Damage Calculation
Last updated
Last updated
This section explains how damage is calculated in Galaxy Dust expedition combat. The system combines the attack type, the target ship’s hull (fuselage), defense, and other factors to determine the final amount of damage dealt.
The basic formula for calculating damage in expedition combat is as follows:
Where:
Attack: The Attack value is the total fleet damage output, calculated as:
Attack = Kinetic+(Laser×1.5)+(Plasma×2)+(Ionic×3)+(Graviton×5)
Kinetic: Base Kinetic attack points of the fleet.
Laser: Laser attack points of the fleet, multiplied by 1.5.
Plasma: Plasma attack points of the fleet, multiplied by 2.
Ionic: Ionic attack points of the fleet, multiplied by 3.
Graviton: Graviton attack points of the fleet, multiplied by 5.
Type Multiplier: A value based on the interaction between the attack type and the target’s fuselage type (see Effectiveness Matrix for Damage Types chart below).
Defense:
The Defense value represents the target fleet's total defensive strength and is calculated as:
Defense = Base Fleet Defense + Bonuses from Skills, Structures, Technologies, and CAN Station Equipped Assets
Base Defense: Total defense points of all ships in the fleet.
Bonuses: Additive bonuses from fleet-wide skills, upgrades, and equipped assets.
Resistance Factor: Adjusts the effectiveness of the target’s defense (for instance, 1.0 means defense is effectively halved).
Critical Bonus: A multiplier that applies if the attack is critical (e.g., 1.5 or 2.0).
Very Effective (x2)
Metallic
Organic
Spectral, Plasma
Arcane
Metallic, Arcane, Organic
Metallic, Organic
Standard (x1)
Arcane, Spectral
Metallic
Arcane, Organic
Metallic, Organic, Spectral
Plasma
Arcane, Organic, Spectral
Arcane, Organic, Spectral, Metallic, Plasma
Spectral
Weak (x0.5)
Organic, Plasma
Plasma, Arcane
Metallic
Plasma
Spectral
Plasma
Arcane
No Effect (x0)
Spectral
Metallic
Plasma
Fleet Attack:
Kinetic = 100
Laser = 50
Plasma = 30
Ionic = 20
Graviton = 10
Attack: 100 + (50 × 1.5) + (30 × 2) + (20 × 3) + (10 × 5) = 100 + 75 + 60 + 60 + 50 = 345
Type Multiplier:
Assume the attack type is Plasma against a Metallic target. From the effectiveness table, Plasma vs. Metallic = x2. Adjusted Attack = 345 × 2 = 690.
Defense:
Target Fleet Defense = 200.
Resistance Factor:
Default = 1.0 Adjusted Defense = 200 / 1 + 1.0 = 100
Critical Bonus:
Assume no critical hit (default = 1). Final Damage = 690 - 100 = 590
If a critical hit occurs (Critical Bonus = 1.5):
Final Damage = 590 × 1.5 = 885
Stat Limits
Defense: Max 1000%
Attack: Max 1000%
HP: Max 300%
Shield: Max 300%
Expedition Speed: Max 30%
Combat Speed: Max 400%
Critical Chance: Max 100%
Critical Damage: Max 500%
These limits help maintain game balance and prevent excessively powerful configurations.
Resistance Factor Adjustments
The Resistance Factor can vary depending on game mechanics or specific technologies/abilities. Adjust it to reflect upgrades or effects that alter how defense is calculated.
Critical Bonus
The Critical Bonus applies after determining base damage. To achieve a critical hit, an attack must first surpass the critical chance threshold (up to a maximum of 30%).
Use these calculations as a guideline for determining damage in expedition combat within Galaxy Dust. Always consider both your fleet’s setup and your opponent’s, paying close attention to the synergy between weapon type and the target’s hull. By exploiting these weaknesses and strengths, you can maximize your chances of victory in your expeditions.