PSS2

CREW

COMPARE

FILTERS

ONLY SHOW

COLUMNS

VALUES

Values

FOCUS

EQUIPMENT · SLOTS 0/3 USED

None without a weapon slot.

Points per item.

Slots, not points.

HP
DMG
STA
LUC
DOD
ENG
WPN
PLT
SCI
FIR
BIO
EMP
COL
NAME▲ RARITY EQUIP ABIL COLL TRN CORESKILLRESISTANCE TOTAL
HPACCDMGSTALUCDODENGWPNPLTSCIFIRBIOEMPCOL Σ PTS
Conductor Unique PNTWEA EMP Gray 70 43222126430044 37
Conductor Unique ARMWEA EMP Gray 70 52.5222126340044 37
Professor Epic HELARMPNTDRN EMP — 80 32.5143252180080 39

3 of 197 crew match the filters.

HOW THIS WORKSStats, equipment, training and what we refuse to guess

01 Where the numbers and the caps come from

Every number here comes from the game's own data: all 197 crew, nothing invented and nothing hand-typed. Stat caps are MaximumRange / ValuePerPoint from CharacterStatDesigns: 10 for HP on the radar (12 on the card, see 08), 12 for DMG and STA, 30 for ENG, WPN, PLT and SCI.

The prestige filter shows the crew that can come out of a merge. The game describes prestige from Elite inputs upward, so Common and Elite crew are never selected by it: whether they can be produced by prestige is not something the data says. The PRESTIGE mark on a crew card means the same, so no mark on a Common or Elite crew is not a no.

02 What the four VALUES modes show

VALUES picks what the stat cells show. BASE is the level-1 design stat; TRAINED is Max Result, the whole training pool spent on that one stat, over the courses open in the game today, with no equipment and no weapon, so it is what the crew reaches on its own; EQUIPPED adds the best helmet, armor and pants you allow for that stat (ITEM sets how good that is) and multiplies DMG by the weapon, capped; TRAINED + EQUIPPED is both, with equipment added on top of training and the weapon multiplying the two together. An amber cell is one that has hit its cap. The pool that training spends is the TRN column of the list: a crew with 0 there cannot be trained at all, and its TRAINED reads the same as its BASE.

03 Highlighting with FOCUS, choosing COLUMNS

FOCUS highlights the stats you pick: their columns stay bright and the other stat columns dim, so you can compare them against everything else. ALL clears the pick. Picking a stat turns its block on in COLUMNS, and turning a block off drops its stats from FOCUS. A stat at 0 cannot be trained at all: training multiplies zero, and equipment is added after the multiplier. COLUMNS chooses which of the three blocks (CORE, SKILL, RESISTANCE) the table shows. Every heading sorts the list, stats included: numbers start from the best, names from the alphabet, and a third click on the same heading returns to the default order by name.

04 Why ITEM defaults to 3 and not 4

Equipment points come from helmet, armor and pants, and ITEM decides how good a single item may be. Three points is the ceiling for nearly every stat; the only 4-point equipment in the game is three Dark Matter items for DMG and three Rainbow items for LUC, so the default is 3 and 4 is yours to ask for. Drone and pet items grant no stats, and no accessory items exist in the game at all: the EQUIP column lists the slots a crew has and dims the ones that bring no points. Only 7 of the 197 crew have all three slots; 50 have none.

05 Why stat columns cannot all be true at once

On a crew card, and on the list while the EQUIPMENT slots are empty, each stat column is its own build: every slot the crew has is given to that one stat. A crew has at most 3 slots, so the columns cannot all be true at the same time. Set EQUIPMENT on the list to spend the slots once and read one coherent build instead. Ask for more slots than the crew has and they are handed out in this order: DMG, HP, STA, ENG, WPN, PLT, SCI, then LUC, DOD and the resistances.

06 Reading a crew card

A crew name opens its card, with the weapon and the ITEM tier you chose on the list, and every stat column again its own build (see 05). TRAINING is what the TRAINED mode adds to BASE and EQUIPMENT is what the EQUIPPED mode adds, each counted on its own; TOTAL is TRAINED + EQUIPPED. The cap applies to both at once, so near the cap TOTAL comes out below BASE plus the two. A dash means nothing is added. Next to the numbers stands the stat's cap, drawn full width. Cyan is BASE, magenta is what training adds without equipment, yellow is what equipment adds on top of training, and the grey tail is the part of the cap nothing reaches, so the coloured part ends at TOTAL. Diagonal hatching over that tail means the whole training pool is already spent and the cap is still out of reach. The game marks what you cannot have the same way. The TRAINING number of a trainable stat opens the training planner on that stat alone, at Max Result and with no equipment, so it lands on BASE plus TRAINING. The EQUIPMENT number opens Crew Compare with the crew wearing the items it was counted from; the DRAW POOL mark under the name says the game still hands this crew out, which is what the draw pool filter on the list goes by. A faction in its place, as in QTARIAN POOL, means only players of that faction can draw it.

07 What a weapon does to DMG

Weapon: crew with a weapon slot can equip a weapon whose PhysicalDamageMultiplier is 1.1–1.4 in the game data. It multiplies DMG after Training, equipment points included, and the cap applies last: 9.25 DMG points with a ×1.3 weapon reach the 12 cap, and so do 7.25 points with a +2 helmet. Weapons with points instead of a multiplier (Laser Rifle) are not modelled: a slot holds one item.

08 What training multiplies, and when it is wasted

Training multiplies the base stat only, and equipment is added afterwards: a +3 SCI helmet on SCI 5 with +3% Training reads 16.3% in game, not 16.5%. Equipment never raises what Training gives, it only takes room under the cap, and the cap applies last. Equipment alone caps DMG for 18 crew at 3-point items, 68 at 4: training that stat is wasted pool for them. Every crew also has 2 hidden HP, BaseValue in the data: the card shows radar 3 as 5, and Training multiplies the sum. This site shows radar points everywhere, so the HP cap is 10 here and 12 on the card.

09 The stats training does not raise

ACC, LUC, DOD and the four resistances are not trainable: a crew card shows a dash under TRAINING for them, and on the list TRAINED repeats BASE. Equipment raises them the same way it raises the others, in the same slots, and the cap applies last. No item in the game grants ACC. ACC has a floor the game never goes under: a design ACC below 2.5 reads as 2.5, here as in the game.

10 Why your crew will be higher than shown

Level-up picks are not modelled. From level 1 and then every fifth level the game offers three random stats and you pick one, nine times in total. Neither the offer nor the pick is in the data, so your crew will be higher than shown, and by how much is not knowable.

11 What Σ PTS counts and what it does not

Σ PTS is the sum of the 14 design stat points. With FOCUS, the column becomes Σ FOCUS and sums only the stats you have selected for each crew. Click its heading to sort by that sum; choose ALL in FOCUS to restore Σ PTS. Points are not comparable across stats (one HP point is 1 hp, one DMG point is 0.2 damage): this is a count, not a score. It is shown in BASE, and in EQUIPPED only once you have picked the equipment yourself: summing columns that exclude each other would be a made-up number.

12 No roles, and what the score bars measure

We publish no roles. A stat is tied to rooms by the game's own data: WPN boosts the 41 weapon rooms, PLT the bridge and hangars, SCI shields and teleports, ENG engines and life support. Which of those matters to you is your call, not a score we invented. Score bars, when you turn them on, are the same idea: a full bar is the best value in the game for that column in that mode, across all 197 crew: filtering the list does not move it, though the equipment you set does, because it moves every crew at once.