When I did not see this parameter in the game I was surprised. Thought I was just not looking closely.That’s not what he’s asking about. Also, sorry OP, I do not know the answer.
I understand YOU, and then the protection of the modules does not just add up, i.e. you can not make 100% protection.I think that MRP’s just add module hit points to your other modules, and they are supposed to take damage before other modules, until they are depleted.
That's what I wanted to know. It is passive and does not require power, maybe it also works during repair?It's not shown on any of the ship's screens.
I think when a MRP is being repaired it is basically "off" and doesn't offer any protection for the duration of the repair. You can tell because usually only the biggest MRP will absorb damage, but if it's currently being repaired the next biggest one will absorb damage instead and there will be a slight increase in the damage that isn't absorbed and gets passed through to your other modules (because the total protection percentage is lower).
the protection of the modules does not just add up, i.e. you can not make 100% protection.
That's great, but that's not what I wanted to know.The protection percentage does stack, although it combines multiplicatively, so it is correct that you can not quite make 100%.
To calculate it, you need to reverse the protections, so that you are working instead with the proportions of damage each Module Reinforcement Package lets through. Multiply those together to get the combined proportion of damage admitted, then reverse it back to become a protection number if you want.
We can turn this into an equation, using the knowledge that D-rated reinforcement protects 60% and E-rated protects 30%. If d and e are how many of each of those modules we have fitted, the admitted damage factor will be:
(1 − 0.6)ᵈ (1 − 0.3)ᵉ
To write the result as a protection amount, just reverse it:
1 − (1 − 0.6)ᵈ (1 − 0.3)ᵉ
For example, three D-rated modules will protect 1 − (1 − 0.6)³ = 0.936, or 93.6%.
If one of those modules was E-rated, it will protect 1 − (1 − 0.6)² (1 − 0.3) = 0.888, or 88.8%.
That's great, but that's not what I wanted to know.
Will the module's passive amplifier work if it is repaired.
Will it also absorb damage or will it switch to the next one ?
The thing is that according to the site AXI there put three module amplifiers from the Guardians. And it turns out that this is not correct. The biggest and the first need to put a regular and as soon as it will start to be damaged, then immediately fix it ...I think they do work while being repaired and they can be repaired in combat
Like the canopy, they cannot be disabled and they dont seem to lose their function while being repaired.
I havent done any proper testing, but i use 3x mrp on a shieldless krait and, since i'm not good enough, i do take damage either from the swarm or from the interceptors themselves
The point is, losing a mrp leads to significant more damage to internal modules and i think i would have noticed if my mrp were being disabled in combat while being repaired.
I usually run a size 5, then a size 4 and either a size 1 or 2. Usually the size 5 takes most of the beating
Just make sure you check the mrp status and repair them BEFORE they get to zero integrity.