An in-depth guide about the inner workings of the weapons’ stats in the game.Several tools to make your own calculations included.This guide was written post 1.0 release.I’ll do my best to keep it updated should any major rebalancing occur.
Basic Stats Mechanics
There are a fair amount of stats that characterize the weapons in this game.
Some are hidden, like Reload Speed, Zoom and Heat Dissipation, and others, more important like Damage, Fire Rate and Accuracy, are displayed on the bottom right of the screen when manning a gun. Here’s an example with Damage:
Several informations are displayed here: Total Value, Base Stat Level and Modifiers Applied.
The Total Value is the main information displayed on the bottom right of the screen when controling a weapon.
There is not much to explain here as it is pretty self-explanatory.
It is the resulting number once the Base Value and all the Modifiers applied have been calculated.
The point of this guide is to provide the tools to calculate and predict what the Total Value of a stat is going to be, given a specific set of Mods and Relics.
Each stat possesses a Base Value, and some of them can be increased with either mods or by upgrading the weapon to MkII and MkIII.
This Base Value is represented with little bars that are either empty or filled in green. We’ll call these little bars Pips:
These Pips, which range from 0 to 3, indicate the current level of the Base Value.
Trying to go past 3 would result in a waste of mod slot.
The only way to increase the Base Value of a weapon stat is to use a Basic Mod.
These mods are divided into 3 tiers: MkI, MkII and MkIII and can be either crafted or looted.
Note that only 3 stats get an increase in Base Value from Basic Mods:
- Damage
- Fire Rate
- Accuracy
The other stats only receive a % boost from Basic Mods.
Every weapon starts with 0 Pip for each stats on the MkI and higher tiers.
It is relatively easy to reach the max number of Pips of a weapon stat: a MkI mod combined with a MkII, or simply using a MkIII mod directly will do the trick.
Just make sure to not go above +3, as it would result in a waste.
For example: combining 2 Damage MkII mod on a weapon will grant the same bonus as using a single Damage MkIII.
There are 5 ways to modify a weapon stat:
- Using a Basic Mod.
- Using an Energy Cell (only available for the Confessor Carronade and the Recuser Beamcaster).
- Using a Legendary Mod.
- Using a Relic.
- Using a Blessed Homunculus.
- Using the Gunner’s Abilities.
Basic Mods affect Base Value, as covered above, so that leaves: Energy Cells Legendary Mods, Relics and the Gunner’s Abilities, which all apply Modifiers that are based on the Base Value.
Energy Cells:
- Energy Cells give +10% Damage and +10% Fire Rate, no matter the tier of the cell and no matter the tier of the weapon.
- Can only be used on the Confessor Carronade and the Recuser Beamcaster.
Gunner’s Abilities:
- Add a % of the Base Stat Value while using a weapon.
- Only apply to those who invested skill points in the Gunner’s Gene Tree.
- A maxed out Gunner’s Ability Tree will boost the following stats:
+25 % Damage
+20% Kinetic Damage
+20% Energy Damage
+30% Fire Rate
+30% Accuracy
+30% Range
+30% Magazine Consumption Efficiency
Relics:
- Add a % of the Base Value or Multiplies the Total Value of the stat (a factor above 1 is a boost, a factor below 1 is a penalty) depending on the Relic.
- Apply to all weapons that fit the description of the Relic (i.e. Kinetic, Energy, Aft side, etc.).
- Some Relics scale with certain conditions, making them particularly powerful.
Blessed Homunculus:
- Blessed Homunculus behave in the same way as Relics, with the exception that you cannot change them in the middle of a run.
- Each ship loadout has one with different modifiers and different conditions to meet to make the modifiers active.
Legendary Mods:
- Add a % of the Base Value or Multiplies the Total Value depending on the mod and the stat it modifies.
- Only apply to the weapon the mod is installed on.
The Multipliers will always apply after the % bonuses have been calculated.
Here’s a breakdown example based on the first screenshot:
First, the Level of the Base Value is determined (here it’s level 1), then the % boosts are added (Energy Damage + 20%, Focus Fire + 25% and Power Cell Magazine + 10%) and finally, the resulting value is multiplied by the number given by the Blessed Homunculus(1,25x).
This screenshot was taken while manning a Recuser Beamcaster MkI equiped with an Energy Cell and a Damage MkI mod, with the Gunner’s Gene Tree maxed out, and using the Energy Boat Destroyer Ship (which starts with the Energy Overload Blessed Homunculus).
Calculation Breakdown:
- 1 Pip of Damage on the Recuser Beamscater MkI is 4 000 Damage (more on this below).
- Energy Damage Ability gives + 20% of the Base Value so that’s 4 000 x 0.2 = 800.
- Focus Fire Ability gives + 25% of the Base Value so that’s 4 000 x 0.25 = 1 000.
- Power Energy Cell gives + 10% of the Base Value so that’s 4 000 x 0.1 = 400.
- These 4 values are added together: 4 000 + 800 + 1 000 + 400 = 6 200.
- The resulting number is then Multiplied by the Blessed Homunculus Multiplier: 6 200 x 1.25 = 9 920.
- We get the Total Value of 9 920, as seen on the screenshot.
Note that Multiplier Modifiers will multiply together if several are affecting the same stat.
So for example, if 4 Energy Overload Relics are used together (while all 4 Power Circuits are tripped), the resulting Modifiers displayed will be: 2 x 2 x 2 x 2 = 16.
[image coming soon]
With the core stats mechanics explained above, let’s calculate a value rather uncommonly used.
For example, what is the biggest Range achievable in the current state of the game?
The highest Range Base Value is found on the Recuser Beamcaster with 1 600 meters.
A maxed out Gunner’s Range Ability will give an extra + 30% to that Range, so that’s:
1 600 + 1 600 x 0.3 = 2 080 meters.
The Mod that gives the biggest Range boost is the Sniper Protocol Mod, which gives a + 50% boost.
The Ordnance Ship comes with a Blessed Homunculus that gives a +30% Range boost to all weapons as long as the Ship has less than 40 Alloys in store.
So installing 3 Sniper Protocol on a Recuser Beamcaster installed in an Ordnance Ship, and letting a Gunner control it, will allow him to get a total Range of:
1 600 + 1 600 x 0.3 + 3 x (1 600 x 0.5) + 1 600 x 0.3 = 4 960 meters.
Weapons Base Stats Table
Upcoming patch will add visible stats for BRAIN variants, I’ll add those in my next update.
A few notes regarding these results:
- Although no units are given, it’s safe to assume it refers to the number of shots per seconds.
- Unfortunately, except for the Orison Heavy Autocannon and the Recuser Beamcaster, the decimals in the value are truncated, making it hard to see and calculate the differences.
- The values DO change between Tiers and Base Value. No two values stay the same.
- There are no Base Mods currently available in the game to increase the Base Range Value.
- The only way to boost Range is with the Gunner’s Ability, the Flux Harmonizer Mod or the Sniper Protocol Mod.
- Base Damage Value doesn’t change between Tiers of the weapon because the number of guns is multiplied by 2 with each Tier:
- MkI: 1 gun.
- MkII: 2 guns.
- MkIII: 4 guns.
- The only exception to that rule is the Recuser Beamcaster which stays at one gun even at MkIII; this is why its Base Value does increase between Tiers.
(The number of lasers fired DOES increase with each Tier (1, 2 and then 3) but since they are fired simultaneously, there are no additionnal impact like with multiple guns).
- [Coming soon]
List of Mods and Relics affecting Weapons Stats
Mod Permutations Tables
And that wraps up our share on Void Crew: Weapons Stats Mechanics [v1.0] (WIP). If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by Normandy, who deserves all the credit. Happy gaming!