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Final Weapon Technology

*All information on this chart is obtained from 0630GameRes.swf, not directly from the technology description

Artillery Specialization [Ballistics]

 Level CrossShield ArmorHurt CarryHurt DispersionRate HpHit Money Time
 1 -0.03 1:0.03
 2:0.03
 3:0.03
 4:0.03
 1:2.3
 2:1.9
 3:1.6
 4:1.3
 0.01 0.1 10,000,000 399952 
 2 -0.05 1:0.05
 2:0.05
 3:0.05
 4:0.05
 1:2.35
 2:1.95
 3:1.65
 4:1.35
 0.02 0.15 30,000,000 599952
 3 -0.07 1:0.07
 2:0.07
 3:0.07
 4:0.07
 1:2.4
 2:2.0
 3:1.7
 4:1.4
 0.03 0.2 80,000,000 729952 
 4 -0.1 1:0.1
 2:0.1
 3:0.1
 4:0.1
 1:2.5
 2:2.1
 3:1.8
 4:1.5
 0.05 0.3 150,000,000 936026

CrossShield = Chance to penetrate enemy shields
ArmorHurt = Increase ballistic weapon damage against all armor (type 1 to 4) except Light armor (type 5)
CarryHurt = Increase ballistic weapon damage depending on weapon's range (Victory Rush effect)
DispersionRate = Chance of ballistic weapon dealing Scattering damage
HpHit = Increase base damage of ballistic weapons when the target's HP is at 30% or less (Demolition Warhead Research effect)


Artillery Trajectory Research [Directional]

 Level Hit Ratio CrossShield Dispersion BoostCarry DecObj
Hurt
 DecLoco
motivityRate
 Money Time
 1 0.03 0.02 0.01 0.03 1 0.15 0.05 10,000,000 399952
 2 0.07 0.04 0.02 0.07 1 0.25 0.1 30,000,000 599952
 3 0.11 0.06 0.03 0.11 1 0.35 0.15 80,000,000 729952
 4 0.15 0.08 0.04 0.15 1 0.5 0.2 150,000,000 936026

Hit = Increase base damage of directional weapons
Ratio = Increase hit rate of directional weapons
CrossShield = Chance to penetrate enemy shields
Dispersion = Deals additional piercing damage
BoostCarry = Increase maximum attack range of directional weapons
DecObjHurt = Reduces the attack power of all enemy ships that take piercing damage that take % of the total piercing damage in the round (Particle Impact effect)
DecLocomotivityRate = Chance to reduce target's movement (Dynamic Impairment effect)


Perfect Storm [Guided]

 Level CrossShield Dispersion BoostCarry Economize
GasRate
 Dec
Headoff
 RepelRange
Rate
 Money Time
 1 0.02 0.02 0 0.05 -0.02 0.05 10,000,000 399952
 2 0.04 0.04 1 0.1 -0.04 0.08 30,000,000 599952
 3 0.06 0.06 2 0.15 -0.05 0.11 80,000,000 729952
 4 0.08 0.08 3 0.22 -0.08 0.15 150,000,000 936026

CrossShield = Chance to penetrate enemy shields
Dispersion = Deals additional multi-directional assault damage
BoostCarry = Increase maximum attack range of guided weapons
EconomizeGasRate = Increase chance of reducing He3 cost by 50%
DecHeadoff = Chance of reducing guided weapon from being intercepted (negative implying that player's guided weapons are now easier to be intercepted by enemy)
RepelRangeRate = Able to force target fleet to fall back by % (Missile Concussion effect)


Heavy Gear Research [Ship-based]

 Level BoostCarry DecHeadoff DecBackfill ShieldHurt UnBackfillRate Money Time
 1 1 -0.03 1 0.03 0.03 10,000,000 399952
 2 2 -0.05 1 0.07 0.05 30,000,000 599952
 3 3 -0.07 1 0.11 0.07 80,000,000 729952
 4 5 -0.1 1 0.15 0.1 150,000,000 936026

BoostCarry = Increase maximum attack range of fighter-based weapons
DecHeadoff = Chance of reducing ship-based weapons from being intercepted (negative implying that player's ship-based weapons are now easier to be intercepted by enemy)
DecBackfill = Reduce rounds to reload ship-based weapons
ShieldHurt = Increase base damage when attacking an enemy protected by shields
UnBackfillRate = Increase chance of finish reloading right after attacks (Fighter-based Weapons Efficiency effect)

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