Stat Scaling
How every stat in Massive Frontier is calculated: from the base values in the Stat Reference to the numbers you see in game.
How to read the numbers
Every number in the Stat Reference is a base value, exactly as stored in the game's data. What you actually get in game is that base value multiplied by up to four things:
- Mark level: upgrading a ship, module or building multiplies its stats (see Mark levels).
- Your faction: your own faction's multipliers, whichever faction's hull you fly (see Faction multipliers).
- Passive effects: passive hull abilities and fitted passive special modules.
- Level bonuses: your player, shipyard and base levels shorten timers and raise caps (see Level bonuses).
Two rounding rules apply everywhere: costs round up to a whole number, and speed bonuses divide the time, so a +10% bonus makes a 1,000 s job take 1,000 ÷ 1.1 = 909 s, not 900 s.
Levels from XP
Player, fleet and base levels are read from XP with a step table: you are the highest level whose XP threshold you have reached. There is no partial level, and the last row is the maximum.
Player level
You earn player XP the first time you build each ship design (its Hull XP), the first module you build of each family and tier, and the first research node you finish of each category and tier. Repeats earn nothing. A won battle pays too: a tenth of the Hull XP of the ships destroyed, against another commander (less for beating the same one again that day) or against the Tide. Player level sets your level bonuses and research requirements. Maximum: level 50 at 4,490,000 XP.
| Level | XP needed |
|---|---|
| 1 | 0 |
| 2 | 100 |
| 3 | 300 |
| 4 | 600 |
| 5 | 1,000 |
| 6 | 1,574 |
| 7 | 2,308 |
| 8 | 3,190 |
| 9 | 4,240 |
| 10 | 5,510 |
| 11 | 7,020 |
| 12 | 8,820 |
| 13 | 11,000 |
| 14 | 13,500 |
| 15 | 16,600 |
| 16 | 20,200 |
| 17 | 24,500 |
| 18 | 29,600 |
| 19 | 35,600 |
| 20 | 42,700 |
| 21 | 51,000 |
| 22 | 60,900 |
| 23 | 72,500 |
| 24 | 86,200 |
| 25 | 102,000 |
| 26 | 121,000 |
| 27 | 143,000 |
| 28 | 169,000 |
| 29 | 199,000 |
| 30 | 234,000 |
| 31 | 274,000 |
| 32 | 322,000 |
| 33 | 377,000 |
| 34 | 440,000 |
| 35 | 514,000 |
| 36 | 600,000 |
| 37 | 699,000 |
| 38 | 812,000 |
| 39 | 944,000 |
| 40 | 1,090,000 |
| 41 | 1,270,000 |
| 42 | 1,470,000 |
| 43 | 1,690,000 |
| 44 | 1,960,000 |
| 45 | 2,250,000 |
| 46 | 2,590,000 |
| 47 | 2,980,000 |
| 48 | 3,420,000 |
| 49 | 3,920,000 |
| 50 | 4,490,000 |
Fleet level
A fleet's XP is the sum of the Hull XP of its ships that are still alive. Fleet level picks the fleet icon shown on the map; it does not change combat stats. Maximum: level 50 at 150,000 XP.
| Level | XP needed |
|---|---|
| 1 | 0 |
| 2 | 450 |
| 3 | 1,250 |
| 4 | 2,300 |
| 5 | 3,550 |
| 6 | 4,950 |
| 7 | 6,550 |
| 8 | 8,200 |
| 9 | 10,000 |
| 10 | 12,000 |
| 11 | 14,000 |
| 12 | 16,000 |
| 13 | 18,500 |
| 14 | 20,500 |
| 15 | 23,000 |
| 16 | 25,500 |
| 17 | 28,000 |
| 18 | 31,000 |
| 19 | 33,500 |
| 20 | 36,500 |
| 21 | 39,500 |
| 22 | 42,500 |
| 23 | 45,500 |
| 24 | 48,500 |
| 25 | 51,500 |
| 26 | 55,000 |
| 27 | 58,500 |
| 28 | 61,500 |
| 29 | 65,000 |
| 30 | 68,500 |
| 31 | 72,000 |
| 32 | 76,000 |
| 33 | 79,500 |
| 34 | 83,000 |
| 35 | 87,000 |
| 36 | 91,000 |
| 37 | 95,000 |
| 38 | 99,000 |
| 39 | 103,000 |
| 40 | 107,000 |
| 41 | 111,000 |
| 42 | 115,000 |
| 43 | 119,500 |
| 44 | 123,500 |
| 45 | 128,000 |
| 46 | 132,500 |
| 47 | 136,500 |
| 48 | 141,000 |
| 49 | 145,500 |
| 50 | 150,000 |
Base level
Base XP = the Building XP of every standing building, plus the Unlock XP of each Mark a building has above Mark 1, plus the Unlock XP of each Mark of the modules fitted to your base. Base level sets the base build queue and the tile re-type cost. Maximum: level 50 at 8,600,000 XP.
| Level | XP needed |
|---|---|
| 1 | 0 |
| 2 | 500 |
| 3 | 1,500 |
| 4 | 3,500 |
| 5 | 7,000 |
| 6 | 12,000 |
| 7 | 20,000 |
| 8 | 32,000 |
| 9 | 50,000 |
| 10 | 75,000 |
| 11 | 100,000 |
| 12 | 127,000 |
| 13 | 163,000 |
| 14 | 204,000 |
| 15 | 251,000 |
| 16 | 305,000 |
| 17 | 366,000 |
| 18 | 435,000 |
| 19 | 511,000 |
| 20 | 595,000 |
| 21 | 687,000 |
| 22 | 789,000 |
| 23 | 899,000 |
| 24 | 1,020,000 |
| 25 | 1,150,000 |
| 26 | 1,290,000 |
| 27 | 1,440,000 |
| 28 | 1,600,000 |
| 29 | 1,770,000 |
| 30 | 1,960,000 |
| 31 | 2,160,000 |
| 32 | 2,370,000 |
| 33 | 2,590,000 |
| 34 | 2,820,000 |
| 35 | 3,070,000 |
| 36 | 3,330,000 |
| 37 | 3,610,000 |
| 38 | 3,900,000 |
| 39 | 4,200,000 |
| 40 | 4,520,000 |
| 41 | 4,850,000 |
| 42 | 5,200,000 |
| 43 | 5,570,000 |
| 44 | 5,950,000 |
| 45 | 6,350,000 |
| 46 | 6,760,000 |
| 47 | 7,200,000 |
| 48 | 7,650,000 |
| 49 | 8,120,000 |
| 50 | 8,600,000 |
Mark levels
Ships, modules and base buildings have Mark levels. Each Mark row multiplies some of the base stats; a stat with no multiplier in the row does not change. New ships and modules start at the base values (×1).
- Ships and modules: each Mark upgrade costs the listed coins (spent), and your player XP must be at least the listed Unlock XP × your faction's Cost Mult. XP is only checked, not spent. A module can be fitted at any Mark you own, up to your highest.
- Base buildings: each Mark upgrade costs the target Mark's upgrade resources × your faction's Cost Mult and takes its upgrade time ÷ (1 + your base's build speed bonus). A building's Max Mark caps it.
Example: Scrap Bulwark
| Mark | Health | Shield | Speed | DPS | Coins | Unlock XP |
|---|---|---|---|---|---|---|
| Mark 1 | ×1 | ×1 | ×1 | ×1 | 0 | 0 |
| Mark 2 | ×1.15 | ×1.15 | ×1.05 | ×1.15 | 200 | 120 |
| Mark 3 | ×1.32 | ×1.32 | ×1.1 | ×1.32 | 440 | 264 |
| Mark 4 | ×1.52 | ×1.52 | ×1.16 | ×1.52 | 968 | 581 |
| Mark 5 | ×1.75 | ×1.75 | ×1.22 | ×1.75 | 2,130 | 1,278 |
Faction multipliers
The numbers in the Stat Reference are before faction multipliers. The game applies your own faction's multipliers when you play, whichever faction a hull or module comes from.
- Weapon Mult: weapon damage per shot (and so DPS), and your base buildings' defense DPS.
- Armor Mult: the armor HP of armor modules fitted to your ships, and the armor of your base buildings. Not a ship's hull health.
- Shield Mult: ship shield energy, shield-module shield energy and your base buildings' shield energy. Not recharge.
- Cost Mult: the resource cost of building, researching and repairing ships, building modules, and building, upgrading and repairing base buildings; also the XP needed for Mark upgrades. Coins, module research and tile re-types are not affected.
| Faction | Weapon | Armor | Shield | Cost |
|---|---|---|---|---|
| Miner Rebellion | ×1 | ×1.3 | ×0.7 | ×0.8 |
| Solar Empire | ×1.2 | ×1.1 | ×1.3 | ×1.25 |
| Void Syndicate | ×1.3 | ×0.7 | ×0.85 | ×1 |
| Alien Hive | ×1.1 | ×1.2 | ×0.6 | ×0.9 |
| Freelancer | ×1 | ×1 | ×1 | ×0.9 |
| Crimson Fleet | ×1.15 | ×1.25 | ×0.7 | ×1 |
| Deep Space Explorers | ×1.05 | ×0.8 | ×1.25 | ×1.1 |
| Technocrat Union | ×1.1 | ×1.05 | ×1.2 | ×1.3 |
| Nomad Clans | ×1.05 | ×0.85 | ×0.9 | ×0.85 |
| Shadow Brokerage | ×0.9 | ×0.7 | ×0.9 | ×1 |
| Celestial Order | ×1.2 | ×0.95 | ×1.3 | ×1.25 |
| Iron Vanguard | ×1.1 | ×1.5 | ×1.3 | ×1.2 |
| Unaligned | ×1 | ×1 | ×1 | ×1 |
Ship stats
A ship's stats in combat come from its hull, its Mark, your faction and its passive effects (passive hull abilities and fitted passive special modules):
| Stat | Final value |
|---|---|
| Health | Base Health × Mark Health × passives |
| Shield energy | Base Shield Energy × Mark Shield × passives × faction Shield Mult |
| Shield recharge | Base Shield Recharge Rate × passives |
| Speed, strafe, turning, sector speed | Base value × Mark Speed × passives |
| Rear speed, acceleration | Base value × Mark Speed |
| Resistances | Innate resistance, with every passive that grants resistance and every fitted armor and shield module stacked on (see Module stats). Capped at 75% |
| Cargo | Cargo Bay Capacity, plus each fitted cargo module's share of it (a +45% module adds 45% of the hull's bay, more at a higher Mark). The shares add up, where every other passive multiplies. At most three times the Cargo Bay Capacity |
| Slots | Max slots + the Mark's Additional slots |
Armor HP comes from fitted armor modules, shields from the hull plus fitted shield modules, and damage from fitted weapons (see Module stats). A module can only be fitted while the ship's total mass stays within Max Mass × Mark Mass; a module weighs its Base Mass × its own Mark Mass.
Worked example: Scrap Bulwark, flown by a Miner Rebellion commander, no passives
| Mark | Health | Shield energy | Speed |
|---|---|---|---|
| Mark 1 | 1,397 × 1 = 1,397 | 420 × 1 × 0.7 = 294 | 2,371.64 × 1 = 2,371.64 |
| Mark 2 | 1,397 × 1.15 = 1,606.55 | 420 × 1.15 × 0.7 = 338.1 | 2,371.64 × 1.05 = 2,490.22 |
| Mark 3 | 1,397 × 1.32 = 1,844.04 | 420 × 1.32 × 0.7 = 388.08 | 2,371.64 × 1.1 = 2,608.8 |
| Mark 4 | 1,397 × 1.52 = 2,123.44 | 420 × 1.52 × 0.7 = 446.88 | 2,371.64 × 1.16 = 2,751.1 |
| Mark 5 | 1,397 × 1.75 = 2,444.75 | 420 × 1.75 × 0.7 = 514.5 | 2,371.64 × 1.22 = 2,893.4 |
Module stats
Module stats use the Mark row of the Mark the module is fitted at (×1 if that Mark has no row).
| Module stat | Final value |
|---|---|
| Weapon damage per shot | Base Damage Per Shot × the weapon's Mark DPS × the hull's Mark DPS × passives × faction Weapon Mult |
| Weapon firing speed | Base Firing Speed × Mark Speed × passives (at least 0.01) |
| Weapon max range | Base Max Range × Mark Range × passives |
| Weapon bypass, shield/armor damage, spread, tracking, splash, chain, stasis | Base value (no Mark scaling) |
| Armor module HP | Base Armor Health × Mark Armor Health × faction Armor Mult × passives |
| Shield module energy | Base Shield Energy × Mark Shield Energy × faction Shield Mult × passives |
| Shield module recharge | Base Shield Recharge Rate × Mark Recharge Rate × passives |
| Armor / shield module resistances | Base resistance × Mark Resistance, stacked onto the ship (see Stacking resistance) |
| Special module effect | Base Buff Value × Mark Effect; percent effects count as (1 + value), resistance ones stack |
| Special module duration / cooldown | Base × Mark Duration / Base Cooldown × Mark Cooldown |
Worked examples: Miner Rebellion commander
| Module | Base × Mark × Faction |
|---|---|
| Scrap-Driver Slug Rail, damage per shot at Mark 2 | 11 × 1.15 × 1 = 12.65 |
| Scrap-Composite Plate, armor HP at Mark 2 | 200 × 1.1875 × 1.3 = 308.75 |
| Scrap-Plate Hardshield, shield energy at Mark 2 | 250 × 1.1875 × 0.7 = 207.81 |
Stacking resistance
Resistances do not add up. Each module takes its share of the damage the ship still lets through, so every extra module of the same kind is worth a little less than the one before it, and no number of modules makes a ship immune:
damage let through = (1 − hull resistance) × (1 − source 1) × (1 − source 2) × …
A source is anything that grants resistance: each fitted armor or shield module, a hull's passive ability, and each fitted passive special module.
Whatever the total comes to, a ship never resists more than 75% of any one damage type. With modules of 10% each on a hull with no resistance of its own:
| Modules fitted | Resistance | (if they simply added) |
|---|---|---|
| 1 | 10% | 10% |
| 2 | 19% | 20% |
| 3 | 27.1% | 30% |
| 5 | 41% | 50% |
| 10 | 65.1% | 100% |
A hull's passive ability is a boost: +12% speed, damage or range multiplies that stat by 1.12. A boost to a resistance is a source of its own instead: a Tank's +12% kinetic stacks like a 12% module, so a hull with 12% kinetic resistance has 22.6% and takes 12% less kinetic damage than it otherwise would. A special module that grants resistance works the same way, at its Base Buff Value × Mark Effect.
Combat: how a hit is applied
Every hit goes through these steps in order. Resistance applies once, at the start. The weapon's Shield Bypass, Armor Bypass, Shield Damage and Armor Damage values decide how the rest splits.
- Resistance. Damage × (1 − your resistance to that damage type). A ship's resistance to any one damage type is capped at 75%.
- Shield. If shields are up, the Shield Bypass share skips the shield. A shield never takes more than 90% of a hit, so that share is at least 10% whatever the weapon. The rest is multiplied by the weapon's Shield Damage and taken from the shield. Any excess, plus the bypass share, carries on. A shield hit also pauses shield recharge for Shield Recharge Delay seconds, and Shield Reflection sends back that share of the shield damage to the attacker.
- Armor. The same again with Armor Bypass and Armor Damage against your armor HP.
- Hull. Whatever is left comes off Health. At 0 the ship is destroyed.
Worked example
A 100-damage kinetic shot with Shield Bypass 0.1, Shield Damage 0.5, Armor Bypass 0.1 and Armor Damage 1.3, against a ship with 20% kinetic resistance and plenty of shield and armor:
| Step | Calculation | Result |
|---|---|---|
| Resistance | 100 × (1 − 0.2) | 80 |
| Skips the shield | 80 × 0.1 | 8 |
| Shield damage taken | (80 − 8) × 0.5 | 36 |
| Skips the armor (to hull) | 8 × 0.1 | 0.8 |
| Armor damage taken | (8 − 0.8) × 1.3 | 9.36 |
| Health lost | armor bypass share | 0.8 |
Costs, timers and coins
Ship build time uses the ship build speed bonus; ship and module research use the research speed bonus; ship repairs use the repair speed bonus (see Level bonuses). Base buildings use the sum of your buildings' Build Speed Bonus instead. Module builds have no speed bonus.
Example: Scrap Bulwark costs 200 Minerals and 5m to build. A Miner Rebellion commander (Cost Mult 0.8) pays ceil(200 × 0.8) = 160 Minerals. With a +5% ship build speed bonus it takes 300 ÷ 1.05 = 4m 46s.
Finishing early with coins
The first 5 minutes of any timer can be finished for free; after that it costs 1 coin per started 5 minutes left: coins = ceil((time left − 300 s) ÷ 300 s).
| Time left | Coins |
|---|---|
| 0s | 0 |
| 5m | 0 |
| 5m 1s | 1 |
| 10m | 1 |
| 15m | 2 |
| 30m | 5 |
| 1h | 11 |
| 2h | 23 |
Cancelling
Cancelling refunds the share of the time left: each resource refund = ceil(cost paid × time left ÷ total time).
Repairs
Damage share = damage taken ÷ max Health (a destroyed ship counts as fully damaged).
Level bonuses
These tables are also step tables: you get the value of the highest row at or below your level. A "bonus" of 0.05 means +5% speed, i.e. the time is divided by 1.05.
Player level currently goes up to 50 (see Levels from XP). Rows for higher player levels are shown for completeness.
Player level bonuses
Ship build speed
Ship build time = Build Time ÷ (1 + bonus).
| Player level ≥ | Bonus | Time |
|---|---|---|
| 0 | +0% | ÷ 1 |
| 5 | +5% | ÷ 1.05 |
| 10 | +10% | ÷ 1.1 |
| 20 | +20% | ÷ 1.2 |
| 30 | +30% | ÷ 1.3 |
| 36 | +35% | ÷ 1.35 |
| 43 | +40% | ÷ 1.4 |
| 50 | +45% | ÷ 1.45 |
Research speed
Ship research (lab) time and module research time = base time ÷ (1 + bonus).
| Player level ≥ | Bonus | Time |
|---|---|---|
| 0 | +0% | ÷ 1 |
| 5 | +5% | ÷ 1.05 |
| 10 | +10% | ÷ 1.1 |
| 20 | +15% | ÷ 1.15 |
| 30 | +25% | ÷ 1.25 |
| 37 | +30% | ÷ 1.3 |
| 44 | +35% | ÷ 1.35 |
| 50 | +40% | ÷ 1.4 |
Ship repair speed
Ship repair time = repair time ÷ (1 + bonus).
| Player level ≥ | Bonus | Time |
|---|---|---|
| 0 | +0% | ÷ 1 |
| 5 | +5% | ÷ 1.05 |
| 10 | +10% | ÷ 1.1 |
| 20 | +20% | ÷ 1.2 |
| 30 | +30% | ÷ 1.3 |
| 36 | +35% | ÷ 1.35 |
| 43 | +40% | ÷ 1.4 |
| 50 | +45% | ÷ 1.45 |
Ships repairing at once
How many ships can be under repair at the same time.
| Player level ≥ | Value |
|---|---|
| 0 | 1 |
| 5 | 2 |
| 15 | 3 |
| 30 | 4 |
| 40 | 5 |
| 50 | 6 |
Module build queue
How many module builds you can queue. One builds at a time, in order.
| Player level ≥ | Value |
|---|---|
| 0 | 1 |
| 5 | 2 |
| 10 | 3 |
| 20 | 4 |
| 30 | 5 |
| 36 | 6 |
| 43 | 7 |
| 50 | 8 |
Module research queue
How many module research projects you can queue. One runs at a time.
| Player level ≥ | Value |
|---|---|
| 0 | 1 |
| 10 | 2 |
| 20 | 3 |
| 30 | 4 |
| 38 | 5 |
| 47 | 6 |
Shipyard level
Shipyard bays
Finished ships plus ships under construction can not exceed this.
| Shipyard level ≥ | Value |
|---|---|
| 0 | 5 |
| 1 | 10 |
| 2 | 18 |
| 3 | 30 |
| 4 | 48 |
| 5 | 70 |
Ships building at once
Ship builds that run at the same time; extra orders wait in the queue.
| Shipyard level ≥ | Value |
|---|---|
| 0 | 1 |
| 1 | 2 |
| 3 | 3 |
| 5 | 4 |
Ship research at once
Ship research projects that run at the same time.
| Shipyard level ≥ | Value |
|---|---|
| 0 | 1 |
| 2 | 2 |
| 4 | 3 |
Fleet slots
How many fleets you can own.
| Shipyard level ≥ | Value |
|---|---|
| 0 | 2 |
| 1 | 3 |
| 2 | 4 |
| 3 | 5 |
| 4 | 6 |
| 5 | 8 |
Base level
Base build queue
Queue length = this value + every building's Build Queue Slots Provided (at least 1). One base project runs at a time.
| Base level ≥ | Value |
|---|---|
| 1 | 0 |
| 3 | 1 |
| 5 | 2 |
| 7 | 3 |
| 9 | 4 |
| 12 | 5 |
| 16 | 6 |
| 21 | 7 |
| 27 | 8 |
| 34 | 9 |
| 42 | 10 |
Tile re-type cost
Minerals paid to change a base tile's type (not affected by faction).
| Base level ≥ | Cost |
|---|---|
| 1 | 2,000 Minerals |
| 2 | 2,600 Minerals |
| 3 | 3,400 Minerals |
| 5 | 5,000 Minerals |
| 7 | 7,500 Minerals |
| 10 | 12,000 Minerals |
| 15 | 16,700 Minerals |
| 20 | 23,200 Minerals |
| 25 | 32,200 Minerals |
| 30 | 44,700 Minerals |
| 35 | 62,200 Minerals |
| 40 | 86,400 Minerals |
| 45 | 120,000 Minerals |
| 50 | 167,000 Minerals |
Base stats
Base buildings use their Mark row (or the highest Mark row below it). Your faction's Armor, Shield and Weapon multipliers apply to a building's armor, shield energy and defense DPS; its health, power, production and storage have no faction multiplier.
| Mark multiplier | Scales |
|---|---|
| Health | Base Health |
| Armor | Base Armor Health |
| Power | Power Consumption |
| Output | Power Capacity Provided, production rates, Base Shield Energy, storage bonuses (rounded) |
| (none) | Resistances and every other bonus (flat) |
- Production: each building produces its rate × Mark Output × (1 + the sum of your buildings' Production Rate Bonus). Output collects in the building's buffer, up to rate × the Mark's Buffer Hours.
- Storage: your storage cap for each resource is the sum of your buildings' Storage Bonus (× their Mark Output). Resources above the cap are lost.
- Power: a building can be placed only if power used + its consumption fits within your total power capacity.
- Building resistances: a building's own resistance and every armor or shield module fitted to it stack the same way as on a ship: each takes its share of the damage the building still lets through (see Stacking resistance under Module stats). A building never resists more than 95% of any one damage type; a ship's limit is 75%.
- Base totals: health and armor add up over standing buildings; resistances are the average; power, output, storage and bonuses count only active buildings; Resource Protection is the highest one.
- Building repair: cost = ceil(repair cost × Cost Mult × (1 − your Repair Cost Reduction)), at least 1; time = Base Repair Time ÷ (1 + your Repair Speed Bonus).
Example: Mineral Mine
| Mark | Minerals per hour | Buffer cap |
|---|---|---|
| Mark 1 | 600 × 1 = 600 | 8 h → 4,800 |
| Mark 2 | 600 × 1.25 = 750 | 18 h → 13,500 |
| Mark 3 | 600 × 1.55 = 930 | 28 h → 26,040 |
| Mark 4 | 600 × 1.95 = 1,170 | 38 h → 44,460 |
| Mark 5 | 600 × 2.45 = 1,470 | 48 h → 70,560 |
Fleet stats
- Health, shield and DPS of a fleet are the sums over its ships that are still alive.
- Travel speed is the slowest ship's sector speed.
- Fleet XP is the sum of its ships' Hull XP; fleet level only changes the fleet's map icon.