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1 | Some clarifications: | Most of the effect combos assume that the maximum effect block to mass ratio will be around 20%. The ones that combine two of the same effect generally have double the original maximum ratio. | All AOE effects have a maximum range or maximum falloff range. The range of an effect scales with the size of the group, using the following formula: R=MIN(M;SQRT(100*B)) where B is the block count of the group and M is the maximum possible range. (see sheet 2!) | Falloff range: When you're inside a falloff range, the effect scales with distance down to max distance (it's not 100% all the time). | Maximum ratio/max effect: The amount of mass that an effect group needs to have proportional to your ship for max effect | Box dimensions: All distances are measured from the maximum dimension of a ship, its "box shape". | Repairs structure/armor HP: None of the effects below will ever repair a destroyed block. They will only refill the HP bars to capacity. Losing enough systems will still cripple you. | Any effect with an AOE component would have a visible graphical effect going off around the ship and a buff icon for affected ships | 36 new effects and 9 "double" effects | ||||||||||||||||||||

2 | Effect type | EMP - Power related effects | Explosive - AOE related effects | Ion - Shield related effects | Overdrive - Costly but powerful effects | Pierce - Defensive armor related effects | Punch-through - Offensive armor related effects | Pull - Offensive support, "self" | Push - Defensive support - "other" | Stop - Time and speed related effects | |||||||||||||||||||

3 | EMP - Power related effects | No change; Increases maximum defensive ratio | Negative Wave Generator - Causes nearby ships to lose power according to your power regeneration at maximum ratio. This effect has a maximum maximum falloff range of 10000m from your box dimensions. | Shield Phase Drive - At maximum ratio, 50% of damage you deal to nearby ships bypasses shields. This has a maximum falloff range of 10000m. | Destabilized Injectors - At maximum ratio, doubles your power generation but damages your structure by 1% every 5 seconds. | Flux Diverters - Redirects 50% of armor damage taken to your power bank at max effect. | Positron Resonator - Nearby ships suffer damage proportional to 100% of the energy they spend. This has a maximum falloff range of 10000m. | Charge Pumps - 25% of all energy spent by other ships within 1000m of your box dimensions is redirected to your power bank at max effect. This has an additional maximum falloff range of 10000m. | Charge Radiators - 25% of all energy spent by your ship is also transferred to other ships within 5000m of your box dimensions. This has an additional maximum falloff range of 5000m. | Electromagnetic Feedback Loop - Stops energy regeneration of nearby ships. This has a maximum falloff range of 10000m from your box dimensions. | |||||||||||||||||||

4 | Explosive - AOE related effects | Increases maximum defensive ratio. At higher effect values than 100%, reverses the effect of motion-affecting weapons and effects (including Drag Field, Temporal Resonator). | Phase Field Generator - Spawns a bubble shield around your ship. The bubble shield has a diameter equal to your box dimensions + 2000m at max effect. Damage dealt to the bubble shield goes directly to your shield HP. Any effect that would disable your shield will also deactivate this effect. | Pulsar Field - Causes your ship to pulse every second. Deals damage equal to 0.5% of your structure HP at max effect to both your own ship and nearby ships. Has a maximum falloff range of 10000m. Does not damage crew or missiles. | Null Space Expander - Causes nearby projectiles and missiles to move 90% slower at max effect. This has a maximum falloff range of 5000m. | Probability Drive - Reduces all nearby damage reduction effects, including regular armor reduction, by 50% at max effect. This has a maximum falloff range of 10000m. | Void Field - Ships within 500m of your ship are drawn to yours as if you were a planet, at max effect. | Negative Void Field - Ships within 500m of your ship are pushed away from yours, as if you were a... white hole? | Drag Field - Nearby ships are slowed down to 25% at max effect. This has a maximum falloff range of 10000m from your box dimensions. | ||||||||||||||||||||

5 | Ion - Shield related effects | Increases maximum defensive ratio to 80%, with diminishing returns | Nanite Phase Cells - Damages your ship's structure by 1% every second at max effect, scaling down from ~2% every second. Reduces all damage dealt to your shields to 0. Has a cooldown of 5 seconds after deactivating before you can toggle it back on at max effect, scaling down from ~60 seconds. | Emitter Plates - Reduces damage dealt to your shields by 100% at max effect. Deals 33% of that damage to your armor or structure HP instead. | Energized Membrane - Disables your shields. Your shield banks are recharged with 200% of damage taken to armor/structure at max effect. | Ionized Plasma Field - Nearby ships transfer their shields to your shield bank at a rate of 1% of your shield HP per second at max effect. This has a maximum falloff range of 5000m. | Neutral Plasma Field - You transfer 1% of your shield HP to nearby ships every second at max effect. This has a range of 5000m, and an additional maximum falloff range of 5000m. | Ionic Feedback Loop - Nearby ships have their shield regeneration reversed at max effect. Doesn't stack. This has a maximum falloff range of 10000m. | |||||||||||||||||||||

6 | Overdrive - Costly but powerful effects | No change; Increases maximum defensive ratio | Cascade Absorbers - Your armor takes up to 100% (max effect) less damage the longer it is under fire. The power draw of this effect scales with the damage reduction, capping out at 5% of your capacitors + 100% of your generation per second at 100% damage reduction. Deactivating resets the "under fire" timer. | Scavenger Nanites - Your ship takes 1% structure damage every second, and its shields and armor HP are restored by 2.5% every second at max effect. | Auxilliary Warp Core - Quickly warps your ship forwards a distance equal to 10 times your longest dimension at max effect. Once used, is deactivated and has to cool down for 15 seconds. | Warp Field Generator - Warps all ships within 1000m forwards a distance equal to 20 times your longest dimension at max effect. Once used, it starts a 15 second cycle, and at the end of the cycle, the nearby ships are warped. | Temporal Resonator - Has a maximum ship mass ratio of 100%. Everything other than the ship in the same sector is slowed by 50%, including power generation, fire rate, projectile speed etc. at max effect. Other ships with this effect are immune according to their ratio. | ||||||||||||||||||||||

7 | Pierce - Defensive armor related effects | No change; Increases maximum defensive ratio | Nanite Liquid Tanks - At max effect, 75% of all damage dealt to the ship's armor and structure is automatically regenerated within 60 seconds. Deactivating this effect will cancel all liquid nanite repairs, the effect isn't retroactive. | Predictive Absorbers - Armor damage taken from nearby ships is decreased scaling with distance, dealing down to 33% of the original damage at max effect. The maximum reduction is achieved at 1000m, and this has an additional maximum falloff range of 10000m. | Absorption Field - Reduces damage dealt to nearby ships by 75% at max effect. This reduced damage is instead dealt to your ship. This effect cannot trigger on another ship with this effect activated. This has a maximum falloff range of 10000m. | Gravitic Deflector - At max effect, causes your hitbox to effectively be 75% smaller against beams by pushing beams away from its center of mass. | |||||||||||||||||||||||

8 | Punch-through - Offensive armor related effects | No change; Increases maximum defensive ratio | Quantum Reconfigurator - Whenever your ship deals damage to a nearby ship, your armor and shield HP is replenished with 20% of the damage dealt at max effect. This has a range of 1000m, and an additional falloff range of 10000m. | Quantum Field - Deals 25% of armor damage taken to nearby ships at max effect. Has a maximum falloff range of 10000m. | Plasma Deflector - At max effect, causes 100% of all projectiles that hit your ship to deal no damage and bounce in the direction they came from. Draws power equal to 20% of your power bank + 100% of your power generation every second. Continues to draw power for 5 seconds after deactivation. | ||||||||||||||||||||||||

9 | Pull - Offensive support, "self" | No change; Increases maximum defensive ratio | Infinite Mass Field - Your ship and nearby ships lose 100% of their thrust power at max effect. This has a maximum falloff range of 10000m. | Subspace Core - Phases your ship into a temporary dimension where it can't be affected or seen by the outside. Likewise, the ship can't see anything around it or affect its surroundings. This depletes your shield banks and draws power equal to 100% of your power generation per second, and 0% of your power bank at max effect (down from 100%). Deactivating causes your ship to appear randomly in the sector to avoid collisions. | |||||||||||||||||||||||||

10 | Push - Defensive support - "other" | No change; Increases maximum defensive ratio | Subspace Field Generator - Creates a spherical rift around the ship. The rift stays in place and has a diameter equal to the largest dimension of your ship + 100m. Any ship that enters the rift is taken to a random sector(including the ship that created the rift), with sector distance depending on the effect value. Only a ship small enough to fit inside the rift will be teleported. | ||||||||||||||||||||||||||

11 | Stop - Time and speed related effects | Double the max ratio of regular Stop effect. In addition to the Stop effect, being affected by gravity effects (planets, black holes, void fields, infinite mass fields) also increases your max speed by 100% at max effect. | |||||||||||||||||||||||||||

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13 | Charge Radiators + Neutral Plasma Field - Mass a large fleet all equipped with these two effects and blob together for a pretty sick passive bonus. Naturally resistant to EMP effects, but beware things that could force the blob apart like Warp Field Generator. Rewards coordination and team play. | Fighters/Bombers with Probability Drive + Shield Phase Drive - The natural enemy of people who hide behind invincible shields. Very disposable nature means that they are best equipped with burst damage weapons to maximize effectiveness. | Torpedoes/Drones with Drag Field, Feedback Loops or other non-mass reliant effects - Self explanatory, since the effect doesn't require a large or even functional ship. Simply attach an AI and send it to your opponent. Just beware Pulsar Field and such AOE effects. | Null Space Expander + Gravitic Deflector - Make your ship very hard to hit so you can focus less on avoiding damage and more on dealing damage. Rewards those who pay attention to the battlefield and actively dodge incoming damage. | Titans with Negative Wave Generator, Pulsar Field, Quantum Field and other scaling AOE effects - Because they can have much larger groups of blocks, a Titan would be able to use the scaling AOE effects to much greater effectiveness than smaller ships. This helps to offset the inefficiency of large ships with a benefit worth pursuing. | Phase Field Generator + Nanite Phase Cells - An invincible bubble shield? Got u fam. Weak to Probability Drive and Shield Phase Drive for obvious reasons. | Negative Wave Generator + Positron Resonator - Kill enemies by sucking them dry, quite literally. | Energized Membrane + Regular Ion effect + Nanite Liquid Tanks - Proper hybrid tanking. Once the shield drops you can continue pressure because it will be back up in no time thanks to Energized Membrane, and the damage that you did sustain gets partially fixed by Nanite Liquid Tanks while the shield is up. | Flux Diverters + Emitter Plates - Essentially an 85% damage reduction, although you will suffer some power loss. Using a very small shield and very thick armor is preferable. | ||||||||||||||||||||

14 | Flagship with Predictive Absorbers + Absorption Field - The closer its allies stick to the flagship, the more they get a damage reduction bonus. Note that the flagship would be vulnerable to damage from far away. | Nanite Liquid Tanks + Nanite Phase Cells - Invincibility for an expended period, although your ship is vulnerable to shield bypassing effects | |||||||||||||||||||||||||||

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