| Pages: [1]  :: one page | 
      
      
        | Author | Thread Statistics | Show CCP posts - 0 post(s) | 
      
      
        |  shaman oga
 Nexus Balusa Horizon
 DARKSTAR ARMY
 
 74
 
 
      | Posted - 2013.05.12 15:32:00 -
          [1] - Quote 
 How does the passive armor hardeners works?
 
 Example:
 
 basic armor 1000 + extender 500 + extender 500 = total 2000 ----> passive hardener -10% damage on total 2000 armor
 
 OR
 
 basic armor 1000 + extender 500 + extender 500 = total 2000 ----> passive hardener -10% damage on basic 1000 armor
 | 
      
      
        |  Cody Sietz
 The Tritan Industries
 RISE of LEGION
 
 112
 
 
      | Posted - 2013.05.12 15:47:00 -
          [2] - Quote 
 I think its based on the dmg you receive.
 
 1000 dmg being done to you-10% for a passive hardener=900 dmg now being done to you.
 
 Of course thats only if a weapon has 100 percent efficiency vs the target with no mods.
 | 
      
      
        |  gbghg
 L.O.T.I.S.
 RISE of LEGION
 
 1543
 
 
      | Posted - 2013.05.12 16:10:00 -
          [3] - Quote 
 What Cody said (as far as I know). Get a bit more complex when you toss in stanching penalties and the fact that different weapons do different % of damage to shields and armour. A shield amp will mean that a swarm launcher which is only 70% effective against shields will now only be 60%, and a armour hardener will mean that instead of 130% effectiveness it'll only do 120%. Stacking penalties reduce the effectiveness of having multiple amps/hardeners on at a time.
 | 
      
      
        |  shaman oga
 Nexus Balusa Horizon
 DARKSTAR ARMY
 
 76
 
 
      | Posted - 2013.05.12 16:58:00 -
          [4] - Quote 
 i will give you a better example:
 
 Basic armor 1000 + extender 350 + extender 350 = total 1700 ----> passive hardener -10% damage working on total armor
 1000 dmg bring me to 800 because the hardener was working on my TOTAL armor
 
 1800[arm+ext] - (1000[dmg]*90%[p.h.]))=900
 
 OR
 
 Basic armor 1000 + extender 350 + extender 350 = total 1700----> passive hardener -10% damage working on basic armor
 1000 dmg bring me to 730 because the hardener was working on my BASIC armor
 1000[arm] - (1000[dmg]-350[ext]-350[ext])*90%[p.h.]) = 730
 
 
 [arm]=armor
 [ext]=extender
 [p.h.]=armor
 
 | 
      
      
        |  hydraSlav's
 Pink Fluffy Bounty Hunterz
 Noir. Mercenary Group
 
 105
 
 
      | Posted - 2013.05.12 20:08:00 -
          [5] - Quote 
 
 shaman oga wrote:i will give you a better example:
 Basic armor 1000 + extender 350 + extender 350 = total 1700 ----> passive hardener -10% damage working on total armor
 1000 dmg bring me to 800 because the hardener was working on my TOTAL armor
 
 1800[arm+ext] - (1000[dmg]*90%[p.h.]))=900
 
 OR
 
 Basic armor 1000 + extender 350 + extender 350 = total 1700----> passive hardener -10% damage working on basic armor
 1000 dmg bring me to 730 because the hardener was working on my BASIC armor
 1000[arm] - (1000[dmg]-350[ext]-350[ext])*90%[p.h.]) = 730
 
 
 [arm]=armor
 [ext]=extender
 [p.h.]=armor
 
 
 
 The first one.
 
 Your total armor has nothing to do with your resists.
 Base + Extenders is your Total HP (for armor)
 Resists affect incoming raw damage only. Again, regardless of shooter's skills, damage mods, whatnot. The final damage that is coming out at you, that is what the resists reduce.
 
 Effective HP (with skills, base, mods) - (Effective Damage [with skills, base, mods of enemy] * (1 - your resists) )
 
 
 | 
      
      
        |  0 Try Harder
 Pink Fluffy Bounty Hunterz
 Noir. Mercenary Group
 
 368
 
 
      | Posted - 2013.05.13 02:05:00 -
          [6] - Quote 
 I was going to test this with chances ghost, but forgot about it and now it's kind of a waste of time.
 
 I'm sure that for a long time the passive resist only worked on the base vehicle HP. So if you have 1,000 HP base, and 3,000 HP in extenders, the 3,000 HP extenders will not reduce the damage from incoming AV, but the 1,000 HP base will.
 
 Here's a link.
 
 The did change stuff in this build, but like I said in those other posts, I'm going on the information that used to be true until it is proved wrong. There doesn't seem to be a point to throw away old information unless you have some in-game evidence that it is no longer applicable or true =]
 
 edit: btw active always worked on the total HP.
 
 If you're going armor tanking, you probably shouldn't even look at passive resist unless they completely changed something I do not know about. The active armor hardener gives 25% dmg resist for 60 seconds, and I believe it has a 15 second CD.
 | 
      
      
        |  Chances Ghost
 Inf4m0us
 
 123
 
 
      | Posted - 2013.05.13 11:03:00 -
          [7] - Quote 
 passive resist has nothing to do with the HP of your vehicle
 
 its damage resistance. it reduces the damage of the weapon that hits you BEFORE hp is removed.
 
 so basically the math is
 
 weapon damage + skill bonus + efficiancy - resistance = damage done to target
 | 
      
      
        |  Chances Ghost
 Inf4m0us
 
 124
 
 
      | Posted - 2013.05.13 12:04:00 -
          [8] - Quote 
 
 0 Try Harder wrote:I was going to test this with chances ghost, but forgot about it and now it's kind of a waste of time.
 
 
 i went and did the tests without you, once i eliminated as many variables as possable the damage weapons dealed remained static reguardless of the level of HP the tank had.
 
 meaning the damage reduction was in fact applying to the entire armor/shields of the vehicle (wichever one applyed i tested with both armor and shields)
 
 as i suspected the reason you were getting the results you did was because there were too many variables not being eliminated and it was messing with the data that you were testing for.
 | 
      
      
        |  Oso Peresoso
 Condotta Rouvenor
 Gallente Federation
 
 0
 
 
      | Posted - 2013.05.13 22:54:00 -
          [9] - Quote 
 
 gbghg wrote:Get a bit more complex when you toss in stanching penalties and the fact that different weapons do different % of damage to shields and armour. A shield amp will mean that a swarm launcher which is only 70% effective against shields will now only be 60%, and a armour hardener will mean that instead of 130% effectiveness it'll only do 120%. 
 
 This is not how CCP does its math.
 | 
      
      
        |  hydraSlav's
 Pink Fluffy Bounty Hunterz
 Noir. Mercenary Group
 
 107
 
 
      | Posted - 2013.05.13 23:27:00 -
          [10] - Quote 
 
 Oso Peresoso wrote:gbghg wrote:Get a bit more complex when you toss in stanching penalties and the fact that different weapons do different % of damage to shields and armour. A shield amp will mean that a swarm launcher which is only 70% effective against shields will now only be 60%, and a armour hardener will mean that instead of 130% effectiveness it'll only do 120%. This is not how CCP does its math. 
 Oso is correct. Resistances are compounded, it's not a straight up 70% - 10%
 
 | 
      
        |  |  | 
      
      
        | Pages: [1]  :: one page | 
      
      
        | First page | Previous page | Next page | Last page |