Resistance to damage formula

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EditorRUS
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Inflicted_damage = int(Raw_Damage / 2^Resistance (where 100% means 1.0))
Am I right about this formula?

0% = Raw_Damage / 1
100% = Raw_Damage / 2
200% = Raw_Damage / 4
300% = Raw_Damage / 8
400% = Raw_Damage / 16
500% = Raw_Damage / 32
-100% = Raw_Damage * 2
-200% = Raw_Damage * 4
-300% = Raw_Damage * 8
-400% = Raw_Damage * 16
-500% = Raw_Damage * 32

I know there was something like that on the Wiki, but I lost it and nor google nor internal search helped me to find that.
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Atarlost
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No.
Inflicted_damage = int(Raw_Damage / (1 + Resistance) (where 100% means 1.0))

Or put another way Effective_HP = Real_HP * (1 + Resistance)
Literally is the new Figuratively
EditorRUS
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Inflicted_damage = int(Raw_Damage / (1 + Resistance) (where 100% means 1.0))
-100% resistance would mean division by zero then.
Effective_HP = Real_HP * (1 + Resistance)
The same - it would go zero and negative when Resistance is -100%
PM
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When resist is positive, taken = damage / (100% + resist)
When resist is negative, taken = damage * (100% - resist)
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JohnBWatson
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PM wrote:When resist is positive, taken = damage / (100% + resist)
When resist is negative, taken = damage * (100% - resist)
That's interesting, I hadn't known about that before.

Does anyone know how armor level factors into this? Iocrym armor is very resistant to lasers despite not showing a laser resistance level.
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Song
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This, plus roundoff. Basically, past level 6 or 7 you can safely ignore lasers without consequence, because they'll do no damage most of the time.
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