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.
So, the large hull of the iClipper is not more resistant/harder than the medium hull of the FAS?
Clipper 59
FAS 60
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!!!)
If I had damaged a module instead of hull with some of those shots, they would have appeared to do less damage to the hull, which would have led to my calculated HFV being higher than the true value, not lower.It was specifically mentioned at the time they released it that the FDL had special coating that made it more resistant to small arms, Its nice to see they weren't making it up I wasn't entirely sure they let it through lol.
If you wanted a possible error in the anaconda readout I've always found that its extremely difficult to actually hit an area on a conda to do full hull damage, you almost always hit some module somewhere on its hull and that reduces the damage the hull takes as far as I can tell. I almost felt this particular stat was bugged for the conda as it doesn't happen as badly on any other ship.
Lost track of the number if cannon shots i've wasted on 10% condas -_-
If I had damaged a module instead of hull with some of those shots, they would have appeared to do less damage to the hull, which would have led to my calculated HFV being higher than the true value, not lower.
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 suspect you might both be correct... at time of relevent posts.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.
It's entirely possible. With projects of this size and complexity, and with as many "hands in the soup" as there are, it would be pretty easy for something like this to have been changed inadvertently, and not noticed. I'd really appreciate it if someone(s) could re-test the anaconda's hull via the procedures laid out in the OP, and see what value they come up with.I suspect you might both be correct... at time of relevent posts.
Mark's post is from back in September.
I've had a feeling that Condas had gotten a fair bit more squishy since Horizons, and I seem to recall there was a patch around Horizons day that tweaked the armor values of several ships.
I'd thought it was just a case of me flying ships with more punch but maybe something has happened that caused the Anaconda to have the wrong armor value?
It's entirely possible. With projects of this size and complexity, and with as many "hands in the soup" as there are, it would be pretty easy for something like this to have been changed inadvertently, and not noticed. I'd really appreciate it if someone(s) could re-test the anaconda's hull via the procedures laid out in the OP, and see what value they come up with.
I tested the anaconda with another CMDR a while back and recorded the data in excel. We made sure to use the fixed small pulse on an area of the anaconda's belly that did not result in subsystem damage.
Test ship: Anaconda
Hull: 945 (No reinforcement)
# of shots fired to 80% Hull: 244
Armor damage per shot = (945*0.2)/244 = 0.77459
Base armor damage per shot = 2.48/1.2 = 2.06667
HFV = (20*2.06667)/0.77459 = 53.36155
Seems to be right smack dab in the middle between the earlier test of 46 and the dev's 65.
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):
Yeah that seems to be the case as confirmed here: https://forums.frontier.co.uk/showthread.php?t=170205&page=9&p=2802177&viewfull=1#post2802177I'm just reading the OP, but this seems to contradict with the information provided in this thread:
https://forums.frontier.co.uk/showthread.php?t=170205
Specifically:
There's an important concept to explain first: Damage types and Defence. Elite currently uses 3 types of damage: Thermic, Kinetic and Explosive [...]
If you hit the hull then a much more complex process kicks off:
1) The first step is to multiply the damage dealt by the armours' defences as for shields.
2) There's a second step in damage reduction that's used only for hulls - Hardness.
[Armor Damage per shot] = [Piercing (APF)] / [Hardness (HFV)] * [Armor damage type modifier/Armor Alloy Resistance] * [Shield damage per shot*shield damage type modifier]
Alloy multipliers:
Lightweight Alloy: 1.0 health multiplier, 0.8 thermal multiplier, 1.2 kinetic multiplier
Reinforced Alloy: 1.5 health multiplier, 0.8 thermal multiplier, 1.2 kinetic multiplier
Military Grade: 2.0 health multiplier, 0.8 thermal multiplier, 1.2 kinetic multiplier
Mirrored Surface: 2.0 health multiplier, 0.6 thermal multiplier, 1.4 kinetic multiplier
Reactive Surface: 2.0 health multiplier, 1.4 thermal multiplier, 0.6 kinetic multiplier
[Armor Damage per shot] = [Piercing (APF)] / [Hardness (HFV)] * [Armor damage type modifier/Armor Alloy Resistance] * [Shield damage per shot*shield damage type modifier]
[Armor Damage Per Shot] = [Piercing (APF)] / [Hardness (HFV)] * [Armor Damage Type Modifier / Armor Alloy Resistance] * [Shield Damage Per Shot / Shield Damage Type Modifier]
Actually i think not because a damage mod is written in decimal value . So if the damage mod reduces the base damage ( which without mod is 1 ) , then the final damage is D×(1÷mod) . Exemple : a weapon does half damages vs an armor type : mod = 1÷2 = 0.5 . So final formula is d×mod= d×0.5.
It allows to easily calculate the final damage because it is always a multiplication : damage increases if mod >1 and decreases if 0 <mod <1.
.
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 penalty there is subject of some internal discussion, may change somewhat)
.
What does 'standard refer to? Lightweight alloy?
And what are the values for reinforced & military grade alloys?
But what does :- Hence, they do not affect damage done to hit points garnered from HRP's mean?