Repair limpet - can someone explain me something?

I am pretty used to repair limpets now,
but today i found something strange happening.

first, i tried to find out how much raw hitpoints an NPC Anaconda (Dangerous) in a CZ has.
so after the battle was won, all enemies gone, i fired a repair limpet (5A controller, 310 capacity listed) on that allied 'conda.
managed to repair it up from 19 to 20%.
given some rounding tolerance, thats 1-1.9% total

but that would have meant that this Anaconda had 16k - 31k hitpoints -> way to high

then i checked out my recording and checked how much the limpets had repaired on my of my own hull.

and there i got two different results:
first 12% (187HP) and later 20% (310HP)

the first translated to the conda would result in ~9k hitpoints, which would be an heavily engineered HRP stacked loadout, but still to much IMHO
the later is what i was expecting

now, where does the difference come from??
there was no disruption in form of combat damage in either case
is there a non-linear factor involved depending on how much hull is left?
is there a difference between hardpoints deployed or not, ship moving or standing still?


 
Could the Hardness rating be a factor?
Could HRP's be a factor?
We may never know.

hardness probably not, as i got two different results for repairing my own ships hull in the same session

HRPs could be a factor, as i have never checked their health in the module panel during the fight.
do they deplete like MRPs but the % display on the target display only show the base hulls %?

with ~10 of 12 internal slots of that conda occupied with HRPs, i would say the math behind could become complicated in that case
 
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