Ordnance Ship, and letting a Gunner control it, will allow him to get a total Range of:
1 600 + 1 600 x 0.3 + 3 x (1 600 x 0.5) + 1 600 x 0.3 = 4 960 meters.
Weapons Stats
Base Stats Table
Big shoutout and many thanks to Dragon on the Official Void Crew Discord who reached out to me to help me get accurate data!

For the curious, the complete formula to get any number from the table is the following:
  • MinValue + PipCount * (MaxValue - MinValue) / PipCap
  • MinValue = value at 0 Pip.
  • MaxValue = value at 3 Pips.
  • PipCount = number of Pip.
  • PipCap = max number of Pips, which is currently 3. (it was at 6 during v0.27)
Because Steam's formatting would make it hardly readable, here's a screenshot from Excel instead:

A few notes regarding these results:

Fire Rate
  • Although no units are given, it's safe to assume it refers to the number of shots per seconds.

  • Except for the Orison Heavy Autocannon and the Recuser Beamcaster, the decimals in the value displayed ingame are rounded, making it hard to see and calculate the differences without a formula to retrieve them.

  • You can use the numbers in the table to make your own calculations as they come directly from the game's code.
Range
  • There are no Basic Mods currently available in the game that increases the Base Range Value.

  • The only way to boost Range is with the Gunner's Ability, the Flux Harmonizer Mod or the Sniper Protocol Mod.
Damage
  • Base Damage Value doesn't change between Tiers. It is the increase in Fire Rate that provides the DPS boost associated with the upgrade.

  • Note that the number of guns is multiplied by 2 with each Tier:
    • MkI: 1 gun.
    • MkII: 2 guns.
    • MkIII: 4 guns.
    But they do not necessarily fire at the same time, so the extra guns aren't exactly a net boost for DPS (more about this in the DPS section).

  • The only exception to these rules is the Recuser Beamcaster which stays at one gun even at MkIII and has its Base Damage Value increased with each Tier.
    (The number of lasers fired DOES increase with each Tier (1, 2 and then 3) but since they are fired simultaneously, there are no additionnal impacts).

  • Note that these numbers are flat values.
    Each weapon has its own Strength and Weakness against specific targets: Medium Armor, Heavy Armor and Shields.
    These translate to boosts or penalties to the damage dealt.
Accuracy / Max Deviation
  • Accuracy determines the diameter of the reticle. When firing, bullets will spread randomly inside the circle of the reticle.
    The Higher the Accuracy, the Smaller the reticle.

  • During sustained firing, a Blooming Effect occurs, expanding the diameter of the reticle, inducing an Accuracy loss.
    This Blooming Effect is quantified by a hidden characteristic called Spread Range which determines the minimum and maximum size of the reticle.
    Each weapon has its own value of Spread Range:





















  • Max Deviation indicates how far off the center of the reticle your projectile may be fired, i.e. the maximum size of the reticle when the Blooming Effect peaks.
    It is calculated with the following formula:
    Max Deviation = Max Spread / Accuracy

  • Fire Rate does NOT have any effect on the Blooming Effect.
    The rates at which the reticle expands and retracts are constant.
    Each weapon has its own value, but they are relatively similar.

  • The Recuser Beamcaster is a hitscan weapon, meaning that its laserbeam hits instantly its targets, and that it is not affected by Accuracy stats.
    The laserbeam will always hits wherever the dot reticle is pointing at.
Damage Per Second
  • The DPS column is calculated in the best possible conditions, meaning that: Reload Time, Overheating, Warm-Up Time were NOT taken into account.
    It is simply the multiplication of the Damage column with the Fire Rate column.
    It is therefore assuming that EVERY SINGLE SHOT hits their target, which is less and less true the further away you get from the target due to imperfect Accuracy.

  • Because there would be too many permutations possible to fit into the Excel, for each Pip column of DPS, I multiplied the corresponding Pip column for Damage and Fire Rate.
    So for example, the 1 Pip DPS column is: 1 Pip Damage column x 1 Pip Fire Rate column.

  • The number of bullets fired at the same time has been taken into account in the DPS calculation columns:
    Despite having multiple guns on the higher Tiers, most weapons do not fire them simultaneously:
    • Confessor Carronade, Shuriken Energy Gatling and Litany Minigun fire one gun at a time.
    • Orison Heavy Autocannon MkII and Benediction Cannon MkII fire both of their guns simultaneously.
    • Benediction Cannon MkIII, despite having 4 guns, only fire two at the same time in succession.
    • B.R.A.I.N.: Benediction and B.R.A.I.N.: Confessor fire all of their guns simultaneously.
      So at MkII they fire 2 bullets at the same time, and at MkIII they fire 4 bullets.
      This is why a B.R.A.I.N. MkIII will quickly render a Gunner completely useless.

Weapon Effectiveness Table
The values presented above are the flat numbers for Damage and DPS.
To get the final DPS value against a specific type of enemy, the Effectiveness of the Weapon Type must be taken into account.
Enemies have 4 types of protection against damage:
  • Weak Armor:
    • Mines.
    • Energy Cells on Frigates and Freighters.
    • Weak spots on Hollow Cores, Prism Matriarch's Turrets, Cruisers.
  • Medium Armor:
    • Default and most common armor type, most enemies have this one.
  • Heavy Armor:
    • Cruisers.
    • Frost Matron's Ice Armor.
    • Prism Matriarch's Turrets.
  • Shield:
    • Additional, rechargeable, layer of protection. Pretty obvious when an enemy has it.
Credit goes to Dragon for this table:






Payload Stats Table
Once again, many thanks to Dragon for pulling those numbers from the game's code!
List of Mods and Blessed Homunculus
Basic Mods
Like weapons, each Basic Mod exists in 3 Tier variants: MkI, MkII and MkIII.
Depending on the stat (and the Tier), a Basic Mod will either give a Pip or a % boost.
For example: Fire Rate MkII Mod will give 2 Pips of Fire Rate.
All Basic Mods are readily available in the Fabricator from the begining, and they sometimes can be looted in containers as well.
Here is the list of Basic Mods with their respective modifiers per Tier (MkI / MkII / MkIII):
  • Damage: +1 / +2 / +3 Pip(s)
  • Accuracy: +1 / +2 / +3 Pip(s)
  • Fire Rate: +1 / +2 / +3 Pip(s)
  • Heatsink: +25% / +50% / +75% Heat Dissipation
  • Power Optimizer: -1 / -2 / -3 Power Consumption
  • Reload Optimizer:
    • -30% / -60% / -60% Reload Duration
    • +50% / +100% / +200% Active Reload Ease
  • Zoom: +15% / +20% / +25% Max Zoom
Gunner's Gene Tree Mods
Gunners can have access to 2 special Mods if they invest enough skill points in the Gunner's Gene Tree.
To unlock both mods, you need a minimum of 11 Skill Points.
  • Flux Harmonizer










  • Impact Amplifier









Legendary Mods
There are currently 4 Legendary Mods available in the game:
  • Close Quarter











  • High Damage











  • Relentless Assault













  • Sniper Protocol












Blessed Homunculus
Each ship loadout (except Freedom) comes with a unique Blessed Homunculus that gives various stats boosts to suit a specific play style.
The stats boosts of a specific loadout are the same for both the Frigate and the Destroyer version of the ship.
  • Rookie













  • Close Quarter Battle













  • Energy Boat













  • Lone Sentry














  • Freedom













  • Broadside














  • Ordnance
List of Relics
There are different types of Relics affecting weapons and/or ship stats.
Some apply to all, others to a type of damage (Kinetic/Energy) and others to a specific model of weapon.
Some Relics also have scaling properties, making them more powerful the more conditions are met.
  • Astral Gravity Well













  • Benediction Fury (also applies to B.R.A.I.N.: Benediction Auto-Turret)











  • Biomass Catalyst














  • Bio-Reactive Stores
















  • Blessed Boosters













  • Breaking Point










  • Bullet Storm











  • Close-Quarters











  • Confession Psalm (also applies to B.R.A.I.N.: Confessor Auto-Turret)











  • Drive-By Shooting











  • Energy & Kinetic Ascension






















  • Energy Overload











  • Forward Emissary












  • Heat Tempered Aegis












  • Litany Bullet Hymn













  • Point Defense Ascension












  • Port & Starboard Blessing



























  • Rearward's Rebuke (applies to the 2 slots on the back of the ship)










  • Recuser's Lament











  • Sacred Power Conduit











  • Vagabond












  • Void-Powered Shell











  • Wounded Frenzy
Mod Permutations Tables
  • Much like with the Weapon Stats Table above, the tables below are flat values calculated in the best possible conditions.

  • I included the Accuracy permutations to show the equivalent of a 2 mods configuration, in case you want to use a Power Optimizer mod or something else that isn't boosting DPS.
    Using an Accuracy mod otherwise does not translate easily into a gain or a loss of DPS in these tables.

  • This is not saying that Accuracy Mods are not interesting to use, just that, if looking purely at theoretical numbers, they will inevitably look weaker than a combination of 3 mods increasing Damage and/or Fire Rate.

  • For each weapon, I bolded the most interesting permutations (at least in my opinion), taking into account Accuracy and Range to have something viable.

  • The Recuser Beamcaster has perfect Accuracy, so instead I bolded interesting permuations taking into account the Fire Rate.
    Some of the highest DPS possible with this weapon come from a very high Fire Rate, but since it is not an automatic weapon, the higher the Fire Rate, the more difficult manually firing this weapon at the correct rate is going to be.
    To keep something comfortable, I discarded the rows with a Fire Rate above 2 Shots per Seconds.

  • The tables for both B.R.A.I.N. turrets have been calculated without the Lone Sentry Homunculus boost.

Confessor Carronade

Shuriken Energy Gatling

Recuser Beamcaster

Benediction Cannon

Litany Minigun

Orison Heavy Auto-cannon

B.R.A.I.N.: Benediction

B.R.A.I.N.: Confessor
Relics Permutations Tables
B.R.A.I.N.: Benediction









B.R.A.I.N.: Confessor









A few notes regarding these tables:
  • The numbers in these tables are the DPS for a given mod and Relic combination, calculated for one gun, at MkIII Tier, and without the Lone Sentry Homunculus boost.

  • I took 10 Defects for the Wounded Frenzy Relic calculation, as it is a good average to have without having too many serious Defects impacting ship performance.

  • For Biomass, I chose the Breakeven number between the Biomass Catalyst Relic and the Energy Overload and Breaking Point Relics.
    • At this number, using a Biomass Catalyst Relic instead of a Breaking Point / Energy Overload one yields the same results.
    • Above this number, the Biomass Catalyst Relic becomes stronger.
    It's quite difficult to accumulate this amount of Biomass in the current patch, so Biomass Catalyst is currently not worth using at all.
33 Comments
Nev9 3 hours ago 
You say the batteries only give 10% buff, but without a battery isn't there a net -25% debuff as well? So should they not in reality be a 35% buff?
ShaoXiao 1 Jun @ 4:46pm 
Ah so you did. I understand it now, thank you.
Normandy  [author] 28 May @ 12:41am 
Those tables are still obsolete, I haven't gotten the time to update them.
Yes the nerf to Energy Overload changes everything in terms of meta.
I might update the remaining part of the guide this week-end, so stay tuned.
Sabotieren 26 May @ 9:07am 
Maybe I missed that but Energy Overload gives +25% of damage for each fuse turned off, therefore 4 fuses and 4 installed Energy Overload will give in the amount of 400%. While Biomass Catalyst gives 10% for 10 biomass, therefore, 400% we get from 400 biomass with installed only one Biomass Catalyst?
Right now I have 322 biomasses and 3 Biomass Catalyst installed, I see Biomass Catalyst BF for a weapon +960%, how it turns out, what you have in the B.R.A.I.N. tables It turns out that this is not effective in damage per minute?
Normandy  [author] 4 May @ 5:46am 
I did, it's the ones with Accuracy mod.
ShaoXiao 3 May @ 1:42pm 
Could you do the BRAIN turrets with just 2 mods? I tend to run 6 guns running with energy opt. mod
Dragon 24 Apr @ 11:22pm 
I pulled data today, so he should be able to update the stats soon. Missile stats included.
R3DS 23 Apr @ 2:36pm 
<3
a123456 20 Apr @ 8:47pm 
do you have any info on payload damage? there are missiles, torpedo and mines, but they didn't tell you how much damage they made, only ranges
Normandy  [author] 18 Apr @ 3:47am 
New patch is here, bringing its share of rebalances.
I don't have a lot of time these days, but I'll do my best to update the guide ASAP.