Resistances vs Hull/Shield strength

Is there an actual formula anyone has come up for calculating how much damage reduction percentage wise each point of resistance gives?  I’ve heard a few different things but I’m not sure which is true.  

 

I’m trying to figure out what the threshold is on my Fed frigate for when adding more shield/hull strength would outweigh resist stacking.

100/(100+x)

 

Multiply the incoming damage with that for your damage reduction.

 

Basicly any resist past 110 is almost wasted.

Okay so what’s the additional percentage of damage that shields takes to EM and hull takes to Kinetic?

Okay so what’s the additional percentage of damage that shields takes to EM and hull takes to Kinetic?

 

Depends on your resistance?

 

There is no extra damage to hull or shield, it’s all about your resistances.

 

You can still use that formula to calculate how much extra damage you take if your resists are negative (Which is a lot btw).

the formula is 1/(1+resi/100)

200 resistance would be 1/(1+200/100)=1/3 incoming damage.

The formula is exactly same as the one I posted…

If you would like to figure out your effective hitpoints vs a damage type, use: Base Hitpoint * ((100+resistance)/100)

 Well uh…I kinda went overboard trying to figure out if I was going to spend a lot of credits to swap resist for shield strength.

 

Thought I’d share my findings:  :fighter:

 

 

sc_resist01_grph_zpsab7208a0.png

WoW if this damage/resistance chart really is correct then it’s just great. I was looking for something like this for weeks, thanks!

 

Also a question:

this means that basically both hull and shield take the same amount of damage from any type, and they are only considered stronger against em/kinetic than the other because their base resistance values against that certain type of damage are higher?

This is like the fourth topic on the same subject. Use forum search guys…

For frigates at least, I’ve found the shield/hull strength modifiers to be universally inferior to the resistance modifiers. Though at ~100 resistance to one element, you’re better off stacking resistances in another type. Another reason hull/shield stacking is bad is because healing auras and self heals are flat amounts, which means they become less and less effective the more shield and hull strength you have.

For frigates at least, I’ve found the shield/hull strength modifiers to be universally inferior to the resistance modifiers. Though at ~100 resistance to one element, you’re better off stacking resistances in another type. Another reason hull/shield stacking is bad is because healing auras and self heals are flat amounts, which means they become less and less effective the more shield and hull strength you have.

This is not correct. It only works like this if you’re taking about as much fire as you can regenerate (which is about 150 hp and 150 shield damage per second).

 

In most cases, people alpha strike frigates, which does thousands of damage per second. Even solo interceptors easily push into much higher damage values if they bother to use missiles, and the most common enemy of frigates, imperial fighters absolutely shred low hp/low hull frigates regardless of their resistances.

 

You need to stack both unless the only thing you’re looking for is staying power against pea shooters.

If you can sustain around ~20k damage (EM at shield & kinetic at hull), you willl survive the first overdrive strafe of an empire fighter.

This is not counting rockets. This is also not counting resistance debuffs (which a lot use, too).

 

Then he usually has 3 to 4.5 seconds cooldown and the next wave of 20k damage will hit you.

 

Damage = Weapon Damage * 4 * 1.66 * (Weapon Cooldown * 0.6) over (Weapon Cooldown * 0.6) seconds

 

Plasma Mk3 = 405 * 4  * 1.66 * (11.5 * 0.6) = 18.5k over 6.9 seconds

 

This is when every shot hits (unlikely) and also ignores your natural shield & hull regeneration over that time.

 

Personally i have met several frigates in T3 which i can’t just “shred to pieces”, as some people on this board claim.

There is a 300 ROF cap.

There is a 300 ROF cap.

There’s also an experimental pulse discharger and a valkyrie buff. Nerver said those numbers are hewn in stone. But your one-liner contributed a lot to the discussion, thanks for that.

If you can sustain around ~20k damage (EM at shield & kinetic at hull), you willl survive the first overdrive strafe of an empire fighter.

This is not counting rockets. This is also not counting resistance debuffs (which a lot use, too).

 

Then he usually has 3 to 4.5 seconds cooldown and the next wave of 20k damage will hit you.

 

Damage = Weapon Damage * 4 * 1.66 * (Weapon Cooldown * 0.6) over (Weapon Cooldown * 0.6) seconds

 

Plasma Mk3 = 405 * 4  * 1.66 * (11.5 * 0.6) = 18.5k over 6.9 seconds

 

This is when every shot hits (unlikely) and also ignores your natural shield & hull regeneration over that time.

 

Personally i have met several frigates in T3 which i can’t just “shred to pieces”, as some people on this board claim.

In most cases, imp fighters do not strafe frigates. They just come from side or rear, and fully unload. Those with mk3 close range weapons can come from front and unload.

 

My Garm runs at ~20k hull and ~9k shield with significant resistances both kinetic and thermal damage on hull and decent resistances on shield. I typically run shield regen module, hull regen module, pulsar and movement inhibitor. I have snowball chance in hell of surviving a 1v1 against a semi-decent imperial fighter solo, and snowball in blast furnace with support that doesn’t include interceptors with shut down modules. Essentially the only way to live through imperial fighter attacking you is to either hit him hard when he’s coming in so he’s low before he gets in range of his main guns, or to have a pocket interceptor to shut him down when he engages. Even experimental T3 liquid armour wasn’t enough to keep me up against a single imperial fighter when I tried it. Overdrive and unload and you just melt in seconds.

 

This is why smart people don’t pick frigates for captaincy in combat recon. There’s simply nothing you can do to survive against a concentrated assault of 2-3 imperial fighters unless you can dodge incoming fire reliably. They will shred you and some of them will probably survive long enough to shred some of your defenders before dying or getting out.