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m →Understand Shield Recharge Rate: unitalic _max |
→Resists: text math to <math> |
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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> | 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> | ||
<math> \text{Resist} = 1 - ( 1 - R_0 )( 1 - R_1)( 1-R_2 \times 0.869)( 1 - R_3 \times 0.571)( 1 - R_4 \times 0.283)...</math> | |||
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. | ||
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====Negative resists==== | ====Negative resists==== | ||
Certain effects will apply negative resists to a ship. These include [[incursion]] effects, [[Abyssal Deadspace]] effects and [[phenomena generators]]. The way these are applied may seem confusing but they are simpler than they seem. The idea is exactly same as with normal resists explained above where the percentage change is applied to vulnerability (100% - resist) instead of resist. | Certain effects will apply negative resists to a ship. These include [[incursion]] effects, [[Abyssal Deadspace]] effects and [[Capital_Ship_Modules#Phenomena_Generator|phenomena generators]]. The way these are applied may seem confusing but they are simpler than they seem. The idea is exactly same as with normal resists explained above where the percentage change is applied to vulnerability (100% - resist) instead of resist. | ||
A 50% resist penalty means that your ship will take 50% more damage. | A 50% resist penalty means that your ship will take 50% more damage. | ||
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The math is simply: | The math is simply: | ||
<math> \text{New resist} = 1 - ( 1 - \text{Original resist} ) \times ( 1 + \text{Penalty} ) </math> | |||
The resist penalties will never cause the ship to have below 0% resist. If the penalty is big enough that the new resist would be negative the new resist will simply be 0%. | The resist penalties will never cause the ship to have below 0% resist. If the penalty is big enough that the new resist would be negative the new resist will simply be 0%. | ||