Does ramming in elite count as kinetic damage?

Does the game recognise ramming as kinetic damage?
thinking about boosting my shield kinetic resistance, so when I ram ships my shields will hold up better.
 
Can I ask how you know this?
Shield resistance only takes in account of weapons, my fdl which has a high kinetic resistance, can't say for sure how much, loses roughly* the same strength as an unengineered generator also I've blasted shielded ships with force shell cannons (g5 High cap)doing very little damage then they smack a rock and explode.

* the difference is the raw strength, the only factors that play in ramming are speed, mass, shield, and hull strength


I'm 90% sure about this, because shield pips cushion rams, which I think shield pips increase resistance

Edit: read another thread that asked the same thing, most of the comments were saying only speed and mass count, how much damage you take is based on raw hp and mj count
 
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Anecdotally, shunting more pips to shields helps me ram with very little damage to my own ship.

But ramming is "absolute" damage, like crashing or plasma accelerators.
 
Anecdotally, shunting more pips to shields helps me ram with very little damage to my own ship.

But ramming is "absolute" damage, like crashing or plasma accelerators.

Yes, pips to systems are a must before rams which suggest that indeed, your resistances do matter. Mass and speed matter more, but I'm guessing kinetic does have some effect.
 
Yes, pips to systems are a must before rams which suggest that indeed, your resistances do matter. Mass and speed matter more, but I'm guessing kinetic does have some effect.

Or it could mean that pips to SYS does something other than increase your three typical resistances. (Or increases absolute resistance behind the scenes.) After all, I don't see the resistance values in my statistics tab change depending on my pip management.
 
moinsen cmdrs

i am pretty sure that there is some kinetic impact

whenever i hit some hoppers (anything up to t7), in the slot, with my cutter
they start rolling around. i remember an eagle which went through the slot in piruettes once
o.c. without shields

and hey! i am always on my side of the slot :)



meet u in the void

o7
 
Watch how rinzler and mars mod their orca into a ramming machine

I wanna see Rinzler do a ramming Beluga (assuming it's good for that, I admittedly don't know the ships stats). I mean given how Belugas going at a meh speed are nightmares going through the mailslot of stations... I can only imagine what an actual combat ramming Beluga can do.
 
We ran a couple of tests, back in the days (2015), results can be found here : https://forums.frontier.co.uk/showt...-Military-Grade-Reactive-amp-Mirrored-Surface


Couple of things though :
- it's 2 years old, so the mechanics may have changed,
- at that time, we did not know that bulkheads would increase a ship "hit points". Today it is made clear by the interface (be it in the shop "hull boost", or in the right panel "armour health"), there was nothing back then. Hence the probably erroneous conclusion on the damage mitigation of each bulkhead (damage was maybe not mitigated by the armour, instead the armour was simply giving more HP).


Nonetheless, the fact remains that Mirrored Surface, Reactive Surface and Military Grade armour were offering different resistances to Kinetic/Thermal/Explosive damage. Yet, if we only look at the results for those 3 bulkheads, a shieldless ram of a station wall at a fixed speed would leave the ship with basically exactly the same % of hit points left, for all 3. Leading me to believe that, at least back then, collision damage was not affected by Kinetic, Thermal nor Explosive resistances.

Which... seems to indicate a case of "pure", unmitigated damage (one could say Absolute damage, like Plasmies do).
 
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Ramming has no damage type. This has been tested many times by me and other players (including as noted already in this thread!)

Damage type is entirely a function of fitting a weapon. All known current weapon damage types and splits (together with a tested one) are in my all weapons thread here:

https://forums.frontier.co.uk/showthread.php/246086-Official-FDev-Damage-Stats-for-Every-Weapon

In the absence of a damage type, damage is absolute, i.e., unaffected by shield or hull resistances to thermal, kinetic or explosive damage. There are at least four absolute deliverers of damage, being collision, heat, phasing and 60% of plasma.

Sys pip resistance is entirely separate to all other damage modifiers and really should have a different name to 'resistance' to avoid being confusing.

It reduces damage by 60% at 4 pips. The old testing by Cmdr StarLightBreaker linked above was amazing but was superseded in 2.2.03 or 2.3 (I forget which) when Sys pip damage reduction was buffed to be linear.

In short, Sys pip reduction now works as follows:

4 pips: 60%
3 pips: 45%
2 pips: 30%
1 pip: 15%
0 pips: 0%

With corresponding intervals for half pips.

Sys pip reduction is applied after all other modifiers and is multiplicative (i.e. cumulative) to what has gone before.

Hope this helps!
 
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Sys pip resistance is entirely separate to all other damage modifiers and really should have a different name to 'resistance' to avoid being confusing.

It reduces damage by 60% at 4 pips.

Call it "damage reduction" then :) The meaning is exactly the same (but then the function is, too...), but it would help differentiate one from the other. "Overall damage reduction" (pips) vs "resistance against given damage types" (resistances).

+rep for useful post
 
Ramming has no damage type. This has been tested many times by me and other players (including as noted already in this thread!)

Damage type is entirely a function of fitting a weapon. All known current weapon damage types and splits (together with a tested one) are in my all weapons thread here:

https://forums.frontier.co.uk/showthread.php/246086-Official-FDev-Damage-Stats-for-Every-Weapon

In the absence of a damage type, damage is absolute, i.e., unaffected by shield or hull resistances to thermal, kinetic or explosive damage. There are at least four absolute deliverers of damage, being collision, heat, phasing and 60% of plasma.

Sys pip resistance is entirely separate to all other damage modifiers and really should have a different name to 'resistance' to avoid being confusing.

It reduces damage by 60% at 4 pips. The old testing by Cmdr StarLightBreaker linked above was amazing but was superseded in 2.2.03 or 2.3 (I forget which) when Sys pip damage reduction was buffed to be linear.

In short, Sys pip reduction now works as follows:

4 pips: 60%
3 pips: 45%
2 pips: 30%
1 pip: 15%
0 pips: 0%

With corresponding intervals for half pips.

Sys pip reduction is applied after all other modifiers and is multiplicative (i.e. cumulative) to what has gone before.

Hope this helps!

Very informative. Thank you.
 
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