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Rare vs. Ancient/Remnant – Is the Upgrade Worth It?

NGSpeed

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Some Rare (gold) components outperform Ancient/Remnant equipment in sustained effectiveness, despite the latter costing 15% more Cryonite.

This comparison covers all 36 component types using Level 99 Tau Ceti data from the https://prelude-myzen.co.uk/ Hitchhiker's Guide to Pirate Galaxy.

01 // Expected Equipment Progression

The official Remnant update describes Remnant equipment as approximately 18% more effective than regular equipment.

A community comparison estimates Rare equipment at approximately 15% above regular equipment, suggesting roughly 2.6–3% superiority for Ancient/Remnant over Rare.

However, this is not an officially guaranteed advantage for every individual stat.

02 // Damage Components

Theoretical sustained DPS in the normal equipment slot:

ComponentRare DPSBest Remnant DPSRare Advantage
Rockets16,47715,859+3.9%
Orbital Strike10,71810,464+2.4%
Aggro Bomb4,0313,891+3.6%
Sticky Bomb4,6454,492+3.4%
Mine8,8028,527+3.2%
Attack Droid30,19429,181+3.5%

Important: Ancient/Remnant variants often provide higher burst damage, damage per activation or other advantages.

For example, the Remnant Mine has approximately 5% higher explosion damage and 9% longer lifespan than Rare.

The same relative sustained-DPS differences generally remain in the 9th slot because its penalties apply equally to each variant of a component type.

03 // Healing & Support Components

ComponentRare vs. Balanced RemnantCompensation / Trade-off
Repair Turret16,675 vs. 16,162 average HPSRemnant: +5% HP, +5% healing rate, +14.5% total healing per activation
Attack Turret12.94% vs. 12.92% average damage buffRemnant: +5% HP, longer active duration
Scope Shifter16.76 vs. 16.44 weighted effectRemnant: stronger instantaneous effect, lower average
Perforator61.27 vs. 60.00 weighted effectRemnant: stronger effect and longer duration per activation
Damage Inverter18.18% vs. 16.67% uptimeRemnant: stronger damage reduction/conversion effects

These comparisons show why individual stats cannot be evaluated in isolation.

For example, the Repair Turret provides less average HPS but more healing per activation and greater survivability.

The Attack Turret is practically equal in average buff output, while Remnant offers higher HP.

Other components, such as Repair, Remote Repair, Shield, Protector and Deflection Droid, already provide meaningful Ancient/Remnant advantages.

04 // Suggested Balancing Approach

Rather than increasing every stat by 3%, the goal should be a clear and meaningful advantage in each component's intended role.

As an illustrative target, bringing Balanced Remnant damage components to approximately 3% above Rare sustained DPS would require:

ComponentCurrent → Suggested
Rockets (Power)218,860 → 234,209
Orbital Strike (Power)376,440 → 401,836
Aggro Bomb (Power)385,194 → 411,076
Sticky Bomb (Power)341,422 → 363,626
Mine (Power)274,013 → 292,818
Attack Droid (Cooldown)288s → ~270s

These are illustrative adjustments, not definitive balancing requirements. Other variants would need corresponding consideration to preserve their different characteristics.

05 // Conclusion

Ancient/Remnant equipment should not necessarily be 3% better in every individual attribute.

Different strengths in DPS, burst damage, duration, HP and utility are important for build diversity.

However, when higher-tier equipment costs 15% more Cryonite, its advantage should be meaningful and appropriate to its intended purpose.

A component that improves survivability while reducing sustained output is a valid trade-off, but not necessarily a straightforward upgrade for players seeking higher DPS or HPS.

Could the developers review these differences and clarify the intended performance advantage of Ancient/Remnant equipment over Rare?

A targeted balancing review could preserve build diversity while making expensive higher-tier equipment feel consistently rewarding.
 
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