Skip to content

Stat curves

Pet stats do not all scale the same way. Each one follows one of three simple shapes, so you can tell what an extra point of a stat is worth. Drag the sliders below to see the real numbers.

ShapeStatsWhat to expect
Levels offDefense, Knockback Resist, Critical Chance, Jump and Dash RecoveryYou get a share of an effect, and each extra point is worth a little less than the last. The share climbs toward a limit and never quite reaches it. The stat that gives half of the limit is the number to remember.
Slows downAttack Speed, Agility, Attack Range, Pickup Range, Critical DamageEvery point counts in full up to a turning point. After that each point still helps, just less than before. It never stops growing.
Straight lineStrength, LuckTwice the stat, twice the effect.

These stats turn the part of the stat above a starting point into a share of a limit:

x=max⁡(stat−F, 0)share=limit×xx+(H−F)x = \max(\text{stat} - F,\ 0) \qquad \text{share} = \text{limit} \times \frac{x}{x + (H - F)}

FF is the stat that gives nothing, and HH is the stat that gives exactly half of the limit. Early points are worth the most. Each point after that is worth a little less, which is why the share never quite reaches its limit.

These stats count in full up to a turning point TT. Past it, each extra point counts for less. A larger GG means a gentler slowdown:

counts as={ss≤TT+G ln⁡ ⁣(1+s−TG)s>T\text{counts as} = \begin{cases} s & s \le T \\ T + G \,\ln\!\left(1 + \dfrac{s - T}{G}\right) & s > T \end{cases}

Every stat that slows down shares the same turning point, T=200T = 200. Each stat has its own GG, shown with it below.

Agility sets how fast your pet moves, how fast it swings mining tools, and how quickly loot closes on it. Movement speed follows the number your Agility counts as, compared with the starting value, so a pet at the starting Agility moves at the normal speed. While your pet is on the ship, deck movement is held to a readable top speed.

For this stat, G=100G = 100.

Attack Range is how far your attacks and tools reach. Every point counts in full up to the turning point, then each point counts for less.

For this stat, G=50G = 50. Pickup Range uses the same GG.

Attack Speed makes your weapons fire or swing faster. Every point counts in full up to the turning point, then each point counts for less. Your weapon’s speed follows the number it counts as, so a pet that counts as twice the starting Attack Speed fires twice as fast.

For this stat, G=100G = 100.

Critical Chance is the odds that a hit lands as a critical hit. It climbs toward a highest possible chance and never quite reaches it. It counts from zero, so every point helps.

chance=cmax⁡×Critical ChanceCritical Chance+H\text{chance} = c_{\max} \times \frac{\text{Critical Chance}}{\text{Critical Chance} + H}

cmax⁡=0.5c_{\max} = 0.5 is the highest chance a pet can reach (as a fraction of 1), and H=900H = 900 is the Critical Chance that gives exactly half of it.

Critical Damage sets how much extra damage a critical hit deals. Critical Damage slows down past the turning point, and the result divided by 100 is the damage multiplier. A critical hit never deals less than a normal hit.

multiplier=max⁡ ⁣(1, counts as100)\text{multiplier} = \max\!\left(1,\ \frac{\text{counts as}}{100}\right)

For this stat, G=100G = 100.

Defense blocks a share of the damage enemies deal to your pet. Defense above the starting value blocks more, but every extra point blocks a little less than the one before, and no amount blocks everything. Defense also adds energy to your plasma shield.

x=max⁡(Defense−F, 0)blocked=xx+(H−F)x = \max(\text{Defense} - F,\ 0) \qquad \text{blocked} = \frac{x}{x + (H - F)}

F=100F = 100 is the Defense that blocks nothing, and H=1000H = 1000 is the Defense that blocks exactly half. Defense at or below FF never makes you take extra damage.

Recovery shortens the wait between jumps (and dashes) on exploration runs. A pet at the starting Recovery waits the full base time. Recovery above that removes a share of the wait, each point a little less than the last, and the wait never drops to zero.

x=max⁡(Recovery−F, 0)reduction=rmax⁡×xx+Dcooldown=base×(1−reduction)x = \max(\text{Recovery} - F,\ 0) \qquad \text{reduction} = r_{\max} \times \frac{x}{x + D} \qquad \text{cooldown} = \text{base} \times (1 - \text{reduction})

F=100F = 100 is the starting Recovery, rmax⁡=0.8r_{\max} = 0.8 is the largest share of the wait that can be removed, and D=300D = 300 is how far above FF you need to be to remove half of that. The base waits are 5 s for a jump and 5 s for a dash.

Training multiplies your pet’s Recovery by a percentage, so food bonuses and training both count toward the same curve.

Jump

Dash

Knockback Resist blocks a share of how far enemy hits shove your pet. It works like Defense, with its own numbers, and no amount makes your pet immune.

x=max⁡(Resist−F, 0)blocked=xx+(H−F)x = \max(\text{Resist} - F,\ 0) \qquad \text{blocked} = \frac{x}{x + (H - F)}

F=100F = 100 is the Knockback Resist that blocks nothing, and H=1000H = 1000 blocks exactly half.

Pickup Range is how far your pet collects loot from. It slows down the same way Attack Range does.

It uses the same GG as Attack Range, G=50G = 50.