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, sides only.

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

ROOMLVPOWERCOMBOCREWSPEED~FLIGHT, sROOM DPSSHIELD DPSHULL DPSEMP LOCK, sPER POWER
MLZ Mineral Mining Laser 13
WPNrush PLT 0.000 0.000 0.000 0.000 0.000
MLZ Mineral Mining Laser 13
WPNrush PLT 0.000 0.000 0.000 0.000 0.000
MSL Missile Launcher 12
EfficiencyMissile 5% WPNrush PLT 15 8.8 0.000 0.000 0.000 0.000 0.000
MSL Missile Launcher 12
EfficiencyMissile 5% WPNrush PLT 15 8.8 0.000 0.000 0.000 0.000 0.000
MSL Missile Launcher 12
EfficiencyMissile 5% WPNrush PLT 15 8.8 0.000 0.000 0.000 0.000 0.000
PLA Plasma Discharger 8
WPNrush PLT 20 6.6 0.000 0.000 0.000 0.000 0.000
PLA Plasma Discharger 8
WPNrush PLT 20 6.6 0.000 0.000 0.000 0.000 0.000
SP Small Phaser 13
WPNrush PLT 36 3.7 0.000 0.000 0.000 0.000 0.000
HAN Hangar 8
WPNPLTrush PLT 36 3.7 0.000 0.000 0.000 0.000 0.000
EMP EMP Cannon 2
WPNrush PLT 0.000 0.000 0.000 0.000 0.000
RG 3
WPNrush PLT 200 0.7 0.000 0.000 0.000 0.000 0.000
MG 6
WPNrush PLT 30 4.4 0.000 0.000 0.000 0.000 0.000
BOM Bomb Launcher T Bomb 4
WPNrush PLT 15 8.8 0.000 0.000 0.000 0.000 0.000

OTHER ROOMS

NAMELVPOWERNAMELVPOWERNAMELVPOWER
AS Android Studio 8
AA Anti Craft Laser 7
AA Anti Craft Laser 7
ENG Engine 9
ENG Engine 9
O2 Life Support 20
MD Med Bay 6
RA Radar 4
Security Gate 8
Security Gate 8
SB Shield Battery 5
SHL Shield Generator 13
TLP Teleport 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. A faction is Generic 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: the forty earlier levels of a Missile Launcher were noise, 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. Rush Command works differently: it doubles the room's reload speed for the opening seconds of the battle, two seconds per PLT point of the crew that has it, so you type that crew's PLT and the field prints the window it buys.

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: two Hydraulics Valves at 27% give 61%, because bonuses multiply.

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, combos or the power you gave elsewhere. 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, which is why nobody shoots at bedrooms, but nothing worth shooting at has any.

06 Damage over time, and why the line has steps

A rate per second is an average that only comes true after enough cycles: a launcher on an eight second cycle has fired once by the tenth second and still once by the eleventh, 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. The first one is fifteen because a rocket on a ten second cycle spends most of another one in flight, and a ten second column read zero for half the builds on the page.

A hit is not a shot: the round leaves at the end of its cycle and lands one flight later, which for a rocket is most of that cycle, and the ~FLIGHT column shows the delay per weapon, worked out from the SPEED beside it. A beam has no speed in the data and hits at once, so both cells print 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.

The second line on the chart is the rate itself: whatever landed in the last five seconds, divided by five. Damage arrives in single hits, so a shorter window would draw a comb of spikes instead of a line, and the first five seconds ramp up from zero because the window is not full yet. Read it for the shape, not the height: the two lines are measured in different units and each is scaled to its own maximum, which is why the legend prints the peak. Where it settles is the DPS the build actually delivers, and it drops at the end of a Rush Command window and climbs when the shield goes down.

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; in practice nobody plays it that way. All figures use the game data dated September 1, 2026.

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 Twenty interpretations

Twenty things the data does not say and we had to decide. Five are now settled by timing battle recordings frame by frame and say so; the rest stay open until someone checks them in the game. (1) Combo EFFICIENCY is a reload percent, DAMAGE a damage percent. (2) ReloadTime, VolleyDelay and a drone's Reload are ticks, 40 ticks per second. Timed: a Plasma Discharger L5 with 200 ticks fired every 5.00 s. (3) A stat's ValuePerPoint (2 for WPN, SCI, PLT and ENG) is percent per point, WPN as damage and the Support Stat as efficiency. Seen in the game for a hangar's PLT; the same for SCI rooms is our reading. ENG does nothing we can name. Timed: standing in a weapon room changes nothing on its own, measured against a control room firing through the same battle. (4) Accuracy above 100 is capped at 100%. (5) Room DPS adds Physical, AP 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. (6) The turret and valve combo is worth the Hydraulics Valve's Capacity in percent. (7) A hangar's own ReloadTime is launch pacing and is not in the rate. A recording disagrees, so treat hangar numbers as the shakiest on the page. (8) EMPDamage is seconds of lock per hit, never divided by the reload: two hits on one room overlap rather than queue up. (9) Which ammo fits which launcher is not in the data; the table is ours, built from item names. (10) Boost and combos multiply rather than add. (11) Shield break divides the enemy's shield by your shield DPS and ignores Restore, whose units are in no field of the data. (12) A room on part of its Max Power reloads proportionally slower. Timed: one launcher fired every 11.03 s on full power and every 16.47 s on two thirds. (13) The first shot leaves at the end of the first cycle, not at second zero. (14) Rush Command doubles the room's reload speed for 2 × PLT seconds from the start of the battle, once per fight. The volley tail keeps its own pace, and a second crew with the ability adds nothing. Timed: crews at PLT 7, 14 and 16 all halved the reload exactly, and the boost ran out after 14, 28 and 32 seconds: the very number the card prints as a percent. (15) Starting power: weapons at zero, shield rooms at their maximum, Life Support at one point. Nothing in the data says what a room draws before you touch it. (16) A combo whose neighbour can sit on either side counts twice when both halves are ticked, and the two bonuses multiply. The data holds one number and one direction per combo. (17) 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. Timed: a rocket took 6.96 s and a Jungler 5.88 s, which work out to 104 and 118 instead. Read the column as an estimate of the right size, not an exact delay. (18) Armor cuts room and hull damage by 100 / (AR + 100), where AR adds up the armor of every block touching the target room. The game agrees: a card shows Defence 12% with one level 11 block, exactly 1 − 100/114. (19) Nothing in the game ignores armor, so the multiplier covers physical, AP and fire alike; shield damage is untouched because armor sits on the hull. (20) 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.