This resource provides helpful information regarding turrets, ammo, and status effect combinations.
Introduction
If you prefer the Steam format over Google Sheets, I’ll provide the values in notes here. You can find this guide on reddit as well. Here are the links:
https://docs.google.com/spreadsheets/d/1FbjIeXItLeAOoYchqu1IkYGTjs6ULhts9ILBcsdNAi0/edit?usp=sharing – [google.com]
https://www.reddit.com/r/Mindustry/comments/q5kj5w/v6_turret_effects_dps_chart/ – [reddit.com]
Ammo DPS Chart (No Reactions)
Materials:
Copper:
duo: 2x ammo multiplier
salvo: 2x ammo multiplier
Lead:
scatter: 1.8 tile diameter, 4x ammo multiplier
Metaglass:
scatter: Frag: 6, Damage: 5, Total extra Frag dmg (added): 30 | 2.5 tile diameter, 5x ammo multiplier
cyclone: Frag: 6, Damage: 5, Total extra Frag dmg (added): 30 | 2 tile diameter, 3x ammo multiplier
Graphite:
duo: 4x ammo multiplier
hail: 2.3 tile diameter, 2x ammo multiplier, 0.8 knockback
salvo: 4x ammo multiplier
ripple: 2.3 tile diameter, 2x ammo multiplier, 0.8 knockback
spectre: 2x ammo multiplier
Coal:
scorch: Burning (added): +7.2 dps, Pierce: Damage stops at range instead of enemy contact, ignores armor | 3x ammo multiplier
Titanium:
fuse: Pierce: Damage stops at range instead of enemy contact | 4x ammo multiplier
Thorium:
salvo: 4x ammo multiplier
fuse: Pierce: Damage stops at range instead of enemy contact, ignores armor | 5x ammo multiplier
spectre: Pierce (x2): Damage stops at end of the second bullets’ impact, ignores armor | 2x ammo multiplier, 0.7 knockback
Scrap:
scatter: 3 tile diameter, 5x ammo multiplier
Silicon:
duo: Homing: intelligently seeks enemies | 5x ammo multiplier
hail: Homing: intelligently seeks enemies | 2.3 tile diameter, 3 ammo /round, 0.8 knockback
salvo: Homing: intelligently seeks enemies | 5x ammo multiplier
ripple: Homing: intelligently seeks enemies | 2.3 tile diameter, 3x ammo multiplier, 0.8 knockback
Plastanium:
ripple: Frag: 6, Damage: 5, Total extra Frag dmg (added): 30 | 3.2 tile diameter, 2x ammo / round, 1 knockback
cyclone: Frag: 6, Damage: 5, Total extra Frag dmg (added): 30 | 5 tile diameter, 2x ammo multiplier
Surge Alloy:
swarmer: Homing: intelligently seeks enemies, Lightning: 10 damage (x2, added) | 3.1 tile diameter, 2x ammo multiplier
cyclone: Lightning: 13 damage (x2, added) | 4.7 tile diameter, 5x ammo multiplier
Blast Compound:
swarmer: Blasted: does nothing on its own, Homing: intelligently seeks enemies | 3.7 tile diameter, 4x ammo multiplier
ripple: Blasted: does nothing on its own | 4.2 tile diameter, 4x ammo multiplier, 0.8 knockback
cyclone: Blasted: does nothing on its own | 7.5 tile diameter, 5x ammo multiplier
Pyratite:
duo: Burning (added): +7.2 dps | 2x ammo multiplier
scorch: Burning (added): +7.2 dps, Pierce: Damage stops at range instead of enemy contact, ignores armor | 4x ammo multiplier
hail: Burning (added): +7.2 dps | 2.3 tile diameter, 2 ammo multiplier, 0.8 knockback
swarmer: Burning (added): +7.2 dps, Homing: intelligently seeks enemies | 2.5 tile diameter, 2x ammo multiplier
salvo: Burning (added): +7.2 dps | 2x ammo multiplier
ripple: Burning (added): +7.2 dps | 2.3 tile diameter, 2x ammo multiplier, 0.8 knockback
spectre: Pierce (x2): Damage stops at end of the second bullets’ impact, ignores armor, Burning (added): +7.2 dps | 2x ammo multiplier, 0.7 knockback
Water (mostly just amounts required, this list is everything else):
wave: Wet: slows target to 94% speed | 0.7 knockback
tsunami: Wet: slows target to 94% speed | 1.7 knockback
meltdown: Pierce: Damage stops at range instead of enemy contact, ignores armor, Incendiary: Causes fires
Cryofluid (mostly just amounts required, this list is everything else):
wave: Freezing: slows target to 60% speed, makes targets vulnerable to 25% more damage | 0.55 knockback
tsunami: Freezing: slows target to 60% speed, makes targets vulnerable to 25% more damage | 1.3 knockback
meltdown: Pierce: Damage stops at range instead of enemy contact, ignores armor, Incendiary: Causes fires (whether you want them or not)
Slag:
wave: Melting: slows target to 80% speed, makes targets vulnerable to 25% more damage, inflicts 18 dps (added) | 0.55 knockback
tsunami: Melting: slows target to 80% speed, makes targets vulnerable to 25% more damage, inflicts 18 dps (added) | 1.3 knockback
Oil:
wave: Tarred: slows target to 60% speed | 0.55 knockback
tsunami: Tarred: slows target to 60% speed | 1.3 knockback
Power:
lancer: Pierce: Damage stops at range instead of enemy contact, ignores armor | 2x ammo multiplier
arc: Shocked: does nothing on its own | 2x ammo multiplier
segment: Refers to shots / sec, negates bullets
This is the link in the notes. – [reddit.com]
Ammo DPS Calculations (Reactions)
Some things to note:
Blue highlighted turrets are AOE based.
Shots/Second never exceeds 60. Since FPS is capped at 60, that is the limit.
For the Cyclone in V7, the DPS value jumps to 4560.
Status Reactions
This graph suggests the left column is used first as a consistent baseline, and then an additional effect is applied once from the top row.
Shocked can come from “lightning” attacks as well.
Red squares: cancels affect
Blasted -> Freezing: Must be frozen first; blasted effect doesn’t last
Shocked -> Wet: Must be wet first; shocking doesn’t last long enough
Tarred -> Melting: Target is no longer slowed, melting lasts longer.
Melting -> Tarred: Melting lasts longer.
Burning / Tarred: Every time a burning target is hit with tarred, it deals 8 pierce damage (ignores armor), Target is no longer slowed, burning lasts longer
Freezing -> Blasted: When the freezing target is hit with Blast Compound ammo, it deals 18 pierce damage
Wet -> Freezing: When target is wet, shocking deals 14 pierce damage
This is all for Mindustry Game Information For Turrets – Ammo-Status Effect Combinations hope you enjoy the post. If you believe we forget or we should update the post please let us know via comment, we will try our best to fix how fast is possible! Have a great day!
- Check All Mindustry Posts List
Leave a Reply