The Point Defence Calculator was created by Exultant on the old forums.
Current Version 2.7.1 [Updated 2026.01.05]
Another Big Update, current to game version 2.7.1!
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Added Crew Quarter Efficiency tech to the calculations!
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Changed BFC to DFC
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All possible DFC Range and Tracking combinations are now considered (increased granularization)
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Added a Simplified PD Calculator! Removes CIWS and Shield Tanking calculations. Condenses formulas and eliminates unneeded information when all you want to know is which DFC and weapon design to use. This should make it much more user/newbie friendly
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Original calculator has been renamed Advanced PD Calculator
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Made better use of formulas. Replaced the monte carlo leak simulation with a binomial distribution. This will give you a statistical likely %missiles leaked rather than a constantly updating simulation (and letâs be honest, 1000 trials was causing a 1-3% fluctuation in simulation results)
HUGE UPDATE TO PD CALCULATOR: Now has a text guide! See below
Updated for PD changes. Able to compare 10cm Rail (any # shots), 10cm Laser (including size reductions) and any gauss. Able to accommodate fighter designs.
Able to help design efficient CIWS CIWS is currently bugged in Aurora 2.5.1. Do not use until this has been fixed
Able to calculate for point blank fire and vs. laser standoff missiles.
Able to determine approximate number of leaks given fire control settings. (Huge shoutout to forum user bean for the binomial distribution spreadsheet). beanâs missile analysis is what inspired me to dig into the grit of this calculator again, and their knowledge of excel functions was the breakthrough moment I needed to update my sheet.
Determines number of CIWS needed to catch leaks, AND/OR HS of shields needed to catch leaks.
Determines HS of shields needed to fully recharge-tank leaks if you donât like CIWS.
Determines true cost of PD in HS, accounting for MSP required due to weapon misfires, including CIWS to catch leaks if desired.
Now accounts for missile decoys as of v. 2.1.0!
Calculates 2 sets of values: The âBestâ value uses the BFC settings with the highest %chance to hit. The âEfficientâ value also includes the total HS of PD assigned to the BFC to design a smaller BFC that allows you to save space. Total missile defense should be near-parity in most cases, so the âefficientâ calculations will likely save 1-2 total HS on your design.
https://docs.google.com/spreadsheets/d/10ANvL_nNYAweesxR4PZeaR0GjgHNKxphRhbH4BcFFtk/edit?usp=sharing
Make a copy to edit settings. The Optimal Beams sheet is a WIP for my personal game, so functionality is incomplete and it looks ugly.
Text Guide to use the calculator: https://docs.google.com/document/d/1JvHhn_W0Seg3j1hZFePjB0QIu4eVikNyHS0F831EBns/edit?usp=sharing
As a final note, having a blind child, I am highly conscious about accessibility in gaming. If you are a vision impaired individual and have suggestions on how to make my calculator or guide more accessible please reach out to me. I will happily and gladly make improvements.
Changelog:
24.08.01 - Recalculated for HS needed to intercept 10 volleys, up from 1. Added summary information detailing HS of MSP needed per additional 10 volleys intercepted.
24.08.01 - Bug fixes on turret cost calculations, and addition of actually how many turrets are needed (not just total size).
24.08.03 - Testing confirms shots per missile are not capped to 10, so uncapped max shots in calculator
24.08.03 - fairly significant bug affecting turret costs (was calculating ~20% too high, and I found that my formula wasnât accounting for laser range mods or gauss size below full.
24.08.06 - Fixes a MSP HS bug (was reporting 25x too large) and added missile decoy, ECM/ECCM tech and tactical officer bonus functionalities. Added comment for Missile Decoys to help you estimate decoys if you havenât captured a missile yet.
26.01.05 - Updated terminology. Added simplified calculator. Added Crew Quarters Efficiency calculations. Added full granularization of DFC combinations. Replaced leak simulation with binomial distribution for improved consistency.