-
Notifications
You must be signed in to change notification settings - Fork 411
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Reactive Armor is non Reactive #76
Comments
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. |
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. |
@blitzmann do you want to tie this to: #634 |
Done with #634 |
Bug Fix: Misc bug fixes related to stack traces
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.
The text was updated successfully, but these errors were encountered: