How does overall damage work?

Hello all. Can anyone shed some light on how the overall damage works? I'm talking about the meter that shows up underneath your shield and ship on the HUD.

I thought it was baseed off the average of the overall damage to your individual modules, but apparently that's not the case. For instance, I had 5 module damaged, none more than 85%, and my overall damage was 66%. I used my field maintenance to reapair all but two (the final two to 98% and 96%), and my overall damage only came to 68%

If the value is based off the "overall" damage to your hull, and not individual modules, then doesn't it make sense that your hull reinforcements (if any), should take some damage before your overall hull? I had 7 Hull Reinforcement packages (I did an experiment, if failed), and none of them took any damage. It just seems strange that I take 66% damage, with damage to multiple modules, yet my Hull Reinforcements take 0% damage? This was in an Anaconda.

I'm sure someone out there has spent hours blowing up their wing-mates to figure out exactly how the damage system works, insights?
 
That is your Hull hitpoints. Modules are separately shown in the modules tab in the right hand screen. Module hitpoints don't affect hull

Hull can't be repaired outside of stations and if it reaches zero, you die.
 
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That is your Hull hitpoints. Modules are separately shown in the modules tab in the right hand screen. Module hitpoints don't affect hull

Hull can't be repaired outside of stations and if it reaches zero, you die.

This is correct
 
That is your Hull hitpoints. Modules are separately shown in the modules tab in the right hand screen. Module hitpoints don't affect hull

Hull can't be repaired outside of stations and if it reaches zero, you die.

Yes, the zero and die part I had figured out like a pro. :D

So basically, hall reinforcements will add to your overall hull hitpoints?
 
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This is the short version. It covers the question, but there's more to it. Luckily a developer gave us a lot of info on the damage model here: https://forums.frontier.co.uk/showt...ussion-with-Mark-Allen-on-damage-and-defenses

Thanks, this link is a huge help in explaining the WHY behind the damage.

I'm still a bit shocked by how much hull damage I took, more than a 1000, with minimal damage to modules (comparatively). Definitely going to change how I approach a combat build (ie: sacrifice "tankiness" for increased maneuverability).
Can't get hit = no damage.
 
Take a look at this awesome in-depth guide from the awesome Fronetx. Check his signature for other awesome stuff.


https://forums.frontier.co.uk/showt...-Armor-Damage-Mechanics-Hardness-Piercing-Etc


For Resistences:

DEVELOPER UPDATE:
Damage resistance stacking.

Just to clarify how damage resistances work, especially with respect to how multiple sources stack together.
It can sometimes be easier to think of a damage resistance as a damage multiplier - for example a resistance of 20% is equivalent to a damage multiplier of 0.8, 50% is equivalent to 0.5, -40% is equivalent to 1.4, etc.

When multiple sources of resistance are applied, the first step is that these damage multipliers are all multiplied together. Combining the 3 examples above would give 0.8*0.5*1.4 = 0.56 which is a damage resistance of 44%.

There is an additional step to prevent damage resistances stacking too far however - up to 50% resistance nothing further is done, but the range of 50-100% is remapped to 50-75%.
It is impossible to reach or exceed 75% static resistance to a damage type. To clarify with numbers, if you had a lot of sources of 20% damage resistance (Not something you can actually do in game, but it illustrates the maths easily), the final resistance value would end up being:

1 * 20% => 20%
2 * 20% => 36%
3 * 20% => 48.8%
4 * 20% => 54.5%
5 * 20% => 58.6%
6 * 20% => 61.9%
7 * 20% => 64.5%
8 * 20% => 66.6%
9 * 20% => 68.3%
10* 20% => 69.6%

There is no cap when stacking resistances that end up being a negative, so in the opposite direction damage increases can get a bit exponential!

Taking the example in the original report, you have 45.8%, 12.2%, 18.0%, 9.3%, 8.9% and 10%. Converted to multipliers and combined this gives a raw multiplier of 0.290, which is then remapped to 0.395 for a total of 60.5% damage reduction.

This mechanic applies uniformly for all Players, AI, and anything else that takes damage.
Other sources of temporary damage modification (such as corrosive weapons, or the damage resistance from shield pips in the power distributor) stack multiplicatively with the final damage multiplier after the diminishing returns have been applied. Even allowing for this though, immunity to a damage type is not possible.
 
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Thanks to everyone for the replies and the links, I think it's starting to come together now.

The reason I took more hull damage, than module damage, was because of my hull reinforcements. Without the hull reinforcements, I most likely would have taken more module damage than I did, on top of a significant amount of hull damage. Makes sense based off of how module and hull damage is explained in the links.

Thanks again for all the info.
 
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