No Man's Sky

No Man's Sky

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How do you compare multi-tool stats?
Greetings. Is there any clean way to compare which of two multi-tools has better stats besides purchasing both and then stripping every single upgrade off all of them?

My situation is that I have an A rank experimental multi-tool and I've come across a B rank royal multi-tool. There doesn't seem to be any way to see the type bonuses or class bonuses of either multi-tool - just the total values which result from every mod installed upon them?
Originally posted by Foxglovez:
Royal multitools have two base options for combat that can only be seen when they are upgraded to S class and stripped of every module, every single module on that gun, all of them. One is 200 the other 333 iirc. So be sure and carry around 85k nanites when you decide to upgrade one if you have min/max tendencies. It can't be seen at any other level. Love this game but it's a challenge to figure stuff out. There are vids on this in case you think I have lost my mind...
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Showing 1-8 of 8 comments
Old Stump Nov 21, 2023 @ 4:22am 
Both of your tools have a "bonus" to scanning.
Perhaps this will help you: https://nomanssky.fandom.com/wiki/Multi-Tool#Class_Bonuses
joshua.selvan Nov 21, 2023 @ 5:42am 
My understanding is that the bonuses which each multi-tool has fall within a random range. So if I had 2 different rank B Experimental multi-tools they would have the same bonus types but not the exact same values for those bonuses - so while Experimental multi-tools have maximum scanning bonuses, one may have 35% scanning bonus while the second may have 40% scanning bonus.

Or do all Experimental multi-tools have the exact same % bonuses? If that is the case, comparing multi-tools is much simpler then I currently believe.
umop-apisdn Nov 21, 2023 @ 6:08am 
There is a table on the page linked to by Old Stump that has the information you seek; it is "collapsed" by default, but appears if you click the "[Expand]" link under the "Detailed stats" table. See https://nomanssky.fandom.com/wiki/Multi-Tool#Type
Old Stump Nov 21, 2023 @ 6:10am 
I haven't gone that deep into these studies. But if you take identical experimental multi-tools, then their “scanning” characteristic will be the same.
A personal example - a good location of turbo cells and the selection of “improvement” modules can expand (in my case) the scanning area to 3700 (with +) steps.
And so if you compare one and the other, then you should only use “basic” (standard) technologies.
joshua.selvan Nov 22, 2023 @ 3:44am 
@umop-apisdn: Thanks for pointing out the table was collapsed, I hadn't noticed it before. Doesn't help with the question of the thread though. As different models of the same multi-tool type can have different bonuses (lets say you have two different rank A experimental multi-tools) is there any way in game to compare what the bonuses are without stripping all the mods off both tools to get the displayed damage and scanning values down to base values?
The author of this thread has indicated that this post answers the original topic.
Foxglovez Nov 22, 2023 @ 10:43am 
Royal multitools have two base options for combat that can only be seen when they are upgraded to S class and stripped of every module, every single module on that gun, all of them. One is 200 the other 333 iirc. So be sure and carry around 85k nanites when you decide to upgrade one if you have min/max tendencies. It can't be seen at any other level. Love this game but it's a challenge to figure stuff out. There are vids on this in case you think I have lost my mind...
Mr. Bufferlow Nov 22, 2023 @ 11:05am 
The simple answer is an A class tool is always going to end up better than a B class tool. The only differences is each type (ie Experimental)have slightly different bonuses. Experimentals, if I remember right, give a scanning bonus.

Honestly, once two equivalent class tools are fully upgraded, those different bonuses are not very noticeable in actual use. Too a great extent, the hunt for the "perfect" tool becomes just a geek out session and has no meaningful impact on game play. (Still enjoy doing it- but those are the hard facts)
Foxglovez Nov 23, 2023 @ 1:21pm 
I like my royal gun to match my guppy. I like my alien gun to match my living ship. The new staves should match mah interceptor. Experimentals with the rest.
Style, it's where it's at, the only real NMS end game.
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Date Posted: Nov 21, 2023 @ 2:35am
Posts: 8