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Auras, Zens & Apexes
Aura Energy
- For radius based Auras, the energy stat is the maximum energy it can hold before collecting any more particles will no longer increase its effectiveness and radius.
- Stays constant throughout level upgrades.
- This energy stat can change in the tutorial for the various Auras for both radius and counter based Auras.
Aura | Energy |
---|---|
Bullet EMP | 100 |
Stun EMP | |
Barrier | |
Laser Storm | |
Missile Swarm | |
Point Defense | |
Chrono Field | |
Blade Storm | |
Vorpal Lance | 60 per counter 240 in total (4 counters) |
Goliath Missile | |
Phalanx | 60 per counter 360 in total (6 counters) |
Ion Cannon | 40 per counter 240 in total (6 counters) |
Bullet EMP
Pre-v5.6:
Present:
Tutorial
Expansion Speed | 2000 |
Time Modifier | ×0.2 |
Minimum Energy before BEMP can be activated | 10 |
Upgrade Lvl | Max Radius | Stun Duration |
---|---|---|
1 | 250 | - |
2 | 300 | |
3 | 350 | |
4 | 400 | |
5 | 450 | |
Ultimate (6) | 0.6s | |
Apex: Extended Range | 500 | 0.6s |
Apex: Increased Stun | 450 | 1.2s |
BEMP Bullet Detonator Apex
Expansion Speed of blast emitted by bullet deleted by BEMP | 50 |
Blast Damage | 2 |
Blast Radius | 50 |
BEMP Destructive Wave Apex
Maximum AoE Damage | 10 |
Stun EMP
Pre-v5.6:
Present:
Tutorial:
Expansion Speed | 2000 |
Time Modifier | ×0.2 |
Minimum Energy before SEMP can be activated | 10 |
Upgrade Lvl | Max Radius | Max Stun Time | Maximum Damage |
---|---|---|---|
1 | 450 | 2.0s | - |
2 | 2.25s | ||
3 | 2.5s | ||
4 | 2.75s | ||
5 | 3.0s | ||
Ultimate (6) | 10 | ||
Apex: Extended Range | 550 | 3.0s | 10 |
Apex: High Damage | 450 | 3.0s | 15 |
Apex: Strong Stun | 450 | 4.0s | 10 |
Barrier
Pre-v5.6:
Present:
Tutorial:
Minimum Energy before Barrier can be activated | 30 |
field_destruction_threshold (Not sure what this parameter means) | 10 |
Upgrade Lvl | Max Radius | Max Barrier Strength | Max Inner Lining Strength | Radius of Inner Lining |
---|---|---|---|---|
1 | 250 | 50 Bullets 4s per laser | - | - |
2 | 63 Bullets 5.04s per laser | |||
3 | 75 Bullets 6s per laser | |||
4 | 88 Bullets 7.04s per laser | |||
5 | 100 Bullets 8s per laser | |||
Ultimate (6) | 50 Bullets 4s per laser | 0.9 of Outer Barrier | ||
Apex: Reinforced Lining | 250 | 100 Bullets 8s per laser | 65 Bullets 5.12s per laser | 0.9 of Outer Barrier |
PS: Max Barrier Strength in Tutorial = 67 bullets.
Laser Storm
Pre-v5.6:
Present:
Tutorial:
Minimum Energy before LS can be activated | 30 |
LS cooldown | 0.2s |
Laser Moon Rotation Speed | 120 |
Radius of rotation of Laser Moons | 70 |
Laser emitter offset on Laser Moon (Mk1) | [0,3] |
Laser emitter offset on Laser Moon (Mk2) | [-3,3] & [3,3] |
Normal Reticule | Shield Breaker Reticule | |
---|---|---|
Visual | ||
Size | [45, 45] |
Mk1 Laser Moon (Lvl1-5) | Mk2 Laser Moon (Ult) | Tac Moon | |
---|---|---|---|
Visual | |||
Size | [94, 102] | [94, 112] | [98, 151] |
Upgrade Lvl | No of Laser Moons | Max Duration | Max Damage | DPS of each Laser Moon | Max Radius | Aura drain per second |
---|---|---|---|---|---|---|
1 | 3 | 4.5s | 89.27 | 6.613 (Previously 5.67) | 350 | 22.222 |
2 | 93.74 | 6.943 (Previously 5.95) | 375 | |||
3 | 4 | 98.20 | 5.455 (Previously 4.675) | 400 | ||
4 | 102.67 | 5.703 (Previously 4.8875) | 425 | |||
5 | 5 | 107.13 | 4.761 (Previously 4.08) | 450 | ||
Ultimate (6) | 111.59 | 4.959 (Previously 4.25) | 500 | |||
Apex: High Power | 8 | 2.25s | 111.59 | 6.2 | 500 | 44.444 |
Apex: Tac Moons | 2 | 4.5s | 111.59 | 12.4 | 500 | 22.222 |
Tac Moons also target the nearest turret in front of you, which is determined by the closest angle with respect to the vertical (0°).
Missile Swarm
Pre-v5.6:
Present:
Tutorial:
Minimum Energy before MS can be activated | 30 | |
Speed | 400 | |
Acceleration | -1200 | |
Mininum Speed | 10 | |
Maximum Turning Rate | 650 | |
Time to Live | 3s | |
Recompute Turn Interval | 0.15s | |
Spawn Offset | [0,10] | |
Hit Circle of Missile | Offset | [0,5] |
Radius | 3 | |
Size | [4.2, 13.5] | |
Activated Acceleration | 400 | |
Activation Delay | 0.25s | |
Missile Impact Screenshake Parameters | Amplitude | 2 |
Frequency | 40 | |
Duration | 0.1s |
Normal Reticule (Lvl1-5) | Normal Reticule (Ult) | High Explosive Reticule | Ion Warheads Reticule | |
---|---|---|---|---|
Visual | ||||
Size | [45, 45] |
Normal / Ion Warheads Missile | Armor Piercing Missile | High Explosive Missile |
---|---|---|
Upgrade Lvl | Max No of Missiles | Max Damage | Max Radius | Target Tracking | Maximum Speed | Increased Precision Time |
---|---|---|---|---|---|---|
1 | 38 | 114 | 300 | Very Good | 800 | 2s |
2 | 40 | 120 | 337 | |||
3 | 42 | 126 | 375 | |||
4 | 44 | 132 | 412 | |||
5 | 46 | 138 | 450 | |||
Ultimate (6) | Perfect | 600 | 3s |
MS High Explosive Apex
Missile Impact Damage | 2 |
Missile Blast Damage | 1 |
Blast Radius | 50 |
MS Ion Warheads Apex
Minimum Energy before MS Ion Warheads can be activated | 40 |
Stun Time (Per Missile) | 0.6s |
Stun Radius (Per Missile) | 50 |
Point Defence
Present:
Tutorial:
Minimum Energy before PD can be activated | 10 | |
Minimum Activated Time | 0.2s | |
Zap Time | 0.1s | |
Point Defence Drain (when active, even if not eliminating bullets) | 10 | |
Beam emitter Offset (with respect to ship core) | [0,18] | |
PD Laser Width | 2 | |
Zap Power
| Levels 1-5 | 1 |
Ult | 5 | |
Reticule Parameters | Fade in Time | 0.1s |
Fade Out Time | 0.2s | |
Scaling Max (Start of Fade In / End of Fade Out) | ×7.0 | |
Normal Scaling (Reticule active on bullet) | ×1.0 |
Normal Reticule | EMP Laser Reticule | Bullet Detonator Reticule | |
---|---|---|---|
Visual | |||
Size | [18, 18] |
Upgrade Lvl | Max Radius | No of Laser Beams | Efficiency |
---|---|---|---|
1 | 250 | 2 | 1.5 |
2 | 290 | 4 | 1.25 |
3 | 330 | 6 | 1.0 |
4 | 370 | 8 | 0.75 |
5 | 410 | 10 | 0.5 |
Ultimate (6) | |||
Apex: EMP Laser | 410 | 1 | 1.0 |
PD Sentinel Apex
Firing Interval | 0.5s |
Sentinel Laser Zap Power | 5 |
PD Bullet Detonator Apex
Expansion Speed of blast emitted by bullet deleted by PD | 300 |
Blast Damage | 2 |
Blast Radius | 30 |
PD EMP Laser Apex
EMP Expansion Speed | 300 |
EMP Radius | 55 |
Chrono Field
Pre-v5.6:
Present:
Tutorial:
Minimum Energy before PD can be activated | 15 |
Speed Modifier (of bullets in CF)
| ×0.3 |
Upgrade Lvl | Max Duration | Max Radius |
---|---|---|
1 | 3.0s | 170 |
2 | 3.5s | |
3 | 4.0s | |
4 | 4.5s | |
5 | 5.0s | |
Ultimate (6) | ||
Apex: Deep Field | 5.0s | 200 |
PS: Max Duration of CF in Tutorial = 4.0s
Vorpal Lance
Counter:
Visual Size = [60, 60]
Tutorial:
Speed | 1000 | |
Acceleration | 1000 | |
Maximum Speed | 2000 | |
Size | [56, 82] |
Upgrade Lvl | Damage | Counters | Hit Circle Offset | Hit Circle Radius | Spawn Offset(s) [With respect to Ship Core] | Firing Angle(s) [Taking vertical as 0°] |
---|---|---|---|---|---|---|
1 | 33 | 2 | [0,10] | 15 | [0,0] | 0° |
2 | 34.65 | 3 | ||||
3 | 36.3 | |||||
4 | 37.95 | 4 | ||||
5 | 39.6 | |||||
Ultimate (6) | ||||||
Apex: Twin Lance | 39.6 | 4 | [0,8] | 20 | [0,0] | 0° |
Apex: Trident | 3 × 12.3 | 4 | [0,8] | 10 |
|
|
PS: In Tutorial, Energy per counter = 50, Damage = 34.65.
In Campaign Mission #28, 5 "Alpha Strike" Vorpal Lances are launched from Ace Nyra's Jeria with the following altered stats:
- Vorpal Lance #1
- Location = [0, 10]
- Damage = 140
- Launch Delay = 0s
- Vorpal Lance #2 & #3
- Locations = [±15, 5]
- Damage = 140
- Launch Delay = 0.5s
- Orientation = atan(±0.04/1) ≈ ±2.29°
- Vorpal Lance #4 & #5
- Locations = [±30, 0]
- Damage = 140
- Launch Delay = 1s
- Orientation = atan(±0.08/1) ≈ ±4.57°
Phalanx
Counter:
Visual Size = [60, 60]
Tutorial:
Energy per counter | 60 | |
Phase Out Time (Breaking / Invulnerability Time) | 0.3s | |
Radius of Phalanx | 60 | |
Phalanx Color Transitions | Transition 1 | At ½ of Max Phalanx Strength |
Transition 2 | At 1/6 of Max Phalanx Strength | |
Screenshake Parameters (Phalanx Deployed or Destroyed) | Amplitude | 10 |
Frequency | 300 | |
Duration | 0.15s |
Lvl1-5 | Ult | |
---|---|---|
Visual | ||
Size | [97, 25] | [122, 49] |
Upgrade Lvl | Strength | Counters | Angular Coverage |
---|---|---|---|
1 | 24 bullets 1.92s per laser | 2 | -50° to 50° |
2 | 26 bullets 2.08s per laser | 3 | |
3 | 28 bullets 2.24s per laser | 4 | |
4 | 30 bullets 2.4s per laser | 5 | |
5 | 32 bullets 2.56s per laser | 6 | |
Ultimate (6) | 36 bullets | -75° to 75° |
PS: In Tutorial, Energy per counter = 50
Crisis EMP Apex
EMP Radius | 75 |
EMP Expansion Speed | 1250 |
Double Phalanx Apex
Phase Out Time of mini Phalanx (Breaking / invulnerability Time) | 0.2s |
Strength of mini Phalanx | 12 bullets 0.96s per laser |
Radius of mini Phalanx | 72 |
Angular Coverage of mini Phalanx | -27° to 27° |
Ion Cannon
Counter:
Visual Size = [60, 60]
Tutorial:
Speed | 600 | |
Acceleration | 0 | |
Hit Circle | Offset | [0,0] |
Radius | 20 | |
Impact Screenshake Parameters | Amplitude | 5 |
Frequency | 350 | |
Duration | 0.2s |
Upgrade Lvl | Stun Time | Counters | Stun Radius | Blast Damage | Blast Radius | Damage Blast Expansion Speed |
---|---|---|---|---|---|---|
1 | 4s | 2 | 90 | - | - | - |
2 | 3 | |||||
3 | 4 | |||||
4 | 5 | |||||
5 | 6 | |||||
Ultimate (6) | 10 | 50 | 1000 | |||
Apex: Overcharge | 4s | 6 | 103.5 | 10 | 50 | 1000 |
Apex: Blast Amplifier | 4s | 6 | 90 | 13 | 100 | 1000 |
Goliath Missile
Counter:
Visual Size = [60, 60]
Tutorial:
Speed | 250 |
Acceleration | 250 |
Minimum Speed | 200 |
Spawn Offset (with respect to ship core) | [0, 20] |
Projectile Size | [6.2, 33.4] |
Normal | Tungsten Warhead |
---|---|
Upgrade Lvl | Impact Damage | Blast Damage | Blast Radius | Counters | Hit Circle Offset(s) | Hit Circle Radius(es) |
---|---|---|---|---|---|---|
1 | 10 | 20 (Pre-v5.2 = 15) | 125 | 2 |
|
|
2 | 21 | 3 | ||||
3 | 22 | |||||
4 | 23 | 4 | ||||
5 | 24 | |||||
Ultimate (6) | 144 | |||||
Apex: Proximity Detonator | 10 | 24 | 144 | 4 | [0,0] | 40 |
Apex: Tungsten Warhead | 20 | 24 | 144 | 4 |
|
|
In Campaign Mission #29, 5 "Alpha Strike" Disintegrator Warhead Goliath Missiles are launched from Captain Merrick's Starless with the following altered stats:
- Disintegrator Warhead Goliath Missile #1
- Location = [0, 15]
- Impact Damage = 40
- Blast Damage = 60
- Launch Delay = 0s
- Disintegrator Warhead Goliath Missile #2 & #3
- Locations = [±5, 10]
- Impact Damage = 40
- Blast Damage = 60
- Launch Delay = 0.15s
- Orientation = atan(±0.075/1) ≈ ±4.29°
- Disintegrator Warhead Goliath Missile #4 & #5
- Locations = [±10, 5]
- Impact Damage = 40
- Blast Damage = 60
- Launch Delay = 0.3s
- Orientation = atan(±0.15/1) ≈ ±8.53°
Blade Storm
Pre-v5.6:
Present:
Tutorial:
Minimum Energy before Blade Storm can be activated | 30 | ||
Energy Drain | 100 per second | ||
Beam Width | 4 | ||
Cooldown Time | 0.2s | ||
Beam Hit Screenshake Parameters | Amplitude | 1 | |
Frequency | 100 | ||
Duration | 0.1s | ||
Visuals | Time to Live | 2s | |
Width | Normal | 4 | |
Blue & Orange (Normal) | 4.5 | ||
Strong | 6 | ||
Fade Out Time | Normal | 0.25s | |
Blue & Orange | 0.6s |
Reticule
Visual Size = [45, 45]
Upgrade Lvl | Max Damage | Max Radius | Number of Beams / Hits | Beam Duration |
---|---|---|---|---|
1 | 80 | 350 | 10 | 0.1s |
2 | 84 | 375 | ||
3 | 88 | 400 | ||
4 | 92 | 425 | ||
5 | 96 | 450 | ||
Ultimate (6) | 100 | 500 | 20 | 0.05s |
Kappa Drive
Particle Spawn Radius | 77 | |
Screenshake Parameters | Amplitude | 0.5 |
Frequency | 10 | |
Duration | 0.05s |
Upgrade Lvl | Number of generated particles at a time | Energy Gain per sec | Attraction Multiplier (Engaged) | Attraction Multiplier (Disengaged) | Time Modifier (Engaged) |
---|---|---|---|---|---|
1 | 1 | 7 | ×7 | ×1 | ×1 |
2 | 8 | ×9 | |||
3 | 2 | 9 | ×11 | ||
4 | 10 | ×13 | |||
5 | 11 | ×15 | ×2 | ||
Ultimate (6) | ×0.5 | ||||
Apex: Antigrav | 2 | 11 | ×15 | ×3 | ×0.5 |
Mega Laser
Mega Laser Duration | 0.5s | |
Charge Time Recovery | -0.125s per sec (4s if used once and allowed to fully recover afterwards) | |
Time Modifier Duration (Actual time is affected by the multiplier in the table below) | 0.2s | |
Charging Screenshake Parameters | Amplitude | 2 |
Frequency | 140 | |
Duration | 0.1s | |
Charged (Ready to Fire) Screenshake Parameters | Amplitude | 15 |
Frequency | 240 | |
Duration | 0.2s | |
Impact Screenshake Parameters | Amplitude | 1 |
Frequency | 100 | |
Duration | 0.1s |
Upgrade Lvl | Damage | Charge Time | Charge Time Increase | Width | Time Modifier | Beam Emission Location |
---|---|---|---|---|---|---|
1 | 150 | 2.3s | +0.5s (Pre-v3.5 = +0.25s) | 30 | ×0.65 | [0,30] |
2 | 155 | 2.2s | ||||
3 | 160 | 2.1s | ||||
4 | 165 | 2.0s | ||||
5 | 170 | 1.9s | ||||
Ultimate (6) | 45 | |||||
Apex: Double Shot | 2 × 100 Time interval of 0.5s (Beam duration) + 0.2s before second ML fires
| 1.9s | +0.5s | 35 | ×0.65 | [0,30] |
Apex: Focused Beam | 200 | 1.9s | +0.5s | 15 | ×0.5 | [0,30] |
Apex: Twin Laser | 2 × 100 | 1.9s | +0.5s |
| ×0.65 | [-21,10] & [21,10] |
Mega Bomb
Charge Time Increase | +0.4s | |
Epicenter | [0,90] | |
Time Modifier | ×0.4 | |
Time Modifier Duration | 0.1s (Actual duration of slowed time is therefore 0.1/0.4 = 0.25s) | |
Fusion Core Radius | 80 | |
Fusion Core Blast Expansion Speed | 200 | |
Mega Bomb Charged Screenshake Parameters | Amplitude | 20 |
Frequency | 200 | |
Duration | 0.2s |
Upgrade Lvl | Damage | Radius | Charge Time | Charge Time Recovery | MB Blast Expansion Speed |
---|---|---|---|---|---|
1 | 30 | 300 | 2.0s | -0.1s per sec (4s if used once and allowed to fully recover afterwards) | 1500 |
2 | 325 | ||||
3 | 350 | ||||
4 | 375 | ||||
5 | 400 | ||||
Ultimate (6) | |||||
Apex: Fast Charge | 30 | 400 | 1.8s | -0.133s per sec (3s if used once and allowed to fully recover afterwards) | 1500 |
Apex: Compressed Blast | 70 | 200 | 2.0s | -0.1s per sec (4s if used once and allowed to fully recover afterwards) | 900 |
The Ultra EMP Bomb charged by Marshal Liss' Phoenix Beta in Campaign Mission #30 has the following altered stats (other than also clearing all bullets in range):
- Radius = 500
- Damage = 10000.0
- Expansion Speed = 2000
Teleport
Initialization Time (Can be ignored as it will be factored into the Charge Time below) | 0.3s |
Fully Charged Time Modifier | ×0.1 |
Arrival EMP (Ult) Expansion Speed | 2000 |
Upgrade Lvl | Charge Time | Charge Time Increase | Charge Time Recovery | Fully Charged Duration in real time (Before TP cancels) | Arrival EMP Radius |
---|---|---|---|---|---|
1 | 0.8s | +0.6s | -0.2s per sec (3s if used once and allowed to fully recover afterwards) | 5s | - |
2 | 0.7s | +0.5s | -0.167s per sec (3s if used once and allowed to fully recover afterwards) | ||
3 | 0.6s | +0.4s | -0.133s per sec (3s if used once and allowed to fully recover afterwards) | 6s | |
4 | 0.5s | +0.3s | -0.1s per sec (3s if used once and allowed to fully recover afterwards) | ||
5 | 0.4s | +0.2s | -0.067s per sec (3s if used once and allowed to fully recover afterwards) | 7s | |
Ultimate (6) | 50 | ||||
Apex: Extended Clearance | 0.4s | +0.2s | -0.067s per sec (3s if used once and allowed to fully recover afterwards) | 7s | 65 |
Apex: Explosive Arrival | 0.4s | +0.3s | -0.1s per sec (3s if used once and allowed to fully recover afterwards) | 7s | 50 |
Departure EMP Apex
Departure EMP Radius | 75 |
EMP Expansion Speed | 600 |
Trinity Teleport
Darkfire Blast
Damage | 15 | |
Blast Radius (Darkfire Blast Apex) | 80 | |
Speed of Darkfire Projectile | 1200 | |
Darkfire Projectile emitted Offset (with respect to ship core) | [0,20] | |
Hit Circle | Offset | [0,-15] |
Radius | 20 | |
Size | [52.5, 28] | |
Impact Screenshake Parameters | Amplitude | 3 |
Frequency | 500 | |
Duration | 0.1s |
PS: Before v5.0, Darkfire Blast Apex used to deal only 7.5 damage within the blast radius
Reflex EMP
Time Modifier | ×0.3 |
Time Modifier Duration | 0.1s (Actual duration of slowed time is therefore 0.1/0.3 = 0.333s) |
EMP Expansion Speed | 1800 |
Upgrade Lvl | Radius | Charge Time | Charge Time Increase | Charge Time Recovery | Damage |
---|---|---|---|---|---|
1 | 225 | 1.0s | +3.0s | -0.6s per sec (5s if used once and allowed to fully recover afterwards) | - |
2 | 0.9s | +2.75s | -0.55s per sec (5s if used once and allowed to fully recover afterwards) | ||
3 | 0.8s | +2.5s | -0.5s per sec (5s if used once and allowed to fully recover afterwards) | ||
4 | 0.7s | +2.25s | -0.45s per sec (5s if used once and allowed to fully recover afterwards) | ||
5 | 0.6s | +2.0s | -0.4s per sec (5s if used once and allowed to fully recover afterwards) | ||
Ultimate (6) | 20 | ||||
Apex: Extended Range | 275 | 0.6s | +2.0s | -0.4s per sec (5s if used once and allowed to fully recover afterwards) | 20 |
Apex: High Damage | 225 | 0.6s | +2.0s | -0.4s per sec (5s if used once and allowed to fully recover afterwards) | 30 |
Personal Shield
Time Modifier | ×0.75 |
Super Reflect Shield
Upgrade Lvl | Max Duration | Charge Time | Charge Time Increase | Charge Time Recovery | Radius | Expiring Duration | Laser Reflection DPS | Reflected Laser Width |
---|---|---|---|---|---|---|---|---|
1 | 2.5s (3.33s in real time) | 0.6s | +3.0s | -0.5s per second (6s if used once and allowed to fully recover afterwards) | 50 | 0.2s | - | - |
2 | 2.75s | 0.55s | +2.75s | -0.458s per second (6s if used once and allowed to fully recover afterwards) | ||||
3 | 3.0s | 0.5s | +2.5s | -0.417s per second (6s if used once and allowed to fully recover afterwards) | ||||
4 | 3.25s (4.33s in real time) | 0.45s | +2.25s | -0.375s per second (6s if used once and allowed to fully recover afterwards) | ||||
5 | 3.5s (4.67s in real time) | 0.4s | +2.0s | -0.333s per second (6s if used once and allowed to fully recover afterwards) | ||||
Ultimate (6) | 20 | 4 | ||||||
Apex: Supersize | 3.5s (4.67s in real time) | 0.4s | +2.0s | -0.333s per second (6s if used once and allowed to fully recover afterwards) | 80 | 0.2s | 20 | 4 |
Apex: Shield Booster | 3.5s (4.67s in real time) | 0.4s | +2.0s | -0.333s per second (6s if used once and allowed to fully recover afterwards) | 50 | 0.6s | 20 | 4 |
Apex: Focus | 3.5s (4.67s in real time) | 0.3s | +2.0s | -0.5s per second (4s if used once and allowed to fully recover afterwards) | 50 | 0.2s | 20 | 4 |
Apex: Super Reflect | 3.5s (4.67s in real time) | 0.4s | +2.0s | -0.333s per second (6s if used once and allowed to fully recover afterwards) | 50 | 0.2s | 5 × 20 | 8 |
Legacy (PS used to drain Aura and had a finite health):
- Energy Drain = 2 energy per second.
- Personal Shield Health (By level)
- 30 Bullets
- 33 Bullets
- 36 Bullets
- 38 Bullets
- 40 Bullets
Focus Lance
Damage | 39.6 | |
Acceleration | 1000 | |
Time Modifier | ×0.3 | |
Time Modifier Duration | 0.1s (Actual duration of slowed time is therefore 0.1/0.3 = 0.333s) | |
Spawn Offset (with respect to ship core) | [0,30] | |
Hit Circle | Offset | [0,10] |
Radius | 15 | |
Impact Screenshake Parameters | Amplitude | 3 |
Frequency | 1200 | |
Duration | 0.1s |
Upgrade Lvl | Charge Time | Charge Time Increase | Charge Time Recovery | Speed |
---|---|---|---|---|
1 | 0.95s | 1.8s | -0.45s per second (4s if used once and allowed to fully recover afterwards) | 1000 |
2 | 0.8s | 1.6s | -0.4s per second (4s if used once and allowed to fully recover afterwards) | |
3 | 0.65s | 1.4s | -0.35s per second (4s if used once and allowed to fully recover afterwards) | |
4 | 0.5s | 1.2s | -0.3s per second (4s if used once and allowed to fully recover afterwards) | |
5 | 0.35s | 1.0s | -0.25s per second (4s if used once and allowed to fully recover afterwards) | |
Ultimate (6) | ||||
Apex: FTL | 0.35s | 1.0s | -0.25s per second (4s if used once and allowed to fully recover afterwards) | 10,000 |
Apex: Expert Focus | 0.3s | 1.0s | -0.333s per second (3s if used once and allowed to fully recover afterwards) | 1000 |
Legacy Focus Lance Damage:
- 33 (pre-v5.4), 26 (pre-v5.2)
- 34.65 (pre-v5.4), 27.3 (pre-v5.2)
- 36.3 (pre-v5.4), 28.6 (pre-v5.2)
- 37.95 (pre-v5.4), 29.9 (pre-v5.2)
- 39.6 (pre-v5.4), 31.2 (pre-v5.2)
High Voltage Apex
Stun Time | 0.6s |
Radius | 25 |
Clover ATS
Charge Time Increase | +2.5s | |
Charge Time Recovery | -0.5s per second (5s if used once and allowed to fully recover afterwards) | |
Time Modifier | ×0.3 | |
Time Modifier Duration | 0.1s (Actual duration of slowed time is therefore 0.1/0.3 = 0.333s) | |
Speed | 400 | |
Acceleration | -1200 | |
Maximum Speed | 800 | |
Minimum Speed | 10 | |
Maximum Turning Rate | 400 | |
Time to Live | 1.7s | |
Recompute Turn Interval Time | 0.05s | |
Hit Circle | Offset | [0,5] |
Radius | 3 | |
Size | [5.85, 18.75] | |
Charged Screenshake Parameters | Amplitude | 3 |
Frequency | 300 | |
Duration | 0.3s | |
Missile Impact Screenshake Parameters | Amplitude | 1 |
Frequency | 150 | |
Duration | 0.1s |
Clover ATS Lvl1-5 | Clover ATS Ult |
---|---|
Upgrade Lvl | Damage | Charge Time | Missile Orientations (Taking vertical as 0°) |
---|---|---|---|
1 | 4 missiles × 18 damage each (Pre-v5.5: 13 damage each) | 0.9s |
|
2 | 0.85s | ||
3 | 0.8s | ||
4 | 0.75s | ||
5 | 0.7s | ||
Ultimate (6) | |||
Apex: Double Clover | 8 missiles × 9 damage each | 0.7s |
|
Ion Warheads Apex
Stun Radius | 50 |
Stun Time | 0.6s |
Tracking Minigun
Charge Time | 1s | ||
Charging Screenshake Parameters | Amplitude | 0.5 | |
Frequency | 1300 | ||
Duration | 0.1s | ||
Charged Screenshake Parameters | Amplitude | 10 | |
Frequency | 650 | ||
Duration | 0.1s | ||
Minigun Bullets | Rate of Fire | 0.03s | |
Cone Angle | 5° | ||
Rotation Speed | 70 | ||
Speed of bullets | 950 | ||
Retarget Interval | 0.2s | ||
Bullet Radius | 2 | ||
Minigun Location | [13,10] | ||
Firing location Offset of bullets from Minigun | [0,25] | ||
Impact Screenshake Parameters | Amplitude | 0.4 | |
Frequency | 200 | ||
Duration | 0.05s | ||
Barrage Missiles (Ult) | Speed | 500 | |
Acceleration | 300 | ||
Maximum Speed | 900 | ||
Maximum Turning Rate | 650 | ||
Rate of Fire | 0.3s | ||
Time to Live | 2s | ||
Recompute Turn Interval Time | 0.12s | ||
Increased Precision Time | 0.8s | ||
Hit Circle | Offset | [0,0] | |
Radius | 4 | ||
Size | [2.6, 20.54] | ||
Impact Screenshake Parameters | Amplitude | 1.5 | |
Frequency | 250 | ||
Duration | 0.1s |
Minigun Shell Casing Ejected:
Visual Size = [27, 20]
Minigun | Railgun | |
---|---|---|
Visual | ||
Size of Barrel only | [4.48, 96.3] | [12, 96] |
Upgrade Lvl | Damage | Duration | DPS | Charge Time Increase | Charge Time Recovery |
---|---|---|---|---|---|
1 | 168 | 4.0s | 42 | 2.5s | -0.625s per second (4s if used once and allowed to fully recover afterwards) |
2 | 175 | 4.5s | 39 | 2.3s | -0.575s per second (4s if used once and allowed to fully recover afterwards) |
3 | 185 | 5s | 37 | 2.1s | -0.525s per second (4s if used once and allowed to fully recover afterwards) |
4 | 193 | 5.5s | 35 | 1.9s | -0.475s per second (4s if used once and allowed to fully recover afterwards) |
5 | 204 | 6s | 34 | 1.7s | -0.425s per second (4s if used once and allowed to fully recover afterwards) |
Ultimate (6) | 210 | 35 |
Railgun Apex
DPS | 30 | |
Rate of Fire | 0.2s | |
Cone Angle | 5° | |
Rotation Speed | 110 | |
Speed of shell | 1250 | |
Railgun Location | [13.2,10.7] | |
Firing location Offset of shells from Railgun | [0,29] | |
Shell Radius | 4 | |
Railgun Shell Impact Screenshake Parameters | Amplitude | 0.5 |
Frequency | 200 | |
Duration | 0.07s |
Nightfury
Charge Time | 2.3s |
Charge Time Increase | +0.8s |
Charge Time Recovery | -0.08s per second (10s if used once and allowed to fully recover afterwards) |
Beam Duration | 0.9s |
Blackout Duration | 0.1s |
Time Modifier | ×0.1 |
Time Modifier Duration | 0.1s (Actual duration of slowed time is therefore 0.1/0.1 = 1s) |
Beam Width | 3 × 50 |
Beam Offsets (with respect to Ship Core) |
|
Upgrade Lvl | Damage |
---|---|
1 | 200 |
2 | 225 |
3 | 250 |
4 | 275 |
5 | 300 |
Ultimate (6) |