The Hull Points of a ship. This is the amount of damage a ship can take before it is destroyed.
Increases the amount of damage a ship can deal. Most skills' damage is calculated based on attack, generally described in game as "damage" on a ships skill.
Mechanically, if a ship stated "150% Damage", this would be defined as:
Your Attack Value * 1.5 = Base Damage
There is never a variation range, all damage dealt is absolute.
In-game, this is purely defined as "lowers the incoming damage". In reality this is more complicated.
Defense values have diminishing returns, that is the higher the stat value, the less damage is reduced by.
For simplicities sake for now, see below for a reference chart of empirically derived damage reduction across a wide array of known defense values (orange crosses) with interpolation (blue circle).
With % reduction therefore known, the defense reduced damage you take is calculated as:
damage taken = incoming damage * (1 - ( %reduction / 100 ) )
Defined in game as "Increases the chance to apply debuffs". Although true, it should be noted that not ALL debuffs require hacking to apply. Currently, Frontiers defines debuffs that require hacking as "Inflict", whilst those that do not as "Apply".*
Debuff application is calculated as follows:
Your Hacking - Enemy Security = Percentage Chance to Apply Debuff
i.e if you have 200 Hacking, and the enemy has 170 Security, you would have a 30% chance to apply your debuff.
Therefore, to ensure 100% Debuff application, you would need 100 more hacking than your enemies security.
*This is correct for 90% of skills, however is not always consistent. SolidClouds are still iterating their tooltip formatting. Ask around official discord if unsure about a specific skill.
Defined in game as "Increases the chance to resist debuffs". As above, not all debuffs can be resisted. Those stated as "apply" are not subject to resist from security.
Enemy Hacking - Your Security = Percentage Chance to Apply Debuf
Therefore, to ensure 100% Debuff resist, you would need to equal the enemy hacking.
Important to note, when taking Affinity Advantage / Disadvantage into account, the + or - 25% is always applied to the offensive units hacking.
As stated in-game, this is the chance to apply a critical hit. Unless specifically stated in a units skill descriptions, all attacks and repairs can critically hit. Damage over Time, Repair of Time, and Detonations cannot critically hit.
Critical Rate is capped at 100%*, any % over this serves no current value.
*When at Affinity Disadvantage, the hardcap is 75%.
This determines how strong a critical hit will be. All critical damage is ontop of normal damage. That is a unit with 50% Critical Damage means a hit will deal your 150% of your normal damage.
The only role speed serves is to determine turn order in combat. Unless a skill specifically states it grants an extra action, you cannot have more than 1 turn per round of combat, regardless of how much higher your speed is compared to another.
If two units have identical speed, what determines who goes first is currently bugged*, and although turnorder is consistent, there isn't an apparent logic to it. When updated/fixed the intended order for determining speed ties is as follows:
1) whichever unit started the fight with more speed (Total unbuffed speed)
2) If still tied, Defending unit will go first
3) If still tied (i.e 2 ally units are still identical), tie is broken by physical position on the board (from Top Row to bottom, Back hex to front).
*Still bugged as of 22 Oct 2024