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Tanking: Difference between revisions

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m Add in page link to "Armor Compensation" skills. Ad {{Anchor}} to make it work. Change references to notes.
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Resistances are easier to figure out if you think in terms of "damage vulnerability" rather than "damage resistance". A ship with 60% EM resist is then going to take 40% EM damage received. Adding a 30% resist module multiplies the damage taken by 0.7, so you now take 0.7*0.4 = 0.28 = 28% of the raw damage.  
Resistances are easier to figure out if you think in terms of "damage vulnerability" rather than "damage resistance". A ship with 60% EM resist is then going to take 40% EM damage received. Adding a 30% resist module multiplies the damage taken by 0.7, so you now take 0.7*0.4 = 0.28 = 28% of the raw damage.  


Because of [[stacking penalties]], and the way resistances multiply together, it is not possible to be 100% resistant to a damage type <ref group=Note>It ''is'' possible to have over 100% resist by overheating a deadspace hardener on a [[Deep Space Transport]] in a red giant wormhole system. This will result in '''immediate destruction''' of the ship if any damage is taken—so don't do it.</ref>.
Because of [[stacking penalties]], and the way resistances multiply together, it is not possible to be 100% resistant to a damage type <ref group=Note>It ''is'' possible to have over 100% resist by overheating either an x-type or one of the best or second best officer hardeners on a [[Deep Space Transport]] in a class 6 red giant wormhole system. This will result in '''immediate destruction''' of the ship if any damage is taken—so don't do it.</ref>.


For those interested in the math (pilots do not need to know these details if they don't want to), the final resist with multiple modules and stacking penalties can be calculated with the formula
For those interested in the math (pilots do not need to know these details if they don't want to), the final resist with multiple modules and stacking penalties can be calculated with the formula