[Explained] Hull and Armor Damage Mechanics: Hardness, Piercing, Etc.

With shields-down fighting becoming more and more common these days, I figured it was about time someone worked out the specifics of hull damage. Most people know that small weapons suffer a damage penalty when attacking larger ships, but how much of a damage penalty is there? What constitutes a "larger" ship? I've collected a bunch of information from devs and in-game experimentation (thanks to CMDR Nightflurry and CMDR Kilif) to help make things more clear.

Every weapon has a behind-the-scenes "Piercing" value. Let's call this value APF, or Armor Piercing Factor. Conversely, every ship has a armor "hardness" value. I'll refer to it as HFV, or Hardness- Frontier Value. To determine how much damage a weapon does to a given ship, those two values are compared. If the APF of the weapons is equal to or greater than the HFV of the target ship, the weapon does full damage. If the APF is lower than the HFV of the target ship, the weapon will do damage based on the below formula:

[Actual Damage] = [Piercing (APF)] / [Hardness (HFV)] * [Base Damage].

Note that this is before any resistance based on armor type (mirrored, reactive, etc.) and damage type (thermal, kinetic, etc.). The damage is then further modified for those factors according to the following relationships (from dev conversation):
Standard: 100% thermal, 120% kinetic, 140% explosive.
Reactive: 140% thermal, 75% kinetic, 80% explosive.
Mirrored: 50% thermal, 175% kinetic, 150% explosive.
Shields: 120% thermal, 60% kinetic, 10% explosive. (the explosive penatly there is subject of some internal discussion, may change somewhat)

From the devs, I know the small fixed pulse laser does exactly 2.05 damage per shot, and has a APF of 20. Using this information, I could calculate the HFV of any given ship by:
1) shooting at it with a small fixed pulse laser, counting how many shots it took to reach a given percentage
2) Divide the damage done by the number of shots to determine how much damage each shot did
3) See how much the small fixed pulse laser damage was being reduced, and thus determine the hardness
Since I only can see whole numbers (which are presumably rounded), these estimates can be off by +/- 2 or so. Also, since any ship with a hardness value less than 20 would show up as 20 in these calculations (since the pulse laser is doing full damage at that point), the ships listed as 20 may in fact be less.

All right. Let's look at some numbers. Here is a list of the ships and their estimated* HFVs:
Adder35
Anaconda65
Asp Explorer52
Asp Scout52
Beluga Liner60
Cobra III35
Cobra IV35
Courier30
Diamondback Explorer42
Diamondback Scout40
Eagle28
Federal Assault Ship60
Federal Corvette70
Federal Dropship60
Federal Gunship60
Fer-De-Lance70
Hauler20
Imperial Clipper60
Imperial Cutter70
Imperial Eagle28
Keelback45
Orca55
Python65
Sidewinder20
Type-635
Type-754
Type-965
Viper III35
Viper IV35
Vulture55

*These numbers are no longer experimental- they have been pulled directly from the 2.2.03 beta (with the exception of the Corvette, Conda, and Cutter, who's hardness is currently tripled in the beta)

Now, to get an idea of what these actually mean, I used the HFV determined for the federal gunship and the single-shot shield damage tested in another thread to figure out the APF of the medium and large fixed pulse lasers. The values I came up with were as follows:
Fixed Pulse
APF
Small20
Medium35
Large50

What does this mean? Well, any ship with an HFV greater than 20 will take reduced damage from small fixed pulse lasers. Greater than 35 will resisted small and medium pulse lasers. Greater than 50 will resist all three, to some degree. It also shows that some ships are a lot better at resisting small-arms fire than might otherwise be expected- the asp scout, for instance. An asp scout has an HFV of ~51. A small pulse laser hitting a standard hull would do about 40% of its normal damage, and a medium pulse laser would do about 68% its full damage. Only by using a large pulse laser can you do roughly full damage. A small, low-HFV ship with loaded down with tons of hull reinforcement packages will not be as effective at tanking damage as a large, high-HFV ship with a comperable amount of armor in most situations.

Ok, so what's next? Well for starters, I'd like to get the data on the ships I haven't been able to test. I simply don't have the credits to purchase those ships right now, so I need help from my fellow commanders. If you want to help, here's how you can do it.
1) Make sure you have stock armor, and no HRPs installed.
2) Make sure your armor and wear-and-tear are 100% repaired.
3) Have someone shoot you with a small fixed pulse laser until your hull hits ~80%.
-make sure they aim away from all modules. If any module (including the canopy) takes damage during the test, the results will be invalid
4) Figure out roughly how much damage each shot did. The formula for this is [Damage Per Shot] = [Max Armor] * [% Hull Missing] / [Number of Shots Fired]
5) Use that result to calculate the HFV using this formula: [HFV] = [Small Fixed Pulse APF] * [Small Fixed Pulse Damage] / [Damage Per Shot]

in addition to filling out the HFV chart, I'd also like to figure out the APF of the remainder of the weapons. You know how FDev have said that some weapons are better at hitting "above their weight class" than others? Well that means those weapons should have higher APF values. To figure out the APF of a given weapons, use the following steps:
1) Get a ship with a highest HFV you can afford.
2) Make sure you have stock armor, and no HRPs installed.
3) Make sure your armor and wear-and-tear are 100% repaired.
4) Have someone shoot you with the weapon in question until your hull hits ~80%.
5) Figure out roughly how much damage each shot did. The formula for this is [Damage Per Shot] = [Max Armor] * [% Hull Missing] / [Number of Shots Fired]
6) Figure out the base damage of the weapon, using the resistance values at the start of this thread, and the data in this other thread.
-For thermal weapons, base damage is single shot damage in the linked thread divided by 1.2. For kinetic weapons, base damage is single shot damage in the linked thread divided by 0.6. For explosive weapons, base damage is single shot damage in the linked thread divided by 0.1.
7) Modify that base damage to what it would be vs. standard armor
-For thermal weapons, leave the number alone. For kinetic weapons, multiply the value by 1.2. For explosive weapons, multiply the value by 1.4.
8) Figure out the APF of the weapon with the following formula: [APF] = [Damage Per Shot] * [HFV of Test Ship] / [Modified Base Damage]

*Note: Thermokinetic weapons (rails, PAs, mines) are a 50/50 split between thermal and kinetic. Treat them as two simultaneous attacks (one thermal, one kinetic) with the same base damage.

Using the single-shot damage data from the previously mentioned thread, the HFV data from this thread, and the shield and armor resistances mentioned earlier, the APF can be determined of any weapon. If you guys do some testing of your own, please share your results with me. If you'd like to help me test some other values, feel free to send me a PM. Together, we can de-mystify Elite.

Edit: Though the help of CMDRs Ausbird, Atheren Zethere, and Verec, a few more ships were added to the list.
 
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Cool data and explanation, let me know if you need a hand testing.

Do you own any of the ships listed as untested, or an anaconda?

Thank you very much for your work; even for a cursory reading these numbers are an eye opener for me.
Thanks. Glad to hear this was enlightening. Hopefully these numbers will allow people to have more educated discussions about ship durability.
 
Still need to re-test the Anaconda or need a target for testing other weapons?

Contact me in-game. This is good work and I would like to support it.
 
Hah this is great. Thanks for your work! I'm very curious to see how railguns hold up.
Thanks. Hope you find it useful. Determining the APF for weapons besides the pulse laser is the next step.

Still need to re-test the Anaconda or need a target for testing other weapons?

Contact me in-game. This is good work and I would like to support it.

I could definitely use help with both! Send you a friends request in-game.
 
I'd be very happy to help as well Frenotx, expecially with figuring out the APF of different waepons.

Same cmdr name in game.
 
Thanks for helping to pull back the curtain on what should be - and shamefully is not - an entirely transparent part of the game mechanics :)
 
Wow, wonderful explanation!
Thank you!

With your permission I'll translate it into Spanish for our community. It will be very handy for a lot of pilots (of course I'll mention this thread as original source :))
 
I feel the hardness of the Anaconda, Cutter and Vette is a little low (Okey, you noted the low number with the Connie). But why has the Python a hardness of 62 and the Vette 64? This explains why it feels so incredibly easy to grind down larger ships.
Since larger ships do not benefit from a damage reductions from larger weaponary, larger ships actually pop faster than smaller ships! And this was before I read about this post.
Assuming these numbers are true, I think the three larger ships should get their hardness up to 80-90.
 
Wow, wonderful explanation!
Thank you!

With your permission I'll translate it into Spanish for our community. It will be very handy for a lot of pilots (of course I'll mention this thread as original source :))

By all means, go ahead. I'll let you know when I get around to testing the piercing values for weapons.

I feel the hardness of the Anaconda, Cutter and Vette is a little low (Okey, you noted the low number with the Connie). But why has the Python a hardness of 62 and the Vette 64? This explains why it feels so incredibly easy to grind down larger ships.
Since larger ships do not benefit from a damage reductions from larger weaponary, larger ships actually pop faster than smaller ships! And this was before I read about this post.
Assuming these numbers are true, I think the three larger ships should get their hardness up to 80-90.

For better or for worse, I'm confident that the HFVs for the python, corvette, and cutter are correct. I agree that the super large and high-end ships should probably have a higher HFV. It would make them generally more durable (and thus more attractive in combat), and it would also make class 4 weapons actually worth using, since their piercing would be high enough to still do full damage.

This was one of the objectives of this research- to make these sort of informed discussions possible, and hopefully eventually improve the balance of the game.
 
Hey Frenotx, thanks again for this thread.

In relation to the concerns you expressed about your test result of 46 for the Anaconda, Mark Allen said it's 65:

https://forums.frontier.co.uk/showthread.php?t=170205&page=10

I'm aware of that post, and was fittingly surprised when I did the test on ghee anaconda. While I'm not 100% confident in my number, I AM confident that it's not -that- far off. Mark has remembered numbers incorrectly before, or the anaconda may just be bugged. You can see why I'd really like to get in that re-test.
 
I'm aware of that post, and was fittingly surprised when I did the test on ghee anaconda. While I'm not 100% confident in my number, I AM confident that it's not -that- far off. Mark has remembered numbers incorrectly before, or the anaconda may just be bugged. You can see why I'd really like to get in that re-test.

Any update on the true Anaconda HFV?

Also is there any way to get APV values of burst and beam lasers? All i've heard so far is that beams have the worst APV over pulses.
 
Hey there , i am not a theorycrafter as you but may i suggest some ideas :

1-Regarding your FDL figures ( 62) : from my experience with that ship , when my shields are down ( i am fit with reinforced alloy) or when i strip enemy fdl shields down , i can tell you that the hull won't result as a 62 HFV one. It's rather paper thin instead. I think that the figure given comes from the fact that you tested this with a small pulse laser , and FDL comes with an extra resistance vs small weapons.. Had you tested that with medium class weaponry , i guess its HFV woul'd drop for good.

2-Regarding large ship poping out faster than smaller ones. From my past 2 weeks combat experience with the FDL , I don't really agree with the fact that this point is due to weapon class. Thing is that i fought with 2*burst c2 + 2*pulse c2 ( dsp 49) then i've changed to 2*burst c2 + 1 pulse c3 ( dps 44) and i can say without doubt that the large weapon has indeed no penalty vs large ship but it also has a bonus vs medium to small ships. (asp scout , viper mk4 and vultures melt quicker now than with first loadout). i know that you've probably performed your tests on stationary targets , but i wonder if accuracy coul'd be the big factor in this case .:rolleyes: Cause now medium to small pops as quick as large ships.

Sorry for average english. See ya.
 
Any update on the true Anaconda HFV?

Also is there any way to get APV values of burst and beam lasers? All i've heard so far is that beams have the worst APV over pulses.
I don't have any updates. Wasn't ever able to find someone to help, and have since been taking a bit of a break 'till the next update. You could use other types of weapons for the tests, but since we don't have the exact APV for any other weapons beside the small pulse laser, your results wont be as reliable. You could calculate the APV of another weapon using the HFVs that I've worked out here, but any errors in my numbers will be magnified when you do testing with a value derived from an experimentally derived value. It might be enough to at least see if it's in the same ball park, though.

Hey there , i am not a theorycrafter as you but may i suggest some ideas :

1-Regarding your FDL figures ( 62) : from my experience with that ship , when my shields are down ( i am fit with reinforced alloy) or when i strip enemy fdl shields down , i can tell you that the hull won't result as a 62 HFV one. It's rather paper thin instead. I think that the figure given comes from the fact that you tested this with a small pulse laser , and FDL comes with an extra resistance vs small weapons.. Had you tested that with medium class weaponry , i guess its HFV woul'd drop for good.

2-Regarding large ship poping out faster than smaller ones. From my past 2 weeks combat experience with the FDL , I don't really agree with the fact that this point is due to weapon class. Thing is that i fought with 2*burst c2 + 2*pulse c2 ( dsp 49) then i've changed to 2*burst c2 + 1 pulse c3 ( dps 44) and i can say without doubt that the large weapon has indeed no penalty vs large ship but it also has a bonus vs medium to small ships. (asp scout , viper mk4 and vultures melt quicker now than with first loadout). i know that you've probably performed your tests on stationary targets , but i wonder if accuracy coul'd be the big factor in this case .:rolleyes: Cause now medium to small pops as quick as large ships.

Sorry for average english. See ya.

The HFV IS how much a ship resists smaller weapons. A high HVF doesn't just mean the ship has more armor- it means it takes heavily reduced damage from low APV weapons. You'll do more damage with medium weapons against an FDL than with small weapons because the FDL has a very high HFV, and the higher APV of medium weapons leads to their damage not being resisted as much.
 
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So, the large hull of the iClipper is not more resistant/harder than the medium hull of the FAS?

Clipper59

FAS60


Mmmh...and I used to think / had been told that most of the Small weapons get -33%/-66% damage output against M/L hulls, and Medium weapons get -33% against L hulls, while a Large weapon would not have any damage increase against S/M hulls...so that a larger hull would be an advantage against smaller ships but smaller ships would not be one shot by larger ones and blah blah...

...I see that I / it was all wrong / a lie!

Thanks, have some rep and let me bump up this thread (since until today, I did not even notice it!!!)
 
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