Mindustry Game Information For Turrets – Ammo-Status Effect Combinations

Mindustry Game Information For Turrets – Ammo-Status Effect Combinations 1 - steamsplay.com
Mindustry Game Information For Turrets – Ammo-Status Effect Combinations 1 - steamsplay.com

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)

Mindustry Game Information For Turrets - Ammo-Status Effect Combinations - Ammo DPS Chart (No Reactions) - 8773A7C
 
 
Mindustry Game Information For Turrets - Ammo-Status Effect Combinations - Ammo DPS Chart (No Reactions) - B00B059
 
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)

Mindustry Game Information For Turrets - Ammo-Status Effect Combinations - Ammo DPS Calculations (Reactions) - E29C9FA
 
 
Mindustry Game Information For Turrets - Ammo-Status Effect Combinations - Ammo DPS Calculations (Reactions) - 41C59A3Some 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

Mindustry Game Information For Turrets - Ammo-Status Effect Combinations - Status Reactions - BA5D539
 
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
 
 

Written by Reach1028

 
 
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