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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 | Because of [[stacking penalties]], and the way resistances multiply together, it is not possible to be 100% resistant to a damage type. | ||
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 | ||
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If hull hitpoints reach 0 or a negative value via max hull hitpoints decreased instead of damage, the ship won't be destroyed until the next hull damage, allowing the ship to be hull repaired. | If hull hitpoints reach 0 or a negative value via max hull hitpoints decreased instead of damage, the ship won't be destroyed until the next hull damage, allowing the ship to be hull repaired. | ||
=== Over 100% resistance === | |||
A ship with any resistance above 100% is '''destroyed upon any damage taken'''. | |||
Over 100% resist can be achieved by active an overheated one of the best or second best officer or either X-Type single damage type hardeners on a [[Deep Space Transport]] in a Class 6 [[Wormhole space|wormhole system]] with [[Wormhole_space#Red_Giant|Red Giant]] effect, or Class 5 if the hardener is the best officer one. Due to the consequences, don't do it. | |||
== Armor tanking == | == Armor tanking == | ||
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There are also a couple of modules that can be activated to give a short burst of high resistances. [[Assault Frigates]] and [[Heavy Assault Cruisers]] can equip an '''Assault Damage Control''' (or '''ADC'''), which gives lower passive resists compared to a regular Damage Control, but can be activated to give a burst of 95% omni resistance to shield, armor, and hull for up to 14.4 seconds with a 150 second reactivation delay. [[Capital Ships]] can equip a '''Capital Hull Emergency Energizer''' (or '''CEHE'''), which only gives a 95% omni resistance bonus to structure, has no passive benefit, and burns out after a single use. Both modules take the place of a regular Damage Control. | There are also a couple of modules that can be activated to give a short burst of high resistances. [[Assault Frigates]] and [[Heavy Assault Cruisers]] can equip an '''Assault Damage Control''' (or '''ADC'''), which gives lower passive resists compared to a regular Damage Control, but can be activated to give a burst of 95% omni resistance to shield, armor, and hull for up to 14.4 seconds with a 150 second reactivation delay. [[Capital Ships]] can equip a '''Capital Hull Emergency Energizer''' (or '''CEHE'''), which only gives a 95% omni resistance bonus to structure, has no passive benefit, and burns out after a single use. Both modules take the place of a regular Damage Control. | ||
[[Category:Combat]] | [[Category:Combat]] | ||