Quantum Tuning

Junker T.09 allow your clone to tune its pieces of equipment or weapons against materials and tokens.

Where to and How to

1) Head over to workshop and select the quantum tuning option.

Workshop module options.

2) Select a piece of equipment.

Quantum Tuning section showing the players warehouse.

3) Select enough materials from the rarity required and click on Tune Up.

Preparing the tuning process on common Pilot Pants.

4) Check the perk you've got, repeat the process. Use Randomize option whenever you want to reroll all the stats.

Check the tuning perk.

5) On Allocated and Printed equipment, you can use the lock/unlock exclusive feature to preserve one stat when you randomize others.

Allocated weapon with stats lock option visible.

Add a new Random Quantum stat to an equipment :

Tune Up option.

Quantum scalability

Depending on your items rarity and type, you will be able to add to add a certain amount of Quantum Stat on each piece of equipment

  • Crafted and Printed equipment :

    • Common : up to 1 QT stat

    • Rare/Epic : up to 2 QT stat

    • Legendary/Ultimate : up to 3 QT stat

  • Allocated equipment :

    • Common : up to 2 QT stat

    • Rare/Epic : up to 3 QT stat

    • Legendary/Ultimate : up to 5 QT stat

Be aware that you can only add 1 Quantum per items by default. Unlock more Quantum slots by upgrading the Quantum Station to unlock T2 to T5.

Tiers

Adding Quantum Stats on equipment will define from which Tier it belongs. While an equipment without any Quantum is called Tier 0 (T0), one with 1 Quantum will be called Tier 1 (T1) and one with 3 Quantum, Tier 3 (T3).

Tiers does not rely on equipment rarity as both Epic and Legendary equipment with 2 Quantum on it will be called T2.

Tuning Methods

Any clone will have access to either Tune up and Randomize tuning methods to make its equipment stronger than ever. Those will cost Actium/Constructium depending of the method used and consumes materials. The rarer your equipment is, the rarer the materials requirement will become.

Prices per Rarity / Tier / Tuning Method

For instance, Tuning up a Legendary Pilot Helmet T2 to T3 will require 6000 Actium and 3 Legendary materials. Randomizing its stats afterward will cost 2500 Constructium and 3 Legendary materials too.

Tune up and Randomize T4 and T5 (available on allocated equipment) cost the same as T3.

Quantum available Stats

The below list shows all Quantums you can add onto your equipment by using the Quantum Station SHIP module. Make sure you have upgraded it to unlock further Quantum slots on you equipment. Be aware that some quantum stats can only be associate to specific gears or weapons. Learn more about a specific stat by heading over the STATS section.

Stats
Min
Max
Compatible equipment(s)
Description

Accuracy

1%

10%

weapon, helmet

Determines how effectively the clone hits its target without missing.

Accuracy cap

0.2%

2%

helmet

This cap indicates the maximum difference in accuracy that can be applied between the clone's accuracy and the enemy's evasion.

Backpack size

1

10

backpack

Determines the number of items that a clone can carry on its back during a mission.

Chemical damage

1

10

weapon, pet

Chemical damage ignores defense but can be mitigated by chemical resistance.

Chemical resistance

1%

10%

body_armor, helmet, boots, pants, hand_armor, backpack

Type of defense which reduces a percentage of the chemical damage.

Chemical damage block

1%

10%

body_armor, helmet, boots, pants, hand_armor, backpack

Probability (%) to reduce the chemical damage of an attack by half (applied before resistances).

Combat regeneration

0.1%

0.5%

body_armor, helmet, boots, pants, hand_armor, backpack

Every round during combat, regenerate a bit of HP(% of max HP).

Crit damage

5%

50%

weapon, hand_armor, pet

Indicates the additional damage dealt (multiplier) in the case of a critical attack.

Crit chance

1%

10%

weapon, hand_armor, pet

Indicates the probability for the clone to perform a critical attack.

Damage

1

10

weapon, pet

Determines the physical damage dealt by the clone.

Defense

1

10

body_armor, helmet, boots, pants, hand_armor, backpack, pet

Determines how effectively the clone can reduce physical damage received from enemies.

Defense multiplier

2%

10%

pet

Increase physical defense by x%.

Disengage

1%

5%

pet

Chance to increase range during battle if not at max range and range state.

Durability damage reduction

5%

30%

body_armor, helmet, boots, pants, hand_armor, weapon

Mitigate the loss of durability of an item by a certain percentage when it is damaged.

Drop chance multiplier

1%

5%

pet

Increase or decrease mission drop chances.

Electrical damage

1

10

weapon, pet

Electrical damage ignores defense but can be mitigated by electrical resistance.

Electrical resistance

1%

10%

body_armor, helmet, boots, pants, hand_armor, backpack

Type of defense which reduces a percentage of the electrical damage.

Electrical damage block

1%

10%

body_armor, helmet, boots, pants, hand_armor, backpack

Probability (%) to reduce the electrical damage of an attack by half (applied before resistances).

Enemy armor bypass

0.5%

5%

weapon

The probability to completely ignore the enemy's physical defense on a hit.

Enemy crits reduction

1%

10%

body_armor, helmet, boots, pants, hand_armor

Reduce enemy chance to hit with critical attack.

Enemy crits resistance

1%

10%

body_armor, helmet, boots, pants, hand_armor

Reduce enemy critical attack damage multiplier.

Enemy drop chance

2%

10%

pet

Increase enemy drop chance by +x%.

Enemy armor reduction

1%

10%

weapon

Capacity to reduce the enemy's physical defense by a given percentage.

Evasion

1%

10%

pants

Determines the clone's effectiveness in dodging enemy attacks.

Evasion cap

0.2%

2%

pants

This cap indicates the maximum difference in evasion that can be applied between the clone's evasion and the enemy's accuracy.

Exploration speed

0.1 sec/speed

0.25 sec/speed

boots

Reduces the time required to complete a level by X second(s) for each SPEED point the clone has.

Exploration speed cap

1 sec

10 sec

boots

Increase the exploration speed cap beyond the standard limits.

HP Regen

1

5

hand_armor, pet

Determines how quickly the clone can heal and regain HP in between combats.

Life steal

2%

20%

melee_weapon

When hitting the enemy, regenerate a portion of the HP(% of total damage).

Melee defense

1%

10%

body_armor, pet

Reduce all damage received from melee attacks by a given percentage.

Max Durability damage reduction

0.5%

7%

body_armor, helmet, boots, pants, hand_armor, weapon

Mitigate the loss of maximal durability of an item by a certain percentage when repairing it.

Max Durability increase

200

2000

body_armor, helmet, boots, pants, hand_armor, weapon

Increase the maximum durability of an item.

Max HP

15

150

body_armor, helmet, boots, pants, hand_armor, backpack, pet

Clone's health points (HP). If the clone's HP reach 0, it will cease its mission, seeking refuge to recover.

Physical to Electrical damage

2%

20%

weapon

Converts a portion of the physical damage into electrical damage.

Physical damage block

0.5%

5%

body_armor, helmet, boots, pants, hand_armor, backpack

Probability (%) to reduce the physical damage of an attack by half (applied before defense).

Physical to Chemical damage

2%

20%

weapon

Converts a portion of the physical damage into chemical damage.

Range

1

3

range_weapon

Indicates the maximum distance from which the clone can attack its enemy.

Range defense

1%

10%

body_armor, pet

Reduce all damage received from ranged attacks by a given percentage.

Recovery speed

2%

15%

body_armor, backpack, pet

Increase clone healing amounts when clone is in recovery mode.

Reduce enemy regeneration

5%

40%

weapon, backpack, pet

Reduce the enemy's ability to regenerate HP during combat.

Speed

1

10

boots

Determines how quickly the clone completes levels and how frequently it can perform a double attack during combats.

Stun chance

1%

10%

weapon

Probability to stun the enemy. Stunned enemies skip their turn.

Stun resistance

1%

10%

body_armor, helmet, boots, pants, hand_armor, backpack

Chance to avoid being stunned.

Surprise chance

0.2%

2%

body_armor, helmet, boots, pants, hand_armor, backpack

Increase the chance to surprise an enemy when starting a fight.

Surprised chance reduction

0.2%

2%

body_armor, helmet, boots, pants, hand_armor, backpack

Decrease the chance to be taken by surprise when starting a fight.

Tokens mines multiplier

2%

10%

pet

Increase or decrease mission tokens mined amount.

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