Resistance: Difference between revisions

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Resistance values are essentially a filter that determines how much incoming damage actually effects your ship. The higher resistance to a damage type (thermal, EM, Kinetic) your ship has, the less that damage type will hurt you. There is both hull and shield resistance values, and they are separate from each other.
'''! NOTE: PAGE IS UNDER EDITING!'''


For example:
==Preface==
*If a ship has 0 shield resistance to EM damage, then this means that full damage will be done to the shield. (100% incoming damage is inflicted on the shield)


*If a ship has 50 shield resistance to EM damage, then this means that incoming EM damage to the shield will be reduced (incoming Thermal/Kinetic damage will not, unless those resistance values are high as well)
It is commonly known on how resistance affects dmg reduction, there is a Dev’s blog about it, there are formulas floating around, there is a Ship stat window that shows you dmg reduction, but what does it actually mean? People keep using definitions of diminishing returns and how resistance loses its effectiveness above certain level, thing is it is not exactly true, these are a half truths.


*If a ship as -5 shield resistance to EM damage, then this means that incoming EM damage to the shield is increased (extra damage)
Resistance never loses its effectiveness in its own, it scales linearly and each point of resistance gives you exactly the same amount of survivability no matter how much of it you already have, but when taken into equation with HP points, depending on numbers one will provide more than the other.


==Damage Reductions and Damage Factors==


Having higher resistance is just as good as having higher health. Depending on the enemies you are fighting (Hint: Aliens use mostly EM weapons), you can tailor your ship to be better suited to a specific enemy, or you can balance the resistance values to make your ship good all-round. Obviously, more health (i.e. hull/shield volume) is good too, but balancing this with resistance values makes for a longer lasting ship... high resistance does little good when you have only 1000 hull points, but 10,000 hull points goes by fast if you take crippling damage every hit!
===Definitions===


====Health (HP)====
*HPS (HP Shield): determines amount of shield (otherwise known as shield volume); when shields are depleted, damage will instead be done to the ship's Hull.
*HPH (HP Hull): determines amount of hull, when hull HP points are depleted you will meet the God of Respawn screen.


You modify hull/shield resistance values (and hull/shield volume) of your ship by changing/upgrading passive modules: many give or take certain resistance values. Some active modules, like hull and shield buffs from a Command fighter, can add on additional resistance as long as you are under the module's effect, making you harder to kill!
Outside of Armadillo implant that is not a part of this wall of text, HPS and HPH use the same formulas in relation with resistance and dmg taken, so i will be referring in general as HP


===How resistance values work===
====Resistance (R)====
Work in Progress
Resistance is the in-game attribute that is used to calculate Damage Reduction. Higher Resistance value corresponds to less incoming damage.
 
====Damage Reduction (DR)====
DR is how much, by percentage, incoming damage is reduced. For example, a DR value of 25% reduces one-fourth of damage.  DR increases with resistance.
 
====Damage Factor (DF)====
DR is how much, by percentage, incoming damage is reduced. For example, a DR value of 25% reduces one-fourth of damage.  DR increases with resistance.
 
 
===Damage Reductions (DR)===
 
Here are some formulas that are the most primal building block of effective health.
 
'''For Positive Resistances'''<br>
DR = (1-1/(1+R/100))*100<br>
DF = (1/(1+R/100))*100 = 100-DR
 
'''For Negative Resistances'''<br>
DR = (-R)<br>
DF = 100+R
 
====DR Table====
 
[[file:DR_Table.png]]

Revision as of 00:25, 17 December 2016

! NOTE: PAGE IS UNDER EDITING!

Preface

It is commonly known on how resistance affects dmg reduction, there is a Dev’s blog about it, there are formulas floating around, there is a Ship stat window that shows you dmg reduction, but what does it actually mean? People keep using definitions of diminishing returns and how resistance loses its effectiveness above certain level, thing is it is not exactly true, these are a half truths.

Resistance never loses its effectiveness in its own, it scales linearly and each point of resistance gives you exactly the same amount of survivability no matter how much of it you already have, but when taken into equation with HP points, depending on numbers one will provide more than the other.

Damage Reductions and Damage Factors

Definitions

Health (HP)

  • HPS (HP Shield): determines amount of shield (otherwise known as shield volume); when shields are depleted, damage will instead be done to the ship's Hull.
  • HPH (HP Hull): determines amount of hull, when hull HP points are depleted you will meet the God of Respawn screen.

Outside of Armadillo implant that is not a part of this wall of text, HPS and HPH use the same formulas in relation with resistance and dmg taken, so i will be referring in general as HP

Resistance (R)

Resistance is the in-game attribute that is used to calculate Damage Reduction. Higher Resistance value corresponds to less incoming damage.

Damage Reduction (DR)

DR is how much, by percentage, incoming damage is reduced. For example, a DR value of 25% reduces one-fourth of damage. DR increases with resistance.

Damage Factor (DF)

DR is how much, by percentage, incoming damage is reduced. For example, a DR value of 25% reduces one-fourth of damage. DR increases with resistance.


Damage Reductions (DR)

Here are some formulas that are the most primal building block of effective health.

For Positive Resistances
DR = (1-1/(1+R/100))*100
DF = (1/(1+R/100))*100 = 100-DR

For Negative Resistances
DR = (-R)
DF = 100+R

DR Table