|"Captain, have you seen the abacus? You know, the math calculator? It'll to show us|
how to calculate all kinds of stuff".
Resistance is a way to economically configure your ship with partial immunity to a specific damage type (Energy, Kinetic, or Corrosive) that applies in all situations. Resistance is taken off of damage first, regardless of whether the damage is being applied to shields, armor, or both. The resistance type (Energy, Kinetic, or Corrosive) needs to match the type of damage being done.Example
Ship Information: Resistance: 75% vs. Energy Damage Information: Amount: 1000 Type: Energy Calculation: Damage Applied = 1000 - (1000 x 0.75) = 1000 - 750 = 250
In all cases resistance is capped at 75%, however, many times we see resistance at a figure higher than the 75% figure, let's say 95%. We do this by simply piling on the resistance. The remainder of this topic will analyze the 20% difference between the 75% and 95% resistance figure used in this discussion.
However, before we analyze the 20% difference, it needs to be noted that our resistance can be reduced. e.g. The "Aureus beam" shot by the Aureus Judicator, has the unique characteristic of being able to debuff our Energy Resistance by a certain amount. Let's say 25%
75% resistance - 25% debuffed resistance shot by the Aureus beam leaves us with a net resistance of 50%. However, with resistance of 95%, we can mitigate our net resistance to only 70%.
95% resistance - 25% debuffed resistance shot by the Aureus beam leaves us with a net resistance of 70%
By comparison we see the the following effect.Example
Ship Information: Net Resistance: 50% vs. Energy Damage Information: Amount: 1000 Type: Energy Calculation: Damage Applied = 1000 - (1000 x 0.50) = 1000 - 500 = 500 (damage sent to shield etc.) Ship Information: Net Resistance: 70% vs. Energy Damage Information: Amount: 1000 Type: Energy Calculation: Damage Applied = 1000 - (1000 x 0.70) = 1000 - 700 = 300 (damage sent to shield etc.)
Note: The following mobs/ weapons have the ability to debuff your resistance.
-Aureus Judicator-Aureus Beam
-Nexar Skirmisher- Nexar Light Wave Generator
-Light Wave Generator (Vorsran Spawner Turret)
-Elite Phasers - Phaser
-Renegade Spy-1 - Infested Missiles
-??? - Void Tentacles
Shields are an excellent way to absorb light, transient hits. They regenerate slowly during time in which your ship is not getting hit, unlike armor. However, they don't have all the damage reduction that armor does, so rapid or heavy hits tend to cut right through them. Any damage left after resistances is applied first to shields, and the remainder is sent to the armor calculation if shields are depleted. There is a flat 35% reduction in all damage done to shields which comes after resistances.
Ship Information: Shields: 100/1000 Resistance: 75% vs. Energy Damage Information: Amount: 1000 Type: Energy Resistance debuff Calculation: Damage Applied = 1000 - (1000 x 0.75) = 1000 - 750 = 250 Base Shield debuff Calculation: Damage applied = 250 - (250 * 0.35) = 250 - 87.5 = 162.5 Damage Applied to Shields = 100 Damage Sent to Armor Calculation = 62.5
Armor is a flat damage reduction to Health ONLY (armor has no effect on damage applied to your shields)
The percentage on the armor is a multiplier for your base armor. If you have 100 base armor (armor with no artifacts) and 100% armor from artifacts, you end up with 200 armor which reduces damage done to your health by 200 (with a minimum of 1 damage).
Armor's effectiveness caps at 75%. If a hit without resists does 1000, Armor will not reduce it below 250. If the same hit with max resists does 250, Armor will not reduce it below 34.
Armor comes last in the damage calculation.()
Ship Information: Armor: 100 Armor Bonus: 110% *note that armor bonuses can exceed 100%! Shields: 100/1000 Health: 750/1000 Resistance: 75% vs. Energy Damage Information: Amount: 1000 Type: Energy Resistance/Shields Calculation: Damage Applied = 1000 - (1000 x 0.75) = 1000 - 750 = 250 Damage Applied to Shields = 100 Damage Sent to Armor Calculation = 150 Remaining Shields = 0 (Depleted) Armor Calculation: Effective Armor = 100 + (100 x 1.10) = 100 + 110 = 210 Remaining Health = 750 - (150 - 210) = 750 - 1 *note that there is a minimum of 1 damage, even if armor seems to absorb it all = 749
Level adds, among other things, a damage bonus of about 8% per level. Per player tests, this per-level percentage bonus is additive, e.g. 5 levels of bonus becomes a 40% increase. Ships also have a large amount of modifiers that alter the damage calculation. This means a much more comprehensive damage model will be needed to predict a real in-game result.
The maximum combined resist of any kind is 75%.
For debuffs that reduce armor: the weapon's tooltip (dialog box) will often say that you can gain a bonus of +50% damage, and that the armor reduction stacks up to 100 times (100x) for a certain amount of seconds.
This means that the armor will keep being reduced until that +50% bonus damage threshold has been reached, or until the debuff duration has ended.
If the +50% bonus damage threshold has been reached, then no more armor will be reduced .
If the duration (in seconds) has been reached, then all progress is reset; that is, you must restart the process of reducing armor.
(May need the confirmation from someone else who understands this type of debuff).