# Ship Stats

Anatomy of a Ship

Ship stats dictate a number of aspects within the DEEPSPACE metaverse and are used in all stages of the game.

All ship stats are determined at time of ship minting and can be upgraded by the owner by using resources. Luck can only be upgraded by 10 points and only with a special item called a Lucky Charm

Each ship class has it's own range and maximum value for each stat as explained on the Ship Classes page

## Star Rating and Level

Ship star rating and level is determined by the total sum of a ships stats.

The following level currently defines the star rating of a ship:

1 Star: 1 - 284

2 Star: 285 - 352

3 Star: 353 - 424

4 Star: 425 - 465

5 Star: 466 - 570

## General Stats

#### Luck

Luck is the most prevalent stat on a ship. It is used in all stages of the game including open space exploration and discovery, mining, and combat. Luck has minor use in most game algorithms. For example, your chances of getting attacked while mining may be reduced slightly with higher luck, or you may have a slightly less chance of missing an attack in combat with higher luck. In exploration, luck can help you find extra resources in Lost Cargo. Luck is a modifier stat and low luck will not result in "bad luck".

Luck can only be upgraded by finding the elusive Lucky Charm. Each ship is limited to only 10 points of Luck upgrade.

#### Speed

Speed is used to determine the movement speed of ships in both open space exploration as well as combat. Your maximum speed in exploration is determined by the average speed of your selected fleet, and is weighted heavily by the speed of your Lead Ship. In combat, the number of tiles a ship may move in a turn is determined by it's speed.

#### Mining

Both the amount of resources a ship mines per turn and the capacity to carry resources is affected by its mining stat. A ship with a mining stat of 100 can carry 100 resources. The Mining stat also impacts the ability to salvage wrecked ships found during the exploration phase.

#### Max Health

A defines the maximum amount of health a ship has and how much damage it can withstand before being destroyed. Ships that reach 0 health will be unusable until they are repaired to 1 or more health.

You will retain ownership of destroyed ships, however, they will be disabled in your inventory and unable to be used until they are repaired.

## Combat Stats

Combat stats are used in combat and also when fending off pirates in exploration. The higher your combat stats are the fewer resources a pirate will be able to pillage from you if caught.

#### Attack

Attack determines the amount of damage you do when attacking another ship using your standard attack. When using a ship's standard attack, the enemies Shields will be used to defend the attack. An enemy ship with a lower shield stat will be more vulnerable to a ship with a high attack.

#### Special Attack

Special attack is an alternate weapon system that can be used to attack your enemy. Enemy ships will defend against special attacks with their special defenses. A ship with a high special attack will be more effective against a ship with low special defense.

#### Shields

Shields reduce the amount of damage you take when attacked by an enemy's standard attack.

#### Special Defense

Special defense reduces the amount of damage you take when attacked by an enemy's special attack.

## Minting - Stat Generation and Odds

### Odds

Star Rating | Percent Chance | Odds |
---|---|---|

1 | 52% | 1 in 2 |

2 | 40% | 1 in 3 |

3 | 7% | 1 in 15 |

4 | 0.13% | 1 in 735 |

5 | 0.004% | 1 in 26,000 |

### Stat Generation Details

Stat generation is done in a very simple method, that is a little more complex to explain and even more so to place exact odds on.

Each stat is generated by creating a large set of numbers using a weighted system, with lower numbers being more common than higher numbers. From this set of numbers, a number position is randomly selected using ChainLink VRF and the value at the position selected will become the value of the stat.

### Working Example

To illustrate how this works, below is an example using stat values of only 1-5. For the sake of this example, assume the minimum stat value can be 1, and the maximum can be 5.

1

12

123

1234

12345

This results in a set of numbers to select from as shown below, each number in a specific position or "slot".

111112222333445

In total for this example, there are 15 potential numbers to select from when determining a stat during ship minting. A stat value of 1 appears 4 times, giving this a 4 in 15 chance to be selected. Similarly there is a 2 in 15 chance of getting a 4, or a 1 in 15 chance of selecting a 5 in this above example.

In our example with 15 numbers present in our slots, we will randomly select a number from 1 to 15, and the value in the slot number selected becomes the value of the stat. In this example, if the random number turns up 14, than the stat would be a 4 because the number 4 is in the 14th position or slot. Likewise because the number 4 is also in the 13th slot, a random number generation of 13 would also result in a stat value of 4.

This system functions between the minimum and maximum of a stat for a given ship class. See Ship Classes for details on min and max stat values per class.

When extrapolated to a maximum stat value of 100, this results in there being a 1 in 5050 chance of the stat being 100, as there are 5050 numbers to select from, and the number 100 only occurs once. There would than be 2 chances for a 99, 3 chances for a 98, and so forth...

### Flattening Factor - Improving the odds

To make it a little more likely to obtain higher level stats, we have introduced a "flattening" concept, which adds additional chances for the highest value stat to be selected at random.

Simply put, flattening shifts the line on the chart above up, making each value across the board shift upwards, slightly increasing the odds of getting a higher value because more of them are present in the list of numbers.

We are using a flattening factor of 5. This gives the highest possible outcome 4 additional chances to be selected by adding it to the number list 5 times, instead of 1.

For example, with a flattening of 5, assuming a stat maximum is 100, the final numbers added would look like this:

(97, 8 times)(98, 7 times)(99, 6 times)(100, 5 times)

Rather than having only 1 chance to mint the stat as a 100 and 2 chances for a 99, there are now 5 chances to mint it as 100, and 6 chances to mint a 99.

This increases the chances that a stat value of 100 is selected by increasing the odds to 5 in 5499 rather than 1 in 5050.

In this case, a random number from 1 to 5499 is selected. The number selected represents the "slot" or index of the value to select. For example, if the random number generated is between 5495 and 5499, the stat value will be 100.

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