Ok i recently posted a reply detailing how i use advent shield and shield mitigation plus armor upgrades to minimize the damage recieved on ships to also make good use of the guardians shield spread. I seem to have forgotten the maths.
Can someone do the maths to show just how much damage is reduced when i use this technique?
I know the mitigation figures under fire is the percentage of damage reduced . e.g 50 shield mitigation = 50% damage reduction ?
How does the armor maths work and when combined with the extra %4 mitigation on damage reduced?
To not complicate matters we should ignore phase missiles and shield penetration bonuses. If u feeling sure about there maths go ahead and let speak up.
RiddleKing
Isn't a definition of armor and mitigation in AJ's reference chart? Is that what you are looking for?
The community doesn't know whether mitigation applies first or armor but they work separately as follows:
Shield Mitigation is a direct percentage based point for point drop in damage. 30% Mitigation= a literal 30% drop in the damage being applied. Theoretically, IF you could get 100% mitigation, the target would reduce damage by 100 % and no damage would be taken.
Mitigation starts at 15% and goes up 1% per 10 pts damage. It falls 1.25% per second so it requires 12.5 dps to keep mitigation constant.
Armor is trickier:
2 Armor=10% reduction; 5= 25% reduction; 10=50% reduction; 20=100% reduction; 30=150% reduction
Before people go crazy and start screaming "YOU CAN"T HAVE 150% REDUCTION!" Let me explain the fuzzy math that comes into play, like I said, armor calcs are trickier.
The Armor Reduction acts as a dividor vs the original damage in order to cut the damage but never completely stop all damage. It is easier to see in the equation than explain.
Assume 100 damage against 2 armor, the calc flows as follows: 100/1.1= 91 damage after armor; Against 5 Armor, 100/1.25= 80 damage; Against 10 armor, 100/1.5= 67 damage; etc etc.
Even if you could get 100 armor you would still take some damage ie 100/5= 20 damage.
This is the same mechanic at play with the Vasari Super Shield on the Orky, hence why it can say that it reduces damage 200/300%. Yes the damage is GREATLY mitigated, but it never is completely gone. I suppose you could do a mod where you got 3001 armor, this would theoretically round down to zero after fully divided but I don't know if the game always rounds up to at least 1 damage per weapon hit.
Those are the basics. Again it is unknown if the armor applies first or mitigation and there are also unconfirmed reports that some cap ship specials bypass mitigation.
Hope this helps.
Any abilities that do direct overtime hull damage (I.e. it says it does x damage per second) like nanites or incendiary shells bypass mitigation (and possibly armor). Any abilities that just do "damage" like GRG, Cleansing Brilliance, PM Swarm etc. are affected by shield mitigation.
Further, I advise that the Devs add custom map sharing to Sins of a Solar Empire: Rebellion.
Can and has been modded to do so. No damage taken.
Anyting higher than ~85% migitaion results in unkillable ships, when you factor in passive regen or sheilds and HP.
If you can put together enough "spike" damage you can break through, but it's going to be tough. At this point, though, the discrepency between regular weapons and phase missiles is so enormous as to be incomparable.
Beyond the standard scenario questions of when shield mitigation is taking damage off, you're asking about shield projection.
^^ Hit the nail on the head, methinks.
my head does hurt and has a nail-shaped impression on it...
Well, I know of a good skull surgeon, if you need one.
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