Holy Grail of Starfield Ship Building
Your ship’s stats are wrong. The Starfield ship builder UI is broken. This is a tool that not only fixes it, but shows you the best ship parts for any character, at any skill level. It not only shows correct ship weapon damage, but calculates DPS considering power allocation, skill bonus, crew bonus, and even magazine perks. Not relying on the game’s UI, but data mined from the creation kit corroborated with in-game tests.
Admittedly, much of this appears to already be known by the Starfield Community Patch, though I did not confirm whether all of it is or not. Further, I readily admit I’m not a data engineer, and some of my findings may be incomplete or inaccurate, or my version of the game bugged beyond repair. I did attempt to corroborate my findings with actual, in-game tests, along with the findings of others in the community, though the latter was more difficult to confirm.
At a minimum, I do believe the base statistics, including the impact of power allocation, can be relied upon. This tool can, and should, be considered a collaboration, as it pulls from work done by many others in this community, and has a separate citations tab that lists them. The factors used in this workbook are approximate, such as the factor to determine when maximum Mobility has been exceeded, but they can still be reasonably reliable in evaluating ship parts.
Finally, this is not meant to be a complete ship builder tool. Rather, to quickly identify the best ship parts available for your character, at your level, as well as to satisfy those of us that like to dive deep into the numbers. Please kindly comment on any edits/corrections as you find them.
Thank you for a fun, engaging, community.
Link to Starfield Ship Builder Tool:
docs.google.com/spreadsheets/...
Пікірлер: 121
Can we just take a moment to also admire how he transitions from the workbench to the spreadsheet and the whiteboard to scrawling his explanation?! Top notch, my dude.
Why do I think that stack of Terrabrew cups is only the tip of the iceberg? Well done!
Bethesda needs to just hire you to make this game better. Thank you!
Amazing work. I can't imagine how much time you spent on this. Insane! I've been doing my own non-scientific, non-methodical weapon testing, and things "felt" so wrong across all my different builds, that I started completely ignoring listed stats. I would instead look at a weapon's required level and total cost as an indicator for potential efficacy. It was an attempt to try and interpret the developer's intended role for a particular weapon at a particular level. "Is this meant to be an end-game part?" or "Why is this seemingly crappy part so expensive?" Now, this method has not actually been that useful for finding "better" parts. A full set of particle beams--any of them--is still hilariously OP, clearing all content on max difficulty with ease. But what I DID learn is that the other weapon types are a lot more FUN to use. For example: on paper, a laser turret with inferior damage and 1000 range would never be equipped over a particle turret. But in practice, the range limitation on that laser turret fundamentally alters how you engage the enemy. It turns your ship into a hit-and-run close combat attacker. The pulse laser turret isn't constantly trying to empty its magazine, like a particle turret with infinite range would, and thus actually has time to reload before you boost back in and find your next firing solution. We have just unlocked an entirely new style of gameplay by using bad parts. Anyway, I am rambling, but really I just want to encourage people to try alternate weapon types. I love Starfield's ship builder, but I was getting pretty bored of ship combat... until I stopped putting particle cannons on everything. The true end-game is making the coolest possible roleplay ship, right down to it's combat load-out. This tool is going to be a massive help for exploring that. WOW!
@RandyLutcavich
Күн бұрын
Love this!
Wow sooooo much data to decipher. This is incredible…
You are doing the Great Serpent's work with this.
You have the best Starfield gameplay channel, hands-down. Keep up the great work, my man. Spread the gospel of the White Dwarf 3015!.
You should have someone convert your "tool" into a mod that changes the UI to give the honest info that your spread sheet does......if that is possible. Or maybe a mod that adds a setting to the shipbuilding that gives this spread sheet
DOOOOD! All I can say is THANK YOU! This tool is amazing. Thank you so much for all your work and the work of others that ended up contributing to this. I am really learning to love shipbuilding as a result of your videos. I am currently running several of your builds and I love that this allows me to look at all aspects when shipbuilding!!!
This is absolutely amazing! Thanks dude! And here I was wondering what I was going to do this evening...
This is awesome, for those trying to build ships from scratch. I got no mind and less patience for how all these parts actually fit together. What I can do is follow a guide for a ship that someone else says is the best ship, once I have the money to actually build it. What would be cool, and I'm not sure if it's possible, would be some kind of automated guide, where a person could input their level, skills, check whether they did the Stroud-Eklund/Slayton mission, etc., and could follow a guide on how to build a ship, and others could upload said guides. I mean watching a guy on KZread talk about it and all their color commentary is fine, but a chart might be better.
Not the hero we wanted… but definitely the hero we need!
Incredible work, dude! Thanks for creating this and sharing it with the community.
No way now i can at the same time make accurate ship recreation and specilized ship with the best module using your tool thank you Ship technician your really part of the finest of ship builders 👌
I was having a really crappy day, and then I opened KZread and saw this video. You sir are doing the (star) Lord’s work.
13:32 You are making some assumptions about how people fight. I only use 2 weapon groups, so I can fully power them and shield. Engine stays fairly low. I fight like a turret, stay in thruster mode unless the missile lock on alarm sounds then a do a quick boost and back to thruster mode. Works for me at extreme. Aside from that, nice work.
This is seriously impressive -- thank you for all of this work. Super cool.
So I fitted the 3320 Neutron Turrets onto @WizeOldWizard 's Basilisk II. I have NO points in Automated Weapons Systems; went out to Serpentis and absolutely kicked. ass. Again, THANK YOU!
Thanks for doing this!!! Can’t wait to dig into this in more detail today.
Another great video brother. Keep up the great work
This is amazing and a ton of work. Really appreciated.
Dude, great work, thanks for this great new tool.
This is nothing short of outstanding! I can't wait to use this in-game. Amazing work ShipTechnician
Old retired guy here. If I were still in the real game, I would recruit you to analyze my businesses and build useful analytical tools. I really enjoyed the quality of this worksheet, and I understand the level of focused submersion required to build the tool. The linkage into the star map was a great 'flex'.👍🤣
So the Vanguard Ares Particle Cannons benefit from the Ballistic weapons skill. Unfortunately their range is shorter than the Obliterator 250Mev Auto Alpha Beams. I considered using the non auto beams and in testing it does huge crit damage and is devastating in target mode. But it's slow rate of fire is really evident in targeting mode. Also after many hours of Testing the KE-42 Cannon Turret is the most efficient Ballistic weapon to put on your ship.
Mind=blown! I cannot understand most of this as it's completely over my head, but I can certainly appreciate an epic piece of work! Well done for this. And, just so you know, I use the Vanguard Autoprojector and Hellfire weapons since watching a previous video and nobody seems to be able to get close to my ships anymore. I once fought off three Starborn Guardian VI at once and hardly got scratched! :D
Yeah, I have maxed out Automated weapon systems & Particle beam weapon systems perks, and I have to completely depower the 250MeV Alpha turrets if I want to even have a CHANCE to disable ships before the turrets take them out most of the time, lol! I stuck with them even when others were telling me I was wasting a weapon slot both because I refused to ignore my own firsthand experience using them and the fact that I don't have a controller, and no easy way to map weapon 3 to a functional key binding, I just assign that slot to turrets. Now that I know that the Vanguard Obliterator Autoprojector damage is affected by the Energy Weapons system skill, I am going to have to start putting points into that (probably going to have to use the Vanguard Simulator to cheese the challenge requirements, since I don't put laser weapons on my ships). I definitely want to thank you for making this tool & making it available, and I plan on running some numbers with it tonight & maybe re-doing my ship weapons loadouts... Again.
@TheMorteReport
2 күн бұрын
I initially tried to build a ship with 2 direct fire and one turret particle beam weapon. Like you I found that the turret would always destroy ships before I could disable them. Now I just use two direct fire beams and an EMP. It means I don't have to use perk points on turrets and I'm still powerful enough for hard difficulty on NG10.
@DJ_Bonebraker
Күн бұрын
@@TheMorteReport I stick with the current set-up, but use the turrets as a situational, like if I'm up against a group of Starborn Guardians or don't feel like attempting to board hostile ships for Astra. Also as a follow up to my post last night, I did do some number crunching based on the spreadsheet, and it looks like that for sustained DPS for full complements of weapons, the regular 95MeV Helion Beams are better, although the 95MeV Auto Helion beams have higher burst DPS for full complement... debating about whether or not to switch, since there isn't much difference between the two at 50% power, and I already have the Auto ones. The big take-away, though is the fact that the 250MeV Alpha Turrets sit on top of the heap, even at 50% or less power means that I could swap out the Pinch 8z reactor I've been running for a Pinch 8a reactor & I would still have enough power to fully power Engines & Shields with all 3 weapon systems at 50% power & still have 2 power left over for the Grav Drive, but part of that is due to my current crew. Still might be worth it for the extra hull HP, although since I play on Normal difficulty, most enemies don't manage to get through my shields, so I will probably stick with the Pinch 8z reactor for the increased power budget.
If I may say "Holy Sh1@"! Amazing job putting all of this together. Thanks! You have changed the way I approach ship building and I can't gush enough. You may not be a physicist or statistician but you are genius in my book. Strong work.
👏 It is now verified, that you Sir, are a Steely Eyed Missile Man.
This is very well done. Nice job!!
Excellent work, thank you.
Yes Bro! Excellent work my friend. Many thanks good sir!!
This is museum level stuff right here. Cheers.
Really amazing investigation and, as a Bethesda RPG player, this sort of investigation was bound to come out. Great to watch the process , and see the results of your hard work (from which we all benefit). I'll be heading to your Ko-Fi right away, but set something aside for a decent PC!
@ShipTechnician
Күн бұрын
Thank you for the kind words. I want to play with the Creation Kit a bit more, so I may need to start saving!
That’s a top notch bibliography! I can’t wait to use this awesome tool!
Wow great video! Great analytics
Fantastic work! Great job with the weapon DPS and damage and that spreadsheet is amazing! Funny how Reddit works sometimes - the post about Fuel Consumption that you linked to in the document is actually downvoted although right… I guess it was too complicated for some… The laser skill has the same oddities for normal weapons and it has been tweaked in one of the latest patches. There’s a Reddit post on that as well.
I am in awe. What a monumental piece of research.
Masterful work!
Amazing tool! Thank you for your dedication.
Fantastic, thank you for this! I would absolutely buy your ship builds if you added them to the Creator space
I'm a bit confused that the Exterminator 95MeV Auto Helion Beam doesn't show up in the top 10 weapons for me. Is this an error or did you find out something new about them? edit: ah sorry, you cover this later in the video ... I assume this is caused by the auto version not being affected by Energy Weapon Systems skill, while other particle beam weapons are affected and surpass them in your calculation When I select Power Allocated = 1 and Potential Power Allocation = 12 the Obliterator 250MeV Alpha Turret has a much lower Sustained DPS than Burst DPS. Shouldn't it be almost the same due to still never running out of ammo or does power allocation still has such a big impact in another way? Also, interesting that up to 8 power allocated the auto particle beam weapons have the upper hand in your ranking, while with 9+ power allocated the repeater weapons take over.
Much appreciation for moders❤. You guys do a better job sometimes than the creators.
Awesome work, your videos are so helpfull, a huge thank you !
You are awesome dude ❤
Thank you for this!
hm so given Isolation boosts shield damage ONLY on energy weapons (and not particle beams) does that mean for dropping shields, energy weapons could be actually quite a bit more superior than particle beams (if you max out Isolation)?
I just digged more into your data and I'm still surprised that the Disruptor 3320 Neutron Turret is so high up there on the sustained DPS side even if you underpower them. As these are unlocked at level 20, don't need Starship Design ranks, have maximum range and are only B class with only 2 mass at 13800 cost per weapon, these are now desired options when I level up a new character. Even at endgame they are strong contenders for the third weapon slot on light ship builds that only go for a B class reactor.
You're dedicated and amazing....
When I select Power Allocated = 1 and Potential Power Allocation = 12 the Obliterator 250MeV Alpha Turret has a much lower Sustained DPS than Burst DPS. Shouldn't it be almost the same due to still never running out of ammo or does power allocation still has such a big impact in another way?
@ShipTechnician
2 күн бұрын
Great catch! If you look at the “Weapon Data (Effective)” tab, change cell AO157 to 30, instead of 1. It was set at 1, because that weapon is listed as a Single Shot weapon, but in reality it does have a magazine. Correctly for that, the Sustained DPS calc will update as expected.
I got laid off yesterday so I’m late to this vid, but that won’t stop me from supporting ST!
@ShipTechnician
Күн бұрын
My friend! No! How can I send you a Terrabrew?!
This is the dream of every nerd out there, man Thank you so much 👌🤌💙🚀
Top notch thank you
Wow! Just wow. Thank you so much!
I liked your intro
He cooked
You are the 🫅 when it comes to ship building.
Absolute Wow. Thank you!
This is amazing. Nice work. It'll take a month to absorb all this. Where can we send questions, if we have them?
Fantastic - thank you.
I still have yet to see a good A12 Blackbird build 😢
It’s a crime that r/starfield deleted the post announcing this.
Awesome! 🎉❤
This sounds absolutely amazing! I can't wait to try it out! Question: are the numbers in the UI regarding weapons calculated, or entered? Meaning is it math errors that are causing the number errors, or data entry errors?
@ShipTechnician
Күн бұрын
The data is the data, so to speak. In my, likely naive, understanding it is due to the various tags/identifiers applied to weapons, such as their type, and their damage type(s), and how those interact with the skill perks and the types of weapons/damage type(s) the perks apply to. It appears the UI considers one application of skill perks, the gameplay another.
@DaneInTheUS
Күн бұрын
@ShipTechnician ok makes sense. So in that case, or should be possible to "correct" the ui with a mod, so it'll properly take things into consideration and reflect something closer to the real factual damage without changing anything on the back end like what skills affect what damage number? Assuming one has the skills for it? And thank you for answering!
Forgive me if I'm mistaken or unaware of previous announcements, but you said "my remaining time" near the end of the video... may I ask if you are going through a health situation? I'll risk sounding alarmist and nosy, but that statement really struck me. These videos are awesome btw
Where can I get hold of this amazing tool do I pay for it😊
@ShipTechnician
2 күн бұрын
Link in the video description!
We're still waiting for the build of your ship at 3:51 in your video "Build This - I Have Spoken".
@ShipTechnician
Күн бұрын
Back to the grind...
From my testing, for handheld burst weapons, the game correctly displays the average fire rate and DPS. It actually scales the attack delay, so that (burstTime + burstDelay)/burstShots == displayedFireRate
@ShipTechnician
Күн бұрын
That’s really interesting. I did notice a field in the data, titled something to the effect of “Override Firing Rate.” Any idea if that has a value of TRUE for those handheld weapons?
@m1ndstalker
Күн бұрын
@@ShipTechnician, In the creation kit, the fire rate can be defined in two ways: by setting the attack delay or by setting shots per second. The override firing rate switches between these two modes (true means the game will use shots per second). The burst fire behavior does not change from that. E.g. setting attack delay to 0.2 is the same as overriding shots per second with 5 - all results in "average" fire rate of 5 shots per second. With burst delay of 0.6 and 4 shots in burst, it would mean whole 4 shot burst fired in 0.4 seconds. Anyway, I will check if this stays true for ship weapons. And how it is shown in ship weapon stats in UI. Another thing I noticed is that for handheld weapons, the properties inside the weapon form itself are often overridden by the properties in the "receiver" mod (one of the receivers is always present, even if not shown in the game) Need to recheck if the ship weapons have any default mods.
@m1ndstalker
Күн бұрын
By the way, the discrepancy between how various buffs are displayed in UI is because different buffs are applied using different methods. Some buffs increase the weapon damage (they are visible in UI), but some others apply buff on hit (they are not part of weapon statistics and are invisible in UI). E.g. the debuff from NG+ level is applied "on hit" (it uses ModifyFinalAttackDamage or something like that) As for the damage types - they are treated entirely differently under the hood. The physical damage is just "damage". But the damage to shields is defined in a list of additional damage types (it uses dtShield, which affects "shield" stat). These two damage kinds are treated differently by the game and require different modifier types in the perks (magazines are also treated as perks - they are just hidden). So, it is entirely possible that for certain perks, the modifier for damage affects weapon itself, but for the shield damage they use "on hit" modification. That seems interesting, so I will check what exactly is happening inside.
Thanks!
@ShipTechnician
Күн бұрын
Goodness! Thank you!
You put a lot of work into this and I'm sure it's very nice. I only complaint is that it's for people not using mods. Must be quite boring playing this game without mods
hi thank you for the great video. what software are you using to read the spreadsheet please ? i tried a few but all those broke the spreadsheet.
@ShipTechnician
Күн бұрын
Google Sheets. You’ll need to make your own copy, which may require a Google Account
Hmmm...apparently I'm doing something wrong--can't edit?
Tool is read only. I can't make any changes to the skills and such.
@ShipTechnician
Күн бұрын
You’ll need to make your own copy of it. It may require a google drive account, I’m not 100% sure you can download it otherwise.
I thought you tested regen rate, and it didn't follow the numbers shown. Like at 5:03 a 5% regen didn't actually regenerate half the speed of a 10%
@ShipTechnician
Күн бұрын
The stats should be available in that workbook. Look specifically at the Shield tab. There is a difference in regen rates when you’re in combat vs. out of combat. When you’re out of combat an extra 10% regen rate gets applied to all shields, so perhaps that’s what you’re referring to? But in combat a 5% shield is half the speed, on a percentage basis, of a 10% shield. However, actual gross health per second regenerated is a different figure, and I would contend it is more important, such that a 5% shield could regenerate more actual health per second if it has a higher total shield health.
@julianolotero6600
Күн бұрын
@@ShipTechnician got it, I think I was thinking of the out of combat.
the drop downs are not working for me there is no arrow on right hand side of the button. sorry, many thanks for making the is work sheet it must have been long process
@ShipTechnician
Күн бұрын
You will need to make your own copy in order to edit.
@Farli-Gaming
Күн бұрын
@@ShipTechnician Sorry, many thanks for replying
BETHESDA GIVE THIS MAN A SEAT AT THE OFFICE PLEASE!!!😂😂😂😂 What a great damn video!!!
Wow!
-While I recognize that you've only made ship builds with vanilla parts, do you think you'll ever do a Class-M build?- 22:57 - *"I play on Xbox."* Ahhh...I forgot about that.
Thanks
@ShipTechnician
19 сағат бұрын
Thank you! This means so much to me!
Aaaawesome!!!
I kind of get why people care about rotation in combat. If you can quickly turn around and target a ship, you can wreck them before they can touch you. Not the most immersive experience, but that's probably why.
@ShipTechnician
Күн бұрын
That’s fair, and I understand. In all honesty I come down hard on the Mobility stat more to prove a point, but I get it, and appreciate you calling me out :)
@RandyLutcavich
Күн бұрын
Definitely not meant as a call out. I love all of your work. Would love to see all of your stats added to the UI. I actually don't know if mobility is good in practice, I'm still using an off the shelf ship at level 54 😂
Is that... Mark Wahlberg?
Starfield Community Patch does NOT play nice with other mods and will crash your game every 2 hours or so on xbox.
@DarkShines86
2 күн бұрын
The Community patch, or the “official” one. I’ve heard the official one is what causes a bunch of issues..
I too have a caffeine prob
A minor technical correction. When speaking of "firearms," the term Single Shot refers ONLY to weapons that only hold one round (charge, etc.) at a time. Such weapons must be reloaded after each shot. For those weapons set to fire one round per trigger pull but hold more than one round at a time, the proper term is Single Fire. They may be semiautomatic, or in much older weapons as bolt action rifles or single action for pistols. Those require more than a trigger pull to "make the gun go boom." A typical military rifle toady has a selector that is marked for single fire (one round), burst (usually three rounds), and/or full automatic. If your game setting is ammo has weight, you don't want to do full auto all the time. Use single fire or burst when possible. Gamers who don't know better will argue that Single Shot includes semi-automatic, but they are NOOBS and losers who are disgusting to the Proud Gun Nut Community. :-) Joking aside, anybody with any military or paramilitary (police) experience knows what I'm saying. 🙂
@ShipTechnician
Күн бұрын
I was being lazy, and I apologize. Appreciate the correction.
@CaudilloSilovik
Күн бұрын
@@ShipTechnician No problem. I didn't mean to be too harsh/technical. It is simply a thing that irritates those who handle real firearms regularly.
I use about five different shipbuilding mods that make this information pretty much false . And as far as achievements go , I would rather have mods than achievements . What can you actually do with a steam achievement? Show them off to your digital friends ? Even if the achievements added up to a monetary value I would still rather have my mods instead .
@ShipTechnician
Күн бұрын
Wait…are you my friend???…would you be?
What a complete waste of time. If you Google what is the most powerful X item you'll get those exact same answers you just wasted all those hours putting a list together for no reason Google already did that. You know how I know that because my ship has whatever Google says the most powerful part and I'll look if they're all at the top of your list
Thanks!
@ShipTechnician
Күн бұрын
Thank you. I don’t have the words. So glad to see that this is well received.
@Cameron_Meldahl
Күн бұрын
@@ShipTechnician I love the detail and effort you put in for this channel. Work like that deserves compensation. You are most welcome!
Thanks!
@ShipTechnician
Күн бұрын
Wow, thank you so much!