Thargoid Combat - How to tell if you should use Guardian Hull Reinforcements

People are often confused as to whether or not guardian hull reinforcements are worth using.

The answer is, it varies. But you can calculate the point at which they become worth it relatively easily.

Take the class 5. It gives 488 hull and 5% caustic resistance. By comparison, the class 5 human, fully engineered, gives 738. That's a difference of exactly 250 hull. So, in order to provide more than the human version, the TOTAL hull of the ship in question must be such that 5% is more than 250.

This is convenient, because the way resistance stacking diminishes means that each additional 5% of resistance provides the exact same amount of effective health. I tested this in Coriolis; if you put the hull of a ship at exactly 4512(5000-488 from the GHRP), a human HRP provides 5250 total hull, while the c5 guardian HRP provides 5263.

In other words, the math checks out, with some small amount of error. I'll get to that briefly, but it shouldn't significantly disturb the calculations. Using this, we can fairly simply calculate the hull value required for each particular GHRP to be worth using.

ClassDifferenceBalance PointRequired Absolute Hull Value(IE, Balance point minus GHRP hull bonus)
C52505000 hull4500 hull
C42114220 hull3800 hull
C31673340 hull3000 hull
C21212420 hull2150 hull
C1701400 hull1250 hull

To translate; If your absolute hull value is at the bolded value, then you can use the GHRP and gain more value than by using an engineered human HRP. Note that these values are slightly inaccurate, because resistances don't quite work like this. 5000 hull with 5% resistance doesn't exactly equal 5250 effective hull, it equals 5,263.16. The precise value of the balance point would be more like 4988. But these are close enough for ballpark estimates.

An important aspect to consider, however, is whether or not repair limpets are to be used. These effectively add directly to the total absolute health pool, and since these are multiplied just like any other health, you can essentially consider them part of your original health pool. So, for example, if you had 2700 health but planned to use a single class 5 repair limpet worth 310 repairs, you would still be better off using the class 3 GHRP than the class 3 HHRP. Likewise, if you had 4050 health but planned to repair using a single class 7 repair limpet worth 450 health, you would be better off using a class 5 GHRP than a class 5 HHRP.

A few final notes:

1. This is ignoring swarm missile damage, which seem to ignore caustic resistance.

2. These modules DO take power, so that's something to keep in mind when building your ship.

3. The BEST stats can be achieved by using ALL guardian hull reinforcements, so long as the total absolute hull value goes over the listed amounts.

4. If that's not possible, you should always swap out the smallest possible hull reinforcements first. Given the above values, there are very few ships that won't benefit from the C1 and C2 modules at least.

Final Note - Meta Alloy Hull Reinforcements

The same exact calculations can be applied to Meta Alloy Hull Reinforcements, but given their much worse stats, the numbers don't play out anywhere near as conveniently.

For contrast, the C1 Meta Alloy Hull Reinforcement requires a hull value of 3633 to be worth swapping out, which can be compared to the C3 Guardian Hull Reinforcement.

And the C5 Meta Alloy HRP requires an absurd 12900 absolute hull before it becomes efficient. Even a t10 with pure hull reinforcements cannot reach this number, so there is no possible scenario in which the C5 MAHRP is ever worth using.

Something to take note of, fdev?
 
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People are often confused as to whether or not guardian hull reinforcements are worth using.

The answer is, it varies. But you can calculate the point at which they become worth it relatively easily.

Take the class 5. It gives 488 hull and 5% caustic resistance. By comparison, the class 5 human, fully engineered, gives 738. That's a difference of exactly 250 hull. So, in order to provide more than the human version, the TOTAL hull of the ship in question must be such that 5% is more than 250.

This is convenient, because the way resistance stacking diminishes means that each additional 5% of resistance provides the exact same amount of effective health. I tested this in Coriolis; if you put the hull of a ship at exactly 4512(5000-488 from the GHRP), a human HRP provides 5250 total hull, while the c5 guardian HRP provides 5263.

In other words, the math checks out, with some small amount of error. I'll get to that briefly, but it shouldn't significantly disturb the calculations. Using this, we can fairly simply calculate the hull value required for each particular GHRP to be worth using.

ClassDifferenceBalance PointRequired Absolute Hull Value(IE, Balance point minus GHRP hull bonus)
C52505000 hull4500 hull
C42114220 hull3800 hull
C31673340 hull3000 hull
C21212420 hull2150 hull
C1701400 hull1250 hull

To translate; If your absolute hull value is at the bolded value, then you can use the GHRP and gain more value than by using an engineered human HRP. Note that these values are slightly inaccurate, because resistances don't quite work like this. 5000 hull with 5% resistance doesn't exactly equal 5250 effective hull, it equals 5,263.16. The precise value of the balance point would be more like 4988. But these are close enough for ballpark estimates.

An important aspect to consider, however, is whether or not repair limpets are to be used. These effectively add directly to the total absolute health pool, and since these are multiplied just like any other health, you can essentially consider them part of your original health pool. So, for example, if you had 2700 health but planned to use a single class 5 repair limpet worth 310 repairs, you would still be better off using the class 3 GHRP than the class 3 HHRP. Likewise, if you had 4050 health but planned to repair using a single class 7 repair limpet worth 450 health, you would be better off using a class 5 GHRP than a class 5 HHRP.

A few final notes:

1. This is ignoring swarm missile damage, which seem to ignore caustic resistance.

2. These modules DO take power, so that's something to keep in mind when building your ship.

3. The BEST stats can be achieved by using ALL guardian hull reinforcements, so long as the total absolute hull value goes over the listed amounts.

4. If that's not possible, you should always swap out the smallest possible hull reinforcements first. Given the above values, there are very few ships that won't benefit from the C1 and C2 modules at least.

Final Note - Meta Alloy Hull Reinforcements

The same exact calculations can be applied to Meta Alloy Hull Reinforcements, but given their much worse stats, the numbers don't play out anywhere near as conveniently.

For contrast, the C1 Meta Alloy Hull Reinforcement requires a hull value of 3633 to be worth swapping out, which can be compared to the C3 Guardian Hull Reinforcement.

And the C5 Meta Alloy HRP requires an absurd 12900 absolute hull before it becomes efficient. Even a t10 with pure hull reinforcements cannot reach this number, so there is no possible scenario in which the C5 MAHRP is ever worth using.

Something to take note of, fdev?
Meta Alloy HRPs are such trash :/
 
I usually put 1-3 small G-HRP, that is if i have enough regular heavy duty HRPs in the build. The Caustic resists they bring is more beneficial than normal hrp will add.
But going more than 3 will stop being beneficial
In my scout/gauss trainer (shield tank Crusader) i use 2 GHrp with slightly better results than using 2 normal hrp (also saving some engineering materials)
While this Conda does better with 3 g-hrp than with normal hrp in terms of caustic damage resistance
 
3. The BEST stats can be achieved by using ALL guardian hull reinforcements, so long as the total absolute hull value goes over the listed amounts.

4. If that's not possible, you should always swap out the smallest possible hull reinforcements first. Given the above values, there are very few ships that won't benefit from the C1 and C2 modules at least.
Just as a general build note: Most medium AX meta ships are not going to have much more than 3k hull and many are power starved. Very few AX ships (apart from some large ones) will ever reach 5k+. The sound advice is to construct the build in Coriolis or EDSY first and then start mixing up the HRPs with both power, effective hull, repair, and missile damage in mind. In the end, for most people, the differences are going to be worth much less than piloting skill, which generally goes up fast when one starts dabbling into AX combat.

A common choice for some ships, including the AX Chieftain, is to use GMRPs in the small slots (and a large GMRP as the primary one), leaving the military c4 slots only for HRPs. With this layout, there are no small HRPs to replace and all HRPs are size 4.

However, the hull is generally just a buffer and to consider actual effective hull one also has to add repair into the equation. For example, taking this build with three size 4 HRPs, effective caustic hull will always go down if you replace an HRP by a GHRP (3270 -> 3220, plus the loss of hull against missiles), but the additional 310/0.95 - 310 = 16 effective caustic hull per repair limpet means you need about 3 repair limpets to complete their work before you gained that back.

In the end, these are fine tunings of existing builds and goes into the category of build choices as there are some tradeoffs and I don't think AX beginners need to worry too much about it.
 
I usually put 1-3 small G-HRP, that is if i have enough regular heavy duty HRPs in the build. The Caustic resists they bring is more beneficial than normal hrp will add.
But going more than 3 will stop being beneficial
In my scout/gauss trainer (shield tank Crusader) i use 2 GHrp with slightly better results than using 2 normal hrp (also saving some engineering materials)
While this Conda does better with 3 g-hrp than with normal hrp in terms of caustic damage resistance

Actually, you could swap out all the HRPs on that conda with GHRPs and gain quite a bit of caustic health.
 
I usually use as many Guardian Hull Reinforcements I can,and after each NHSS my hull don't suffer from Caustic that much,with normal ones is a pain.
 
Yeah. I went on my first xenophobic fight today. The fight was boring, hilariously short and a walk in the park. For him.... This was the first sound beating I got in weeks!! I couldn't even get away from him. So I guess it's a tour to the engeneers again. FML! This is another ballgame.
And I like it!
 
Yeah. I went on my first xenophobic fight today. The fight was boring, hilariously short and a walk in the park. For him.... This was the first sound beating I got in weeks!! I couldn't even get away from him. So I guess it's a tour to the engeneers again. FML! This is another ballgame.
And I like it!

It is quite a step up from standard PvE 😉

My first few attempts were not even worth talking about.
But after each one I got a little bit better, made a few load out tweaks here and there until I finally managed to kill a Cyclops with about 10% Hull left.
After that AX CG a few weeks back I got enough practice to kill them with between 70-90% Hull and now I’m no longer intimidated by them.

Basilisks on the other hand are another giant step up and kill me almost as quick as the Cyclops did to begin with so I’ve left it alone for a bit.

I’ll come back to it eventually but it is a lot of fun and very challenging.
 
It is quite a step up from standard PvE 😉

My first few attempts were not even worth talking about.
But after each one I got a little bit better, made a few load out tweaks here and there until I finally managed to kill a Cyclops with about 10% Hull left.
After that AX CG a few weeks back I got enough practice to kill them with between 70-90% Hull and now I’m no longer intimidated by them.

Basilisks on the other hand are another giant step up and kill me almost as quick as the Cyclops did to begin with so I’ve left it alone for a bit.

I’ll come back to it eventually but it is a lot of fun and very challenging.

Yeah. I have watched some material on YT on how to engage with T's. But this time I didn't want to have the full "A-Z step guide" in how to deal with them but find it out on my own. I already found out the key is speed and distance. Getting head to head into a fist fight doesn't work. I already remote engeneered my thrusters to gain the needed speed. But I need a hell of a lot more. One problem I need to adress is I get immune to caustic damage after one salvo....
I see I forgot to mention I got full Guardian build with my ship. Perhaps it's very stupid of me but I want to try it out. So I don't have the feeling I did all that grinding work for nothing.
 
I see I forgot to mention I got full Guardian build with my ship. Perhaps it's very stupid of me but I want to try it out. So I don't have the feeling I did all that grinding work for nothing.

Yeah i've got most of the Guardian stuff unlocked myself, still need to get a few bits though. It's definitely worth giving it all a go and trying out different combinations to find out what works for you personally.
My META might be (and probably is) quite different from yours or the next persons and so on.

I never really watch YouTube tutorials for anything as it spoils all the fun for me, although I don't mind having a little read about how modules/weapons work and how their stats stack up against each other.

I love a good hard learning curve, but I'm the kind of masochist that thinks everyone should play Dark Souls at least once in their life.
 
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