PSS2

SHIP DPS PLANNER

SETUP

TARGET

What auto-pick maximises.

Below zero keeps a reserve, above allows a deficit.

ENEMY SHIP

Blocks touching the room you aim at.

TARGET ROOM

Max lasers, full power.

POWER BALANCE

generation 36 used 6 free 30

ROOM DPS 0.000

SHIELD DPS 0.000HULL DPS 0.000EMP LOCK, s 0.000

ENEMY SHIP Lv10

Shield Generator L13
Shield 10 · Restore 140
Armor L11
Capacity 14 · up to 65 pieces
Hull
28
SHIELD BREAK
shield holds

WEAPONS

ROOMLVPOWERCOMBOCREWDAMAGE~FLIGHT, sROOM DPSSHIELD DPSPER POWER60s▼
MLZ Mineral Mining Laser COMPARE 13
WPNrush PLT 0% — 0.000 0.000 0.000 0.0
MLZ Mineral Mining Laser COMPARE 13
WPNrush PLT 0% — 0.000 0.000 0.000 0.0
MSL Missile Launcher COMPARE 12
EfficiencyMissile 5% WPNrush PLT 0% 11.0 0.000 0.000 0.000 0.0
MSL Missile Launcher COMPARE 12
EfficiencyMissile 5% WPNrush PLT 0% 11.0 0.000 0.000 0.000 0.0
MSL Missile Launcher COMPARE 12
EfficiencyMissile 5% WPNrush PLT 0% 11.0 0.000 0.000 0.000 0.0
PLA Plasma Discharger COMPARE 8
WPNrush PLT 0% 8.2 0.000 0.000 0.000 0.0
PLA Plasma Discharger COMPARE 8
WPNrush PLT 0% 8.2 0.000 0.000 0.000 0.0
SP Small Phaser COMPARE 13
WPNrush PLT 0% 4.6 0.000 0.000 0.000 0.0
HAN Hangar COMPARE 3×5=15 8
WPNPLTrush PLT 0% 18.8 0.000 0.000 0.000 0.0
EMP EMP Cannon COMPARE 2
WPNrush PLT 0% — 0.000 0.000 0.000 0.0
RG COMPARE 3
WPNrush PLT 0% 0.8 0.000 0.000 0.000 0.0
MG COMPARE 6
WPNrush PLT 0% 5.5 0.000 0.000 0.000 0.0
BOM Bomb Launcher COMPARE T Bomb 4
WPNrush PLT 0% 11.0 0.000 0.000 0.000 0.0

OTHER ROOMS

NAMELV▲POWERNAMELV▲POWERNAMELV▲POWER
RA Radar 4
TLP Teleport 8
ENG Engine 9
SB Shield Battery 5
AS Android Studio 8
SHL Shield Generator 13
MD Med Bay 6
SEC Security Gate 8
O2 Life Support 20
AA Anti Craft Laser 7
SEC Security Gate 8
AA Anti Craft Laser 7
ENG Engine 9

HOW THIS WORKSWhere every number comes from, and the places we had to interpret the data

01 A ship at the end of its level

Pick a ship level and a faction, and the planner builds the ship as it stands when that level is done: every room the game sells by then, as many of each as it allows, at the highest level the ship can build, with every research the laboratory can reach. Ship levels go up to 10; the data lists more, and those stay hidden here as they do in the rooms database. Generic is the set every ship shares: a faction gets all of it plus its own weapons, so pick your own to plan the ship you fly. Defaults are stable starting points, not advice; a room's name and code open its card.

02 Damage lives on the projectile

Rooms carry no damage of their own: fixed weapons fire their own projectile, a turret platform the weapon you mount in it, launchers the ammo you pick. A platform row reads as the weapon you chose, down to its level and its card. Ammo is listed one entry per family, at the highest level your ship can build, and a family that does nothing to a ship is not offered at all. Where a launcher has a single family, the row names its round instead of offering a choice you never make.

Room, shield, hull and EMP are four different resources of the target, so there is no single DPS here and no weights of ours: you choose which one leads.

Per shot: Volley × min(1, Accuracy/100) × damage. Per cycle: ReloadTime + (Volley − 1) × VolleyDelay ticks, the Reload Time on the room's card. A rate is shot over cycle, times the bonuses. EMP is the exception: a duration, not a rate, so EMP LOCK shows the seconds one shot buys. The damage percentages raise it like any other damage of the projectile; the cycle does not divide it.

03 Crew, combos and Rush Command

A room has two bonuses in the game's own words: WPN points of the crew manning it are its Damage Bonus, and the room's Support Stat, when that is not WPN, is its Efficiency Bonus and shortens the cycle. A plain weapon room has WPN for its Support Stat, so its crew adds damage and nothing else, and only a combo shortens its cycle: missile launchers standing next to each other, for instance. Rush Command works differently: it doubles the room's reload speed for the opening seconds of the battle, 2 × PLT seconds of the crew that has it, so you type that crew's PLT and the field prints the window it buys.

DAMAGE is the room's own figure from the game: the percentage its WPN crew and its damage combos add up to, zero until you fill something in. Reload percentages are a separate sum and are not in it, so a room whose only bonus is a reload combo shows 0% while its rates still rise.

Combos come from the game's own table of neighbours. Where a neighbour can sit on either side, the chip has two halves and each ticks its own. Percentages add up rather than compound: damage into one sum, reload into another, exactly as the game adds them on the room you tap.

04 Power, balance and auto-pick

Generation is what the reactors make; every room takes from zero up to its Max Power, set by the stepper on its row as you would reroute power in a battle. Weapons start silent, shield rooms at their maximum, Life Support at one point, so the page opens with a budget to spend rather than a deficit to fix. An ordinary weapon on part of its power fires slower; on zero, it does not fire. A deficit is shown, not forbidden.

AUTO-PICK spends generation + margin minus what the other rooms use to maximize the sum of independent first-minute totals, and never touches your crew points or combos. PER POWER divides the table metric by assigned power. For ordinary weapons it stays constant as power changes. The 60s column shows the selected TARGET total over the first minute, including reload, flight, which depends on both ship levels, drone deployment and your configured bonuses. AUTO-PICK uses this same value; enemy shields, armor and interception are excluded from both. Equal results prefer less power.

05 The enemy ship, its shield and its armor

ENEMY SHIP LEVEL shows what the other side's data allows at that level: the best Shield Generator and Shield Battery with their Shield and Restore, the best Armor with its Capacity and the number of blocks the level lets a ship carry, and the hull points of every ship sharing the level. SHIELD BREAK marks the first hit that brings accumulated shield damage to its HP, including reload, flight, drone launches and enabled drone losses. If hits cannot exhaust its HP, the shield holds.

The shield is a phase, not a discount: while it holds, direct fire goes into it and reaches no room at all, while missiles and bombs pass through from the first second. That is where the line below breaks.

Armor is not shared by the ship. Each block protects only the rooms touching it edge to edge, so what you enter is how many blocks sit next to the room you aim at; it cuts room and hull damage by 100 / (AR + 100), the same figure the game prints as Defence. A room's own Defence adds to that AR. Armor piercing goes through twice as easily: the AP part of a hit is cut by 100 / (AR / 2 + 100).

What a hit does to the hull depends on the room you aim at. A room absorbs a hit up to what it has left, and the rest goes on into the hull, the armor piercing part of it at a tenth. TARGET ROOM sets that state. STANDING counts only the projectile's own hull damage, as if the room still had plenty left; DESTROYED counts the whole hit as overflow. Armor next to the room still cuts it either way. The switch changes hull figures only, and unlike armor it changes them everywhere: in the table, the 60s column and AUTO-PICK too.

06 Damage over time, and why the line has steps

A rate per second is an average that only comes true after enough cycles, so two builds with the same DPS can differ badly in a short fight. DAMAGE OVER TIME counts actual hits instead; fifteen, thirty and sixty seconds are readable marks of ours, not game values.

There are three tabs. TOTAL runs from second zero, so its columns include the empty opening of a fight: the shield has to fall, the first cycle has to finish, and the round has to fly. PER 5 SECONDS and PER 15 SECONDS show the pace instead, the damage that landed in a window divided by the length of that window. The line's window slides with every moment, a column's window sits between two marks, so the column is the average of that stretch, and each tab's stretches are as long as its window.

A window is needed because damage arrives in single hits: without one the line would be a comb of spikes. Five seconds keeps the shape of the fight, with the dips between rocket salvos, the end of a Rush Command window and the step where the shield falls; fifteen smooths those away and shows the settled pace. Either line ramps up from zero at the start, because the window is not full yet. Each tab carries its own vertical scale, topped by the peak of the line you are looking at: the same fight by a different measure would be pressed flat against the axis of a shared one.

A hit is not a shot: the round leaves at the end of its cycle and lands one flight later, and the ~FLIGHT column shows that delay per weapon, worked out from the projectile's speed and the length of both hulls. A beam has no speed in the data and hits at once, so its cell prints a dash. With the shield phase on top, the first seconds of a fight belong to whatever ignores shields, not to whatever has the highest DPS.

07 Hangars and drones

Hangar DPS is the combined damage per second of all drones launched during a battle, assuming all have reached the enemy and remain alive. It uses each drone's projectile damage and Reload (in ticks), with the hangar's WPN and damage-combo bonuses. Drones are offered at the highest level your ship can build; BatchCount sets how many launch together. Launches per battle use a manually maintained table, independent of Capacity: levels 4–5 launch four batches and 6–8 five, matching in-game observations. Levels 1–3 retain estimates of 2, 3 and 3 launches; levels 9–10 retain estimates of 6 and 7 pending measurements. The compact label shows drones per launch × launches = total drones. Table DPS excludes launch and drone travel time. PLT, Rush Command, reload combos and power affect how quickly the hangar releases batches, not how fast released drones shoot.

DAMAGE OVER TIME includes deployment delays: each batch completes the hangar's reload, travels to the enemy, then fires on its own cycle. Travel is the same distance as in (11) divided by FlightSpeed. Drones circle the enemy hull and fire from there, so their projectiles cover a distance close to the length of that hull rather than the gap between ships. The first shot comes one full drone cycle after arrival; that timing is an assumption. The hangar's ~FLIGHT adds both legs, excluding launch reload and the first firing cycle.

Enemy Anti Craft Laser is off by default. Enabling it adds drone losses to the timeline, using the enemy's maximum available number and level of lasers, fully powered, without crew or combo bonuses. Range is ignored: drones become targets on arrival. Ready lasers fire immediately, then follow their reload, finishing the oldest surviving drone first. Each hit damages one drone using its HP; excess damage is lost. At equal times, interception resolves before drone fire; already-fired projectiles still land. Lasers stay operational throughout battle; their ammunition, target evasion and other ways of destroying drones are not modelled. Enemy armor and interception affect DAMAGE OVER TIME, not table DPS or the 60s column. SHIELD BREAK accounts for drone losses. AUTO-PICK accounts for deployment within the first minute, but does not optimize survival against enemy defenses.

08 What is not modelled

The hull layout (you tick a combo yourself when a room sits next to a reactor), the battle AI's own rules for moving power mid fight, crew and equipment beyond the stat points you type, the fifteen crew abilities other than Rush Command, accuracy against the target's dodge, what partial power does to a shield or an engine, shield Restore, build cost, and anything above ship level 10. The Rush Command window is counted from second zero, while the battle AI can hold the ability back and fire it later.

Damage to the crew is a fifth resource nothing here counts, which is why ammo built only for it is left out of the lists.

Fire: a hit sets the room alight, and the fire burns the room and its crew every second until the crew or a sprinkler puts it out. How soon that happens depends on the enemy crew and modules, so fire is in no figure here; incendiary ammo shows only the physical damage it carries. Modules in the target room are not counted either: an intact barrier or turret takes a hit's room damage on itself, so none of it reaches the room or spills into the hull, while fire, EMP and the projectile's own hull damage still land.

09 Twelve interpretations

Twelve things the data does not say and we had to decide. (1) ReloadTime and VolleyDelay are ticks, 40 ticks per second. (2) A standing target room takes every hit whole, so HULL DPS counts only the projectile's hull damage. A hit bigger than what the room has left spills the difference into the hull, and on a room already destroyed all of it spills: DESTROYED counts that case. How much a room has left changes with every hit and is in no data the planner sees. (3) The turret and valve combo is worth the Hydraulics Valve's Capacity in percent. (4) EMPDamage is seconds of lock per hit, never divided by the reload: two hits on one room overlap rather than queue up. (5) Shield break ignores Restore. (6) A room on part of its Max Power reloads proportionally slower. (7) The first shot leaves at the end of the first cycle, not at second zero. (8) The Rush Command window is counted from the start of the battle and comes once per fight. The volley tail keeps its own pace, and a second crew with the ability adds nothing. (9) A combo whose neighbour can sit on either side counts twice when both halves are ticked, and the two percentages add up. The data holds one number and one direction per combo. (10) A room seats one crew per cell along its width, so a CREW field accepts the stat's cap times that many: 30 points in a two cell Small Phaser is 60. (11) No field of the data gives the distance between ships. Flight time is that distance divided by Speed, and a beam arrives at once. The distance grows with the length of both hulls: 2.5 × (columns of your hull + columns of the enemy's). If your faction has no hull line of its own, and always for the enemy, whose faction is unknown, a hull's length is the average of that level's hulls. Across the levels on offer the dividend runs from 67 to 175. Where the firing room and its target sit on the two hulls moves the real figure by up to an eighth either way, so read the column as an estimate. (12) While a shield holds, direct fire reaches no room at all: no damage and no EMP lock either, and only missiles and bombs pass through it. A shield nothing on board can hurt holds for the whole battle, and direct fire stays outside it to the last second.

MY PLANS