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vgwiki>Fankserver Restructure as canonical PowerStat hub: five-stat overview, Base Power mirror mechanic, contributor table for each PowerStat, DronePower section, UI-vs-stat caveat for bay's Drone Power; cross-links to Damage and mitigation and Drones |
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[[File:Power Caluclations Page.png|thumb|297x297px]] |
[[File:Power Caluclations Page.png|thumb|297x297px]] |
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'''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. |
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'''Power''' is the family of base stats that drive every activity in the game. Every weapon, mining laser, salvage harpoon, and drone shot is scaled by a Power value. This page is the canonical reference for '''what Power is, what kinds exist, and what feeds each one'''. |
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== The Five+ PowerStats == |
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For how a Power value becomes per-shot damage, see [[Damage and mitigation]]. For the drone-specific math (shared pool, per-drone stat inheritance), see [[Damage and mitigation#Drones|Damage and mitigation § Drones]]. |
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The game tracks many separate power values. They are stored independently and used by different systems. |
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== The five PowerStats == |
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The game tracks five separate Power values on every unit. They are stored independently and used by different systems. |
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{| class="wikitable" |
{| class="wikitable" |
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! style="width:18%;" | Stat !! |
! style="width:18%;" | Stat !! What is it? !! Notes |
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|- |
|- |
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| <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. |
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| <code>Power</code> || nothing directly — it '''mirrors''' into <code>CombatPower</code>, <code>MiningPower</code>, and <code>SalvagePower</code> automatically (see below) || The "Base Power" concept. A hull's natural Power, plus reactor / aspect / skill contributions, all feed all three activity Power stats simultaneously. |
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|- |
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| <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. |
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| <code>CombatPower</code> || every combat turret's per-shot attack-power formula || Combat turrets, missile launchers, railguns — all draw from this pool. |
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| <code> |
| <code>Mining Power</code> || Applies when mining asteroids || Same DPS as combat power but only against asteroids. |
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|- |
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| <code> |
| <code>Salvage Power</code> || Applies when salvaging scrap || Same DPS as combat power but only against wrecks. |
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|- |
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| <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. |
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| <code>DronePower</code> || the shared pool every '''drone shot''' draws from, on top of the matching activity Power || A separate stat carried mostly by drone bay items; it joins '''every''' class pool the bay's drones fire into. See [[Damage and mitigation#Drones|Damage and mitigation § Drones]]. |
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|- |
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| <code>Torpedo Power</code> || Similar to combat Power but torpedo specific. || Unclear why this is separate for torpedoes, but it is. |
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|} |
|} |
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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. |
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== Base Power mirrors into all three activity stats == |
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== Base Power applies to some other Powers == |
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Anything that adds <code>Power</code> (the unprefixed base stat) adds the same amount to '''<code>CombatPower</code>, <code>MiningPower</code>, AND <code>SalvagePower</code> at once'''. This is the mechanic behind a "Base Power" buff helping every activity at once: |
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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. |
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* A hull's natural Power line on the ship → contributes to all three. |
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* A reactor module that lists Power → contributes to all three. |
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* An aspect or skill node that grants Power → contributes to all three. |
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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. |
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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. |
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== What feeds each PowerStat == |
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== Feed Your Reactors, Polish the Hull, Man the Cannons == |
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=== The Reactor === |
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A major source of Power Multipliers is the Reactor. |
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{| class="wikitable" |
{| class="wikitable" |
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! style="width:18%;" | Reactor usage !! Power modifier |
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! Stat !! Contributors |
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| ≤ 50% || +20% |
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| <code>Power</code> || Hull's natural Power line; reactor module's Power; aspects / skills / crew bonuses that list Power. |
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|- |
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| ≤ 75% || +10% |
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| <code>CombatPower</code> || Anything that adds <code>Power</code> (mirror) '''+''' equipped combat turrets' Power lines '''+''' modules/aspects/skills/crew that list <code>CombatPower</code> specifically. |
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| ≤ 100% || 0% |
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| <code>MiningPower</code> || Anything that adds <code>Power</code> (mirror) '''+''' equipped mining turrets' Power lines '''+''' modules/aspects/skills/crew that list <code>MiningPower</code> specifically. |
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| ≤ 125% || -25% |
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| <code>SalvagePower</code> || Anything that adds <code>Power</code> (mirror) '''+''' equipped salvage turrets' Power lines '''+''' modules/aspects/skills/crew that list <code>SalvagePower</code> specifically. |
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|- |
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| ≤ 150% || -50% |
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| > 150% || -75% |
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| <code>DronePower</code> || Rolled stat line on equipment, most commonly on drone bay items. Does '''not''' inherit the Base Power mirror. |
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|} |
|} |
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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). |
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== DronePower vs. the bay's displayed "Drone Power" figure == |
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=== The Hull === |
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These are two separate numbers and easy to confuse: |
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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. |
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* '''<code>DronePower</code> (the stat)''' — an actual rolled stat line on the bay item. It feeds the shared pool every drone shot draws from. This is what counts in damage math. |
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* '''The bay's "Drone Power" tooltip readout''' — purely cosmetic. Computed as <code>per-drone turret rating × slot count</code>, it tells you how strong each loaded drone's onboard turret is, nothing more. It is '''not''' added to any aggregate PowerStat. |
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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. |
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A Medium Drone Bay might display "Drone Power 6,000" on its tooltip (= 3,000 per-drone × 2 slots) and also '''separately''' carry a <code>+2,000 DronePower</code> rolled stat line. Those are independent values; only the +2,000 enters the damage formula. |
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=== The Crew === |
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---- |
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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. |
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== Example 1: Salvage & Combat modules don't mix == |
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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. |
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<blockquote>'''Ship Base Power:''' 10,000 |
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== Drone Power == |
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'''Installed Salvage Equipment:''' +1,000 <code>SalvagePower</code> |
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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. |
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'''Installed Combat Turret:''' +1,000 <code>CombatPower</code></blockquote> |
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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: |
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=== Resulting stats === |
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* 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. |
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* '''<code>SalvagePower</code>:''' 11,000 (10,000 Base mirror + 1,000 salvage) |
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* 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. |
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* '''<code>CombatPower</code>:''' 11,000 (10,000 Base mirror + 1,000 combat) |
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* 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. |
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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. |
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The Base Power mirror lifts both stats at once, but the per-class additions stay class-specific. |
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What this means in practice: |
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---- |
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* 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). |
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== Example 2: Mining ship with a drone bay == |
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* 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. |
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* Drones draw from the ship's activity Power, but drones' own Power does '''not''' feed back into ship turret damage. |
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See Example 3 for a better breakdown. |
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For general info on drones, please consult [[Drones]]. |
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'''Ship Type:''' Mining Ship — slots: 2× Surface Turrets, 1× Medium Drone Bay |
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'''Hull's Base Power:''' 10,000 |
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== Examples of Power Distribution == |
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{| class="fandom-table" |
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!Module !! Stat line !! Activity |
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|- |
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|1× Medium Drone Bay || <code>+2,000 DronePower</code> || feeds the drone pool (any class the bay's drones use) |
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|- |
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|1× Surface Mining Laser || <code>+1,500 MiningPower</code> || ship's mining turrets |
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|- |
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|1× Surface Autocannon || <code>+1,500 CombatPower</code> || ship's combat turrets |
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|} |
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=== Example 1: Salvage & Combat modules don't mix, which is good === |
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=== Resulting ship-side PowerStats === |
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* '''Ship ''Power'' Power:''' 10,000 Power |
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* '''<code>MiningPower</code>''' = 10,000 (Base mirror) + 1,500 (mining laser) = '''11,500''' — feeds the ship's own mining laser |
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* '''Installed Salvage Equipment:''' +1,000 Salvage Power |
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* '''<code>CombatPower</code>''' = 10,000 (Base mirror) + 1,500 (autocannon) = '''11,500''' — feeds the autocannon |
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* '''Installed Combat Turret:''' +1,000 Combat Power |
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* '''<code>SalvagePower</code>''' = 10,000 (Base mirror) = '''10,000''' — no salvage gear, but the Base mirror still applies |
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* '''<code>DronePower</code>''' = 2,000 (bay roll) = '''2,000''' — joins the drone pool for every class the bay's drones fire into |
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Resulting Stats: |
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=== If you change one drone to Core Mining === |
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* '''Salvage Power:''' 11,000 (10,000 Power + 1,000 Salvage Power) |
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When that drone fires, the [[Damage and mitigation#Drones|shared mining pool]] it draws from is: |
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* '''Combat Power:''' 11,000 (10,000 Power + 1,000 Combat Power) |
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=== Example 2: Torpedo usage === |
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ship.MiningPower (11,500) + ship.DronePower (2,000) + Σ all drones' own MiningPower = pool |
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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. |
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=== Example 3: Mining ship with a drone bay === |
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* '''Ship Type:''' Mining Ship - slots: 1× Surface Mining Laser, 1x Combat Autocannon, 1× Medium Drone Bay |
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* '''Ship Power:''' 10,000 Power - coming from various modules |
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{| class="wikitable" |
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!Module !! Stat line !! Activity |
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|- |
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|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. |
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|- |
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|1× Surface Mining Laser || <code>+1,500 Mining Power</code> || This is added to Mining Power and will be usable by Mining Drones |
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|- |
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|1× Combat Autocannon || <code>+1,500 Combat Power</code> || This is added to Combat Power and will be usable by Combat Drones |
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|} |
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=== Resulting ship-side Power stats === |
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That pool is then divided by the ship-wide <code>miningEquivalentTurrets</code>, the stacking penalty is applied, and the drone's own turret rating decides its slice — see [[Damage and mitigation#Drones|Damage and mitigation § Drones]] for the full formula and worked example. The 11,500 + 2,000 = 13,500 figure you see in tooltips is the pool's '''ship-side''' contribution, not the per-drone attack power. |
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* '''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 |
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The Surface Mining Laser and Surface Autocannon do '''not''' contribute to drone shots — only the ship's <code>MiningPower</code> (which they already inflate), the ship's <code>DronePower</code>, and the drones' own stats reach the drone pool. |
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* '''Combat Power''' = 10,000 (Base) + 1,500 (autocannon) = '''11,500''' - This is the amount the ship fights with with when firing the autocannon |
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* '''Salvage Power''' = 10,000 (Base) = '''10,000''' - no salvage gear, but the Salvage Power still exists and will show up in Ship Info stats |
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* '''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. |
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So, if a number of drones are doing mining, they use: |
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== See also == |
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* '''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: |
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* [[Damage and mitigation]] — how a PowerStat becomes per-shot damage (§1), per-shot variance and crits (§2), and how the target mitigates it (§3). |
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*'''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. |
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* [[Damage and mitigation#Drones|Damage and mitigation § Drones]] — drone shared-pool formula, per-stat inheritance, hardpoint sizing, worked example with charts. |
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* [[Drones]] — drone types, behaviour, bay sizes, skills, aspects. |
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[[Category:Game Concepts]] |
[[Category:Game Concepts]] |
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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.