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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 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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= Power = |
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'''Power''' is a '''base value''' that applies to '''all Gear, Items, Weapons, Modules, Ships''', and more. |
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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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It acts as a '''universal stat''' that boosts the effectiveness of whatever you install or equip. |
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---- |
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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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* Every ship has a Base Power value. |
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* Each installed item adds its own Item Power with one exception: Turrets. The overall Power gets added towards turrets in the End. |
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* Total Power for any activity (Mining, Salvage, Combat, etc.) is calculated separately. |
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* Items only contribute to the activity type they belong to. |
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* Changing one module only affects the Power type related to that module. |
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* The full Power calculation includes: Ship Power + Crew Skills + Booster + Modules + Substats (if applicable) + [[Aspects]] + Skills from the Skill Trees = End Power |
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{| class="wikitable" |
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---- |
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! style="width:18%;" | Stat !! Used by !! Notes |
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|- |
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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>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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|- |
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| <code>MiningPower</code> || every mining turret's per-shot attack-power formula || Surface mining lasers, core mining drillers. |
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| <code>SalvagePower</code> || every salvage turret's per-shot attack-power formula || Salvage lasers, salvage harpoons. |
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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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== Base Power mirrors into all three activity stats == |
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== General Formula == |
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Ship Power + Crew Skills + Booster + Modules + Substats (if applicable) + Aspects + Skills from the Skill Trees = End Power -> applies to Turrets and Drone Bays |
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---- |
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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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== Example 1: Salvage & Combat Modules == |
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<blockquote>'''Ship Base Power:''' 10,000 |
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* A hull's natural Power line on the ship → contributes to all three. |
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'''Installed Salvage Equipment:''' +1,000 Salvage Surface Power |
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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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Items that list a class-specific stat (e.g. a Surface Mining Laser with <code>+1,500 MiningPower</code>) contribute '''only''' to that class — they do not mirror into the other two. |
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'''Installed Combat Turret:''' +1,000 Combat Power</blockquote> |
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== What feeds each PowerStat == |
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=== Resulting Stats === |
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{| class="wikitable" |
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* '''Salvage Power:''' 11,000 |
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! Stat !! Contributors |
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* '''Combat Power:''' 11,000 |
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|- |
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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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| <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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|- |
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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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|- |
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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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| <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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== DronePower vs. the bay's displayed "Drone Power" figure == |
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These are two separate numbers and easy to confuse: |
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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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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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Even though both modules are installed, their Power types '''do not mix'''. Each activity calculates its own final Power separately. |
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---- |
---- |
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== Example |
== Example 1: Salvage & Combat modules don't mix == |
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'''Ship Type:''' Mining Ship |
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<blockquote>'''Ship Base Power:''' 10,000 |
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'''Slots:''' 2× Surface Turrets, 1× Medium Drone Bay |
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'''Installed Salvage Equipment:''' +1,000 <code>SalvagePower</code> |
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=== Base Values === |
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'''Installed Combat Turret:''' +1,000 <code>CombatPower</code></blockquote> |
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* '''Base Power:''' 10,000 |
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=== Resulting stats === |
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* '''<code>SalvagePower</code>:''' 11,000 (10,000 Base mirror + 1,000 salvage) |
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* '''<code>CombatPower</code>:''' 11,000 (10,000 Base mirror + 1,000 combat) |
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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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---- |
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== Example 2: Mining ship with a drone bay == |
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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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=== Installed Modules === |
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{| class="fandom-table" |
{| class="fandom-table" |
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!Module |
!Module !! Stat line !! Activity |
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!Power |
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!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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|1× Medium Drone Bay |
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| +2,000 |
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|Drone / Core / Surface (depending on drone) |
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|- |
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|1× Surface Mining Laser |
|1× Surface Mining Laser || <code>+1,500 MiningPower</code> || ship's mining turrets |
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| +1,500 |
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|Surface Mining |
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|- |
|- |
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|1× Surface Autocannon |
|1× Surface Autocannon || <code>+1,500 CombatPower</code> || ship's combat turrets |
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| +1,500 |
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|Surface Combat |
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|} |
|} |
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---- |
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=== Resulting |
=== Resulting ship-side PowerStats === |
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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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* '''<code>CombatPower</code>''' = 10,000 (Base mirror) + 1,500 (autocannon) = '''11,500''' — feeds the autocannon |
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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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=== If you change one drone to Core Mining === |
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When that drone fires, the [[Damage and mitigation#Drones|shared mining pool]] it draws from is: |
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==== Surface Gear ==== |
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10,000 Base Power |
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ship.MiningPower (11,500) + ship.DronePower (2,000) + Σ all drones' own MiningPower = pool |
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+ 1,500 Mining Laser |
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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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+ 1,500 Autocannon |
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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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= 15,000 Surface Power |
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== See also == |
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==== [[Drones|Drone]] Change Example ==== |
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If you change '''one [[Drones|Drone]] to Core Mining''', that drone receives: |
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10,000 Base Power |
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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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+ 2,000 Drone Bay Power |
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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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= 12,000 Core Mining Power (for that drone only) |
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Other Surface modules (Mining Laser & Autocannon) '''do not affect drones''' unless they share the same activity category. |
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[[Category:Game Concepts]] |
[[Category:Game Concepts]] |
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Revision as of 12:23, 18 May 2026

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.
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.
The five PowerStats
The game tracks five separate Power values on every unit. They are stored independently and used by different systems.
| Stat | Used by | Notes |
|---|---|---|
Power |
nothing directly — it mirrors into CombatPower, MiningPower, and SalvagePower 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. |
CombatPower |
every combat turret's per-shot attack-power formula | Combat turrets, missile launchers, railguns — all draw from this pool. |
MiningPower |
every mining turret's per-shot attack-power formula | Surface mining lasers, core mining drillers. |
SalvagePower |
every salvage turret's per-shot attack-power formula | Salvage lasers, salvage harpoons. |
DronePower |
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. |
Base Power mirrors into all three activity stats
Anything that adds Power (the unprefixed base stat) adds the same amount to CombatPower, MiningPower, AND SalvagePower at once. This is the mechanic behind a "Base Power" buff helping every activity at once:
- A hull's natural Power line on the ship → contributes to all three.
- A reactor module that lists Power → contributes to all three.
- An aspect or skill node that grants Power → contributes to all three.
Items that list a class-specific stat (e.g. a Surface Mining Laser with +1,500 MiningPower) contribute only to that class — they do not mirror into the other two.
What feeds each PowerStat
| Stat | Contributors |
|---|---|
Power |
Hull's natural Power line; reactor module's Power; aspects / skills / crew bonuses that list Power. |
CombatPower |
Anything that adds Power (mirror) + equipped combat turrets' Power lines + modules/aspects/skills/crew that list CombatPower specifically.
|
MiningPower |
Anything that adds Power (mirror) + equipped mining turrets' Power lines + modules/aspects/skills/crew that list MiningPower specifically.
|
SalvagePower |
Anything that adds Power (mirror) + equipped salvage turrets' Power lines + modules/aspects/skills/crew that list SalvagePower specifically.
|
DronePower |
Rolled stat line on equipment, most commonly on drone bay items. Does not inherit the Base Power mirror. |
DronePower vs. the bay's displayed "Drone Power" figure
These are two separate numbers and easy to confuse:
DronePower(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.- The bay's "Drone Power" tooltip readout — purely cosmetic. Computed as
per-drone turret rating × slot count, it tells you how strong each loaded drone's onboard turret is, nothing more. It is not added to any aggregate PowerStat.
A Medium Drone Bay might display "Drone Power 6,000" on its tooltip (= 3,000 per-drone × 2 slots) and also separately carry a +2,000 DronePower rolled stat line. Those are independent values; only the +2,000 enters the damage formula.
Example 1: Salvage & Combat modules don't mix
Ship Base Power: 10,000
Installed Salvage Equipment: +1,000
SalvagePowerInstalled Combat Turret: +1,000
CombatPower
Resulting stats
SalvagePower: 11,000 (10,000 Base mirror + 1,000 salvage)CombatPower: 11,000 (10,000 Base mirror + 1,000 combat)
The Base Power mirror lifts both stats at once, but the per-class additions stay class-specific.
Example 2: Mining ship with a drone bay
Ship Type: Mining Ship — slots: 2× Surface Turrets, 1× Medium Drone Bay Hull's Base Power: 10,000
| Module | Stat line | Activity |
|---|---|---|
| 1× Medium Drone Bay | +2,000 DronePower |
feeds the drone pool (any class the bay's drones use) |
| 1× Surface Mining Laser | +1,500 MiningPower |
ship's mining turrets |
| 1× Surface Autocannon | +1,500 CombatPower |
ship's combat turrets |
Resulting ship-side PowerStats
MiningPower= 10,000 (Base mirror) + 1,500 (mining laser) = 11,500 — feeds the ship's own mining laserCombatPower= 10,000 (Base mirror) + 1,500 (autocannon) = 11,500 — feeds the autocannonSalvagePower= 10,000 (Base mirror) = 10,000 — no salvage gear, but the Base mirror still appliesDronePower= 2,000 (bay roll) = 2,000 — joins the drone pool for every class the bay's drones fire into
If you change one drone to Core Mining
When that drone fires, the shared mining pool it draws from is:
ship.MiningPower (11,500) + ship.DronePower (2,000) + Σ all drones' own MiningPower = pool
That pool is then divided by the ship-wide miningEquivalentTurrets, the stacking penalty is applied, and the drone's own turret rating decides its slice — see 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.
The Surface Mining Laser and Surface Autocannon do not contribute to drone shots — only the ship's MiningPower (which they already inflate), the ship's DronePower, and the drones' own stats reach the drone pool.
See also
- Damage and mitigation — how a PowerStat becomes per-shot damage (§1), per-shot variance and crits (§2), and how the target mitigates it (§3).
- Damage and mitigation § Drones — drone shared-pool formula, per-stat inheritance, hardpoint sizing, worked example with charts.
- Drones — drone types, behaviour, bay sizes, skills, aspects.