Stats

## Upgradable Stats

* Speed - Increases base ship speed by 1 per point.
* Spread - Adds a gun which fires meson shots in a spread. Each point increases the number of fired shots.
* Side - Adds a gun which fires meson waves to the player ship's sides. Each point increases damage and wave size.
* Beam - Adds a gun which charges and fires a piercing meson beam. Each point increases charge rate and maximum damage.
* Missile - Adds a launcher which fires armor-piercing homing missiles. Each point increases damage and number of active missiles.
* Power - Increases ship damage by +6.5% per point and improves the effectiveness of some attachments.
* Plasma - Adds a launcher which fires armor-piercing plasma shots. Each point increases damage and shot size.
* Drone - Each point adds a miniature ship which fires meson shots forward and can sacrifice itself to protect the player ship from lethal collisions.
* Add on - Raises all maximum stats by 1 per purchase.
* Life - Grants an Extra Life Powerup on purchase, usually increasing the number of times the player ship can be destroyed prior to losing the current game.

## Other Stats (Modified by Attachments)

### Offensive Stats

* Damage - Modifies the destructive power of all of the player ship's weaponry.
	+ Aliases: Ship Damage, Damage Modifier
	+ Base Value: 1.00x @ 100% value.
	+ Multipliers: Power (additive), Power on First Shot (default: ~+40%, additive), Damage (additive), Damage Aura (non-stacking), Calibrated Life Buff (+4% per stack, additive), Drone Sacrifice Buff (+1.25% per stack, additive)
* [Weapon] Damage - Modifies the destructive power of specific player ship weapons. Multiplicative with Damage.
	+ Aliases: [Power/Side/Beam/Missile/Plasma] Modifier
	+ Multipliers: [Weapon] Damage (modifiers for the same weapon add together)
* Rate of Fire - Modifies how quickly the player ship's weaponry can attack enemies.
	+ Aliases (Inverse Aliases): Attack Speed, ROF, Fire Rate (Firerate, Reload Time, Slowdown)
	+ Base Value: ~7.69 attacks per second (0.130 seconds between consecutive attacks) @ 100% value.
	+ Multipliers: Rapid Fire Speedup (default: 3x ROF; multiplicative, always applied last), Attack Speed (additive), Reload Time (subtractive), Firerate Aura (non-stacking)
* Rapid Fire Duration - The maximum time for which Rapid Fire can apply its speedup at full strength.
	+ Aliases (Inverse Aliases): Length of Rapid Fire, Length of Fast Fire Time (Heat Generation)
* Projectile Speed - Modifies all player projectiles' ability to move across the battle area. Defaults to 1.00x at 100% value.
* [Weapon] Speed - Modifies the ability of specific weapons' projectiles to move across the battle area. Multiplicative with Projectile Speed.
	+ Aliases: [Weapon] Projectile Speed
	+ Multipliers: [Weapon] Speed (modifiers for the same weapon add together)
* Projectile Lifetime - Modifies the duration of all player projectiles. Defaults to 1.00x at 100% value.
* [Weapon] Lifetime - Modifies the duration of specific weapon projectiles. Multiplicative with Projectile Lifetime.
	+ Aliases: [Weapon] Projectile Lifetime
	+ Multipliers: [Weapon] Lifetime (modifiers for the same weapon add together)
* Critical Strike Chance - The probability of dealing bonus damage with most projectile weapons. Computed as (100% - normal damage chance).
	+ Aliases: Critical
	+ Base Value: 0% (100% normal damage chance), has no added effect above 100%
	+ Multipliers: Critical (all modifiers multiply with diminishing returns), Critical Aura (non-stacking, multiplies with diminishing returns)
* Critical Strike Damage - The bonus damage dealt when a player projectile triggers a critical strike.
	+ Aliases: Critical Damage
	+ Base Value: +1.5x normal damage (2.5x total damage) @ 100% value.
	+ Multipliers: Critical Strike Damage (additive; "raised to X%" modifiers add as "+[(X-250)/150]%" modifiers)
* Collision Damage - The destructive power of the player ship on collision with an enemy.
	+ Base Value: 20 @ 100% value
	+ Multipliers: Battering Ram/Maneuvers (adds 40 + 35\*Speed base damage) or Battering Ram Adj (adds 40 + 50\*Speed base damage), % Ship Speed (additive)

### Survivability Stats

* Evasion - The probability of dodging an otherwise-lethal collision with an enemy, beam or projectile (terrain and space station structures cannot be evaded). Computed as (100% - collision chance).
	+ Aliases: Evasion Chance
	+ Base Value: 0% (100% collision chance), has no added effect above 100%
	+ Multipliers: Evasion (all modifiers multiply with diminishing returns), Evasion Aura (non-stacking, multiplies with diminishing returns), Large Object Penalty (0.5x?, applied last when colliding with large enemies)

* Ship Speed - The player ship's ability to move around the battle area.
	+ Aliases: Speed, Movement Speed
	+ Base Value: 8 distance units per second (u/s), plus 1 u/s per point in Speed (0.5 u/s for each point purchased by Biff), @ 100% value.
	+ Multipliers: Speed when not firing (default: 1.15x; multiplicative, always applied last), % Ship Speed (additive), Speed Aura (non-stacking)
* Ship Size - Modifies the size of the player ship and its hitbox.
	+ Base Value: 1.00x
	+ Multipliers: Ship Size (multiplicative)

### Utility Stats

* Aura Enhancement - Modifies the strength of all auras affecting the player ship. Defaults to 1.00x at 100% value.
	+ Aliases: Aura Amplification
* Kill Streak Counter Timeout - The maximum allowable time between consecutive kills of a killstreak. Defaults to approx. 4 seconds.
* Timescale - Modifies all time-dependent values and behaviors. Defaults to 1.00x; cannot be raised above 4.00x or lowered below 0.20x.
	+ Aliases: Passage of Time
	+ Multipliers: Timescale (multiplicative across all players)
* Bonus Point Mod - The proportion of total damage dealt which is added to the player's bonus score at the end of the level.
	+ Aliases: Bonus Points, Points when damaging enemies
	+ Base Value: 0.00x (0%)
	+ Multipliers: Bonus Point Mod (additive)
* Specials Per Ult - The number of Ultimate Ability Powerups required to manually activate an ultimate ability. Defaults to 1 powerup per use.
* Quantium Drop Modifier - Modifies the frequency of Quantium powerup drops from destroyed enemies. Defaults to 1.00x @ 100% value.
	+ Aliases: Powerup Drop Rate
	+ Multipliers: Quantium Drop Modifier (additive)
* Action Reload Time - The time required for an action ability to reload after use.
	+ Base Value: Varies with the action ability being reloaded. Defaults to 0.05 seconds if the player ship has no action abilities.
		- If more than one action ability is mapped to Action 1 (even if they come from the same fusion attachment), the base reload time for the entire set of action abilities is equal to ( t1 + t2/2 + t3/3 + ... ), where t1/t2/t3/... are the base reload times of the equipped action abilities with the longest/second-longest/third-longest/... reloads.
			* Example: If three action abilities are equipped at the same time with individual reload times of 4 seconds, 3 seconds, and 10 seconds, the overall base reload time becomes (10 + 4/2 + 3/3 =) 13 seconds.
	+ Multipliers: Action Reload Time (non-stacking), Action Joe (0.8x, multiplicative with other modifiers)
* Attachment Unlock Chance - Modifies the likelihood of unlocking new attachments from any source.
	+ Aliases: Unlock Chance, Attachment Unlock Modifier
	+ Base Value: 100% (1.00x) + permanent bonus from Large Cargo kills (default: +0%)
	+ Multipliers: Game Difficulty (multiplicative), Game Type (multiplicative), Attachment Unlock Chance (additive, always applied last)
* Attachment Upgrade Chance - Modifies the likelihood of unlocking upgraded variants of equipped attachments. Defaults to 1.00x @ 100% value.
	+ Aliases: Attachment Combine Modifier
	+ Multipliers: Attachment Upgrade Chance (additive)