Overview
Since 1.0 a lot of modification values are changed and the wiki is no more up to date. I extracted a few relevant ingame values via infotab.
Quality modifiers
Quality
Armor
Insulation
Value
Beauty
Detor- iation
Ranged accuracy
Ranged damage
Ranged penetration
Melee damage
Melee penetration
awful
0,6
0,8
0,5
-0,1
2
0,8
0,9
0,9
0,8
0,83
poor
0,8
0,9
0,75
0,5
1,5
0,9
1
1
0,9
0,91
normal
1
1
1
1
1
1
1
1
1
1
good
1,15
1,1
1,25
2
0,8
1,1
1
1
1,1
1,125
excellent
1,3
1,2
1,5
3
0,6
1,2
1
1
1,2
1,21
masterwork
1,45
1,5
2,5
5
0,3
1,35
1,25
1,25
1,45
1,45
legendary
1,8
1,8
5
8
0,1
1,5
1,5
1,5
1,65
1,67
Material modifiers
Building & Weapon related
Raw ressources
Hitpoints
Work to build
Work to make
Beauty
Beauty added
Blunt damage
Sharp damage
Melee cooldown
Wood
0,65
0,7
0,7
x1
0,9
0,45
1
Plasteel
2,8
2,2
2,2
x1
0,9
1,1
0,8
Silver
0,7
1
1
x2
+6
1
0,85
1
Gold
0,6
0,9
0,9
x4
+20
1
0,75
1
Uranium
2,5
1,9
1,9
x0,5
1,5
1,1
1,1
Jade
0,5
5
1,4
x2,5
+10
1,5
1
1,3
Marble
1,2
5,5
1,15
x1,35
+1
1
0,6
1,3
Granite
1,7
6
1,3
x1
1
0,65
1,3
Slate
1,3
6
1,3
x1,1
1
0,6
1,3
Sandstone
1,4
5
1,1
x1,1
1
0,5
1,3
Limestone
1,55
6
1,3
x1
1
0,6
1,3
Raw ressources
Armor sharp
Armor blunt
Armor heat
Insulation cold
Insulation heat
Wood
0,54
0,54
0,90
8 °C
4 °C
Steel
0,90
0,45
0,72
3 °C
0 °C
Plasteel
1,26
0,63
1,08
3 °C
0 °C
Silver
0,72
0,36
0,36
3 °C
0 °C
Gold
0,72
0,36
0,36
3 °C
0 °C
Uranium
1,08
0,54
0,90
3 °C
0 °C
Jade
0,90
0,45
0,54
3 °C
0 °C
Fiber
Armor sharp
Armor blunt
Armor heat
Insulation cold
Insulation heat
Cloth
0,36
0
0,18
18 °C
18 °C
Devilstrand
1,4
0,36
3
20 °C
24 °C
Synthread
0,94
0,26
0,9
22 °C
22 °C
Hyperwave
2
0,54
2,88
26 °C
26 °C
Camelhair
0,36
0
1,1
18 °C
26 °C
Muffalo wool
0,36
0
1,1
30 °C
12 °C
Alpaca wool
0,36
0
1,1
28 °C
16 °C
Megasloth wool
0,8
0
1,1
34 °C
12 °C
Leather
Armor sharp
Armor blunt
Armor heat
Insulation cold
Insulation heat
Patchleather
0,45
0,19
0,9
9 °C
9 °C
Lightleather
0,54
0,14
1,5
12 °C
12 °C
Human leather
0,64
0,24
1,5
12 °C
12 °C
Pigskin
0,64
0,24
1,5
12 °C
12 °C
Birdskin
0,67
0,14
1,5
10 °C
10 °C
Chinchilla
0,67
0,14
1,5
30 °C
16 °C
Foxfur
0,81
0,21
1,5
20 °C
16 °C
Camelhide
0,81
0,24
1,5
16 °C
24 °C
Dog leather
0,81
0,24
1,5
14 °C
16 °C
Bluefur
0,81
0,24
1,5
20 °C
16 °C
Plainleather
0,81
0,24
1,5
16 °C
16 °C
Lizardskin
0,81
0,27
1,5
12 °C
12 °C
Panthera fur
0,93
0,24
1,5
16 °C
24 °C
Wolfskin
1,02
0,24
1,5
24 °C
16 °C
Elephant leather
1,12
0,24
1,5
14 °C
12 °C
Bearskin
1,12
0,24
1,5
20 °C
20 °C
Heavy fur
1,24
0,24
1,5
30 °C
14 °C
Rhinoleather
1,29
0,24
1,5
14 °C
14 °C
Trumbofur
2,08
0,36
1,5
34 °C
22 °C
Gear
Material specific
Armor all types
Insulation cold
Insulation heat
Hitpoints
Work to make
Movement penality
Cowboy hat
20%
10%
50%
100
30
Tribal headdress
20%
10%
15%
130
100
Tribalwear
20%
55%
55%
130
30
Simple helmet
50%
15%
0%
100
54
Advanced helmet
70%
15%
0%
120
134
T-shirt
20%
22%
10%
100
27
Button-down shirt
20%
26%
10%
130
45
Jacket
30%
80%
30%
210
117
Duster
30%
60%
85%
260
167
Parka
20%
200%
0%
235
134
Plate armor
73%
100%
0%
290
634
0,8 c/s
Material unspecific
Armor sharp
Armor blunt
Armor heat
Insulation cold
Insulation heat
Hitpoints
Work to make
Movement penality
Flak pants
40%
8%
10%
3,5 °C
1 °C
200
150
0,12 c/s
Flak jacket
40%
8%
10%
14 °C
3 °C
260
234
0,12 c/s
Flak vest
100%
36%
27%
1 °C
0 °C
200
150
0,12 c/s
Marine helmet
100%
36%
90%
4 °C
2 °C
160
350
Marine armor
108%
45%
54%
34 °C
10 °C
340
1000
0,4 c/s
Weapons
Ranged weapons
Ranged damage
Cooldown
Warmup
Ranged penetration
Range
Accuracy 3/12/25/40
Stopping power
Work to make
Short Bow
11
1,65s
1,35s
16%
23
75/65/45/25
0,5
40
Recurvebow
14
1,65s
1,45s
21%
26
70/78/65/35
1
84
Great bow
17
1,5s
2s
15%
30
65/85/75/50
1,5
150
Pila
25
4s
4s
9%
19
50/71/50/32
2,5
117
Autopistol
10
1s
0,3s
15%
26
80/70/40/30
0,5
84
Revolver
12
1,6s
0,3s
18%
26
80/75/45/35
1
67
Bolt-action rifle
18
1,5s
1,7s
27%
37
65/80/90/80
1,5
200
Machine pistol
3×6
0,9s
0,5s
9%
20
90/65/35/15
0,5
184
Pump shotgun
18
1,25s
0,9s
14%
16
80/87/77/64
3
200
Chain shotgun
3×18
1,35s
1,2s
14%
13
57/64/55/45
3
517
LMG
6×11
1,8s
1,8s
16%
26
40/40/35/26
1
567
SMG
3×12
1,65s
0,9s
18%
23
85/65/35/20
0,5
400
Assault Rifle
3×11
1,7s
1s
16%
31
60/70/65/55
0,5
667
Sniper rifle
25
2,3s
3,5s
34%
45
50/70/86/88
1,5
750
Charge rifle
3×15
2s
1s
35%
26
55/64/55/45
0,5
750
Charge lance
30
2,7s
2s
45%
37
65/85/85/75
1,5
1000
Minigun
25×10
2,3s
2,5s
15%
31
15/25/25/18
0,5
1000
Miniturret
3×10
4,8s
0s
15%
25
70/64/41/22
0,5
Autocannon
3×40
3,5s
0s
60%
33
25/65/60/45
0,5
Uranium slug cannon
75
4s
0s
112%
50
20/30/40/99
0,5
Heavy charge blaster
24×15
7,4s
1,25s
20%
27
18/26/26/18
0,5
Art
Type
Beauty
Work to make
Hitpoints
Ressources
Small sculpture
50
300
90
50
Large sculpture
100
500
150
100
Grand sculpture
240
1084
250
220
How to calculate
Most values can be calculated by multipling modificators:
final value = base modifier x quality modifier x material modifier
Examples:
Plasteel plate armor (legendary) has a sharpness armor of 73% and a quality modifier of 1,8. Plasteel also gives a 1,26 modifier.
Final sharpness armor = 0,73 x 1,8, x 1,26 = 165,6%
Heavy fur parka (masterwork) uses heavy fur with 30°C cold insulation value. The parka itself gives a 2,0 modificator and the quality an additional 1,5 modificator.
Final cold insulation = 30°C x 2,0 x 1,5 = 90°C
Some items doesnt have all three modifiers like a plasteel wall. The wall itself has a basic stat of 350 hitpoints. The plasteel gives a modificator of 2,8 torwards hitpoints. The final value is 350 x 2,8 = 980 Hitpoints.