VC Ship Planner

  • Chili Industries Ltd
    Chili Industries Ltd
    Strike-force Captain
    Joined Feb 2014 Posts: 723

    Fleet Commanders are now in.

    I've had to completely revamp the resist calc system, as well as various other systems, in order to include stats from the commanders and could use some feedback on it. The desktop version of the game doesn't include resists gained from items, despite that it says so on the Resistance window, so it's a bit difficult to test how accurate the system is.

    Most stats should be working as intended, otherwise let me know.


    CamsCrop said:
    Buckler can equip Tier 6 Hybrid Resistors, don’t forget them :P
    Forgot to set its role as Titan. Didn't notice until I localized it, but you should be able to equip those now.
  • CamsCrop
    CamsCrop
    Greenhorn
    Joined Feb 2021 Posts: 11
    edited 6 Mar 2021, 2:16AM
    Tatiana Demina FC provides 10% Blight Resistance instead of 10% Blight Damage Bonus.
    The Blight/Plasma Damage Bonus provided by Victoria Orin and Victus Noir are not displayed in the VCSP.

    The Alien Resistance provided by Victoria Orin is a bit strange. Even if the ship does not have other sources of Alien Resistance, it is not 10%, The problem also occurred on Dr. Kobus Chiron.

    Stasis Resistance provided by Leon Planck is missing.

    The mobility bonus provided by Evie Roisin is not shown in the ship data.
  • Chili Industries Ltd
    Chili Industries Ltd
    Strike-force Captain
    Joined Feb 2014 Posts: 723
    Thanks for the feedback.

    Assigning a Fleet Commander essentially works as equipping an item, but instead of only affecting a single ship, commanders affect every ship in the entire fleet. They also follow the same rules as items that are equipped. If a commander provides health, it's added to the overall health. If a commander provides resist, it covers the entire hull, but if a commander provides both, then the resist only applies to the health provided by the commander. That means the resist will be split between health from the hull plus other items, and health from the commander, following the formula on resist rules.

    Take (Xeno) Siege Casing as an example. It provides health as well as resist, but the ship does not gain up to 50% Kinetic resist when it's equipped. Only the health that (Xeno) Siege Casing provides will have Kinetic resist, so in the grand scheme of things it amounts to almost nothing.

    The more health a ship has, the less resists are gained from items/commanders with both health and resists.

    Bonus Cargo is the one stat that only affects the overall stat and not cargo on individual ships. I considered splitting it between ships in the fleet, but for now, it only shows in the fleet stats.

    Acceleration from any source, including hulls, isn't shown in the ship stats, but I might add it at some point.

    Some stats haven’t been fully implemented yet, but thanks for taking note of which. That makes my work so much easier.

    Fixed bonus Blight resist on commander selection window. – Visual bug.

    Main event this weekend, but I'll see if I can squeeze some coding time in.
  • piscesbrain
    piscesbrain
    Potential Threat
    Joined Sep 2020 Posts: 57
    edited 7 Mar 2021, 10:54AM
    Spearhead Augment provides Health for Fighter class.

    Buckler's mass reduction is not accurate.

  • Chili Industries Ltd
    Chili Industries Ltd
    Strike-force Captain
    Joined Feb 2014 Posts: 723
    edited 10 Mar 2021, 5:59PM

    Crap, had completely forgotten about that one. Didn't include it when I was coding resists, as it was a percentage and not a fixed number, like the rest of the specials, which made the math a bit difficult to deal with. Wanted to integrate it at a later date, but here we are.

    That really messes with everything. I need to conduct a series of tests when my factory is ready, or resists will be all over the place. For now, it's shown in item stats, but not actually added to ship stats.

    Fleet Commanders are ready, though, except for acceleration.

    As for Buckler, it's likely Spawner Mass reduction. Wiki doesn't list any at mk 1, but -44% at mk 2, which is a rather huge step so it probably has at mk 1 as well. I'll test it when I can.


    Edit: As I suspected, Buckler has reduction to Spawner Mass at mk 1. It should be accurate now.

    Edit 2: Percentage health modifiers from specials should now work properly.

  • CamsCrop
    CamsCrop
    Greenhorn
    Joined Feb 2021 Posts: 11
    edited 18 Mar 2021, 1:14AM
    It should be possible to add Turbo Thruster now, and its complete data has been announced
  • Chili Industries Ltd
    Chili Industries Ltd
    Strike-force Captain
    Joined Feb 2014 Posts: 723
    Thanks. I'll add it shortly.

    Stasis Resist 0%? OK, that should be quite useful.. in no situation whatsoever.
  • Star Platinum
    Star Platinum
    VC Mod
    Joined May 2015 Posts: 2,261
    Thanks. I'll add it shortly.

    Stasis Resist 0%? OK, that should be quite useful.. in no situation whatsoever.
    Its an erroneous stat, you can disregard it.
    Don't screw with me, I'm an Engineer. | Read this if you're jailed/banned. | C-MOON
  • Chili Industries Ltd
    Chili Industries Ltd
    Strike-force Captain
    Joined Feb 2014 Posts: 723
    edited 18 Mar 2021, 9:49AM
    Figured as much, since it isn't listed on the Wiki.

    It's been added, along with various other stuff.

    Edit: Seeing as Buckler has the exact same Specifications as Switch, I'm guessing it would be safe to assume that Rear Speed and Acceleration are also the same? On the Wiki, these are still listed as Unknown.

  • piscesbrain
    piscesbrain
    Potential Threat
    Joined Sep 2020 Posts: 57
    Suggestion: Buckler's Prime Shift Boost provides damage resistance for itself against EX/EN/KI damage type. If it is possible, I recommend you to make a calculation for Buckler before and after its Prime Shift is activated.
  • Chili Industries Ltd
    Chili Industries Ltd
    Strike-force Captain
    Joined Feb 2014 Posts: 723
    I've thought about adding OD/PS for quite some time, but still not quite sure how I'll go about it. It'll possibly be similar to how harmonics and other bonuses are added and displayed.

    I'll figure something out.
  • piscesbrain
    piscesbrain
    Potential Threat
    Joined Sep 2020 Posts: 57
    edited 27 Mar 2021, 11:10AM
    Shirk Overdrive Generator cannot be stacked with itself or other Generators.



    Flux Coil consumes 10% weapon mass.

    Void Phasing Magnets provides cool down time reduction (which is the reloading time, according to wiki).
  • Chili Industries Ltd
    Chili Industries Ltd
    Strike-force Captain
    Joined Feb 2014 Posts: 723
    Flux Coil consumes 10% weapon mass.

    Yep, but not all 3 levels. I'm missing data on level 2.

    The generator should be working now. I was merely checking if it had a support field, but there are other types of course. The fix covers other generators as well.

    Weapon cooldown isn't included with any weapon, so I left it out, but I'll consider adding it.

    Pike is apparently restricted to tier 9, but both Buckler and Broadsider are now listed on the Wiki as tier 9.5. I hope they've considered that for in-game, so they don't get a flood of angry posts next event. I've added tier 9.5, or otherwise it wouldn't fit on Buckler and Broadsider.

    And a typo. Broadsider is listed as having 35 mill cargo space at Mk 1. Forum says 3.5 mill, so that's what I've used, or a fleet of Mk 1s would hold at least 210 mill.

  • piscesbrain
    piscesbrain
    Potential Threat
    Joined Sep 2020 Posts: 57
    edited 31 Mar 2021, 12:18AM
    Don't know who list on the Wiki that Buckler and Broadsider are T9.5 ships, but they are not T9.5 ships. Although Kix said that these 2 ships are bridge ships, but they are still T9 ships, and there is no T9.5 ship, having Broadsider as the last T9 ship and we move straight to T10. Many players think that bridge ships are Tier X+0.5 ships, so they adjust the Wiki, let us have a look at the Ancient Reaper for players, this ship is still T8, not a T8.5 ship.

    Buckler and Broadsider are not allow to use Turbo Thruster, EN Barricade Shield, T8-9 weapons and T8-9 Armors.
  • CamsCrop
    CamsCrop
    Greenhorn
    Joined Feb 2021 Posts: 11
    Broadsider is still missing a lot of T9 equipment
  • Chili Industries Ltd
    Chili Industries Ltd
    Strike-force Captain
    Joined Feb 2014 Posts: 723

    Wiki usually adds quite a bit of additional information, compared to in-game, so with some data I can only rely on what the Wiki lists.

    It was said that these two hulls would be the last tier 9, but Kix often changes data or mechanics without informing players, so we're back to rely on the info given on the Wiki, or can figure out ourselves through in-game means.

    Tier 9 items are restricted to tier 9, so obviously wouldn't fit on 9.5.

    I've set the hulls to tier 9.

  • piscesbrain
    piscesbrain
    Potential Threat
    Joined Sep 2020 Posts: 57
    edited 4 Apr 2021, 12:06AM
    Pike's DPS at all levels are not accurate.
  • CamsCrop
    CamsCrop
    Greenhorn
    Joined Feb 2021 Posts: 11
    Have you applied the DPS bonus of Dreadnought to Spawner? That is wrong.
  • piscesbrain
    piscesbrain
    Potential Threat
    Joined Sep 2020 Posts: 57
    Ship Spawners are counted as actual ships. In game, Kix count them as Specials, and Specials do not receive other bonus sources, and Ship Spawners do not either. However, Ship Spawners can still receive a bonus source if they are mentioned. For example, Broadsider's PSB and Orator's OD.
  • piscesbrain
    piscesbrain
    Potential Threat
    Joined Sep 2020 Posts: 57
    Comandante's Modifiers has bonus shield energy.
  • Chili Industries Ltd
    Chili Industries Ltd
    Strike-force Captain
    Joined Feb 2014 Posts: 723

    So it does. Never noticed that since I don't use it and it isn't listed on the Wiki.

    I'll add it when I can get the data from in-game.

  • Chili Industries Ltd
    Chili Industries Ltd
    Strike-force Captain
    Joined Feb 2014 Posts: 723
    Latest items have been added.

    Info on level 3 items may be incorrect or missing. I'll update when they've been released.
  • piscesbrain
    piscesbrain
    Potential Threat
    Joined Sep 2020 Posts: 57
    edited 4 May 2021, 1:19PM
    Level 3 T10 stuffs and mk2-6 Infiltrator are may not accurate, because those sources are from a player that does not work for KIX.

    Infiltrator's base Health is 130,000.

    Infiltrator does not have AL/BL/PL damage resistance.

    EN damage resistance provided by Kobus Chiron does not affect Infiltrator.

    The calculation for AL damage resistance given by Victoria Onin is different from other Fleet Commanders.
  • Chili Industries Ltd
    Chili Industries Ltd
    Strike-force Captain
    Joined Feb 2014 Posts: 723
    Copy & Paste gone wrong.

    Yes, got that from Discord. Wasn't sure if Wiki could be trusted, which is why I waited until the items were available in-game.

    Not entirely sure why those two commanders bug out like that with this hull, where others don't. Health does add, but not resist. I'll look into it.
  • Chili Industries Ltd
    Chili Industries Ltd
    Strike-force Captain
    Joined Feb 2014 Posts: 723
    edited 5 May 2021, 9:25AM

    OK, Dade has posted stats on the new stuff, but not everything is accurate/correct.


    Infiltrator: Shield regen says 6% at Mk 1, whereas in-game it says 10%, so it’s likely that Mk 3 and above are incorrect as well. Armor health bonus isn't listed in-game, so I’m guessing it shouldn't be there. Rounded XP can't be relied upon, when you need accurate data when calculating ship/fleet level. Armor mass at Mk 3 differs from the Wiki, so one can only speculate as to which one is correct.

    Nano Shield: Charge says 6s, but in-game it's listed as 5s.

    Borophrene Armor: XP at all levels. Wiki is likely wrong on these.

    Flux Cannon: 10 chains at level 3. Again, Wiki is likely incorrect with only 9.


    Steam version of the game doesn't show item stats on loot items, when you go through the target list, so I can't get the correct info until I've farmed the items. I'll double check and update when I have.


    As for resists from commanders. Commanders essentially work as items that you mount to a fleet slot, meaning the same general resist rules apply to those as well. If a commander adds both health and resist, then the resist only covers that bit of health. 12k with 10% resist vs 142k total health equals less than 0.01% resist (0.00961063040791% to be accurate). The resist is added, but just that minuscule that it isn't worth showing.

    Commanders that only add resist and no health are basically resist items. Their resists apply to everything with health, causing ships to gain more from those.


    Edit: I could probably change the resist stat, so that if it's less than 1% it'll show more decimals. Though, in the grand scheme of things it won’t really change much. It’s basically still 0%.

  • TheXTrunner
    TheXTrunner
    Greenhorn
    Joined Jan 2020 Posts: 5
    apparently you can't put pl celestial optics along with pl anthracite muni even though I have both in my seg 
  • Chili Industries Ltd
    Chili Industries Ltd
    Strike-force Captain
    Joined Feb 2014 Posts: 723
    Feared something like might happen. Messed around with the restriction system yesterday, as an attempt to fix another stacking issue.

    I'll look into it.
  • Cyrus Leung
    Cyrus Leung
    VC Mod
    Joined Jan 2013 Posts: 3,668
    Feared something like might happen. Messed around with the restriction system yesterday, as an attempt to fix another stacking issue.

    I'll look into it.
    FYI, according to my tests on IFS, the XP of the Borophene Armor is higher than what was stated in the spotlight. I have updated the wiki with the correct values.
  • piscesbrain
    piscesbrain
    Potential Threat
    Joined Sep 2020 Posts: 57
    edited 19 May 2021, 3:15PM
    There is something inaccurate about mass reduction of InfIltrator's Modifiers.

  • Chili Industries Ltd
    Chili Industries Ltd
    Strike-force Captain
    Joined Feb 2014 Posts: 723
    Armor mass. Dade posted it as -15%, so I went with that, but according to the Wiki it should be -10%. Fixed.

    As for XP, I used what was listed on the Wiki, and I see 10 chains for Flux was the correct value, so it's all good.
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