Engineers Damage types resistance stacking

So members of my faction and I are discussing how we should set up our shields and hulls, and I want to make sure I'm understanding how resistances stack before I make any further calculations.

So say that I have reactive composite armor, and to counter the negative thermal effects I toss two thermal-resistant hull reinforcements. If the reactive armor has a thermal resistance of -200%, and the hull reinforcements each give me a +20% thermal resistance, will I now have a -160% thermal resistance? Or is there some degree of diminishing returns when stacking multiple damage resistances?

Also, does this apply to shields and shield boosters in the same way?
 
Or is there some degree of diminishing returns when stacking multiple damage resistances?

Also, does this apply to shields and shield boosters in the same way?

for shieldboosters resistances stack up to 50%, after that 50%-100% are remapped to 75% (which is the highest resistance you can get).

I assume it is the same for hull resistances, but i actually don't know.
 
If the reactive armor has a thermal resistance of -200%, and the hull reinforcements each give me a +20% thermal resistance, will I now have a -160% thermal resistance? Or is there some degree of diminishing returns when stacking multiple damage resistances?

No.

Resistances are multiplicative, meaning that their effect gets multiplied together and the end result reflects your end resistance. After that, the remapping mentioned by goemon takes place, if it so happens the end resistance is higher than 50%.

So in your example your resistance sources are -200%, +20%, +20%. Their effect is a damage reduction of 3.0, 0.8, 0.8. Notice that the "reduction" of 3.0 is actually an increase. Multiply them together and you get a damage multiplier of 1.92, which is -92% thermal resistance. Yeah, that's a pretty good number, isn't it.

Also, does this apply to shields and shield boosters in the same way?

As far as I could gather, any source of resistance of the same type which can be applied to a single element (hull/shield) and is named as such (resistance) will be taken into the calculation. There are other effects similar to resistances (pips to shields for instance) which are not considered resistances and don't count.
 
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Would you be able to explain how the percentages in the circles work then? I've played so much of this game and yet that's one of the things I've never fully understood how those display information (in terms resistances).
 
Would you be able to explain how the percentages in the circles work then? I've played so much of this game and yet that's one of the things I've never fully understood how those display information (in terms resistances).

I did not actually play with many HRPs and boosters so I did not pay much attention to the outfitting screen - I'm more of a small ship guy. I'll have to check when I get home.
 
Do the engineer mods for HRPs affect overall hull resistances, or are they a modifier to only the resistances in each HRP? In other words, does the 25% boost from a specific resistance mod apply to the ship as a whole, or just the +1.5% of the HRP?
 
Disclaimer: I haven't actually done any HRPs (don't tend to use them)

I think the resistance provided by a resistance mod on a single HRP gets added with the base (inherent) resistance of the HRP and the result is a percentage with a single digit after the comma (for instance 24.6% explosive resistance). That is a value particular to that one HRP alone.

The total resistance value of the hull is then a multiplicative result of all other resistance sources as explained above. The 24.6% explosive resistance I mentioned results in a 0.754 damage multiplier (don't know exactly what precision this step uses) only for explosive damage. All other multipliers (for a second or third HRP for example) get multiplied together.


As for your question before, the percentages in the resistance circles (I assume you want to know about resistances) are resistance values of the shield itself (just that module) not the overall shields value of the ship. If you select a modded shield and go to Read more you will see the same values there, these are the values of that one module.

There's a second set of percentages in the circle, in smaller font. That's just a representation of how your shield improves or deteriorates for that particular aspect (a resistance), in blue or red accordingly. For example an improvement in one type of resistance from 20% to 30% would be a 50% improvement. The initial value (what you currently have, in this case 20%) is considered the base, the "100%" from which you calculate (30% resistance represents 150% of your current, hence the 50% improvement). Hope that makes sense.
 
Alright well it turns out the EDCD version of Coriolis has had a tool for this very thing the entire time. Thank you everyone for helping me understand how this all works though!
 
While I always enjoy seeing people utilize my work, I think my armour calculator would be more appropriate here: https://forums.frontier.co.uk/showthread.php/301311-Armour-HRP-Mod-Calculator?p=4686758#post4686758

Thank you for all you have done, and for whatever reason I couldn't find your armor version haha. I would assume that the stats Coriolis has are the same as what you calculated, right?

Also I'm not too sure how relevant this will be since beta is out now, but I did what I believe to be a fairly accurate estimation of the values for Grade 4-5 resistance-specific reinforcement mods if you would want them to add to the spreadsheet
 
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