Common guys this is no big secret and was already available under the guide section. Effective resistance increases at an increasing rate because the percent damage reduced becomes a larger part of total damage dealt. For example 10% resistance is only 1/10 at full damage but 1/2 at 20% damage.
As far as resistance versus hull there are other factors that complicate things such as the speed decrease from the hull increase modifier or that too much hull will not be healed up to full between engagements, or even the psychological effects of seeing big versus small damage numbers.
My personal taste is to fit weaker ships for high resistance, and ships with high base values in hull/shield into buffers; This means my ceptors are omni-tanks, except my stiletto, my frigs are buffer tanks, with sometimes one sided resistance peaks, depending on their main antagonist, and the position they usually are in battle (in or out of fleet/healing support). Buffers are better against DPS, while Resistance works better against alpha damage, for short and intensive exposure, while on the long run, resistance is better for constant low dps, and buffer can withstand slow alpha strikes better, making a balanced approach better suited for random situations. At least thats my theory.
I dont understand what you are saying, so ill explain just in case you are doing it wrong.
Getting a equal amount of hp and resistance gives the greatest amount of effective health, which is good against alpha damage (or all damage when you wont get any heals), and getting more resistances than hp gives better recovery when you are under healing effects. This is backed up by antibus math tabels for thoes who dont trust my math.
If you have a ship with 10000hull and 3 free passive slots (empire ship you wish to hull tank) and want the maximum resistance against alpha damage (like nukes), you should build as close to equal amounts of bonus hp and resistances as possible (example:hull hp in implants and one hull strenght mod and two hull resist mods). If you want the fastest recovery possible (good against low amounts of constant damage) you want pure resistances(resistance implants and mods). You should probably go somewhere in between these two, how much in each direction is up to you(example:hull strenght implants and three resist mods).
+1%shield or hull strenght is equal to one resistance to all three damage types.
P.S. dont EVER build only hull strength, and only pure shield strenght if it is a guard you want maximum alpha damage resistance to. Otherwise hp stacking is simply inferior.
I want to see all the math. I may or may not run all the numbers, this game provides so many possibilities that real life will change them. I’d at least like to see. We’re playing against humans, the math just helps you tune your strategy. If a module hurts your strategy, get rid of it. If it helps, upgrade it to premium. There’s rarely a good “all damage types” module. It’s part of the kung xxxx of detail balanced games, which I see gaijin is working on. Attacks change, defenses change as a result. If frigballs get truly nerfed, it will change combat. Fighter balls, then balance that. Eventually, everything will be tuned. Possibly by the time of Star Conflict 2.
I’ve been wondering for some time why it’s not just in terms of percentages…if you have to convert to percentages anyways to figure out the math, why not just leave it in terms of percentages? It would make newbs at the game much less “nooby” and allow them to learn such an important part of the game with ease. Personally, I only recently found out what the point system was. I thought it was totally insignificant until I saw that a mere 100 pts. of resistance would reduce damage by HALF! I was imagining 100 pts. lower than what was coming in (1000 damage shot - 100 resist. = 900 damage).
I think it’d be better to have everything as percentages…it’ll simplify a lot in this game.
I’ve been wondering for some time why it’s not just in terms of percentages…if you have to convert to percentages anyways to figure out the math, why not just leave it in terms of percentages? It would make newbs at the game much less “nooby” and allow them to learn such an important part of the game with ease. Personally, I only recently found out what the point system was. I thought it was totally insignificant until I saw that a mere 100 pts. of resistance would reduce damage by HALF! I was imagining 100 pts. lower than what was coming in (1000 damage shot - 100 resist. = 900 damage).
I think it’d be better to have everything as percentages…it’ll simplify a lot in this game.
Once you have the resistance conversions memorized though there’s no need for percentages. For the most part you really only have to remember 100…50% dmg reduction.
so, could you tell us the survivability formula that is displayed ingame ?
necrooooooooo
In that case, if the ship has a specific type of damage resistance , the formula is as follows:
Final damage = incoming damage/(1+damage resistance value/100).
However, if the ship has no resistance to a particular type of damage, the formula changes and is as follows:
Final damage = incoming damage*(1-damage resistance value/100).
Percentages are that times 100.
“Survivability” assumes your ship is stationary and uses no modules. It finds an effective volume for each resistance type and averages them together. Add together hull and shield values. Bam.