PSS2

SHIP DPS PLANNER

SETUP

TARGET

What auto-pick maximises.

Below zero keeps a reserve, above allows a deficit.

Blocks touching the room you aim at.

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
no shield damage

WEAPONS

ROOMLVPOWERCOMBOCREWDAMAGE~FLIGHT, sROOM DPSSHIELD DPSHULL DPSEMP LOCK, sPER POWER
MLZ Mineral Mining Laser 13
WPNrush PLT 0% 0.000 0.000 0.000 0.000 0.000
MLZ Mineral Mining Laser 13
WPNrush PLT 0% 0.000 0.000 0.000 0.000 0.000
MSL Missile Launcher 12
EfficiencyMissile 5% WPNrush PLT 0% 8.8 0.000 0.000 0.000 0.000 0.000
MSL Missile Launcher 12
EfficiencyMissile 5% WPNrush PLT 0% 8.8 0.000 0.000 0.000 0.000 0.000
MSL Missile Launcher 12
EfficiencyMissile 5% WPNrush PLT 0% 8.8 0.000 0.000 0.000 0.000 0.000
PLA Plasma Discharger 8
WPNrush PLT 0% 6.6 0.000 0.000 0.000 0.000 0.000
PLA Plasma Discharger 8
WPNrush PLT 0% 6.6 0.000 0.000 0.000 0.000 0.000
SP Small Phaser 13
WPNrush PLT 0% 3.7 0.000 0.000 0.000 0.000 0.000
HAN Hangar 8
WPNPLTrush PLT 0% 3.7 0.000 0.000 0.000 0.000 0.000
EMP EMP Cannon 2
WPNrush PLT 0% 0.000 0.000 0.000 0.000 0.000
RG 3
WPNrush PLT 0% 0.7 0.000 0.000 0.000 0.000 0.000
MG 6
WPNrush PLT 0% 4.4 0.000 0.000 0.000 0.000 0.000
BOM Bomb Launcher T Bomb 4
WPNrush PLT 0% 8.8 0.000 0.000 0.000 0.000 0.000

OTHER ROOMS

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

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, hangars the drone you pick. A platform row reads as the weapon you chose, down to its level and its card. Ammo and drones are 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; hangars use the drone's Reload and multiply by BatchCount. EMP is the exception: a duration, not a rate, so EMP LOCK shows seconds per shot.

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. A room on part of its power fires slower; on zero it is silent and free. A deficit is shown, not forbidden.

AUTO-PICK spends generation + margin minus what the other rooms use, down to the last point, and never touches your crew points or combos. PER POWER compares weapons by hand and does not move with the stepper: half the power is half the speed.

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 divides that shield by your shield DPS.

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.

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. 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 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.

Two whole sides of a battle stay outside the four metrics. 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. Anti Craft Laser and Anti Craft Missiles shoot at drones rather than at the ship, and they are the only rooms in the data with a Range: they stand among the other rooms, taking power and showing no damage of their own, and drones of yours being shot down are not counted either.

08 Thirteen interpretations

Thirteen things the data does not say and we had to decide. (1) ReloadTime, VolleyDelay and a drone's Reload are ticks, 40 ticks per second. (2) Room DPS adds Physical, AP (armor piercing) and Fire one to one. Fire is the weak spot of that sum: in the game it sets the room alight and damages modules while it burns, and how long it burns is in no field of the data. Purely incendiary ammo rests entirely on this reading. (3) The turret and valve combo is worth the Hydraulics Valve's Capacity in percent. (4) A hangar's own ReloadTime is launch pacing and is not in the rate. (5) EMPDamage is seconds of lock per hit, never divided by the reload: two hits on one room overlap rather than queue up. (6) Shield break ignores Restore. (7) A room on part of its Max Power reloads proportionally slower. (8) The first shot leaves at the end of the first cycle, not at second zero. (9) 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. (10) 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. (11) 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. (12) Flight time is 132 divided by Speed, and a beam arrives at once. The distance between two ships is in no field of the data, so that dividend is the figure the community settled on. Read the column as an estimate of the right size, not an exact delay. (13) 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.