Fantastic initiative, thank you for sharing this long-waited for bit of information!
I'm still unclear on two things (edit : three) :
1°) hull reinforcement = armour, right?
Just for the sake of clarification, I was under the impression that hull reinforcements were only adding a fixed amount of armour to the stock armour value of your ship. Therefore, that hull reinforcement = armour. Thus, they'd primarily increment your overall damage reduction (the more armour, the better damage reduction). And, incidently, give your ship more "hit points", before it reaches 0% hull.
Sorry if this feels like extreme nittpicking (I can see how it could), but it's really just for clarification.
2°) What about bulkheads?!
You never talked about bulkheads!
I would assume they intervene at step n°1, seeing as what they do is reducing damage.
Edit : I just only discovered that, according to the shipyard, bulkheads do add armour to your ship. Thus, and given your post, I'm currently under the almost certain impression that : ship stock armour value + bulkhead + hull reinforcement(s) = ship total armour = DR on everything (hull, internal and external modules)
This, however, would be quite a shocker given the fact that we always thought that bulkheads didn't protect modules (sub-systems) at all. Now it looks that they protect them all.
Could we get a confirmation on that? If not, when/how do they interact in the whole picture?
3°) What about the armour value of Military Grade, Mirrored Surface and Reactive Surface ?
On an Anaconda for instance, and according to the shipyard, these three bulkheads give the same amount of armour. But we know from the tooltips they are not supposed to protect from the same type of damage.
Regarding their effects, the common belief is the following :
Lightweight Alloy : 0% DR thermal, 0% DR kinetic
Reinforced Alloy : 25% DR thermal, 25% DR kinetic
Military Grade : 50% DR thermal, 50% DR kinetic
Mirrored Surface : 75% DR thermal, 25% DR kinetic
Reactive Surace : 25% DR thermal, 75% DR kinetic
How could the last three give the same amount of armour?
What would make the most sense to me is that bulkheads do in fact give two separate amount of armour (one against thermal, an other against kinetic), and we're only shown the average of the two values in the shipyard. This would explain why the values of armour are identical for the last three bulkheads, while the effects are different.
But, could we get a confirmation/explanation on that aswell?
In advance and again, thanks for your time!
I'm still unclear on two things (edit : three) :
1°) hull reinforcement = armour, right?
(...) Hull re-inforcements & Armour at the moment primarily increase your total hitpoints (which indirectly reduces penetration chances - after taking the same punishment your hull health is higher which is factored into step 3). (...)
Just for the sake of clarification, I was under the impression that hull reinforcements were only adding a fixed amount of armour to the stock armour value of your ship. Therefore, that hull reinforcement = armour. Thus, they'd primarily increment your overall damage reduction (the more armour, the better damage reduction). And, incidently, give your ship more "hit points", before it reaches 0% hull.
Sorry if this feels like extreme nittpicking (I can see how it could), but it's really just for clarification.
2°) What about bulkheads?!
You never talked about bulkheads!
I would assume they intervene at step n°1, seeing as what they do is reducing damage.
Edit : I just only discovered that, according to the shipyard, bulkheads do add armour to your ship. Thus, and given your post, I'm currently under the almost certain impression that : ship stock armour value + bulkhead + hull reinforcement(s) = ship total armour = DR on everything (hull, internal and external modules)
This, however, would be quite a shocker given the fact that we always thought that bulkheads didn't protect modules (sub-systems) at all. Now it looks that they protect them all.
Could we get a confirmation on that? If not, when/how do they interact in the whole picture?
3°) What about the armour value of Military Grade, Mirrored Surface and Reactive Surface ?
On an Anaconda for instance, and according to the shipyard, these three bulkheads give the same amount of armour. But we know from the tooltips they are not supposed to protect from the same type of damage.
Regarding their effects, the common belief is the following :
Lightweight Alloy : 0% DR thermal, 0% DR kinetic
Reinforced Alloy : 25% DR thermal, 25% DR kinetic
Military Grade : 50% DR thermal, 50% DR kinetic
Mirrored Surface : 75% DR thermal, 25% DR kinetic
Reactive Surace : 25% DR thermal, 75% DR kinetic
How could the last three give the same amount of armour?
What would make the most sense to me is that bulkheads do in fact give two separate amount of armour (one against thermal, an other against kinetic), and we're only shown the average of the two values in the shipyard. This would explain why the values of armour are identical for the last three bulkheads, while the effects are different.
But, could we get a confirmation/explanation on that aswell?
In advance and again, thanks for your time!
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