Capital ship ability stats

Gleaned from the 1.05 reference info

Let's see if I can make the formatting more readable here than the last time I tried posting this...

TEC


Kol Battleship

Gauss Rail Gun
Gauss Rail Gun
Level available: 1 / 3 / 5
Antimatter cost: 75
Cooldown time: 6
Affects: enemy frigate, capital ship or structure
Range: 5000
Effect(s):
Damage: 300 / 550 / 800


Flak Burst
Level available: 1 / 3 / 5
Antimatter cost: 100 / 100 / 100
Cooldown time: 12 / 10 / 8
Affects: enemy strikecraft
Range: self
Area radius: 2400 / 3000 / 3600
Max targets: infinite
Effect(s):
Damage: 30 / 45 / 60


Adaptive Forcefield
Level available: 1 / 3 / 5
Antimatter cost: 40 / 50 / 60
Cooldown time: 45 / 40 / 35
Affects: self
Duration: 20 / 30 / 40
Effect(s):
Damage reduction: 15% / 25% / 35%
Shield bypass reduction: 25% / 45% / 60%


Notes: This is the only ability in the game that can reduce the effectiveness of Vasari phase missile shield bypass. The fully upgraded forcefield can be on at all times with no gaps as long as you have the antimatter.

Finest Hour (ultimate ability)
Level available: 6
Antimatter cost: 150
Cooldown time: 180
Affects: self
Duration: 60
Effect(s):
Autocannon splash radius: 1000
Autocannon splash damage: 60
Antimatter regeneration rate: 5
Hull repair rate: 10
Ability cooldown reduction: 20%

Notes: Better used in the middle of a battle rather than to start to get the full regen benefits.

Sova Carrier

Missile Batteries
Level available: 1 / 3 / 5
Antimatter cost: 125
Cooldown time: 50
Effect(s):
Creates Missile Battery (frigate)
Lifetime: 180
Hull points: 750 / 1000 / 1250
Hull repair rate: 1
Shields: 120 / 140 / 160
Shield regeneration: 1
Armor: 3.0 / 4.0 / 5.0
Armor class: light
Weapon: missile
Damage type: anti-medium
Range: 8500
DPS: 13.00 / 17.33 / 22.75

Notes: The Missile Battery acts as a stationary, hardier Javelis frigate, with upgrades increasing both its damage and survivability. It's considered a frigate, so research upgrades will also improve it like any other ship. The battery's range is less than that of a real Javelis, so you'll want to drop it closer to the action.

Embargo
Level available: 1 / 3 / 5
Antimatter cost: 85
Cooldown time: 120
Affects: enemy planet, enemy cargo ships
Area radius: planetary system
Max targets: infinite
Duration: 120
Effect(s):
Planet production stolen: 40% / 70% / 100%
Planet ship/structure build time increase: 30% / 60% / 100%
Disable Phase Jump (cargo ships)

Notes: Embargo steals based on what the target planet is producing, so save it for productive enemy planets and ones with heavy trade and/or refinery traffic, as it prevents the cargo ships from leaving the system.

Heavy Fighters
Level available: 1 / 3 / 5
Affects: own strikecraft
Duration: permanent
Effect(s):
Strikecraft damage increase: 10% / 20% / 30%
Strikecraft armor increase: 1.0 / 2.0 / 3.0

Notes: Despite the name, the buff applies for both fighters and bombers.

Rapid Manufacturing (ultimate ability)
Level available: 6
Antimatter cost: 120
Cooldown time: 120
Affects: self, friendly planet
Area radius: planetary system
Duration: 45
Effect(s):
Instant strikecraft creation
Planet ship/structure build time reduction: 30%

Notes: Use to replace strikecraft quickly if destroyed or to scrap your current squads and change your fighter/bomber ratio during a battle. The planetary build bonus is nice but brief, best used when you have multiple ships and/or structures building at a planet at once.

Akkan Battlecruiser

Ion Bolt
Level available: 1 / 3 / 5
Antimatter cost: 85
Cooldown time: 10 / 12 / 14
Affects: enemy frigate, capital ship or structure
Range: 7000
Duration: 3 / 5 / 7
Effect(s):
Interrupt
Disable abilities
Disable construction
Disable Phase Jump
Disable ship engines
Disable regeneration
Disable weapons

Notes: While this completely disables an enemy target, it's very brief, so save it for important targets and to cancel impending Phase Jumps. Generally inferior to the Reverie ability from the Advent Rapture Battlecruiser, although unlike Reverie it won't fail early if you focus fire on the disabled target. Can interrupt other enemy ship abilities.

Colonize +
Level available: 1 / 3 / 5
Antimatter cost: 90
Cooldown time: 120 / 90 / 60
Affects: colonizable planet, resource asteroids
Range: 5000
Duration: permanent
Effect(s):
Colonize planet
Free resource extractors: 0 / 1 / 2

Notes: The side effect with free resource extractors is pretty weak, so I'd spend my upgrades elsewhere after the initial point to get the crucial colonization ability.

Targeting Uplink
Level available: 1 / 3 / 5
Affects: friendly frigates, capital ships and structures
Range: self
Area radius: 8000
Duration: permanent (self), until out of range (others)
Effect(s):
Chance to hit increase: 5% / 10% / 15%
Weapon range increase: 6% / 12% / 20%

Notes: Most targets have a base chance to hit of 100%, so the increased accuracy is mainly useful for Garda flak frigates to hit the wilier strikecraft. Moving targets also are harder to hit, so this will give a better chance to nail targets on approach. Similarly, the weapon range increase is best used when you're not already engaged, so it most benefits the initial approach in battles and ships with long range (looking at you, Javelis).

Armistice (ultimate ability)
Level available: 6
Antimatter cost: 150
Cooldown time: 180
Affects: all frigates, capital ships, strikecraft and structures
Area radius: 12000
Max targets: infinite
Duration: 60 or until out of range
Pulse interval: 2
Effect(s):
Interrupt
Invulnerable
Disable abilities
Disable weapons

Notes: Pretty much a panic button to stage a getaway or prevent your fleet from getting wiped, as it prevents damage for everything around the Akkan. Could also be used to buy time for reinforcements to arrive.

Dunov Battlecruiser

Shield Restore
Level available: 1 / 3 / 5
Antimatter cost: 90
Cooldown time: 16
Affects: other friendly frigate, capital ship or structure with damaged shield
Range: 6000
Effect(s):
Shield restoration: 350 / 700 / 1050

EMP Charge
Level available: 1 / 3 / 5
Antimatter cost: 100 / 90 / 80
Cooldown time: 50 / 45 / 40
Affects: enemy frigates, capital ships and structures
Range: 4500
Area radius: 2500 / 3000 / 3500
Max targets: infinite
Effect(s):
Damage: 150 / 300 / 450
Antimatter removal: 50 / 100 / 150

Notes: Damages and drains all enemy ships and structures around the selected target. Unlike the Detonate Antimatter ability from the Advent Radiance Battleship, the enemy targets do not need to have an antimatter pool, so the EMP will still damage them. Best used to both damage and drain the antimatter of support cruisers and capital ships.

Magnetize
Level available: 1 / 3 / 5
Antimatter cost: 80
Cooldown time: 15
Affects: enemy frigate, capital ship or structure, enemy strikecraft
Range: 5000
Area radius: 5000 / 6000 / 7000
Max targets: 1 (frigate, capital ship or structure), 8 / 12 / 16 (strikecraft)
Duration: 10 / 12.5 / 15, or 8 / 12 / 16 strikecraft killed
Effect(s):
Disable abilities
Strikecraft collision damage: 25

Notes: Use on an enemy ship or structure with nearby enemy strikecraft to damage the target and thin out the enemy fighters. Poetic justice when used against carriers, but not useful when there's no enemy strikecraft around, although it will still disable abilities on the target regardless. Also possibly the funniest ability to see in action as the strikecraft get sucked towards the target. :LOL:

Flux Field (ultimate ability)
Level available: 6
Antimatter cost: 120
Cooldown time: 180
Affects: friendly ships and structures with antimatter pool
Range: self
Area radius: 4000
Duration: 60 or until out of range
Pulse interval: 2
Effect(s):
Ability antimatter cost reduction (non-ultimate): 300%

Notes: Greatly cheapens the cost of using abilities, so use it before throwing out other abilities from nearby ships.

Marza Dreadnought

Radiation Bomb
Level available: 1 / 3 / 5
Antimatter cost: 85
Cooldown time: 12
Affects: enemy frigate, capital ship or structure (initial damage), enemy frigates, capital ships and structures (radiation)
Range: 6000
Area radius: 1200 (radiation)
Max targets: 1 (initial damage)
infinite (radiation)
Duration: 20
Pulse interval: 2.5 (radiation damage)
Effect(s):
Initial damage: 125 / 250 / 375
Radiation damage rate: 7 / 14 / 21
Radiation damage duration: 5

Notes: It's difficult to figure out what this power does from the stats, so here's a walkthrough: Radiation Bomb does straight damage to a targeted enemy ship or structure. That target is then considered irradiated, and any enemy ships and structures within 1200 of the target take radiation damage until they either move out of range or the radiation on the target expires. As with other abilities with area effects, this is best used against tight clumps of enemies and also against stronger targets that survive long enough to fully spread the radiation damage.

Raze Planet
Level available: 1 / 3 / 5
Antimatter cost: 90 / 80 / 70
Cooldown time: 40 / 45 / 50
Affects: enemy planet
Range: 5000
Effect(s):
Shots fired: 2 / 4 / 6
Damage per shot: 80
Population killed per shot: 10

Notes: Fire off, damage planet. The in-game info doesn't really represent the effectiveness of this ability, as it doesn't mention that you get multiple damaging shots per use.

Incendiary Shells
Level available: 1 / 3 / 5
Affects: own autocannon/missile attacks
Duration: permanent
Effect(s):
Incendiary damage rate: 3.0 / 4.5 / 6.0
Incendiary damage duration: 15

Notes: Since this ability doesn't stack, further hits on the same target with your weapons just reset the damage duration.

Missile Barrage (ultimate ability)
Level available: 6
Antimatter cost: 150
Cooldown time: 240
Affects: enemy frigates, capital ships and structures
Range: self
Area radius: 10000
Max targets: infinite
Duration: 25
Interruptable
Channeling
Effect(s):
Missile salvos: 20
Salvo interval: 1.25
Damage per salvo: 150


Notes: The important thing to note about this ability is that it's channeling, so it will stop if you give the Marza other commands while it's firing, and that it takes a long time to finish. Turn off auto-everything when using this lest your capital ship decide it's a good time to, say, auto-attack a scout in the middle of your barrage. Again, the in-game info doesn't really describe what this ability does. Namely, while it's firing, the Marza shoots missiles at every target within range, each of which does 150 damage. If uninterrupted, the Marza will shoot 20 multiple-target missile salvos over 25 seconds. Obviously, this is best used against clusters of enemy targets around the Marza. Given that the Marza can't really move while firing, an enemy can move their ships out of range (or just interrupt the ability), but enemy structures within range and ships that don't notice the copious number of explosives spewing out of the Marza are fair game.

WARNING: This ability is broken in 1.05. The damage script doesn't properly stack, which prevents most of the damage from occurring. Easily fixable if you know how to tweak your BuffMissileBarrageHit.entity script, but if you are unable or unwilling to, Missile Barrage is essentially worthless.


Advent


Radiance Battleship

Detonate Antimatter
Level available: 1 / 3 / 5
Antimatter cost: 60
Cooldown time: 20
Affects: enemy frigate, capital ship or structure with antimatter pool
Range: 4500
Duration: 12 / 15 / 18
Effect(s):
Interrupt
Disable abilities
Damage rate: 16.67 / 26.67 / 33.33
Antimatter drain rate: 10

Notes: Both damages and drains an enemy target over time, so this is best used against larger targets so the ability can run for the full duration, although pesky support ships are also good. Can interrupt other enemy ship abilities, quite a nice ability for a frontline capital ship.

Animosity
Level available: 1 / 3 / 5
Antimatter cost: 65
Cooldown time: 35
Affects: enemy frigates, capital ships and structures
Range: self
Area radius: 3000 / 4000 / 5000
Max targets: 6 / 12 / infinite
Duration: 20
Effect(s):
Enemies forced to attack self

Notes: Occupy nearby enemy attention while the rest of your fleet hits them. Not the best power to use if your Radiance is heavily damaged (although at that point your enemy's probably focusing their attacks on you anyway). Make sure every enemy you want to affect is within range before using this, as it doesn't affect any enemies that wander within range after activation.

Energy Absorptive Armor
Level available: 1 / 3 / 5
Antimatter cost: 65
Cooldown time: 35
Affects: self
Duration: permanent
Effect(s):
Damage converted to antimatter: 5% / 10% / 15%
Armor increase: 1.0 / 2.0 / 3.0

Cleansing Brilliance (ultimate ability)
Level available: 6
Antimatter cost: 150
Cooldown time: 75
Affects: enemy frigates, capital ships and structures
Range: 8000
Beam radius: 1000
Max targets: infinite
Duration: 2 (charging), 8 (activated)
Interruptable
Channeling
Effect(s):
Damage rate: 250

Notes: Unlike most abilities that affect multiple targets, Cleansing Brilliance is in the form of a beam that damages anything in its path from the capital ship to the target. Thus, you want to aim at a target in the back of a group to maximize the number of targets. This combos well with Malice from the Progenitor Mothership, which multiplies the area effect damage for all targets with Malice caught in the beam's blast, although with the shortening of Malice's duration in 1.05, you'll need to cast them at the same time to get the most effect. Cleansing Brilliance is a channeling ability, so don't twiddle with your ship after telling it to fire. The damage rate is 250 per second, after all, so you definitely don't want to break out of firing early.

Revelation Battlecruiser

Reverie
Level available: 1 / 3 / 5
Antimatter cost: 75 / 75 / 50
Cooldown time: 15
Affects: enemy frigate or capital ship
Range: 8000
Duration: 20 / 30 / 40, or 200 / 300 / 400 damage taken by target
Effect(s):
Interrupt
Disable abilities
Disable construction
Disable Phase Jump
Disable ship engines
Disable regeneration
Disable weapons

Notes: While this can't target a structure like Ion Bolt from the TEC Akkan Battlecruiser can, in most respects this is a better ability, costing less antimatter and lasting longer, although the damage limit means the ability will quickly drop if you're trying to focus fire the target. Very effective if you use it more as a way to take a particular ship out of the battle for a long period of time while you clear out other enemies. Interrupts enemy (and friendly) abilities.

Guidance
Level available: 1 / 3 / 5
Antimatter cost: 75
Cooldown time: 20
Affects: other friendly frigate or capital ship with antimatter pool
Range: 6000
Duration: 15 / 30 / 45
Effect(s):
Ability cooldown rate reduction: 40%

Clairvoyance
Level available: 1 / 3 / 5
Antimatter cost: 80 / 70 / 60
Cooldown time: 20 / 15 / 10
Affects: planet
Range: infinite
Duration: 50 / 100 / 150
Stackable
Effect(s):
Planetary remote sensor

Notes: Great scouting tool, as it has unlimited range (assuming you know a planet even exists). While the effect lasts, you'll have realtime knowledge about the target planet.

Provoke Hysteria (ultimate ability)
Level available: 6
Antimatter cost: 150
Cooldown time: 180
Affects: enemy planet
Range: 5000
Duration: 5 (charging), 40 (activated)
Interruptable
Channeling
Effect(s):
Damage rate: 1%
Polulation kill rate: 0.75%

Notes: Unlike the other planet-killer abilities, this one does damage based on a percentage of the planet's max, so it's more effective against fully developed, heavily populated planets compared to, say, asteroids.

Progenitor Mothership

Colonize
Level available: 1 / 3 / 5
Antimatter cost: 90
Cooldown time: 120 / 90 / 60
Affects: colonizable planet
Range: 5000
Duration: permanent (colonize planet), 360 / 360 / 600 (planet upgrade cost reduction)
Effect(s):
Colonize planet
Planet upgrade cost reduction: 20% / 40% / 60%
Note: there's a short delay before the cost reduction kicks in.

Notes: The cost reduction is perhaps the best of the capital ship colonize abilities, and well worth waiting for, as there's a short delay after colonization before the reduction appears.

Malice
Level available: 1 / 3 / 5
Antimatter cost: 50
Cooldown time: 10
Affects: enemy frigates, capital ships and structures
Range: 8000
Area radius: 3000
Max targets: 8 / 16 / 24
Duration: 10
Stackable
Effect(s):
Damage propagation: 30%
Affects: other enemy frigates, capital ships, and structures affected by Malice
Area radius: 5000
Max targets: 8 / 16 / 24

Notes: This power has substantially changed as of 1.05. Malice now gives a straight 30% damage propagation to other targets, but the max targets is restricted. Furthermore, the damage isn't immediately applied. Rather, any damage taken by those affected by Malice is queued up, and after the buff elapses 10 seconds later, 30% of that damage is distributed to other Malice'd targets around each target. The antimatter cost and cooldown is now quite low, allow you to constantly throw Malice out with sufficient antimatter, but the target restrictions means Malice no longer can combo with Cleansing Brilliance to wipe out entire armies in one blast, although using both still works well to multiply area damage to a smaller set of targets.

Shield Regeneration
Level available: 1 / 3 / 5
Antimatter cost: 100
Cooldown time: 20
Affects: friendly frigates, capital ships and structures
Range: self
Area radius: 3000 / 3500 / 4000
Max targets: infinite
Duration: 8
Interruptable
Channeling
Effect(s):
Shield regeneration rate: 37.5 / 50.0 / 62.5

Notes: Turn it on, and all friendlies around the Mothership start regenerating their shields. One of the few non-ultimate abilities that channels, so be aware that you shouldn't give the Mothership any other orders while this is on.

Resurrection (ultimate ability)
Level available: 6
Antimatter cost: 100
Cooldown time: 120
Affects: other friendly capital ship
Range: 5000
Effect(s):
Transfer destroyed friendly capital ship level

Notes: As you might imagine, this is useless until you've had a capital ship go down.

Halycon Carrier

Telekinetic Push
Level available: 1 / 3 / 5
Antimatter cost: 90
Cooldown time: 10
Affects: enemy strikecraft
Range: self
Area radius: 4200
Max targets: infinite
Duration: 15
Effect(s):
Pushes strikecraft away from self
Damage: 20 / 30 / 40
Max speed reduction: 25% / 50% / 75%
Thrust reduction: 25% / 50% / 75%

Notes: Outside of Anima Tempest, this is the only ability the Halycon has that actually uses antimatter.

Adept Drone Anima
Level available: 1 / 3 / 5
Affects: own strikecraft
Duration: permanent
Effect(s):
Extra strikecraft per squadron: 1 / 2 / 3

Notes: This helps bombers more than fighters, as bomber squads have less strikecraft per squad to start, but regardless, this is still a significant upgrade to each squad.

Amplify Energy Aura
Level available: 1 / 3 / 5
Affects: friendly frigates, capital ships and structures with energy weapons
Range: self
Area radius: 8000
Max targets: infinite
Duration: permanent (self)
until out of range (others)
Pulse interval: 2.5
Effect(s):
Energy weapon cooldown reduction: 7.5% / 15.0% / 22.5%

Notes: Every weapon in the Advent arsenal is an energy weapon, so this is effectively a blanket weapon cooldown for any ships near the Halycon.

Anima Tempest (ultimate ability)
Level available: 6
Antimatter cost: 150
Cooldown time: 180
Effect(s):
Creates 30 strikecraft
Note: will divide strikecraft evenly between existing squads or create one squad of 30 bombers if no squads exist
Lifetime: 75

Notes: As if you didn't have enough strikecraft in space... The 30 extra strikecraft are split amongst your existing squads, so the ratio of fighters to bombers you get is dependent on the ratio you are already fielding.

Rapture Battlecruiser

Vertigo
Level available: 1 / 3 / 5
Antimatter cost: 75
Cooldown time: 20
Affects: enemy frigates and strikecraft
Range: 4500
Area radius: 2000 / 2500 / 3000
Max targets: infinite
Duration: 25
Effect(s):
Weapon cooldown increase: 10% / 20% / 30%
Accuracy reduction: 10% / 20% / 30%

Vengeance
Level available: 1 / 3 / 5
Antimatter cost: 75
Cooldown time: 30 / 35 / 45
Affects: friendly frigate, capital ship or structure
Range: 6000
Duration: 20 / 30 / 40
Effect(s):
Damage retaliation: 40% / 80% / 120%

Notes: Put this on a friendly taking fire and watch the attackers crumble. At the highest level this actually reflects more damage back to the attacker than they dished out. Best used on something that can survive long enough for the duration to be effective, plus something that's of course being fired on in the first place.

Concentration Aura
Level available: 1 / 3 / 5
Antimatter cost: 75
Cooldown time: 30 / 35 / 45
Affects: friendly frigates, capital ships and structures with strikecraft
Range: self
Area radius: 8000
Max targets: infinite
Duration: permanent (self), until out or range (others)
Pulse interval: 2.5
Effect(s):
Strikecraft damage increase: 10% / 20% / 30%

Notes: This doesn't actually affect strikecraft directly. Rather, the effect targets friendly carriers and hangars, which then pass on the damage bonus to their linked strikecraft. You could be huddled with a bunch of Aeria Drone Hosts in a corner and their strikecraft would still be doing more damage. As you might expect, this doesn't do much if you're not fielding any strikecraft, and the Rapture itself only fields a few.

Domination (ultimate ability)
Level available: 6
Antimatter cost: 150
Cooldown time: 90
Affects: enemy frigate
Range: 6000
Duration: 10
Effect(s):
Gain control

Notes: Best used on the nastiest enemy frigate you can find, with heavy cruisers making juicy targets, preferably not one you've already beaten the bejeezus out of. Also useful for taking over annoying support cruisers with antimatter left and turning their abilities against their owner.


Vasari


Kortul Devastator

Power Surge
Level available: 1 / 3 / 5
Antimatter cost: 60
Cooldown time: 30 / 35 / 40
Affects: self
Duration: 20 / 25 / 30
Effect(s):
Weapon cooldown reduction: 25% / 50% / 75%
Shield regeneration rate: 0.75 / 1.50 / 2.25

Jam Weapons
Level available: 1 / 3 / 5
Antimatter cost: 75
Cooldown time: 15
Affects: enemy strikecraft
Range: self
Area radius: 3500 / 4500 / 5500
Max targets: infinite
Duration: 15 / 25 / 35
Effect(s):
Disable weapons

Notes: Only disables the strikecraft weapons rather than outright destroying them. On the other hand, the area is quite large, and the duration is decently long.

Disruptive Strikes
Level available: 1 / 3 / 5
Affects: own wave/beam attacks against enemies with antimatter pools
Duration: permanent
Effect(s):
Chance: 35%
Antimatter removal: 8 / 12 / 16
Ability cooldown increase: 10% / 20% / 30%
Disruption duration: 10

Notes: Nice when it works, but not as reliable as other permanent self-buffs. But hey, it's free to use.

Volatile Nanites (ultimate ability)
Level available: 6
Antimatter cost: 150
Cooldown time: 180
Affects: enemy frigates, capital ships and structures
Range: 6000
Area radius: 2000
Max targets: infinite
Duration: 60
Stackable
Effect(s):
Incoming damage increase: 30%
Damage to enemies on death: 150
Damage on death area radius: 1000

Notes: This ability has two effects: one, it increases damage done to affected targets; and two, any of those targets that blow up cause damage to nearby enemy ships and structures. While the damage increase is nice against anything, this is most effective against groups of lighter targets that you can quickly destroy to take the most advantage of the death damage.

Skirantra Carrier

Repair Cloud
Level available: 1 / 3 / 5
Antimatter cost: 100 / 90 / 80
Cooldown time: 12
Affects: friendly frigates, capital ships, strikecraft and structures
Range: self
Area radius: 3000 / 3500 / 4000
Max targets: infinite
Duration: 10
Effect(s):
Hull repair rate: 20 / 25 / 30

Notes: Repair Cloud is an instant-use ability, so all friendlies you want to repair will need to be in range the imoment you use it.

Scramble Bombers
Level available: 1 / 3 / 5
Antimatter cost: 100 / 75 / 50
Cooldown time: 60
Effect(s):
Creates bomber squadron
Lifetime: 120

Notes: As you might expect, a full bomber squadron appears when you use this. The bomber squadron is no different than any other, so the only benefit to increasing the level of this ability is the lower antimatter cost.

Microphasing Aura
Level available: 1 / 3 / 5
Affects: friendly strikecraft
Range: self
Area radius: 8000
Max targets: infinite
Duration: until out of range
Pulse interval: 4 / 4 / 3
Effect(s):
Chance: 20% / 30% / 30%
Teleportation range: 750
Invulnerable
Teleportation duration: 1

Notes: A rather bizarre ability, this permanent aura gives any friendly strikecraft within range a small chance to teleport 750 towards their target. During the second-long teleport, the strikecraft is immune to damage. This is the only ability where upgrading affects the pulse interval; normally, you only get a chance to teleport every 4 seconds, but when fully upgraded, you get a check every 3 seconds.

Replicate Forces (ultimate ability)
Level available: 6
Antimatter cost: 125
Cooldown time: 180
Affects: own frigate
Range: 6000
Effect(s):
Creates three copies of frigate
Lifetime: 150

Notes: This ability is only as good as your surrounding fleet. Much better to copy a heavy cruiser rather than a scout, right? Although hey, if you really need the scouting... Also flexible enough to copy support cruisers for instant-use abilities, although the clones only come with half of their antimatter pool to start. The Bombardment Platform is also a valid target if you need to speed up your planet bombing and your Skirantra is hanging around a Vulkoras Devastator; siege frigates will do in a pinch.

Jarrasul Evacuator

Colonize
Level available: 1 / 3 / 5
Antimatter cost: 90
Cooldown time: 120 / 90 / 60
Affects: colonizable planet
Range: 5000
Duration: permanent (colonize planet), 240 / 480 / 720 (structure build time reduction)
Effect(s):
Colonize planet
Structure build time reduction: 20%
Note: there's a short delay before the build time reduction kicks in.

Notes: The build time reduction bonus goes from decent to enormously long with a full upgrade. Remember, you need to wait a bit before the bonus kicks in after colonization.

Gravity Warhead
Level available: 1 / 3 / 5
Antimatter cost: 100
Cooldown time: 25
Affects: enemy frigates and capital ships
Range: 6000
Area radius: 3000 / 3500 / 4000
Max targets: infinite
Duration: 12 / 15 / 18
Effect(s):
Max speed reduction: 30% / 45% / 60%
Thrust reduction: 60% / 80% / 120%
Disable Phase Jump

Notes: Mainly useful to prevent enemies from fleeing a system so you can finish mopping them up.

Nano-Disassembler
Level available: 1 / 3 / 5
Antimatter cost: 75
Cooldown time: 12
Affects: enemy frigate, capital ship or structure
Range: 6000
Duration: 20 / 30 / 40
Effect(s):
Damage rate: 30
Armor reduction: 2.0 / 4.0 / 6.0

Notes: Best used against a hard-to-crack target that you can then focus fire. While the damage rate stays the same, the higher armor reduction and duration at higher levels effectively makes the overall damage higher.

Drain Planet (ultimate ability)
Level available: 6
Antimatter cost: 150
Cooldown time: 180
Affects: enemy planet
Range: 6600
Duration: 5 (charging), 30 (activated)
Interruptable
Channeling
Effect(s):
Damage rate: 45
Population kill rate: 2
Resource rate: 15

Notes: As with other channeling abilities, ordering your capital ship to do something else breaks this ability's use. The resource rate boost is for metal and crystal and is a flat rate, rather than depending on how productive the target enemy planet is.

Antorak Marauder

Phase Out Hull
Level available: 1 / 3 / 5
Antimatter cost: 60 / 50 / 40
Cooldown time: 5 / 3 / 2
Affects: friendly or enemy frigate, capital ship or structure
Range: 7000
Duration: 6 / 8 / 10
Effect(s):
Interrupt
Invulnerable
Disable abilities
Disable construction
Disable Phase Jump
Disable ship engines
Disable regeneration
Disable weapons
Phase out (cannot be targeted)

Notes: This acts differently than Ion Bolt and Reverie because the target is essentially removed from the battle temporarily rather than crippled and vulnerable. With the short cooldown, you can use this to keep multiple enemy ships on the sidelines or to delay the destruction of some of your own ships. Be careful about putting this on auto as you can quickly drain your antimatter.

Distort Gravity
Level available: 1 / 3 / 5
Antimatter cost: 65
Cooldown time: 45
Affects: friendly frigates and capital ships
Range: self
Area radius: 5000
Max targets: infinite
Duration: 30
Effect(s):
Max speed increase: 33% / 66% / 100%
Thrust increase: 50% / 75% / 100%
Gravity well range to Phase Jump reduction: 8% / 16% / 24%

Notes: Great for chasing down fleeing enemies, closing on soft targets in the rear of a formation, or conversely making your getaway or simply your travel go faster.


Subversion
Level available: 1 / 3 / 5
Antimatter cost: 100 / 90 / 80
Cooldown time: 50 / 45 / 40
Affects: enemy planet
Range: 5000
Duration: 300 / 450 / 600
Stackable
Effect(s):
Structure build time increase: 15% / 30% / 45%
Ship build time increase: 15% / 30% / 45%
Planetary remote sensor

Notes: While the penalties are modest, the duration is quite long, and the sensor allows you to spy in on the enemy the entire time. You can also stack multiple instances on the same planet to increase the penalties.

Stabilize Phase Space (ultimate ability)
Level available: 6
Antimatter cost: 100
Cooldown time: 120
Affects: self
Range: 6600
Duration: 75
Interruptable
Channeling
Effect(s):
Acts as Phase Stabilizer structure

Notes: Powerful, but you need to be prepared: you need to have Phase Stabilizers built and a fleet ready to send over if you're bringing in reinforcements. Also useful as a way to quickly send a defense force (sans the Marauder, which can't use its own virtual Phase Stabilizer) back to any of your planets with a Phase Stabilizer.

Vulkoras Destroyer

Phase Missile Swarm
Level available: 1 / 3 / 5
Antimatter cost: 90
Cooldown time: 15
Affects: enemy frigates, capital ships and structures
Range: self
Area radius: 5000
Max targets: 3 / 5 / 7
Effect(s):
Damage: 200 / 400 / 600

Notes: Use it, love it, don't waste it by being impatient and firing before you get multiple nearby enemies in range.

Deploy Siege Platform
Level available: 1 / 3 / 5
Antimatter cost: 100
Cooldown time: 55
Affects: enemy planet
Range: 2600
Effect(s):
Creates Bombardment Platform (frigate)
Lifetime: 180
Hull points: 735
Hull repair rate: 1
Armor: 2.0
Armor class: light
Range: 3000
Bombardment damage: 20 / 26 / 32
Population killed: 1.1 / 2.2 / 3.3

Notes: Be careful to move extremely close to the planet *before* activating this, as you can sometimes deploy the platform outside of its range, rendering it useless. The platform itself is a siege-frigate-on-a-stick, although it has no shields, making it more fragile than a real Karrastra Destructor despite its higher hull points.

Assault Specialization
Level available: 1 / 3 / 5
Affects: own phase missile weapons/bombardment
Duration: permanent
Effect(s):
Phase missile damage to enemy structures: 60 / 120 / 180
Bombing cooldown reduction: 25% / 50% / 100%

Notes: The bonus damage to structures is in addition to the damage the missiles themselves will do.

Disintegration (ultimate ability)
Level available: 6
Antimatter cost: 150
Cooldown time: 120
Affects: enemy frigate, capital ship or structure (damage), self (hull repair)
Range: 6000
Duration: 2 (charging), 8 (activated)
Interruptable
Channeling
Effect(s):
Damage rate: 200
Nanite hull repair pulses: 6
Repair pulse interval: 1.5
Hull repair per pulse: 187.5

Notes: Six pulses means 1125 points of hull repair if Disintegration is uninterrupted.
63,131 views 12 replies
Reply #1 Top
Nice! Thank you!
Reply #2 Top
Updated Malice and Missile Barrage for 1.05.
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Reply #3 Top
Another helpful read. A sticky would be lovely.
Reply #4 Top
Updated Malice and Missile Barrage for 1.05.


Missile Barrage was broken since Sins initial release..It never work as DEV planed.

And If work correctly, missile barrage will one of the most powerful ability in Sins. It can literally wipe out every frigates in 10000radius by single(well 20 actully) shot.
Reply #5 Top
Holy hell! I've needed this for fixing what abilities to what ships for my new race mod! You've made life much easier, thank you!
Reply #6 Top
Very informative and well-presented. Thanks Mongoose :D
Reply #7 Top
Missile Barrage was broken since Sins initial release..It never work as DEV planed.And If work correctly, missile barrage will one of the most powerful ability in Sins. It can literally wipe out every frigates in 10000radius by single(well 20 actully) shot.


Well, in practice I've fixed the ability on my personal machine the same way you stated before, and it's not quite that powerful because of shield mitigation. 25 seconds is plenty of time for mitigation to ramp up or ships to simply get out of the way (especially when your graphics mod makes the barrage so easy to see). :CONGRAT: Compare that to Cleansing Brilliance, which does 2000 damage, but it's a concentrated 8 seconds, so the damage is laid on thick. But yes, when it works correctly, small things tend to die around the Marza. :d Too bad it doesn't work. :SNIFF!:
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Reply #8 Top
But yes, when it works correctly, small things tend to die around the Marza. Too bad it doesn't work.


As far as I know, Bailknight's graphics mod fixes it. I don't know about multiplayer matches, but combined with the level 3 radiation bomb it can take out almost any AI fleet.
Reply #9 Top
I had a question about this part of the original post:

"WARNING: This ability is broken in 1.05. The damage script doesn't properly stack, which prevents most of the damage from occurring. Easily fixable if you know how to tweak your BuffMissileBarrageHit.entity script, but if you are unable or unwilling to, Missile Barrage is essentially worthless."

Is there a tutorial somewhere that could show me how to fix the particular file, and if I do so will it a) be fixed in MP and b) still let me play with my friends w/o problems.

Ironclad is aware of the problem correct? Perhaps a fix is in the works in the vaunted v1.1 patch.
Reply #10 Top
I had a question about this part of the original post:"WARNING: This ability is broken in 1.05. The damage script doesn't properly stack, which prevents most of the damage from occurring. Easily fixable if you know how to tweak your BuffMissileBarrageHit.entity script, but if you are unable or unwilling to, Missile Barrage is essentially worthless."Is there a tutorial somewhere that could show me how to fix the particular file, and if I do so will it a) be fixed in MP and b) still let me play with my friends w/o problems.Ironclad is aware of the problem correct? Perhaps a fix is in the works in the vaunted v1.1 patch.


Apparently there is indeed a fix for the Missile Barrage in 1.1.
Reply #11 Top

This post deserves to be bumped.  Really should have been stickied, IMO.  Hopefully someone will update it for 1.1 changes.

Regards, Obi 1

Reply #12 Top

WOW very very good post. Thanks for all that info. Really helps cos i havent found a very indepth description of the abilites caps have so thanks mongoose