How Charged Armor Works
Understanding the Charged Armors is best done by looking at its stats.
You’ll notice some new stats:
Charge Type [Penetrative; Explosive]
[Type] Armor Pool
[Type] Dmg Reduction
Minimum [Type] Dmg
Charge type: Simply put, this is the type of damage this armor protects you from.
Armor Pool: Armor pool is the total amount of damage of that type that can be dealt to the ship before this armor is no longer effective. After this pool is depleted, all other damage that goes through is mitigated by resistances and deflection. Keep in mind that this number scales with the current % health of the ship. This means that if the equipped hull is at 50% health at the start of combat, then the Total Charged Armor Pool for that combat is halved.
If multiple armors of the same [type] are equipped together, then the total is the sum of each individual amounts.
Damage reduction: This is the maximum amount of damage of that damage type that can be reduced per projectile.
Minimum damage: This is the minimum amount of damage that is guaranteed to be dealt from a single projectile of that type.
Think of Charged Armors like shields. Any damage dealt by a projectile hits the shields first. But once the shield is down, damage can be dealt and calculated to the ship as normal. This means anything that goes through the shield can be further reduced by other damage mitigation, such as resistance and deflection. However, if the damage from a single projectile is greater than the maximum damage reduction, you will take whatever damage is leftover or the minimum damage, whichever is higher.
Note: If minimum damage occurs as a result of this mechanic, then resistance and deflection calculations are ignored (i.e. - the minimum damage dealt as a result of this mechanic is the minimum damage that the ship receives).
Let’s say a projectile deals 500 damage.
Let’s also assume that the Charged Armor Pool is 1000 and the Damage Reduction is 100.
Damage reduction would reduce the 500 by 100 for a total of 400 damage.
Your total Armor Pool is reduced to 900 (1000 - 100)
Once the pool is reduced to 0, you take the full damage from a weapon, which can be mitigated by resistances and deflection as normal.
In addition, the minimum damage stat indicates the minimum damage that will be dealt if the incoming damage is less than the maximum damage reduction.
Based on the above example, let’s assume a projectile deals 500 damage, as before.
Let’s say the charged armor has a minimum damage stat of 35.
But let’s say the maximum damage reduction is 600.
In this case, the projectile will deal 35 points of damage; the minimum damage value.
Again, note: if minimum damage occurs as a result of this mechanic, then resistance and deflection calculations are ignored (i.e. - the minimum damage dealt as a result of this mechanic -is- the minimum damage that the ship receives).
Therefore, damage after charged armor is the greater of minimum damage (in which case resistance and other deflection don't apply) or leftover damage after charged armor (in which case resistance and other deflection do apply)
Math Hierarchy Order:
Charged Defense -> Resistance -> Deflection -> Remaining Damage