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About Armor[]

The armor a ship uses is determined by its Hull Type and model. Baseline armor is Light Armor, used in some Hulls and all defensive structures.

Poles of vulnerability[]

With the exception of Light Armor, all armor has strengths and weaknesses. These are called Poles of Vulnerability. These Poles can be compensated with specific shielding.

Armor Types vs Weapon Types[]

Ships in Galaxy Online II have one of 5 hull types: Chrome Armor, Nano Armor, Neutralizing Armor, Regen Armor, and Light Armor. Each of these may be modified by the High Quality Armor designation that will reduce damage by 5-15% from the base damage.

Used in Space Station Defense structures and certain ship hulls, Light Armor is the only armor free of any Poles of Vulnerability.

Different weapon types cause different percentages of base damage to hulls protected by varying types of armor. See the table below for more.

Weapon Damage Chrome Nano Neutralizing Regen Light
Explosive 150% 50% 75% 100% 10%
Magnetic 100% 150% 50% 75% 10%
Kinetic 75% 100% 150% 50% 10%
Heat 50% 75% 100% 150% 10%
Weapon Attributes Explosive Magnetic Kinetic Heat
Ship-Based Weapons Yes Yes Yes Yes
Missile Weapons Yes
Directional Weapons Yes Yes
Ballistic Weapons Yes Yes

What is your favorite Armor Type?[]


Damage calculations against various armors[]

The amount of damage dealt to each armor depends on weapon expertise, hull expertise, weapon damage, defense, and some other factors.

Different levels of Weapon Expertise on a Commander will deal a different percentage of base damage:

Weapon Level Base Damage
Missile S icon 130%
Missile A icon 110%
Missile B icon 100%
Missile C icon 90%
Missile D icon 70%



Different levels of Hull Expertise on a Commander will influence damage differently:


Hull Level Base Damage Taken Damage Dealt
Battleship S icon 90% 110%
Battleship A icon 95% 105%
Battleship B icon 100% 100%
Battleship C icon 105% 95%
Battleship D icon 110% 90%


Damage caused=weapon damage*hit chance*the number of weapons that hit the target.

Damage dealt by a weapon = the base damage of the weapon / target's overall defense

The base damage of a weapon can be checked in game.

Interception[]

Only missiles and ship based weapons may be intercepted.

Overall Ship Defense[]

Overall defense of a ship = overall defense of the hull plus the modules installed. Overall defense consists of Armor, Shields, Structure and more. With higher overall defense, ships will take less damage.


Hit Chance, Steering and Agility[]

Hit chance of an attack = Hit chance of the attacker / the attacked target's Agility (This calculation is modified by steering and is not clear)

The base hit chance of a weapon can be checked in game.

The overall hit chance of a weapon also depends on the weapon's Steering and the value of the commander's Accuracy attribute.

With a higher Steering value, weapons will have a higher overall hit chance. Likewise, the higher the value of the commander’s Accuracy attribute, the higher the overall hit chance of the weapons.

The Agility of a ship can be checked in game.

While in a fleet, the overall Agility of a ship depends on the agility of the hull and its modules, as well as the commander’s Agility attribute.

All items (15)

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