There are 4 damage types player can receive in the game:
- Kinetic - highlighted in yellow
- Electro Magnetic (EM) - highlighted in light blue
- Thermal - highlighted in red
- Raw - highlighted in white
Kinetic, EM and Thermal types of damage are subject to all damage reduction mechanics like Resistance, by default all ships in the game have vulnerabilities to damage types achieved via lower amount of resistances granted by default and through the difficulty of obtaining such type
- Hull have lower Kinetic resistance, and it is harder to increase that value through fitting comparing to EM resistances
- Shield is the opposite of hull, high default resistance to kinetic, higher volume of kinetic resistance on appropriate shield passive modules and considerably lower EM resistances
- Thermal is a middle ground, both shield and hull have some what a middle ground withstanding fire damage.
Keep in mind that there is a common term "hull is vulnerable to kinetic and shield vulnerable to EM", this is only references to amount of resistances, and if one to have 100 kinetic resistance and 100 of EM resistance on a hull, both kinetic and EM damage would behave in same way, and will be reduced by 50%.
Raw or White damage bypasses resistance values, and takes away as much HP points as it says it would. White damage can be received via collisions and as a Destroyer, when Active modules are destroyed. Amount of collision damage can be reduced via special engine modifiers.
Damage can come in a form of:
- Standard (not explosive)
Main difference is that there are certain modifiers affecting explosive damage:
- Target size - Currently there are 4 different ship sizes in the game which are corresponding to ship classes:
- Interceptors - only take 66% from explosion damage sources (x0.66)
- Fighters - have nothing special in this regards (x1.0)
- Frigates - take extra 25% damage (x1.25)
- Destroyers - take extra 100% damage (x2.0)
Almost all explosion type weapons do an AOE (Area of Effect) splash damage in small radius, and triggered by a proximity, meaning that valley not necessary have to directly hit the target, but will be triggered by coming into a close proximity of the target. Another treat of the Explosion weapons is that they do not have a damage fall-off at maximum range, like most of standard weapons do (most of the standard weapons have optimal and maximum range, "Max=0.7 x Opt", where damage is greatly falls off beyond optimal range). Explosion weapons usually have slower projectile speed and low fire rate, making them mostly suited versus heavy slow targets or for close range encounters. Weapons like Coil Mortars, Singularity Canon, Halo launcher are all of Explosive types, while Beam Cannon, Gauss, Assault Rail gun are all standard type.
All Missiles and Rockets do explosive type of damage.
Additionally destroyers have a proximity mallus - if they receive damage from less than 1000m, that damage is multiplicated by 2.15. It includes damage from exploding modules. I.e. For R17 module damage to host is listed as 3000, but as the module is in mallus range, it will make 2.15x3000=6450 damage to the host when destroyed.
Each ship class has own number of turret slots for weapons:
- Interceptors - 2
- Fighter - 4
- Destroyers - 8 (technically Destroyers do have 12 slots, but only up to 8 can shoot simultaneously and only at certain angles)
Player still pay same amount of credits regardless of how many turrets weapon is going to be installed into. Most of the weapons will increase their damage per shot with increased amount of turrets (like Positron cannon will do more damage per shot if installed on Long Range frigate than, for example on a Guard, since LRFs have +2 turrets over Guard), but there are couple of weapons that will increase their fire rate instead of damage per shot with higher number of turrets, like a Frigate weapon Coil Mortar and Engineers specific Eclipse, if you equip Coil Mortar on an LRF with 6 turrets you will notice increased fire rate over 4 turret frigates. Since all of the classes have their own class-role specific weapons,
In order to understand how damage calculations work in Star Conflict it is important to understand that there is Base dmg and it is different from a Total dmg.
Base damage is equal to a damage of a single valley of a weapon (including all turrets) before any modifiers. Base damage is a core of damage output, it is a 1st layer in calculation of a total damage, there are plenty of modifiers in the game that directly affecting Base damage, like implant 6-1, or a capacitor module "Impulse Discharger" or even in game Active Buff of being a Captain in a Combat Recon game mode (+75%) or Guards aura "Signature Masking", all of these affect Base damage "additively". So as example, you have a 1000 base damage weapon (let's assume a Fighter with 4 turrets, that have 250 dmg per single shot), and then we install it on an Empire Gunship Spark that has +25% weapon Damage (which refers to a base damage), than you install 1x Impulse Discharger (+10%) into a capacitor slot, and you are a captain in Combat Recon, so + another 75% Your base damage will be modified like this 1000 + 1000*0.25 + 1000*0.1 + 1000*0.75 = 1000*(1+0.25+0.1+0.75) = 2100. Keep in mind that this is not your Total dmg, there is a common misconception that X weapon damage bonuses increase your total damage by X amount, it does not - it only affects Base damage.
Each weapon has a chance to strike a critical hit, in game critical hits appears as larger damage numbers over the target, plus there is a specific visual animation when critical hit strike an enemy ship's hull (each weapon type, thermal, Em, Kinetic have own animations).
Critical Hits occur by a random chance and this chance can be modified in various ways - some ships have it as native passive bonus, like Covert Ops and Recon, others have own Active Buff to temporarily increase critical chance Gunship, there are even ways to increase it through implants, ammo and ship's passive CPU slots.
Critical damage refers to an amount of bonus damage dealt at a critical hit, this stat can as well be increased through implants and equipment. Critical hit damage can be calculated as BaseDamage + BaseDamage*CriticalDamage
Lets use our previous BaseDamage example, Spark that haev calculated Damage after modifiers as 2100 per shot, assume it has 120% critical damage bonus and let's see how much damage critical hit would do in this case. 2100 + 2100*1.20 = 2100*(1+1.20) = 4620
Critical hits are a second layer of damage calculations and they affect a Total damage output of a weapon, because their calculations are applied after all the base damage modifiers.