01 Pick
Every ship weapon sold in the shop up to ship level 10 is here, platform guns as weapons of their own.
Ammo and drones are the ones a ship level 10 lab can make. Only Qtarian ships build the valve, so the
valve combo is offered to turrets a Qtarian ship can carry, not to the Pirate and Federation ones. Anti Craft Laser shoots drones, not the ship, so it is compared only with
another Anti Craft Laser: bonuses, reload, damage to a drone and range. Crew and combos boost it the same
way they boost a laser.
02 Shot
A shot is a whole volley, with accuracy taken in. ROOM is physical damage plus armor piercing damage. Fire is
shown on its own and is in no damage figure: it burns until the crew put it out. EMP per shot adds up every hit of
the volley, while EMP UPTIME is the share of the cycle the target stays locked when every hit lands, because a new
hit extends the lock instead of adding to it. For a hangar, damage per shot and per second count the whole drone
stock in battle at once.
03 Bonuses
Crew points and combos add up into two percentages, damage and reload speed, the way the game shows them.
Power below the maximum stretches the whole cycle. A hangar is the exception: its reload speed and power act on
launches, while each drone reloads at its own pace. Rush Command doubles reload speed for two seconds per PLT point
from the start of the battle. Per second figures are the settled pace and leave Rush out, so with Rush set the
table adds the damage dealt over the first seconds of the battle, as long as the longer rush window.
04 Enemy
Shield, armor and target rooms are the best ones an enemy of that level can buy. We assume a room has as many
hit points as its power bars. Armor cuts armor piercing damage half as much as physical damage.
05 Time
Time runs from the start of the battle and the first shot lands at the end of its cycle, with no flight time.
The weapon breaks the shield on its own first; missiles and bombs skip it. Shield regeneration, repairs, fire,
room modules, dodging and anti craft fire are not counted.
06 Compare
With two weapons every number gets two bars growing from the middle, on the scale of the larger of the two.
The grey part is what both have; the rest of the longer bar is how far one is ahead. That part is blue when the
bigger number wins the row, and the winner is printed bold. It is hatched when bigger is not better: in RELOAD,
CYCLE, SHIELD BREAK, SHOTS TO DESTROY and TIME TO DESTROY the smaller number wins, while POWER, VOLLEY and
OF WHICH AP have no winner: they are already counted in the damage. In ACCURACY the bigger number wins: damage
counts it up to 100, and anything above makes the shot harder to dodge. In FIRE the bigger number wins as well,
though crew with fire resistance above 100% heal in it. ONLY DIFFERENCES leaves just
the rows where the two differ. VS ENEMY adds the enemy ship and the rows against it. There is no overall score:
which row matters is yours to decide.