Coriolis and Armor values

So I was messing about with a build on Coriolis and some of the displayed values left me a bit confused. I'm pretty sure I'm unaware of some intricacy involved in calculating these, but here's the story.

The ship has Reactive Surface armor, and x5 Hull Reinforcement packages, all moded for heavy duty.

In the top line, I chose Reflective Plating for all modules, which gives a total of +18% Thermal Resistance, at the cost of -47% armor boost (measuring against default values), and the bottom line I chose Deep Plating for all modules. which gives +96.6% Armor boost at the cost of -13% overall resistance.

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But looking at these numbers, I don't see the 31% difference in thermal resistance, and certainly don't see 143.6% difference in armor?
Diminishing returns ? As a result I don't exactly know which setup to choose :p
Now truth be said, I haven't used Coriolis much in the past, and I have very little experience with it, so can someone point out the error in my logic please.


Thank you :)
 
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It's possible the calcs may be off. Coriolis was taken over by a new person recently and they are still figuring it out. He's on the GA discord if you want to talk to him about it (though he's taking a break from discord atm).
 
It's possible the calcs may be off. Coriolis was taken over by a new person recently and they are still figuring it out. He's on the GA discord if you want to talk to him about it (though he's taking a break from discord atm).

Alright, I see :p I'll try that.

Any idea what's the meta choice for armor experimental effect these days?
 
I've noticed the predicted values don't match the in-game version on my Viper Mk.IV either. I suspect FDEv may have changed the formula for calculating effective armor from stacked HRPs.
 
I ran into the same problem. I think it doesn't take into account all of the diminishing returns that sets in after 60%, or maybe an issue with using armor base resistances as a starting point for HRP resistances.

I think ED shipyard is accurate but its best to test in-game. In general, be wary of any TR value over 60%
 
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