Hi,
since the other board is barely read I'd like to pick up the Discussion with Mark Allen on damage and defenses thread here.
To understand this better let the armor be 100hp and we shoot at the ship for 10hp of base damage, depending on which type of weapon and bulkhead we have it should look like this?
(base HP * bulkhead modifier) - (base dmg * weapon type modifier) = remaining hp
Thermal:
Kinetic:
Now the question is how Mirrored and Reactive affect the damage taken. My understanding would be like this:
(base HP * bulkhead modifier) - (base dmg * weapon type modifier * bulkhead damage modifier) = remaining hp
Thermal:
Kinetic:
The bulkhead damage modifier value of (1+x) with x = {-0,5;0,5} is made up for this example.
Result (remaining hp):
It would be nice if some dev could confirm or correct this. Especially the value of the modifier and the order in which the damage is calculated would be of interest.
Cheers,
-Dj
since the other board is barely read I'd like to pick up the Discussion with Mark Allen on damage and defenses thread here.
Assume a default ship has a 100hp hull with the default armour (also called bulkheads, interchangeable name) taking 80% damage from thermal and 120% damage from kinetic. Upgrading to the Reinforced or Military versions will increase the hp of the ship, something like x2 for the top end (giving a 200hp hull) - but do not affect the damage reduction. Mirrored and Reactive versions will both increase the hp and shift the damage type resistance (mirrored is better vs thermal but worse vs kinetic, Reactive is the opposite). Those damage reduction values do apply to hits to modules as well (as illustrated in the OP) but as these don't change between lightweight/military hulls, the only direct damage reduction comes from mirrored/reactive. What the armour does affect is the penetration chance as the ship gets damaged.
To understand this better let the armor be 100hp and we shoot at the ship for 10hp of base damage, depending on which type of weapon and bulkhead we have it should look like this?
(base HP * bulkhead modifier) - (base dmg * weapon type modifier) = remaining hp
Thermal:
Code:
light: (100 * 1,0) - (10 * 0,8) = [COLOR=#ff0000]92hp[/COLOR]
reinforced: (100 * 1,5) - (10 * 0,8) = [COLOR=#ffff00]142hp[/COLOR]
military: (100 * 2,0) - (10 * 0,8) = [COLOR=#00ff00]192hp[/COLOR]
Kinetic:
Code:
light: (100 * 1,0) - (10 * 1,2) = [COLOR=#ff0000]88hp[/COLOR]
reinforced: (100 * 1,5) - (10 * 1,2) = [COLOR=#ffff00]138hp[/COLOR]
military: (100 * 2,0) - (10 * 1,2) = [COLOR=#00ff00]188hp[/COLOR]
Now the question is how Mirrored and Reactive affect the damage taken. My understanding would be like this:
(base HP * bulkhead modifier) - (base dmg * weapon type modifier * bulkhead damage modifier) = remaining hp
Thermal:
Code:
military: (100 * 2,0) - (10 * 0,8) = [COLOR=#ffff00]192hp[/COLOR]
mirrored: (100 * 2,0) - (10 * 0,8 * 0,5) = [COLOR=#00ff00]196hp[/COLOR]
reactive: (100 * 2,0) - (10 * 0,8 * 1,5) = [COLOR=#ff0000]188hp[/COLOR]
Kinetic:
Code:
military: (100 * 2,0) - (10 * 1,2) = [COLOR=#ffff00]188hp[/COLOR]
mirrored: (100 * 2,0) - (10 * 1,2 * 1,5) = [COLOR=#ff0000]182hp[/COLOR]
reactive: (100 * 2,0) - (10 * 1,2 * 0,5) = [COLOR=#00ff00]194hp[/COLOR]
The bulkhead damage modifier value of (1+x) with x = {-0,5;0,5} is made up for this example.
Result (remaining hp):
DMG Type / Bulkhead | Lightweight | Reinforced | Military | Mirrored | Reactive |
Kinetic | 88 | 138 | 188 | 182 | 194 |
Thermal | 92 | 142 | 192 | 196 | 188 |
It would be nice if some dev could confirm or correct this. Especially the value of the modifier and the order in which the damage is calculated would be of interest.
Cheers,
-Dj
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