PSS2

CREW COMPARE

Special

Federation Captain

Federation Captain training

StatNOWTRAINING 100% LEFT
Core
HP
ACC not trained
DMG
STA
LUC not trained
DOD not trained
Skill
ENG
WPN
PLT
SCI
Resistance
FIR not trained
BIO not trained
EMP not trained
COL not trained

Stats

StatBASETRAININGEQUIPMENTTOTAL
Core
HP4004
ACC5—05
DMG4004
STA20+68
LUC3—03
DOD2—02
Skill
ENG5005
WPN4004
PLT6006
SCI2002
Resistance
FIR0—00
BIO0—00
EMP8—08
COL0—00

HOW THIS WORKSGear, weapons, training and the look

01 Gear

Any crew can wear any item made for a slot it has. A slot lists every such item in the game, 341 in all, not only the ones you own, and the numbers in the list are the ones the game shows. Helmets, armor, pants and 3 weapons (Christmas Fork, Laser Rifle and Plasma Rifle) add points to a stat. The table counts them in the same points as the Training Planner and the crew card, so HP tops out at 10 and DMG at 12. Some stats also have a floor the game never goes under: an ACC below 2.5 reads as 2.5.

02 Weapons

Every damage channel of a weapon (physical, fire, freeze, bio and EMP) runs on the same DMG stat: the same points, the same training, the same cap of 12. The weapon multiplies DMG together with the gear, and each channel is capped on its own, so a hybrid can reach the cap on one channel and not on the other. 26 of the 82 weapons deal no physical damage at all, and some hit weaker than no weapon. Without a weapon a crew hits for plain physical damage. Physical damage lands on the target once per hit.

Fire, freeze, bio and EMP land without a dodge roll: a target that dodges the hit still gets the effect. Fire sets the target room alight, bio infects every enemy crew in that room, freeze and EMP work on the target alone. How long an effect lasts and how much it hurts per second is set by the battle and cut by the target's resistances, so this page shows only its strength. Weapon reload and volley do not change the pace: every crew attacks once every 3 seconds.

03 Training

Training is counted to its maximum over what the game lets a crew train today, the same way as on the crew card. The TRAINING column shares it out between the stats of its side: 100% on one stat of a crew without gear gives the same TRAINING the card shows, a split gives each stat its share. Training counts from the NOW stats of its side, with the gear worn on top. NOW takes all fourteen stats: a crew gains points as it levels up, also in stats that training does not raise, so set them as your crew has them. With every share at zero there is no training. SAME gives crew B the shares of crew A, to see which of the two gets further with the same split.

04 How the look is drawn

The crew is put together from the same body parts the game uses, and a worn item takes its place on the body as it does in the game. Hair and face of the common crew are random in the game; the page draws one of them. A drone or a pet sits in its slot and is not drawn on the body, the same as in the game.

05 Compare

With two crew every stat gets two bars growing from the middle. The grey part is what both have; the blue part is how far one crew is ahead of the other. A full bar is the cap of that stat. The table keeps all fourteen stats, zeros too, and ONLY DIFFERENCES leaves just the stats where the two differ. There is no overall score: which stat matters is yours to decide.

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