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[[File:Power Caluclations Page.png|thumb|297x297px]]
[[File:Power Caluclations Page.png|thumb|297x297px]]


'''Power''' is the represents both the actual ship stat "power", and generally speaking, all specific types of power a ship may posses - such as "combat power", "salvage power", "drone power" and many others. It affects everything a ship does, and can be modified, scaled and changed.
= Power =
'''Power''' is a '''base value''' that applies to '''all Gear, Items, Weapons, Modules, Ships''', and more.


== The Five+ PowerStats ==
It acts as a '''universal stat''' that boosts the effectiveness of whatever you install or equip.
----


The game tracks many separate power values. They are stored independently and used by different systems.
== How Power Works ==


{| class="wikitable"
* Every ship has a Base Power value.
! style="width:18%;" | Stat !! What is it? !! Notes
* Each installed item adds its own Item Power with one exception: Turrets. The overall Power gets added towards turrets in the End.
|-
* Total Power for any activity (Mining, Salvage, Combat, etc.) is calculated separately.
| <code>Power</code> || This is a general type of power that, if it exists on a turret or a module, will mirror into some of the other ''specific'' power types the ship has. || Combat, Mining and Salvage power types will count this Power as their own.
* Items only contribute to the activity type they belong to.
|-
* Changing one module only affects the Power type related to that module.
| <code>Combat Power</code> || Applies when doing damage. || All weapons use it and as a rule of thumb, very roughly, a ship's DPS will be total Combat Power / fire rate / 5.
* The full Power calculation includes: Ship Power + Crew Skills + Booster + Modules + Substats (if applicable) + [[Aspects]] + Skills from the Skill Trees = End Power
|-
| <code>Mining Power</code> || Applies when mining asteroids || Same DPS as combat power but only against asteroids.
|-
| <code>Salvage Power</code> || Applies when salvaging scrap || Same DPS as combat power but only against wrecks.
|-
| <code>Drone Power</code> || Applies to drones and whatever they do. || Exceptions are drones that don't actually do any damage to anything, which is beside the point.
|-
| <code>Torpedo Power</code> || Similar to combat Power but torpedo specific. || Unclear why this is separate for torpedoes, but it is.
|}


There are even more different powers, like <code>Repair Power</code> which is used when repairing a ship's armor or shields, but these are not as relevant to players.
----


== Base Power applies to some other Powers ==
== General Formula ==
Ship Power + Crew Skills + Booster + Modules + Substats (if applicable) + Aspects + Skills from the Skill Trees = End Power -> applies to Turrets and Drone Bays
----


Anything that adds <code>Power</code> (the ''Power'' Power) adds the same amount to <code>Combat Power</code>, <code>Mining Power</code> and <code>Salvage Power</code>. It will not be added to any of the other types (Torpedo, Drone, etc). This is useful when kitting multi-role ships - if you're using a ship in multiple roles by swapping turrets from combat to mining or similar. This way modules that add Power will be useful to any and all activity types.
== Example 1: Salvage & Combat Modules ==
<blockquote>'''Ship Base Power:''' 10,000


Normally, ship gear that list a class-specific stat (e.g. a Surface Mining Laser with <code>+1,500 MiningPower</code>) contribute only to that specific activity - mining power, and will not be useful if the ship is fighting.
'''Installed Salvage Equipment:''' +1,000 Salvage Surface Power


If you want to double- (or triple-) down on power, Exotic (purple) gear has three substats along their main stat. The main stat of a weapon is Combat Power. One of the three substats may *also* be Combat Power, while another one may be simply Power. All three are combined and counted when summing up total Combat Power.
'''Installed Combat Turret:''' +1,000 Combat Power</blockquote>


== Feed Your Reactors, Polish the Hull, Man the Cannons ==
=== Resulting Stats ===


=== The Reactor ===
* '''Salvage Power:''' 11,000
* '''Combat Power:''' 11,000


A major source of Power Multipliers is the Reactor.
Even though both modules are installed, their Power types '''do not mix'''. Each activity calculates its own final Power separately.
----


{| class="wikitable"
== Example 2: Mining Ship Loadout ==
! style="width:18%;" | Reactor usage !! Power modifier
'''Ship Type:''' Mining Ship
|-
| ≤ 50% || +20%
|-
| ≤ 75% || +10%
|-
| ≤ 100% || 0%
|-
| ≤ 125% || -25%
|-
| ≤ 150% || -50%
|-
| > 150% || -75%
|-
|}


It is always optimal to craft your gear (through the use of [[Workshop]] and [[Aspects]] such as ''Solar Powered'') so your energy usage remains below 50%. This will grant a 20% modifier (with further bonuses to Combat Power from the Combat [[Skills|skill tree]]), multiplying the main three powers on a ship (combat, mining, salvaging).
'''Slots:''' 2× Surface Turrets, 1× Medium Drone Bay


=== Base Values ===
=== The Hull ===


Aside for Reactor, the [[Drydock]] can upgrade the hull in many ways. Each node along the individual upgrade tracks will upgrade the total power of the ship regarding a certain stat (combat, mining, salvage), and each milestone unlocked grants a lump bonus.
* '''Base Power:''' 10,000


In addition to hull upgrades, varying ship classes have their own innate power modifiers, such as combat hulls having a +30% power (applied to combat power) or a mining hull having +30% power (applied to mining power). See [[Ship List]] for all the ships and their hull bonuses.
=== Installed Modules ===

{| class="fandom-table"
=== The Crew ===
!Module

!Power
See [[Crew]] for crew details. Crew can have different professions, so Miners will boost Mining Power, while Gunners will grant a boost to Combat Power. Crew bonuses added this way count as a separate source of Power and will be multiplied by all normal skill and item multipliers.
!Activity

Officers also have their own passive bonuses which are added to varying powers - a Mining officer with a passive 2.34% Mining Power will use it to multiply the total if active on a ship.

== Drone Power ==

Drone Power is universally a confusing and often discussed topic because how it applies, and what really happens. The recent revamp (Beta 0.8.1.23) reworked how it is calculated, so here is how it actually works now.

A drone bay's Drone Power '''main stat''' is a live figure computed from three sources, and each drone uses it through a per-turret formula:

* The individual drone's own Power: the rating of the turret loaded on that drone. Painters, Scanners and other drones with 0 Power contribute nothing.
* The ship's Drone Power stat: every Drone Power source on the ship (such as a Drone Bay substat) is summed here, then split into an equal share per drone.
* The ship's matching activity Power (Combat/Mining/Salvage): added to each drone as a per-turret share, normalized by the ship's own turret count.

So a combat drone uses Combat Power, a mining drone uses Mining Power, and so on. Each drone keeps its own loaded turret Power in full, plus a share of the ship's activity Power, plus an equal slice of the ship's Drone Power. It is not a single shared pool divided between all drones.

What this means in practice:

* The drone bay's "Drone Power" main stat is '''not cosmetic''', it is computed from the real sources above and reflects the actual loadout (all Painters/Scanners means it shows 0).
* A Drone Power substat on a Drone Bay (or any other module) is fully added to the ship's Drone Power total, then split across drones.
* Drones draw from the ship's activity Power, but drones' own Power does '''not''' feed back into ship turret damage.
See Example 3 for a better breakdown.

For general info on drones, please consult [[Drones]].

== Examples of Power Distribution ==

=== Example 1: Salvage & Combat modules don't mix, which is good ===

* '''Ship ''Power'' Power:''' 10,000 Power
* '''Installed Salvage Equipment:''' +1,000 Salvage Power
* '''Installed Combat Turret:''' +1,000 Combat Power

Resulting Stats:

* '''Salvage Power:''' 11,000 (10,000 Power + 1,000 Salvage Power)
* '''Combat Power:''' 11,000 (10,000 Power + 1,000 Combat Power)

=== Example 2: Torpedo usage ===

Torpedoes are similar to weapons, in that they use both Torpedo and ''normalized'' Combat Power - these are added together and then converted into damage similar to weapons.

=== Example 3: Mining ship with a drone bay ===

* '''Ship Type:''' Mining Ship - slots: 1× Surface Mining Laser, 1x Combat Autocannon, 1× Medium Drone Bay
* '''Ship Power:''' 10,000 Power - coming from various modules

{| class="wikitable"
!Module !! Stat line !! Activity
|-
|-
|1× Medium Drone Bay || <code>+2,000 Drone Power main stat, +1000 Drone Power substat</code> || The main stat is a live computed figure, not fixed. The +1000 substat is added to the Drone Power total and any drone can use its share.
|1× Medium Drone Bay
| +2,000
|Drone / Core / Surface (depending on drone)
|-
|-
|1× Surface Mining Laser || <code>+1,500 Mining Power</code> || This is added to Mining Power and will be usable by Mining Drones
|1× Surface Mining Laser
| +1,500
|Surface Mining
|-
|-
|1× Combat Autocannon || <code>+1,500 Combat Power</code> || This is added to Combat Power and will be usable by Combat Drones
|1× Surface Autocannon
| +1,500
|Surface Combat
|}
|}
----

=== Resulting Power ===

==== Surface Gear ====
10,000 Base Power

+ 1,500 Mining Laser


=== Resulting ship-side Power stats ===
+ 1,500 Autocannon


* '''Mining Power''' = (10,000 (Base) + 1,500 (mining laser)) * 130% (mining hull) = '''14,950''' - This is the amount the ship mines with when firing the mining laser
= 15,000 Surface Power
* '''Combat Power''' = 10,000 (Base) + 1,500 (autocannon) = '''11,500''' - This is the amount the ship fights with with when firing the autocannon
* '''Salvage Power''' = 10,000 (Base) = '''10,000''' - no salvage gear, but the Salvage Power still exists and will show up in Ship Info stats
* '''Drone Power''' = +1,000 (Modules or turrets with a substat explicitly adding "+xy Drone Power") = '''1,000''': The main stat of the drone bay is a computed figure, not an extra fixed lump. The individual mining or combat drones give their bonuses to mining and combat power pools instead, and each drone also gets an equal slice of this 1,000.


So, if a number of drones are doing mining, they use:
==== [[Drones|Drone]] Change Example ====
If you change '''one [[Drones|Drone]] to Core Mining''', that drone receives:
10,000 Base Power


* '''Per mining drone''' = (its own turret Power) + a per-turret share of 14,950 (Mining Power) + (1,000 Drone Power) ÷ number of drones, each drone fights with this amount. More drones, less of the Drone Power slice each, but more resilient to being destroyed. If you have half drones mining, half salvaging (an ideal example for actual [[Industrial Ops]] missions), then the salvage drones would dip into:
+ 2,000 Drone Bay Power
*'''Per salvage drone''' = (its own turret Power) + a per-turret share of 10,000 (Salvage Power) + (1,000 Drone Power) ÷ number of drones - each drone fights with this amount.


= 12,000 Core Mining Power (for that drone only)
Other Surface modules (Mining Laser & Autocannon) '''do not affect drones''' unless they share the same activity category.
[[Category:Game Concepts]]
[[Category:Game Concepts]]

Latest revision as of 13:42, 1 August 2026

Power is the represents both the actual ship stat "power", and generally speaking, all specific types of power a ship may posses - such as "combat power", "salvage power", "drone power" and many others. It affects everything a ship does, and can be modified, scaled and changed.

The Five+ PowerStats

The game tracks many separate power values. They are stored independently and used by different systems.

Stat What is it? Notes
Power This is a general type of power that, if it exists on a turret or a module, will mirror into some of the other specific power types the ship has. Combat, Mining and Salvage power types will count this Power as their own.
Combat Power Applies when doing damage. All weapons use it and as a rule of thumb, very roughly, a ship's DPS will be total Combat Power / fire rate / 5.
Mining Power Applies when mining asteroids Same DPS as combat power but only against asteroids.
Salvage Power Applies when salvaging scrap Same DPS as combat power but only against wrecks.
Drone Power Applies to drones and whatever they do. Exceptions are drones that don't actually do any damage to anything, which is beside the point.
Torpedo Power Similar to combat Power but torpedo specific. Unclear why this is separate for torpedoes, but it is.

There are even more different powers, like Repair Power which is used when repairing a ship's armor or shields, but these are not as relevant to players.

Base Power applies to some other Powers

Anything that adds Power (the Power Power) adds the same amount to Combat Power, Mining Power and Salvage Power. It will not be added to any of the other types (Torpedo, Drone, etc). This is useful when kitting multi-role ships - if you're using a ship in multiple roles by swapping turrets from combat to mining or similar. This way modules that add Power will be useful to any and all activity types.

Normally, ship gear that list a class-specific stat (e.g. a Surface Mining Laser with +1,500 MiningPower) contribute only to that specific activity - mining power, and will not be useful if the ship is fighting.

If you want to double- (or triple-) down on power, Exotic (purple) gear has three substats along their main stat. The main stat of a weapon is Combat Power. One of the three substats may *also* be Combat Power, while another one may be simply Power. All three are combined and counted when summing up total Combat Power.

Feed Your Reactors, Polish the Hull, Man the Cannons

The Reactor

A major source of Power Multipliers is the Reactor.

Reactor usage Power modifier
≤ 50% +20%
≤ 75% +10%
≤ 100% 0%
≤ 125% -25%
≤ 150% -50%
> 150% -75%

It is always optimal to craft your gear (through the use of Workshop and Aspects such as Solar Powered) so your energy usage remains below 50%. This will grant a 20% modifier (with further bonuses to Combat Power from the Combat skill tree), multiplying the main three powers on a ship (combat, mining, salvaging).

The Hull

Aside for Reactor, the Drydock can upgrade the hull in many ways. Each node along the individual upgrade tracks will upgrade the total power of the ship regarding a certain stat (combat, mining, salvage), and each milestone unlocked grants a lump bonus.

In addition to hull upgrades, varying ship classes have their own innate power modifiers, such as combat hulls having a +30% power (applied to combat power) or a mining hull having +30% power (applied to mining power). See Ship List for all the ships and their hull bonuses.

The Crew

See Crew for crew details. Crew can have different professions, so Miners will boost Mining Power, while Gunners will grant a boost to Combat Power. Crew bonuses added this way count as a separate source of Power and will be multiplied by all normal skill and item multipliers.

Officers also have their own passive bonuses which are added to varying powers - a Mining officer with a passive 2.34% Mining Power will use it to multiply the total if active on a ship.

Drone Power

Drone Power is universally a confusing and often discussed topic because how it applies, and what really happens. The recent revamp (Beta 0.8.1.23) reworked how it is calculated, so here is how it actually works now.

A drone bay's Drone Power main stat is a live figure computed from three sources, and each drone uses it through a per-turret formula:

  • The individual drone's own Power: the rating of the turret loaded on that drone. Painters, Scanners and other drones with 0 Power contribute nothing.
  • The ship's Drone Power stat: every Drone Power source on the ship (such as a Drone Bay substat) is summed here, then split into an equal share per drone.
  • The ship's matching activity Power (Combat/Mining/Salvage): added to each drone as a per-turret share, normalized by the ship's own turret count.

So a combat drone uses Combat Power, a mining drone uses Mining Power, and so on. Each drone keeps its own loaded turret Power in full, plus a share of the ship's activity Power, plus an equal slice of the ship's Drone Power. It is not a single shared pool divided between all drones.

What this means in practice:

  • The drone bay's "Drone Power" main stat is not cosmetic, it is computed from the real sources above and reflects the actual loadout (all Painters/Scanners means it shows 0).
  • A Drone Power substat on a Drone Bay (or any other module) is fully added to the ship's Drone Power total, then split across drones.
  • Drones draw from the ship's activity Power, but drones' own Power does not feed back into ship turret damage.

See Example 3 for a better breakdown.

For general info on drones, please consult Drones.

Examples of Power Distribution

Example 1: Salvage & Combat modules don't mix, which is good

  • Ship Power Power: 10,000 Power
  • Installed Salvage Equipment: +1,000 Salvage Power
  • Installed Combat Turret: +1,000 Combat Power

Resulting Stats:

  • Salvage Power: 11,000 (10,000 Power + 1,000 Salvage Power)
  • Combat Power: 11,000 (10,000 Power + 1,000 Combat Power)

Example 2: Torpedo usage

Torpedoes are similar to weapons, in that they use both Torpedo and normalized Combat Power - these are added together and then converted into damage similar to weapons.

Example 3: Mining ship with a drone bay

  • Ship Type: Mining Ship - slots: 1× Surface Mining Laser, 1x Combat Autocannon, 1× Medium Drone Bay
  • Ship Power: 10,000 Power - coming from various modules
Module Stat line Activity
1× Medium Drone Bay +2,000 Drone Power main stat, +1000 Drone Power substat The main stat is a live computed figure, not fixed. The +1000 substat is added to the Drone Power total and any drone can use its share.
1× Surface Mining Laser +1,500 Mining Power This is added to Mining Power and will be usable by Mining Drones
1× Combat Autocannon +1,500 Combat Power This is added to Combat Power and will be usable by Combat Drones

Resulting ship-side Power stats

  • Mining Power = (10,000 (Base) + 1,500 (mining laser)) * 130% (mining hull) = 14,950 - This is the amount the ship mines with when firing the mining laser
  • Combat Power = 10,000 (Base) + 1,500 (autocannon) = 11,500 - This is the amount the ship fights with with when firing the autocannon
  • Salvage Power = 10,000 (Base) = 10,000 - no salvage gear, but the Salvage Power still exists and will show up in Ship Info stats
  • Drone Power = +1,000 (Modules or turrets with a substat explicitly adding "+xy Drone Power") = 1,000: The main stat of the drone bay is a computed figure, not an extra fixed lump. The individual mining or combat drones give their bonuses to mining and combat power pools instead, and each drone also gets an equal slice of this 1,000.

So, if a number of drones are doing mining, they use:

  • Per mining drone = (its own turret Power) + a per-turret share of 14,950 (Mining Power) + (1,000 Drone Power) ÷ number of drones, each drone fights with this amount. More drones, less of the Drone Power slice each, but more resilient to being destroyed. If you have half drones mining, half salvaging (an ideal example for actual Industrial Ops missions), then the salvage drones would dip into:
  • Per salvage drone = (its own turret Power) + a per-turret share of 10,000 (Salvage Power) + (1,000 Drone Power) ÷ number of drones - each drone fights with this amount.