a quick question regarding resists. and the % amount of damage they reduce.

are the stated numbers %s or are they raw numbers and is a % calculated from them?

if the latter, does anyone know how to calculate your damage reduction in %s?

a quick question regarding resists. and the % amount of damage they reduce.

are the stated numbers %s or are they raw numbers and is a % calculated from them?

if the latter, does anyone know how to calculate your damage reduction in %s?

[http://forum.star-conflict.com/index.php?/topic/12882-questions-to-the-devs/?p=189303](< * base_url* >/index.php?/topic/12882-questions-to-the-devs/?p=189303)

Damage Reduction = resist / (100 + resist)

0 resist = 0% reduction

50 resist = 33% reduction

100 resist = 50% reduction

200 resist = 66% reduction

>/index.php?/topic/12882-questions-to-the-devs/?p=189303)base_url

Damage Reduction = resist / (100 + resist)

0 resist = 0% reduction

50 resist = 33% reduction

100 resist = 50% reduction

200 resist = 66% reduction

so it uses a basic diminishing returns effect.

i had suspected as much but i wasn’t sure.

Thank you very much for your quick replies, appreciate it

I’ve created a resistance / effective HP calculator excel file for personal use, but since such questions are always asked, I decided to share it:

[StarConflictCalculator.zip](< * base_url* >/applications/core/interface/file/attachment.php?id=5851)

I’ve created a resistance / effective HP calculator excel file for personal use, but since such questions are always asked, I decided to share it:

![attachicon.gif](<

>/public/style_images/master/attachicon.gif)[StarConflictCalculator.zip](<base_url>/index.php?app=core&module=attach§ion=attach&attach_rel_module=post&attach_id=5851)base_url

Oh thats is very helpfull, thanks mate

just one thing, and this might also be helpfull to you, i am a total layman when it comes to excel, but would it be possible to put in some part where you can see the EHP/s you get for both shields and/or hull (in the case of reps) which factors in the resists you have in those particular areas?

like u just put in how much raw HP/s you rep and it calculates off the resists you’ve put?

Umm, sorry I don’t really understand what you ask for.

The total EHP is there in the bottom row of the top table, which is basically the sum of the effective HP of shield and armor. The distinct shield and armor EHP values are calculated each using their own resistance modifiers, so the EHP you get in the bottom row is the total effective HP your ship has against any particular type of damage.

Are you asking if I could include the shield regen / armor repair values in such calculations?

Umm, sorry I don’t really understand what you ask for.

The total EHP is there in the bottom row of the top table, which is basically the sum of the effective HP of shield and armor. The distinct shield and armor EHP values are calculated each using their own resistance modifiers, so the EHP you get in the bottom row is the total effective HP your ship has against any particular type of damage.

Are you asking if I could include the shield regen / armor repair values in such calculations?

what i was looking for, was seeing your shield regen / armor rep in Effective Hp/s instead of raw Base HP/s.

that should allow people to put the reps into perspective, especially since people tend to look towards EHP and not RAW Hp.

Seeing how the reps actually influence your ship and how much of the enemies DPS they can sustain will be usefull to know

what i was looking for, was seeing your shield regen / armor rep in Effective Hp/s instead of raw Base HP/s.

that should allow people to put the reps into perspective, especially since people tend to look towards EHP and not RAW Hp.

Seeing how the reps actually influence your ship and how much of the enemies DPS they can sustain will be usefull to know

Regen is eHP over time. you calculate the effectiveness of a single HP, and then add a time factor for a given set of resistances.

essentially you just need to copy the cells, change the base HP to the base regen rate, and then multiply by time.

Regen is eHP over time. you calculate the effectiveness of a single HP, and then add a time factor for a given set of resistances.

essentially you just need to copy the cells, change the base HP to the base regen rate, and then multiply by time.

i understood what you meant there, but have no idea how to do that… i have never used excel in my life, despite 4 years of playing EVE -_-’

i understood what you meant there, but have no idea how to do that… i have never used excel in my life, despite 4 years of playing EVE -_-’

I recommend you learn. Excel is an excellent tool, not just for gaming.

Anyway, I just noticed the formula Turenkarn used is incorrect for eHP.

He’s using HP*(1+(Resistance/100)) instead of HP*(1+(Resistance/(Resitance+100))) he has damage reduction below the charts correct, but the table itself is wrong.

do you want to try to fix it yourself or do you want an easy button?

…So now that I had some free time I’ve upgraded the previous Chart, here’s the new version:

[StarConflictCalculator2.zip](< * base_url* >/applications/core/interface/file/attachment.php?id=5865)

@Onisake:

Are you sure that formula is wrong?..

Let’s just use a simple example: say we have 1000HP and 100 resist.

With your formula, which says: HP*(1+(Resistance/(Resistance+100))) we get **1500** effective HP.

With my formula, which says: HP*(1+(Resistance/100)) we get **2000** effective HP.

You said that the Damage Reductions are calculated correctly by the following: 1-(100/(Resistance+100)). This gives 0,5 which equals **50%** Damage reduction.

Now if you think about it, if you reduce all incoming damage to its half, then you had effectively doubled your HP.

For example (again simple numbers) let’s just say the gun of the attacker does 100 damage. Without any resistance it would take him exactly 10 hits to kill my 1000HP ship.

With 50% DR his guns only deal **50** damage points. In this case he needs exactly 20 hits to kill my 1000HP ship, which has 100 resistance.

20 hits from a gun doing 100 damage equals 2000 damage.

Any way I try to put it I get that the effective HP of MyTestShip is 2000 with 100 resist, and not 1500. Therefore I can’t understand why my formula is wrong?

…So now that I had some free time I’ve upgraded the previous Chart, here’s the new version:

![attachicon.gif](<

>/public/style_images/master/attachicon.gif)[StarConflictCalculator2.zip](<base_url>/index.php?app=core&module=attach§ion=attach&attach_rel_module=post&attach_id=5865)base_url

@Onisake:

Are you sure that formula is wrong?..

Let’s just use a simple example: say we have 1000HP and 100 resist.

With your formula, which says: HP*(1+(Resistance/(Resistance+100))) we get

1500effective HP.With my formula, which says: HP*(1+(Resistance/100)) we get

2000effective HP.

You said that the Damage Reductions are calculated correctly by the following: 1-(100/(Resistance+100)). This gives 0,5 which equals

50%Damage reduction.

Now if you think about it, if you reduce all incoming damage to its half, then you had effectively doubled your HP.

For example (again simple numbers) let’s just say the gun of the attacker does 100 damage. Without any resistance it would take him exactly 10 hits to kill my 1000HP ship.

With 50% DR his guns only deal

50damage points. In this case he needs exactly 20 hits to kill my 1000HP ship, which has 100 resistance.20 hits from a gun doing 100 damage equals 2000 damage.

Any way I try to put it I get that the effective HP of MyTestShip is 2000 with 100 resist, and not 1500. Therefore I can’t understand why my formula is wrong?

Your forumla is correct. Resistance factor is calculated with Rf = 100/(Resistance+100).

In the case of 100pts, this gives Rf = 100/(100+100) = 100/200 = 0.5

In the case of 50pts, this gives Rf = 100/(50+100) = 100/200 = 0.666

The forumla for EHP is EHP = BaseHP/(Rf)

i.e. 100pts for 1000HP gives 1000/0.5 = 2000

i.e. 50pts for 1000HP gives 1000/0.666 = 1500

Substituting Rf into the equation for EHP gives:

EHP = BaseHP/(100/(Resistance+100))

=> BaseHP*(Resistance + 100) / 100

=> (Resistance*BaseHP + 100*BaseHP)/100

=> BaseHP + (Resistance*BaseHP/100)

Simplifying this gives EHP = BaseHP*(1+(Resistance/100))

@Onisake, you need to go back to basic algebra my friend.