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Reactive Armor is non Reactive #76

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xeropresence opened this issue Apr 12, 2014 · 4 comments
Closed

Reactive Armor is non Reactive #76

xeropresence opened this issue Apr 12, 2014 · 4 comments
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done This task is done! \o/

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@xeropresence
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No matter what damage pattern applied reactive armor sticks to its standard 15% split. would be nice if it adjusted based on the pattern applied.

@blitzmann
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I looked into this a bit after it was requested on the forum thread and found this:

https://forums.testeveonline.com/default.aspx?g=posts&m=4118524#post4118524

Apparently there is no easy way to apply it via damage pattern due to complexity of the algorithms CCP uses. @DarkFenX would be best to give his opinion on that as it relates to the new engine - support for changing the resists with the current codebase of pyfa will most likely not be implemented.

@DarkFenX
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Reactive hardener has 2 modes of operation. Mode chosen depends on amount of damage source owners (generally speaking, ships), amount of damage types and damage amount. For one owner and 1-2 damage types it does it the stupid way (even if you shoot armor sleipnir with 1 EM and 7 explosive missiles), 60 or 30/30 resistance split. Else (if i remember correctly), it does adapts to final state at much slower pace but with better final results and better granularity - taking into consideration final armor damage taken from each damage type and adjusting resistances in smaller steps.

Also this thing is dynamic and exploitable - you can (well, could a year ago, but i doubt anything changed) shoot something with thermal, make it to adjust resistances to 60%, then leave flight of hobgoblins attacking it and load explosive into main weapon system - it will be left at 60% thermal.

I think better solution would be to just calculate the best damage profile using our algorithm and ignore all these pecularities.

@Ebag333
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Ebag333 commented Jun 8, 2016

@blitzmann do you want to tie this to: #634

@blitzmann
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Done with #634

@blitzmann blitzmann added the done This task is done! \o/ label Jun 14, 2016
Ebag333 added a commit to Ebag333/Pyfa that referenced this issue May 4, 2017
Bug Fix: Misc bug fixes related to stack traces
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