Quantum Tuning
Junker T.09 allow your clone to tune its pieces of equipment or weapons against materials and tokens.
Last updated
Junker T.09 allow your clone to tune its pieces of equipment or weapons against materials and tokens.
Last updated
1) Head over to workshop and select the quantum tuning option.
2) Select a piece of equipment.
3) Select enough materials from the rarity required and click on Tune Up.
4) Check the perk you've got, repeat the process. Use Randomize option whenever you want to reroll all the stats.
5) On Allocated and Printed equipment, you can use the lock/unlock exclusive feature to preserve one stat when you randomize others.
Add a new Random Quantum stat to an equipment :
Check Quantum scalability to understand how many quantum can be added per equipment.
Check Tuning Methods to understand the costs and requirements to perform this action.
Check Quantum available Stats to see all Quantums available and their range values.
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.
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.
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.
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.
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.
Max HP
15
150
body_armor, helmet, boots, pants, hand_armor, backpack
Clone's health points (HP). If the clone's HP reach 0, it will cease its mission, seeking refuge to recover.
Accuracy
1%
10%
weapon, helmet
Determines how effectively the clone hits its target without missing.
Evasion
1%
10%
pants
Determines the clone's effectiveness in dodging enemy attacks.
Speed
1
10
boots
Determines how quickly the clone completes levels and how frequently it can perform a double attack during combats.
Defense
1
10
body_armor, helmet, boots, pants, hand_armor, backpack
Determines how effectively the clone can reduce physical damage received from enemies.
HP Regen
1
5
hand_armor
Determines how quickly the clone can heal and regain HP in between combats.
Damage
1
10
weapon
Determines the physical damage dealt by the clone.
Crit chance
1%
10%
weapon, hand_armor
Indicates the probability for the clone to perform a critical attack.
Crit damage
5%
50%
weapon, hand_armor
Indicates the additional damage dealt (multiplier) in the case of a critical attack.
Range
1
3
range_weapon
Indicates the maximum distance from which the clone can attack its enemy.
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.
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.
Explorarion speed
0.1 sec/speed
0.5 sec/speed
boots
Reduces the time required to complete a level by X second(s) for each SPEED point the clone has.
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
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).
Physical to Chemical damage
2%
20%
weapon
Converts a portion of the physical damage into chemical damage.
Electrical damage
1
10
weapon
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).
Physical to Electrical damage
2%
20%
weapon
Converts a portion of the physical damage into electrical damage.
Life steal
2%
20%
melee_weapon
When hitting the enemy, regenerate a portion of the HP(% of total damage).
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).
Reduce enemy regeneration
5%
40%
weapon, backpack
Reduce the enemy's ability to regenerate HP during combat.
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.
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).
Enemy armor bypass
0.5%
5%
weapon
The probability to completely ignore the enemy's physical defense on a hit.
Enemy armor reduction
1%
10%
weapon
Capacity to reduce the enemy's physical defense by a given percentage.
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.
Surprise chance
0.2%
2%
body_armor, helmet, boots, pants, hand_armor, backpack
Increase the chance to surprise an enemy when starting a fight.
Range defense
1%
10%
body_armor
Reduce all damage received from ranged attacks by a given percentage.
Melee defense
1%
10%
body_armor
Reduce all damage received from melee attacks by a given percentage.
Exploration speed cap
1 sec
10 sec
boots
Increase the exploration speed cap beyond the standard limits.
Max Durability increase
200
2000
body_armor, helmet, boots, pants, hand_armor, weapon
Increase the maximum durability of an item.
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.
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.
Recovery speed
2%
15%
body_armor, backpack
Increase clone healing amounts when clone is in recovery mode.
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.