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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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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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{| class="wikitable" |
{| class="wikitable" |
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! style="width:18%;" | Stat !! |
! style="width:18%;" | Stat !! What is it? !! Notes |
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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 all other ''specific'' power types the ship has. || All other 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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| <code>Combat Power</code> || Applies when doing damage. || All weapons use it and as a rule of thumb, a ship's DPS will be total Combat Power / 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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| <code> |
| <code>Salvage Power</code> || Applies when salvaging scrap || Same DPS as combat power but only against wrecks. |
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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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| <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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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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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>, <code>SalvagePower</code> and so on. It's useful to have items granting base (raw) Power 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 == |
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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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| ≤ 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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| ≤ 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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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 from the Combat [[Skills|skill tree]]), multiplying all the powers on a ship. |
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== DronePower vs. the bay's displayed "Drone Power" figure == |
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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). |
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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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Drone Power is universally a confusing and often discussed topic because how it applies, and what really happens. It is scheduled for a revamp, so until that happens, the math specifics are not relevant. suffice to say there are some math issues with how Drone Power applies to combat drones and how it combines with existing combat power coming in from the hardpoints (turrets). |
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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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For other uses (mining and salvaging, painting and other utility uses), drones work perfectly as expected. |
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For general info on drones, please consult [[Drones]]. |
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== Examples of Power Distribution == |
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* '''Ship ''Power'' Power:''' 10,000 Power |
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Resulting Stats: |
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* ''' |
* '''Salvage Power:''' 11,000 (10,000 Power + 1,000 Salvage Power) |
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* ''' |
* '''Combat Power:''' 11,000 (10,000 Power + 1,000 Combat Power) |
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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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{| class="wikitable" |
{| class="wikitable" |
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!Module !! Stat line !! Activity |
!Module !! Stat line !! Activity |
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|1× Medium Drone Bay || <code>+2,000 |
|1× Medium Drone Bay || <code>+2,000 Drone Power</code> || This is added to the Drone Power total any any drone can use it |
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|1× Surface Mining Laser || <code>+1,500 |
|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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|1× |
|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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=== Resulting ship-side |
=== Resulting ship-side Power stats === |
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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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ship.MiningPower (11,500) + ship.DronePower (2,000) + Σ all drones' own MiningPower = pool |
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* '''Drone Power''' = 2,000 (Drone Bay) = '''2,000''' - This amount is added specifically to the pool used by the drones. |
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So, if a number of drones are doing mining, they use: |
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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 Pool''' = 11,500 (Mining Power) + 2,000 (Drone Pool) = '''13,500''' - This amount is divided across the drones. More drones, less power each, but more resilient to being destroyed. |
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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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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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* '''Salvage Pool''' = 10,000 (Salvage Power) + 2,000 (Drone Pool) = '''12,000''' - This amount is again divided across the salvage drones. |
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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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* [[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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Revision as of 17:47, 15 June 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 manu 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 all other specific power types the ship has. | All other 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, a ship's DPS will be total Combat Power / 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 all other Powers
Anything that adds Power (the Power Power) adds the same amount to Combat Power, Mining Power, SalvagePower and so on. It's useful to have items granting base (raw) Power 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
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 from the Combat skill tree), multiplying all the powers on a ship.
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).
Drone Power
Drone Power is universally a confusing and often discussed topic because how it applies, and what really happens. It is scheduled for a revamp, so until that happens, the math specifics are not relevant. suffice to say there are some math issues with how Drone Power applies to combat drones and how it combines with existing combat power coming in from the hardpoints (turrets).
For other uses (mining and salvaging, painting and other utility uses), drones work perfectly as expected.
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: Mining ship with a drone bay
- Ship Type: Mining Ship — slots: 1× Surface Mining Laser, 1x Combat Autocannon, 1× Medium Drone Bay
- Hull's Base Power: 10,000 Power
| Module | Stat line | Activity |
|---|---|---|
| 1× Medium Drone Bay | +2,000 Drone Power |
This is added to the Drone Power total any any drone can use it |
| 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) = 11,500 - 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 = 2,000 (Drone Bay) = 2,000 - This amount is added specifically to the pool used by the drones.
So, if a number of drones are doing mining, they use:
- Mining Pool = 11,500 (Mining Power) + 2,000 (Drone Pool) = 13,500 - This amount is divided across the drones. More drones, less power 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:
- Salvage Pool = 10,000 (Salvage Power) + 2,000 (Drone Pool) = 12,000 - This amount is again divided across the salvage drones.