How does resistance work?

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Meren
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My first thought was that +25% kinetic resistance on a piece of armor for example, meant that if that piece of armor were hit with 4hp of kinetic damage, it would only take 3 damage instead. Then I saw armor with resistance percentages in the hundreds and even thousands and got very confused. How exactly is resistance calculated?
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when you see armor, it always has the hp on it. Say a piece of armor has 100 hp, with 50% resistance to kinetic. That means it could take 150 kinetic damage, rather than 100. If the same armor had 1000% resistance to laser, it means that it could take 1100 laser damage. If it had say -50% resistance to particle, then it would mean it can only take 50 damage from particle. Hope that helped :D

Also, welcome to Transcendence :D
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ThePrivateer
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Welcome to the forums, Meren!

Here's wishing you a very happy time on the forums - we're a welcoming and friendly community, so don't hesitate to ask questions! You may like to check out the Welcome to Transcendence thread, which explains a few things about the Community, the game, modding and the IRC, along some other things.

Back on the main topic, I have to confess that I never really understood resistances...so thanks alot Drako for clearing that up for me! ;)
Kyon
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Drako Slyith wrote:when you see armor, it always has the hp on it. Say a piece of armor has 100 hp, with 50% resistance to kinetic. That means it could take 150 kinetic damage, rather than 100. If the same armor had 1000% resistance to laser, it means that it could take 1100 laser damage. If it had say -50% resistance to particle, then it would mean it can only take 50 damage from particle. Hope that helped :D
That's what it might boil down to, but Meren's assumption that +xx% means the armor takes less damage from that type is correct, isn't it? The problem with "it can take this much kinetic damage" is that it gets confusing when your opponents aren't exclusively using kinetic weapons.

I guess +100% means the armor is twice as effective against that type of damage, so for every point of it that is dealt to it it only takes 0.5. +50% means it takes 0.75, -25% means it takes 1.125, and +500% results in 0.2. Can someone confirm this from the XML?

If it is correct: Do you really get immune to a damage type with an extremly high resistance percentage because the fraction is so low the game counts it as 0, or do you still take a miniscule amount of damage?
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Kyon wrote: I guess +100% means the armor is twice as effective against that type of damage, so for every point of it that is dealt to it it only takes 0.5. +50% means it takes 0.75, -25% means it takes 1.125, and +500% results in 0.2. Can someone confirm this from the XML?

If it is correct: Do you really get immune to a damage type with an extremly high resistance percentage because the fraction is so low the game counts it as 0, or do you still take a miniscule amount of damage?
First, the resistances are editable in xml, but what they mean and how they work is hard coded into the game.

Also, that's essentially what I said. I meant that the ratios change with resistance. Immunity works differently, but armor with +1000% or above means that every point of damage is less than .1, so they're mostly immune.
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digdug
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also, in addition to that, armors and shields have intrinsic resistances that depend on the level and are hardcoded.

We have extracted those values and you can find them on the wiki:
http://wiki.neurohack.com/transcendence ... urves_1.01
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Aury
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Actually, because of round-off, higher resistances are even better than they would immediatly suggest. Ie, if some armor has 100 root HP and +1000% resistance to laser, any laser doing less than enough damage to remove one HP from the root value will be completely ineffective. IIRC this is 11, so the minimum amount of damage applied to have any effect would have to be 11.
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