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)