Engineers Resistances absolute vs relative

I'm beginning to pay a bit more attention to engineering but need some help with understanding the obscure, seemingly undocumented, world that it is.

I've seen a lot of stuff talking about percentages, but coriolis lists HP as well.

Do all weapons deal absolute damage as well as their type, or is it exclusively their type? i.e. is it better to get the weapon type HP up (explosive, thermal etc) or the absolute number up?

For instance on a conda, Reactive with thermal and deep plating gives

1985/2150/2294/2294/1895 (abs/exp/kin/thm/cau)
0 /-37%/-17.4%/2.1%/0%

Whilst military with heavy duty deep plating gives
2620/1912/2231/2677/2620
0 /7.7%/13.5%/13.5%/0%

The explosive resistance percentage on the second is higher, but in terms of HP, it's actually higher on the first build.

I think in all scenarios the second option the best balance for PvE?

I assume the same logic applies to shielding too?
 
Just be aware that there are weapons (plasma for example) that do care only for absolute values... :eek: So things are even more complicated.
 
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I don't rate plasmas especially high on my threat radar, as NPC's don't land many hits compared to other weapons, so the others should be the priority.
 
Armour resistances will reduce the amount of damage the hull suffers from a hit (unless it's plasma which will do 100% damage as it ignores resistances), as their velocity is low plasma rounds can be dodged but they are a very effective weapon especially when engineered.

For PVE I usually fit light bulkheads+HD+DP and a mix of HRP/MRP or mil grade+HD+DP and less HRP/MRP it really depends on the ship, as to shielding I use bi-weave + resistances (usually a little higher in thermal as a lot of incoming fire is laser based).
 
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