**Room Reload Formula**[]

**Formula**[]

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**Guide**[]

Whenever a Crew member enters a reloadable room and has the room's corresponding stat, the 1^{st} formula is applied. If the room is not running at full power, the 2^{nd} formula is applied. If there are multiple Crews, their applicable stats are combined for the 1^{st} formula.

**Examples**[]

**Example 1:**A Crew member with a Science stat of 15 enters a Shield Generator that has 12s left before it fully reloads. The formula becomes , which sets the Shield Generator's current reload time to**10.4s**.

**Example 2:**A Crew member with a Science stat of 2 enters a Shield Generator that has 12s left before it fully reloads. The formula becomes , which sets the Shield Generator's current reload time to**11.8s**.

**Example 3:**Two Crew members with a combined Science stat of 125 enter a Shield Generator that has 12s left before it fully reloads. The formula becomes , which sets the Shield Generator's current reload time to**5.3s**.

**Example 4:**A Crew member with a Science stat of 0 and a Weapon stat of 100 enters a Shield Generator. Since the Crew member lacks the room's corresponding stat, the formula will__not__be applied.

**Example 5:**A Crew member with a Science stat of 15 enters a Shield Generator that has 12s left before it fully reloads. The formula becomes , which would set the Shield Generator's current reload time to 10.4 seconds. Since the Shield Generator is only running at 2 of 3 power, the 2nd formula becomes , setting the Shield Generator's current reload time to**15.6s**.

**Crew Stat Buff Formula**[]

**Formula**[]

The exact formula depends on the stat to be calculated. The formulas for the Ability stat and the Stamina stat differ from those for the other stats.

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**Guide**[]

When a Crew member equips a piece of equipment or gains a buff by training in the Gym/Academy, a formula is applied that'll determine how the Crew member's buffed stat is affected. Buff variables should only be the number, discarding the percentage if they have one. For example, 98% will be included in the formula as 98.

**Examples**[]

**Example 1:**A Crew member with a base Ability stat of 50 trains to get a 60% Ability stat buff. In addition, they are wearing two pieces of equipment that have a combined Ability stat buff of 25%. The formula becomes , which sets the Crew member's Ability stat to**100**.

**Example 2:**A Crew member with a base HP stat of 9 trains to get a 110% HP stat buff. In addition, he/she is wearing one piece of equipment that has a HP stat buff of 6. The formula becomes , which sets the Crew member's HP stat to**25**in Ship Battles and**24.9**in Ground Battles.

**Example 3:**A Crew member with a base Stamina stat of 0 trains to get a Stamina stat buff of 10. In addition, he/she is wearing three pieces of equipment that have a combined Stamina stat buff of 40. The formula becomes , which sets the Crew member's Stamina stat to**50**.

**Escape Formula**[]

**Formula**[]

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Round values. Note, the game rounds five down instead of up.

**Guide**[]

When both the player and the enemy have an equipped Bridge, the 2^{nd} formula is used to determine the player's escape rate. The 1^{st} formula is applied whenever a Crew member with a Pilot stat of at least 0.01 enters the Bridge. If there are multiple Crew, their Pilot stats are combined for the formula.

**Examples**[]

**Example 1:**Both the player and the enemy have a level 11 Bridge (60 Modifier) onboard. In the battle, a Crew with a Pilot stat of 23 enters the player's Bridge. The 1^{st}formula is used and becomes , which sets the player's escape chance to 73.8. The 2^{nd}formula is then used and becomes , which sets the player's escape rate to**55%**.

**Example 2:**The player has a level 1 Bridge (11 Modifier), while the enemy has no Bridge equipped (0 Modifier). The 1^{st}formula is used and becomes , which sets player's escape rate to**100%**.

**Example 3:**The player has a level 1 Bridge (11 Modifier), and a Crew member with a Weapon stat of 50 enters it. Since the Bridge is not influenced by the Weapon stat, its escape chance remains the same.

**Dodge Formula**[]

**Formula**[]

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Note: If the player does not have Engine A, B, or C, replace its dodge rate with 0.

Note: in the 4th formula stands for .

**Guide**[]

When a Crew member with an Engine stat of at least 0.01 enters an Engine, the above formulas are applied. If there are multiple Crews, their Engine stats are combined for the formula. If an Engine is not running at full power, the dodge rate goes down for that engine. Engines are given letter codes to help make the formula less confusing, the letter an Engine is given does not matter as long as they’re not repeats. A simpler way to describe the 1^{st} formula above is that every full engine stat point of a crew in the engine increases the base dodge rate by 1%.

Starting on July 1st, 2023 the 4th formula above is used to determine a ship's evasion chance. The formula has been added to make reaching 100% impossible. Before that date, the calculation of the dodge chance stopped with the result of the 3rd formula.

**Examples**[]

**Example 1:**A Crew member with an Engine stat of 23 enters Engine A with a dodge of 19. The formula for Engine A becomes , which sets Engine A’s dodge rate to**23.37%**.

**Example 2:**A Crew member with an Engine stat of 23 enters Engine B with a dodge of 19. The room is utilizing 2 out of 3 power. The formula for Engine B becomes**, which then becomes , which in turn sets Engine B’s dodge rate to****15.58%**.

**Example 3:**Three Crew members with a combined Engine stat of 236 enters Engine A with a base dodge of 23. In addition, the ship houses Engine B with a base dodge rate of 23. The formula for Engine A becomes , which is then combined with Engine B's dodge rate of 23. The formula now becomes , which sets the Combined Dodge Rate to**100.28%**. Obviously, 100% is the maximum dodge rate, so there is no need to increase the dodge rate any further.

**Example 4:**Starting on July 1st, 2023, the Combined Dodge Rate doesn't represent the ship's overall evasion chance anymore. Plugging the**100.28%**from example 3 into the 4th formula yields , which sets the ship's evasion chance to**80 %**.

**Example 5:**A Crew member with an Engine stat of 0 and a Pilot stat of 34 enters Engine A. Since the Crew member lacks the Engine stat, the formula will__not__be applied.

**Damage Reduction Formula**[]

**Formula**[]

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The result gets truncated to the hundredth.

Online Damage Reduction Calculator

**Guide**[]

The Armor value on an Armor block does not directly correlate with damage reduction. In order to avoid a 100% damage reduction, the above formula is designed to give diminishing returns the higher the Armor value is. If multiple blocks of Armor are used to protect a room, their Armor values are combined for the formula.

**Examples**[]

**Example 1:**A room protected by an Armor stat of 30 takes 3 System Damage. The formula becomes , reducing the System Damage the room takes to**2.30**.

**Example 2:**A room protected by an Armor stat of 300 takes 1 System Damage. The formula becomes , reducing the System Damage the room takes to**0.25**.

**Example 3:**A room protected by an Armor stat of 100 takes 1 Crew Damage. Since Crew Damage is not reduced by Armor, the formula will__not__be applied.

**Fire Damage Formulas**[]

### Fire Duration Reductions[]

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#### Additional Info[]

The Sprinkler formula is used whenever a Sprinkler activates. This occurs when a fire is ignited or whenever a fire replaces another fire. This is a one-time reduction and does not linger.

- Duration = Total frames of a fire, not seconds.
- One second of fire is 40 frames.
- Decimals are rounded to the 5th decimal place.
- Fire Damage changes depending on what's being damaged.
- f = frames

#### Examples[]

**Example 1:**A 5s (200f) fire is ignited in a room with 1 Water Sprinkler. For the sake of simplicity, the fire will be lit on a Fire Frame. On ignition, the Sprinkler formula is used and becomes , reducing the Initial Fire Duration to**133.33 frames.**If a Crew member would then repair with a stat of 1.6, frames are subtracted from 133.33333 to get**53.33333 frames**.

### Fire Crew Damage Formula[]

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Use the 1^{st}formula and then the 2^{nd}.

#### Examples[]

**Example 1:**A 5s (200f) fire deals damage to a Crew member with a Fire Resistance stat of 50. The 1^{st}formula is used and becomes . The 2^{nd}formula is then used and becomes Crew Damage.

#### Notes[]

- This formula is used for each separate Crew member in a burning room. Do not combine Fire Resistance stats if there are more than 1 Crew.
- This formulas means that any Fire Resistance stat on a crew above 100 will effectively
**heal**the crew in the fire.

### Fire AP Damage Formula[]

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#### Example[]

- A 5s (200f) fire deals damage to a room. The formula becomes AP Damage.

## Crew Stat by Level[]

### Formula[]

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### Additional Info[]

**Level 1 Stat**is the value of the stat in question at crew level 1.**Stat Difference**is the difference between the level 1 and level 40 values of the chosen stat.- http://pixyship.com/crew is a nice database that lists these values.

**Current Level**is the current level of the Crew.**Ease Type Value**depends on the**Ease Type**of a crew. The**Ease Type**describes the progression of the respective stat when leveling up a crew. Crews with the Ease Type**EaseOut**are gaining massive stat increases at the early levels but less at later levels.**EaseIn**is the opposite and**Linear**is even distribution.- The Ease Type
**Linear**has an Ease Type Value of**1**. - The Ease Type
**EaseOut**has an Ease Type Value of**0.5**. - The Ease Type
**EaseIn**has an Ease Type Value of**2**. - Click here for a file listing the Ease Types of most Crews in the game.
- If it isn't there, sorry, but you have to find it yourself. I recommend testing it with the level it's at currently and try all EaseTypes.

- The Ease Type
**Level 1 Stat**and**Stat Difference**will change based on the Crew and the stat you want.- Round to nearest whole number with HP and tenths for the other stats.

### Acknowledgements[]

Thank you **Shoes#9099** (Planet-Express), **Eosphoros#5365** (Planet-Express) and **Antijive** (FleetBreaker) for this and the formula above!

### Examples[]

**Example 1:**We want to find the HP stat of Cyber Duck at level**32**. It's a Crew with the Ease Type**Linear**, an initial HP stat of**12**and max of**14**. Plugging the values into the formula we get . After rounding we get the result of**14 HP**.**Example 1:**We want to find the Attack stat of Xeon at level**23**. It's a Crew with the Ease Type**EaseOut**, an initial Attack stat of**2**and a max of**3**. Plugging the values into the formula we get . After rounding we get the result of**2.8 Attack**.

## Gas Draw Price Formula[]

### Formulas[]

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Online Gas Draw Price Calculator

### Guide[]

The formula determines the Gas price when purchasing random new Crew members in the shop with the Gas draw option. The maximum price is 2 million Gas.

**Disclaimer:** The formula has been tested for 1-5 star Crew Members and for Special Crew members, but not (yet) for Legendary Crew members. Currently it is therefore not confirmed if Legendary Crew members affect the Gas Draw Price.

### Additional Info[]

- The number of all 3/4/5 star Crew members is the sum of all 3 star Crew members, 4 star Crew and 5 star Crew the account currently has, regardless of whether the Crew members are in active service or are in the inventory. Crew members in the inbox do not count.
- DNA is the amount of DNA the account currently has. See the Bio Recycling page for details.
**Floored to the two most significant digits**means taking the left-most 2 digits and replacing the remaining digits with 0. No rounding takes place, so it's**floored**and not**rounded**. Example: 9,876,543.21 becomes 9,800,000.00 (with rounding it would have been 9,900,000.00).

### Examples[]

**Example 1:**The account has a total of 15 Crew members with 3, 4 or 5 stars. The account has 0 DNA because no Crew members were blended yet. The exponent therefore is . The Base Gas Draw Price is , which gets floored to 210,000. This is below the cap of 2 million, so the Final Gas Draw Price is**210,000 Gas**.**Example 2:**After purchasing five more 3 star Crew members the exponent becomes and the Base Gas Draw Price is , which gets floored to 1,600,000. This is still below the cap of 2 million, so the Final Gas Draw Price is**1,600,000 Gas**.**Example 3:**Purchasing one more 3 star Crew member results in exponent and Base Gas Draw Price , which gets floored to 2,400,000. This is above the cap of 2 million, so the Final Gas Draw Price is**2,000,000 Gas**.**Example 4:**After blending 1 Hero, 4 Epic and 1 Unique Crew members the account again has 15 Crew members with 3, 4 or 5 stars - the same as in example 1. The account now has DNA. The floored DNA value () exceeds the Crew member count and the exponent becomes**16**. The Base Gas Draw Price is , which gets floored to 320,000 and is below the cap of 2 million, so the Final Gas Draw Price is**320,000 Gas**.

## Trophy Gain/Loss Formula[]

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### Additional Info[]

Make sure you use Trophy Counts prior to the battle for the formula. Also, you can not gain or lose more than 40 Trophies, so any answer from the formula greater than that should be set to 40. It's the same for any answer under 0.5. Set it to 1 as you cannot exchange 0 Trophies. If you get a decimal, round to the nearest whole number.

If the winning ship's trophy count is 5,000 or more trophies higher than the losing ship's trophy count, the winning ship won't gain any trophies. If a ship in Legend League attacks a ship outside of Legend League (after doing its 12 daily Legend League battles), no trophies will be exchanged either.

### Examples[]

- A player with 5,000 Trophies defeats a player with 7,000 Trophies. Plugging in the values to the formula, . Since this is greater than 40, the Trophy Exchange is
**40**. - Let's flip the above example and have the loser be the 5,000 and the winner be the 7,000. The formula, , which rounds to 5.

**Damage Mechanics**

**Volley** • **System Damage** • **Crew Damage** • **Shield Damage** • **AP Damage** • **Direct Hull Damage** • **EMP Damage** • **Fire Damage**

**Crew Mechanics**

**Misc. Mechanics**

**Formulas**