List of Statistics in VEGA Conflict

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Introduction[edit | edit source]

This page is a comprehensive guide to the various statistics ("stats") in VEGA Conflict. These statistics, shown in the item description, determine the properties of each piece of technology in the game. Use the find function of your Internet browser to skip to specific entries in the table of contents.

Mapping Shorthand[edit | edit source]

In all cases, X denotes the statistic as referenced in-game.

Expression Meaning Example
X > A A is a sub-statistic of X. Thonian Armor:
Ablation Details > Ablative Recovery
X > A, B, ... A, B and those listed thereafter are both sub-statistics of X. Surge Beam:
Overcharge Details > Overcharge, Overcharge Max, Overcharge Duration
X (A) A is a rename of X. Xeno Shell:
Energy (Shield Energy)
X (A, B, ...) X is split into A, B and those listed thereafter. EXAL Heavy Talonite Armor:
Resistance (Alien Resist, Explosive Resist)
X (A) > P;
X (B) > Q
X is split into A and B, of which P and Q are sub-statistics respectively. N/A

Regular Statistics[edit | edit source]

These statistics are equal to zero unless specified in the item description. For example, a weapon without a listed Shield Bypass has zero Shield Bypass. However, some of these statistics (e.g. Acceleration for ships) are hidden and can only be indirectly observed by modifier items.

In-Game Name Description Notes Alternative Mapping
Ablative Armor (Ablative Health) Refer to Ablative Health. --- ---
Ablation Details > Ablative Bonus Recovery Bonus rate of regeneration of a piece of ablative armor when the ship or module deals damage of certain types. See Ablation for more details. Ablative Recovery > X (Energy Bonus, Kinetic Bonus, Explosive Bonus, Alien Bonus, Plasma Bonus, Blight Bonus)
Ablation Details > Ablative Recovery Rate of regeneration of a piece of ablative armor. See Ablation for more details. Ablative Recovery > X (Recovery Amount, Damage Threshold)
Ablation Details > Devour Recovery Percentage of maximum Ablative Armor recovered when an enemy ship or module within maximum range is destroyed. See Ablation for more details. N/A
Ablative Health Durability of a piece of ablative armor. See Ablative Armor for more details. N/A
Acceleration Rate of increase in linear speed of a ship in combat. --- Ship Speed > X
AoE Radius Size of detonation of a weapon's projectiles. All enemies caught within suffer full damage and its related effects. N/A
Bonus Resources Grants bonus resources from fleet combat. --- X (Bonus He-3, Bonus Ore, Bonus AM)
Cargo Resource capacity of a ship. A defeated player fleet loses half of its cargo after calculating battle spoils. Against player outposts, the lost resources are returned to the defender. When attacking player outposts, fleets can hold up to 500% the normal capacity. N/A
Chain Maximum number of targets hit by a weapon's projectiles, which bounce across nearby enemies. --- Chain Details > X (Chain Amount)
Charge Time Duration of the Charge phase of a weapon's Firing Cycle. --- Firing Cycle > X
Collateral Damage dealt to adjacent modules when the module in question is destroyed. See Collateral Damage for more details. N/A
Cooldown Duration of the Cooldown phase of a weapon's Firing Cycle. --- Firing Cycle > X
Cooldown Time required for a flagship with this jump drive to recover from a previous intra-sector jump. --- Local Jump > X
Counter Chain Reduces the Chain Number of an incoming projectile by an additional amount when hit. Chain Number starts at Chain Amount and normally decreases by 1 per target hit. The projectile dissipates once this reaches 0. N/A
Counter Pierce Reduces the Pierce Number of an incoming projectile by an additional amount when hit. Pierce Number starts at Pierce Amount and normally decreases by 1 per target hit. The projectile dissipates once this reaches 0. N/A
Defense Percentage of incoming damage that a shield, ablative armor, or screen absorbs in place of health. See Shields, Ablative Armor, or Screens for more details. X (Shield Defense, Ablative Defense)
Disruption Resist Diminishes incoming Charge Disruption and Cooldown Disruption, and reduces the chance of Fire Disruption by a certain percentage. --- N/A
DoT Details > Damage per Interval Amount of damage dealt per Interval per DoT Stack. See DoT for more details. N/A
DoT Details > DoT Damage Threshold Amount of damage required to apply one DoT Stack. See DoT for more details. DoT Stacks > Damage Threshold
DoT Details > DoT Duration Duration of DoT Stack before it expires. See DoT for more details. N/A
DoT Details > DoT Interval Time delay between each application of damage. See DoT for more details. N/A
DoT Details > DoT Stacks Number of DoT Stacks applied per Damage Threshold. See DoT for more details. DoT Stacks > Number of Stacks
DPS Average damage per second of a weapon or squadron. May come in the form of various damage types. X (Energy DPS, Kinetic DPS, Explosive DPS, Alien DPS, Plasma DPS, Void DPS, Blight DPS, Pure DPS)
Energy (Phase Screen) Refer to Phase Screen. --- ---
Energy (Shield Energy) Refer to Shield Energy. --- ---
Escort Flagship Min. Level Minimum level required to escort a flagship with this jump drive. --- Escort Details > X
Escort Limit Maximum number of escorts that can escort a flagship with this jump drive. --- Escort Details > X
Fleet Bonus Type and amount of Fleet Bonus applied by a ship or piece of equipment. See Fleet Bonuses for more details. X > Harmonic Shield, Harmonic Agility, Harmonic Warfare, Harmonic Siege, Fleet Resurgence
Health Durability of a ship or module. Ships with under 10% health cannot be launched. N/A
Mass Amount of available mass taken up by a piece of equipment. May come in the form of % Ship Mass and % Weapon Mass. X (Absolute Mass, % Ship Mass, % Weapon Mass)
Max Chain DPS Damage per second of a weapon with the Chain ability when the maximum number of targets are hit. May come in the form of various damage types. Chain Details > X (Energy Max. DPS, Kinetic Max. DPS, Explosive Max. DPS, Alien Max. DPS, Plasma Max. DPS, Void Max. DPS, Blight Max. DPS)
Max. Mass Equipment capacity of a ship or module. Existing ships that exceed this limit as a result of updates cannot be launched, but are entitled to a free refit. N/A
Min. Range Minimum distance from a flagship with this jump drive for a target location to be considered as valid for an intra-sector jump. --- Local Jump > X
Overcharge Details > Overcharge DPS increase of a weapon due to Overcharge that is applied after a certain delay. Overcharge Amount refers to the DPS increase, while Overcharge Delay refers to the time between each DPS increase. Overcharge Details > X (Overcharge Amount, Overcharge Delay)
Overcharge Details > Overcharge Max Maximum DPS increase of a weapon due to Overcharge. --- N/A
Overcharge Details > Overcharge Duration Duration of which a weapon gets the maximum DPS increase due to Overcharge before having to reload. --- N/A
Overdrive Ability that is triggered by specific conditions in combat. See Overdrive for more details. X > Firestorm Overdrive, Barrage Overdrive, Catalyst Overdrive, Ballista Overdrive, Enguard Overdrive, Bloodhunt, Culling
Phase Screen Durability of a screen. Also known as "Screen Energy". See Screens for more details. N/A
Phase Screen Charge Amount of Phase Energy charged per second of a screen. If current Screen Energy is lower than this statistic, Phasing ceases to function. See Screens for more details. N/A
Phase Screen Drain Amount of Phase Energy drained per second of a screen. See Screens for more details. N/A
Piercing Maximum number of ships or modules hit by a weapon's projectiles, which travel through enemies. Hitting squadrons and travelling over non-target modules do not affect Piercing. Piercing Details > X (Piercing Amount)
Power Indicator of damage dealt in a single instance. May come in the form of various damage types. X (Energy Power, Kinetic Power, Explosive Power, Alien Power, Plasma Power, Void Power, Blight Power, Pure Power)
Production Rate of passive resource generation of a module. A damaged module cannot produce resources. X (He-3 Production, Ore Production, Coin Production)
Projectile Range Maximum distance a weapon's projectiles can travel before dissipating or detonating. Note that Targeting Max. Range modifiers also additionally affect Projectile Max. Range even though the statistic is not listed. X (Projectile Max. Range)
Range Required distance from an enemy for it to be considered a valid target for a weapon. Enemies outside this range may still be hit. If manual targeting is used and the target is outside this range, the weapon's default targeting will be applied instead. Note that Targeting Max. Range is calculated from the edge of a ship or module's hitbox instead of the center. X (Targeting Min. Range, Targeting Max. Range)
Rear Speed Maximum linear speed at which a ship travels directly backwards in combat. Also affects the linear speed of a ship that is travelling more than 90 degrees away from its heading. Ship Speed > X
Recharge Delay Amount of time elapsed since taking damage before a shield starts recharging. See Shields for more details. Shield Recharge > X (Recharge Delay)
Repair Time required to fully repair a destroyed ship or module. For damaged ships or modules, the time required is multiplied by the ratio between current and maximum health, regardless of Shield Energy, Ablative Health and Screen Energy. Repair Details > X (Repair Time)
Resistance Reduces incoming damage by a certain percentage. May come in the form of various damage types. Local Resistance only applies to the item itself, while Global Resistance affects the entire ship or module. X (Local Resistance) > VS Energy, VS Kinetic, VS Explosive, VS Alien, VS Plasma, VS Void, VS Blight, VS Energy Nebula, VS Kinetic Nebula, VS Explosive Nebula, VS Alien Nebula, VS Plasma Nebula, VS Void Nebula, VS Blight Nebula;
X (Global Resistance) > VS Energy, VS Kinetic, VS Explosive, VS Alien, VS Plasma, VS Void, VS Blight, VS Energy Nebula, VS Kinetic Nebula, VS Explosive Nebula, VS Alien Nebula, VS Plasma Nebula, VS Void Nebula, VS Blight Nebula
Resurgence Percentage of health recovered from a player FvF victory. See Resurgence for more details. N/A
Sector Cooldown Time required for a flagship with this jump drive to recover from a trans-sector jump. --- Sector Jump > X (Cooldown)
Sector Jump Number of sectors a flagship with this jump drive can travel across with a trans-sector jump. --- Sector Jump > X (Distance)
Sector Speed Travel speed of a ship on the map. A fleet is limited to its slowest ship. Ship Speed > X
Sector Warmup Time required for a flagship with this jump drive to initiate a trans-sector jump. --- Sector Jump > X (Warmup)
Shield Energy Durability of a shield. See Shields for more details. N/A
Shield Recharge Rate of regeneration of a shield. See Shields for more details. Shield Recharge > X (Recharge Rate)
Ship Speed Maximum linear speed at which a ship travels directly forwards in combat. Also affects the linear speed of a ship that is travelling less than 90 degrees away from its heading. Ship Speed > X (Combat Speed)
Spread Maximum deviation in either direction from the line joining the attacker and target, of a weapon's projectiles. Some weapons may have a fixed spread equal to the value of this statistic. The following weapons have an actual spread that is half the listed value: Scatter Missile, HEX Missile, Fusion Torpedo, SICO Missile, NET(^2) Torpedo, Manifold Missile, Cluster Missile, Bombardment Torpedo and their variants. N/A
Stasis Reduces an enemy ship's linear and rotational speeds by this amount when hit by a weapon's projectiles. --- Stasis Details > X (Stasis Potency)
Stasis Resist Diminishes incoming Stasis Potency by a certain percentage. --- N/A
Storage Resource capacity of a module. Resources in Local Storage are stored internally, while Global Storage is displayed next to the player's profile image. X (Local Storage) > He-3, Ore, AM, Coins;
X (Global Storage) > He-3/Ore, AM, He-3/Ore/AM, Blood Amber
Strafe Maximum linear speed at which a ship travels in a direction perpendicular to its heading during combat. Also affects the linear speed of a ship that is not travelling directly forwards or backwards. Ship Speed > X
Turning Maximum rotational speed of a ship in combat. Ships accelerate to maximum rotational speed instantaneously. Ship Speed > X
Unladen Mass Amount of available mass taken up by the ship or module itself. This contributes to the ship or module's maximum mass. N/A
Wall Piercing Maximum number of walls hit by a weapon's projectiles, which travel through enemies. Other targets do not affect Wall Piercing. Piercing Details > X (Wall Piercing Amount)
Warmup Time required for a flagship with this jump drive to initiate an intra-sector jump. --- Local Jump > X
Weapon Speed Linear speed of a weapon's projectiles, or travelling speed of a squadron. --- X (Projectile Speed, Squadron Speed)
XP Determines the level of a player fleet or outpost. Fleet XP is contributed by constituent ships, while Outpost XP is contributed by constituent modules, completion of research items and the acquisition of blueprints. X (Fleet XP, Module XP)

Modifier Statistics[edit | edit source]

These statistics are equal to 100% unless specified in the item description. For example, a weapon without a listed Shield Damage has 100% Shield Damage.

In-Game Name Description Notes Alternative Mapping
Armor Health Modifies the health bonus from all equipment. Does not influence Ablative Health. N/A
Armor Mass Modifies the amount of mass taken up by armor pieces which fit in the armor slot. --- Mass Modifiers > X (Armor)
Ablative Armor Mass Modifies the amount of mass taken up by ablative armor pieces which fit in the ablation slot. --- Mass Modifiers > X (Ablation)
Charge Disruption Modifies the duration of the Charge phase of an enemy weapon's Firing Cycle. --- Disruption Details > Enemy Charge Time
Cooldown Disruption Modifies the duration of the Cooldown phase of an enemy weapon's Firing Cycle. --- Disruption Details > Enemy Cooldown
Class Damage Modifies the damage dealt to certain ship classes. --- Damage Modifiers > X (VS Frigate, VS Cruiser, VS Destroyer, VS Battleship, VS Cutter, VS Carrier, VS Specialist, VS Battlecruiser)
Damage to Squadrons Modifies the damage dealt to squadrons. --- Damage Modifiers > X
Faction Damage Modifies the damage dealt to certain ship factions. Altairian Damage bonuses apply to both Herald (represented as "Altairian" in-game) and Oligarch ships. Damage Modifiers > X (VS Rebel, VS VEGA, VS VSec, VS Iron Star, VS Demon Corps, VS Xeno Division, VS AXIS, VS Altairian, VS Oligarch, VS Umbra)
Hangar Weapon Mass Modifies the amount of mass taken up by weapons and squadrons which fit in the hangar slot. --- Mass Modifiers > X (Hangar Weapon)
Module Damage Modifies the damage dealt to modules. --- Damage Modifiers > X (VS Module)
Health Damage Modifies the damage dealt to health, including ablative health. --- Damage Modifiers > X (VS Health)
Screen Mass Modifies the amount of mass taken up by screens which fit in the screen slot. --- Mass Modifiers > X (Screen)
Shield Bypass Modifies effectiveness of enemy shield defense. Has no effect on ablative armor and screens. In reality, Enemy Shield Defense, which applies modifiers opposite to Shield Bypass (e.g. +25% Shield Bypass means -25% Enemy Shield Defense), should be considered as a modifier statistic instead of Shield Bypass. X (Enemy Shield Defense)
Shield Damage Modifies the damage dealt to shields. Has no effect on damage done to ablative health and screens. Damage Modifiers > X (VS Shield)
Shield Mass Modifies the amount of mass taken up by shields which fit in the shield slot. --- Mass Modifiers > X (Shield)
Ship Damage Modifies the damage dealt to ships. --- Damage Modifiers > X (VS Ship)
Thruster Mass Modifies the amount of mass taken up by thrusters which fit in the special slot. --- Mass Modifiers > X (Thruster)
Thruster Speed Modifies the speed boost from thrusters. Has no effect on speed penalties. N/A
Weapon Mass Modifies the amount of mass taken up by weapons which fit in the weapon slot. --- Mass Modifiers > X (Weapon)

Restrictive Statistics[edit | edit source]

These statistics comprise of a list of limitations. If not specified, the item concerned has no limitations.

In-Game Name Description Notes Alternative Mapping
Applies to The equipment's effects are restricted to certain damage types and/or weapon types. An item that only applies to certain damage types is not locked to weapon types, and vice versa. However, an item that is restricted to both can only be applied to weapons within an intersection of the two sets. X (Applies to Damage Type, Applies to Weapon Type)
Requires Module The equipment can only be placed on ships or modules if certain prerequisites are met. An item that has multiple requirements must meet all of them in order to be eligible for use. N/A
Restricted The equipment can only be placed on ships of certain classes and/or factions. An item that can only be placed on certain ship classes is not locked to faction, and vice versa. However, an item that is restricted both can only be placed on ships within an intersection of the two sets. X (Restricted to Ship Class, Restricted to Ship Faction)

Modifier Stacking[edit | edit source]

IDK anymore.