Neocron resistance calculation and how it really works - Part II

Let’s continue with a mystery

  1. Effect of shields: Absorber, Deflector, Protector
    Shields come in handy espacially for a PPU. They are capable to reduce the damage up to 85%, just how that is calculated seemed a mystery till now:

    Each of the shields only effects two damage types but they are also effected by the very same damage types themself
    The ShieldRawDamage is just calculated like RawDamage is done for a weapon

    ShieldRawDamage = WeaponTypeEffect * WeaponEffect * dmg%/100
    (You can watch this value in the damage.log if you have turned logging on)

    The WeaponTypeEffect for the most direct-cast Shields (such as group or plain Deflector) is in Patch #168 fixed to 2304.0 and the WeaponEffect ranges from about 0.3 to 1.5.

    Here is a hard-cap: Whenever the ShieldRawDamage exceeds 4096 it is cut down to that value.
    That means whenever you can cast shields with a damage value above 4096 don’t bother for more dmg% for the shield% … it won’t change anything.

    For a TL100 Rare deflector this limit is reached at 4096 / WeaponEffect / WeaponTypeEffect = 123.5% which is a fairly low value.

    With the capped ShieldRawDamage we have now the maximum influence a single Shield can have.
    This influence is now reduced depending on the damage that you are going to take:

    ShieldCorrectedDamage = ShieldRawDamage - **classified ** *(RawDamageTypeA + RawDamageTypeB)

    Where the RawDamageTypeA and B are the raw damage values of the two damagetype the shield is good for.

    From that ShieldCorrectedDamage the resistance percentage is created for a PPU and any other different:

    • For a PPU:
      ShieldReduction% = ShieldCorrectedDamage **classified **(85)

    • For a others:
      ShieldReduction% = ShieldCorrectedDamage **classified **(30)

    The shields efficiency is after that all capped to 85%
    With that in mind, you will - as a PPU - reach this cap for a 200dmg hit (split into 100+100 for both damage types) with ShieldRawDamage. If you are again using the TL 100 Rare Deflector you reach this limit with 109% in the weapons damage info.

  2. Reduction for armor
    Armor caclulation is quite simple.
    You need to get the armor amount first, there are 4 regions that are used: Head, Torso, Legs and AllAtOnce. For Head, Torso or Legs just sum up all armor values for the caused damage type up on that body part. For AllAtOnce do sum it up for Head, Torso and Legs and build the middle.

    Armor that covers multiple regions would be counted multiple times for the AllAtOnce region.

    Once you have got the RawArmorValue you can calculate the resistance as

    ArmorResistance% = SquareRoot(RawArmorValue / 255) * 50

    The armor resistance is capped to 50%, meaning that you would cap armor at 255 if you could get to it.
    Right now i am not quite sure if the factor 50 and the 50% cap is constant or probably one of the “Stellschrauben”. There are some hints that point me towards it beeing a changeable thing.

Some info’s were hidden by me behind ** classified ** tags as I am not really sure if it is a good idea to post them completely. All char dependend factors influencing them are given.

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