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Resistances are easier to figure out if you think in damage vulnerability rather than damage resistance. A ship with 60% EM resist is then 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 damage vulnerability rather than damage resistance. A ship with 60% EM resist is then 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 name="100%resist">It is possible to have over 100% resist by overheating a deadspace hardener on a [[Deep Space Transport]]. This will result in immediate destruction of the ship if any damage is taken so don't do it.</ref>. The final resist with multiple modules and stacking penalties can be calculated with formula<br> | Because of [[stacking penalties]], and the way resistances multiply together, it is not possible to be 100% resistant to a damage type<ref name="100%resist">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>. The final resist with multiple modules and stacking penalties can be calculated with formula<br> | ||
1-(1-R0)(1-R1)(1-R2×0.869)(1-R3×0.571)(1-R4×0.283)... | 1-(1-R0)(1-R1)(1-R2×0.869)(1-R3×0.571)(1-R4×0.283)... | ||
where R0 is the hull resist and R1, R2, R3,... are module resists in descending order. | where R0 is the hull resist and R1, R2, R3,... are module resists in descending order. | ||