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 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.

02040600600,0001,470,0002,250,0003,420,0004,490,000XP 0: 1XP 100: 2XP 300: 3XP 600: 4XP 1,000: 5XP 1,574: 6XP 2,308: 7XP 3,190: 8XP 4,240: 9XP 5,510: 10XP 7,020: 11XP 8,820: 12XP 11,000: 13XP 13,500: 14XP 16,600: 15XP 20,200: 16XP 24,500: 17XP 29,600: 18XP 35,600: 19XP 42,700: 20XP 51,000: 21XP 60,900: 22XP 72,500: 23XP 86,200: 24XP 102,000: 25XP 121,000: 26XP 143,000: 27XP 169,000: 28XP 199,000: 29XP 234,000: 30XP 274,000: 31XP 322,000: 32XP 377,000: 33XP 440,000: 34XP 514,000: 35XP 600,000: 36XP 699,000: 37XP 812,000: 38XP 944,000: 39XP 1,090,000: 40XP 1,270,000: 41XP 1,470,000: 42XP 1,690,000: 43XP 1,960,000: 44XP 2,250,000: 45XP 2,590,000: 46XP 2,980,000: 47XP 3,420,000: 48XP 3,920,000: 49XP 4,490,000: 50XP
LevelXP needed
10
2100
3300
4600
51,000
61,574
72,308
83,190
94,240
105,510
117,020
128,820
1311,000
1413,500
1516,600
1620,200
1724,500
1829,600
1935,600
2042,700
2151,000
2260,900
2372,500
2486,200
25102,000
26121,000
27143,000
28169,000
29199,000
30234,000
31274,000
32322,000
33377,000
34440,000
35514,000
36600,000
37699,000
38812,000
39944,000
401,090,000
411,270,000
421,470,000
431,690,000
441,960,000
452,250,000
462,590,000
472,980,000
483,420,000
493,920,000
504,490,000

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.

0204060018,50036,50055,00076,00095,000115,000136,500XP 0: 1XP 450: 2XP 1,250: 3XP 2,300: 4XP 3,550: 5XP 4,950: 6XP 6,550: 7XP 8,200: 8XP 10,000: 9XP 12,000: 10XP 14,000: 11XP 16,000: 12XP 18,500: 13XP 20,500: 14XP 23,000: 15XP 25,500: 16XP 28,000: 17XP 31,000: 18XP 33,500: 19XP 36,500: 20XP 39,500: 21XP 42,500: 22XP 45,500: 23XP 48,500: 24XP 51,500: 25XP 55,000: 26XP 58,500: 27XP 61,500: 28XP 65,000: 29XP 68,500: 30XP 72,000: 31XP 76,000: 32XP 79,500: 33XP 83,000: 34XP 87,000: 35XP 91,000: 36XP 95,000: 37XP 99,000: 38XP 103,000: 39XP 107,000: 40XP 111,000: 41XP 115,000: 42XP 119,500: 43XP 123,500: 44XP 128,000: 45XP 132,500: 46XP 136,500: 47XP 141,000: 48XP 145,500: 49XP 150,000: 50XP
LevelXP needed
10
2450
31,250
42,300
53,550
64,950
76,550
88,200
910,000
1012,000
1114,000
1216,000
1318,500
1420,500
1523,000
1625,500
1728,000
1831,000
1933,500
2036,500
2139,500
2242,500
2345,500
2448,500
2551,500
2655,000
2758,500
2861,500
2965,000
3068,500
3172,000
3276,000
3379,500
3483,000
3587,000
3691,000
3795,000
3899,000
39103,000
40107,000
41111,000
42115,000
43119,500
44123,500
45128,000
46132,500
47136,500
48141,000
49145,500
50150,000

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.

020406001,440,0003,070,0004,520,0005,950,0007,650,000XP 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 100,000: 11XP 127,000: 12XP 163,000: 13XP 204,000: 14XP 251,000: 15XP 305,000: 16XP 366,000: 17XP 435,000: 18XP 511,000: 19XP 595,000: 20XP 687,000: 21XP 789,000: 22XP 899,000: 23XP 1,020,000: 24XP 1,150,000: 25XP 1,290,000: 26XP 1,440,000: 27XP 1,600,000: 28XP 1,770,000: 29XP 1,960,000: 30XP 2,160,000: 31XP 2,370,000: 32XP 2,590,000: 33XP 2,820,000: 34XP 3,070,000: 35XP 3,330,000: 36XP 3,610,000: 37XP 3,900,000: 38XP 4,200,000: 39XP 4,520,000: 40XP 4,850,000: 41XP 5,200,000: 42XP 5,570,000: 43XP 5,950,000: 44XP 6,350,000: 45XP 6,760,000: 46XP 7,200,000: 47XP 7,650,000: 48XP 8,120,000: 49XP 8,600,000: 50XP
LevelXP needed
10
2500
31,500
43,500
57,000
612,000
720,000
832,000
950,000
1075,000
11100,000
12127,000
13163,000
14204,000
15251,000
16305,000
17366,000
18435,000
19511,000
20595,000
21687,000
22789,000
23899,000
241,020,000
251,150,000
261,290,000
271,440,000
281,600,000
291,770,000
301,960,000
312,160,000
322,370,000
332,590,000
342,820,000
353,070,000
363,330,000
373,610,000
383,900,000
394,200,000
404,520,000
414,850,000
425,200,000
435,570,000
445,950,000
456,350,000
466,760,000
477,200,000
487,650,000
498,120,000
508,600,000

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

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), 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.
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, with every passive that grants resistance and every fitted armor and shield module stacked on (see Module stats). Capped at 75%
CargoCargo 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
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 = 2942,371.64 × 1 = 2,371.64
Mark 21,397 × 1.15 = 1,606.55420 × 1.15 × 0.7 = 338.12,371.64 × 1.05 = 2,490.22
Mark 31,397 × 1.32 = 1,844.04420 × 1.32 × 0.7 = 388.082,371.64 × 1.1 = 2,608.8
Mark 41,397 × 1.52 = 2,123.44420 × 1.52 × 0.7 = 446.882,371.64 × 1.16 = 2,751.1
Mark 51,397 × 1.75 = 2,444.75420 × 1.75 × 0.7 = 514.52,371.64 × 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 statFinal value
Weapon damage per shotBase Damage Per Shot × the weapon's Mark DPS × the hull's 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, stacked onto the ship (see Stacking resistance)
Special module effectBase Buff Value × Mark Effect; percent effects count as (1 + value), resistance ones stack
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, 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

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 fittedResistance(if they simply added)
110%10%
219%20%
327.1%30%
541%50%
1065.1%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.

  1. Resistance. Damage × (1 − your resistance to that damage type). A ship's resistance to any one damage type is capped at 75%.
  2. 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.
  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 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).

+0%+20%+40%+60%05102030364350Player level 0: +0%Player level 5: +5%Player level 10: +10%Player level 20: +20%Player level 30: +30%Player level 36: +35%Player level 43: +40%Player level 50: +45%Player level
Player level ≥BonusTime
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).

+0%+10%+20%+30%+40%+50%05102030374450Player level 0: +0%Player level 5: +5%Player level 10: +10%Player level 20: +15%Player level 30: +25%Player level 37: +30%Player level 44: +35%Player level 50: +40%Player level
Player level ≥BonusTime
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).

+0%+20%+40%+60%05102030364350Player level 0: +0%Player level 5: +5%Player level 10: +10%Player level 20: +20%Player level 30: +30%Player level 36: +35%Player level 43: +40%Player level 50: +45%Player level
Player level ≥BonusTime
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.

024680515304050Player level 0: 1Player level 5: 2Player level 15: 3Player level 30: 4Player level 40: 5Player level 50: 6Player level
Player level ≥Value
01
52
153
304
405
506
Module build queue

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

024681005102030364350Player level 0: 1Player level 5: 2Player level 10: 3Player level 20: 4Player level 30: 5Player level 36: 6Player level 43: 7Player level 50: 8Player level
Player level ≥Value
01
52
103
204
305
366
437
508
Module research queue

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

0246801020303847Player level 0: 1Player level 10: 2Player level 20: 3Player level 30: 4Player level 38: 5Player level 47: 6Player level
Player level ≥Value
01
102
203
304
385
476

Shipyard level

Shipyard bays

Finished ships plus ships under construction can not exceed this.

020406080012345Shipyard level 0: 5Shipyard level 1: 10Shipyard level 2: 18Shipyard level 3: 30Shipyard level 4: 48Shipyard level 5: 70Shipyard level
Shipyard level ≥Value
05
110
218
330
448
570
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.

03691213579121621273442Base level 1: 0Base level 3: 1Base level 5: 2Base level 7: 3Base level 9: 4Base level 12: 5Base level 16: 6Base level 21: 7Base level 27: 8Base level 34: 9Base level 42: 10Base level
Base level ≥Value
10
31
52
73
94
125
166
217
278
349
4210
Tile re-type cost

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

050,000100,000150,000200,0001357101520253035404550Base 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 15: 16,700Base level 20: 23,200Base level 25: 32,200Base level 30: 44,700Base level 35: 62,200Base level 40: 86,400Base level 45: 120,000Base level 50: 167,000Base level
Base level ≥Cost
12,000 Minerals
22,600 Minerals
33,400 Minerals
55,000 Minerals
77,500 Minerals
1012,000 Minerals
1516,700 Minerals
2023,200 Minerals
2532,200 Minerals
3044,700 Minerals
3562,200 Minerals
4086,400 Minerals
45120,000 Minerals
50167,000 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 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.
  • 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).
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.