Wiki / Stat Reference / Stat Scaling

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:

  1. Mark level: upgrading a ship, module or building multiplies its stats (see Mark levels).
  2. Your faction: your own faction's multipliers, whichever faction's hull you fly (see Faction multipliers).
  3. Passive effects: passive hull abilities and fitted passive special modules.
  4. 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 when a ship you ordered finishes building: the hull's Hull XP. Player level sets your level bonuses and research requirements. Maximum: level 7 at 2,308 XP.

0246803006001,0001,5742,308XP 0: 1XP 100: 2XP 300: 3XP 600: 4XP 1,000: 5XP 1,574: 6XP 2,308: 7XP
LevelXP needed
10
2100
3300
4600
51,000
61,574
72,308

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 3 at 5,010 XP.

0123402,2215,010XP 0: 1XP 2,221: 2XP 5,010: 3XP
LevelXP needed
10
22,221
35,010

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 10 at 75,000 XP.

036912012,00032,00050,00075,000XP 0: 1XP 500: 2XP 1,500: 3XP 3,500: 4XP 7,000: 5XP 12,000: 6XP 20,000: 7XP 32,000: 8XP 50,000: 9XP 75,000: 10XP
LevelXP needed
10
2500
31,500
43,500
57,000
612,000
720,000
832,000
950,000
1075,000

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

MarkHealthShieldSpeedDPSCoinsUnlock XP
Mark 1×1×1×1×100
Mark 2×1.15×1.15×1.05×1.15200120
Mark 3×1.32×1.32×1.1×1.32440264
Mark 4×1.52×1.52×1.16×1.52968581
Mark 5×1.75×1.75×1.22×1.752,1301,278

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).
  • Armor Mult: the armor HP of fitted armor modules. Not hull health, not base buildings.
  • Shield Mult: ship shield energy and shield-module 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.
FactionWeaponArmorShieldCost
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):

StatFinal value
HealthBase Health × Mark Health × passives
Shield energyBase Shield Energy × Mark Shield × passives × faction Shield Mult
Shield rechargeBase Shield Recharge Rate × passives
Speed, strafe, turning, sector speedBase value × Mark Speed × passives
Rear speed, accelerationBase value × Mark Speed
ResistancesInnate resistance × passives
CargoCargo Bay Capacity
SlotsMax 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

MarkHealthShield energySpeed
Mark 11,397 × 1 = 1,397420 × 1 × 0.7 = 294422 × 1 = 422
Mark 21,397 × 1.15 = 1,606.55420 × 1.15 × 0.7 = 338.1422 × 1.05 = 443.1
Mark 31,397 × 1.32 = 1,844.04420 × 1.32 × 0.7 = 388.08422 × 1.1 = 464.2
Mark 41,397 × 1.52 = 2,123.44420 × 1.52 × 0.7 = 446.88422 × 1.16 = 489.52
Mark 51,397 × 1.75 = 2,444.75420 × 1.75 × 0.7 = 514.5422 × 1.22 = 514.84

Module stats

Module stats use the Mark row of the Mark the module is fitted at (×1 if that Mark has no row).

Module statFinal value
Weapon damage per shotBase Damage Per Shot × Mark DPS × passives × faction Weapon Mult
Weapon firing speedBase Firing Speed × Mark Speed × passives (at least 0.01)
Weapon max rangeBase Max Range × Mark Range × passives
Weapon bypass, shield/armor damage, spread, tracking, splash, chain, stasisBase value (no Mark scaling)
Armor module HPBase Armor Health × Mark Armor Health × faction Armor Mult × passives
Shield module energyBase Shield Energy × Mark Shield Energy × faction Shield Mult × passives
Shield module rechargeBase Shield Recharge Rate × Mark Recharge Rate × passives
Armor / shield module resistancesBase resistance × Mark Resistance, added to the ship's
Special module effectBase Buff Value × Mark Effect; percent-based effects count as (1 + value)
Special module duration / cooldownBase × Mark Duration / Base Cooldown × Mark Cooldown

Worked examples: Miner Rebellion commander

ModuleBase × Mark × Faction
Scrap-Driver Slug Rail, damage per shot at Mark 211 × 1.15 × 1 = 12.65
Scrap-Composite Plate MK I, armor HP at Mark 2200 × 1.1875 × 1.3 = 308.75
Scrap-Plate Hardshield, shield energy at Mark 2250 × 1.1875 × 0.7 = 207.81

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.

  1. Resistance. Damage × (1 − your resistance to that damage type). Resistances are capped between 0 and 100%.
  2. Shield. If shields are up, the Shield Bypass share skips the shield. 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.
  3. Armor. The same again with Armor Bypass and Armor Damage against your armor HP.
  4. 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:

StepCalculationResult
Resistance100 × (1 − 0.2)80
Skips the shield80 × 0.18
Shield damage taken(80 − 8) × 0.536
Skips the armor (to hull)8 × 0.10.8
Armor damage taken(8 − 0.8) × 1.39.36
Health lostarmor bypass share0.8

Costs, timers and coins

Cost = ceil(base cost × your Cost Mult)
Time = base time ÷ (1 + speed bonus)

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 leftCoins
0s0
5m0
5m 1s1
10m1
15m2
30m5
1h11
2h23

Cancelling

Cancelling refunds the share of the time left: each resource refund = ceil(cost paid × time left ÷ total time).

Repairs

Ship repair time = (hull Repair Time + fitted modules' repair times) × damage share ÷ (1 + repair speed bonus)
Ship repair cost = ceil(ceil((hull + modules' repair cost) × damage share) × Cost Mult)

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 7 (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).

+0%+10%+20%+30%05102030Player level 0: +0%Player level 5: +5%Player level 10: +10%Player level 20: +20%Player level 30: +30%Player level
Player level ≥BonusTime
0+0%÷ 1
5+5%÷ 1.05
10 (above max)+10%÷ 1.1
20 (above max)+20%÷ 1.2
30 (above max)+30%÷ 1.3
Research speed

Ship research (lab) time and module research time = base time ÷ (1 + bonus).

+0%+10%+20%+30%05102030Player level 0: +0%Player level 5: +5%Player level 10: +10%Player level 20: +15%Player level 30: +25%Player level
Player level ≥BonusTime
0+0%÷ 1
5+5%÷ 1.05
10 (above max)+10%÷ 1.1
20 (above max)+15%÷ 1.15
30 (above max)+25%÷ 1.25
Ship repair speed

Ship repair time = repair time ÷ (1 + bonus).

+0%+10%+20%+30%05102030Player level 0: +0%Player level 5: +5%Player level 10: +10%Player level 20: +20%Player level 30: +30%Player level
Player level ≥BonusTime
0+0%÷ 1
5+5%÷ 1.05
10 (above max)+10%÷ 1.1
20 (above max)+20%÷ 1.2
30 (above max)+30%÷ 1.3
Ships repairing at once

How many ships can be under repair at the same time.

012345051530Player level 0: 1Player level 5: 2Player level 15: 3Player level 30: 4Player level
Player level ≥Value
01
52
15 (above max)3
30 (above max)4
Module build queue

How many module builds you can queue. One builds at a time, in order.

024605102030Player level 0: 1Player level 5: 2Player level 10: 3Player level 20: 4Player level 30: 5Player level
Player level ≥Value
01
52
10 (above max)3
20 (above max)4
30 (above max)5
Module research queue

How many module research projects you can queue. One runs at a time.

0123450102030Player level 0: 1Player level 10: 2Player level 20: 3Player level 30: 4Player level
Player level ≥Value
01
10 (above max)2
20 (above max)3
30 (above max)4

Shipyard level

Shipyard bays

Finished ships plus ships under construction can not exceed this.

010203040012345Shipyard level 0: 5Shipyard level 1: 8Shipyard level 2: 12Shipyard level 3: 18Shipyard level 4: 25Shipyard level 5: 35Shipyard level
Shipyard level ≥Value
05
18
212
318
425
535
Ships building at once

Ship builds that run at the same time; extra orders wait in the queue.

0123450135Shipyard level 0: 1Shipyard level 1: 2Shipyard level 3: 3Shipyard level 5: 4Shipyard level
Shipyard level ≥Value
01
12
33
54
Ship research at once

Ship research projects that run at the same time.

01234024Shipyard level 0: 1Shipyard level 2: 2Shipyard level 4: 3Shipyard level
Shipyard level ≥Value
01
22
43
Fleet slots

How many fleets you can own.

0246810012345Shipyard level 0: 2Shipyard level 1: 3Shipyard level 2: 4Shipyard level 3: 5Shipyard level 4: 6Shipyard level 5: 8Shipyard level
Shipyard level ≥Value
02
13
24
35
46
58

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.

01234513579Base level 1: 0Base level 3: 1Base level 5: 2Base level 7: 3Base level 9: 4Base level
Base level ≥Value
10
31
52
73
94
Tile re-type cost

Minerals paid to change a base tile's type (not affected by faction).

05,00010,00015,0001235710Base level 1: 2,000Base level 2: 2,600Base level 3: 3,400Base level 5: 5,000Base level 7: 7,500Base level 10: 12,000Base level
Base level ≥Cost
12,000 Minerals
22,600 Minerals
33,400 Minerals
55,000 Minerals
77,500 Minerals
1012,000 Minerals

Base stats

Base buildings use their Mark row (or the highest Mark row below it). Faction multipliers do not apply to building stats, only to their costs.

Mark multiplierScales
HealthBase Health
ArmorBase Armor Health
PowerPower Consumption
OutputPower 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.
  • 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).
Defense Rating = floor(defense DPS + (max Health + max Armor) × 0.02 + shield energy × 0.05)

Example: Mineral Mine

MarkMinerals per hourBuffer cap
Mark 1600 × 1 = 6008 h → 4,800
Mark 2600 × 1.25 = 75018 h → 13,500
Mark 3600 × 1.55 = 93028 h → 26,040
Mark 4600 × 1.95 = 1,17038 h → 44,460
Mark 5600 × 2.45 = 1,47048 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.