Forsaken Fury 2 introduced a new armour bonus known as Damage Reduction. There has been much confusion regarding how this new bonus works, particularly how it differs from Damage Resistance, whether it is more useful than the existing armours that offer Damage Resistance bonuses and some math examples. This guide will answer the most common question players have about this new ability.
What is Damage
Damage Reduction is a flat reduction of incoming damage. For example, a Damage Reduction of 10 will reduce 131 incoming damage to 121 and 34 incoming damage to 24. As long as it doesn’t reduce the incoming damage below the Weapon Minimum, the reduction is always constant, regardless of how much or how little there is. More on the Weapon Minimum later.
Is the damage reduced
based on the total weapon damage or the damage per salvo?
Damage reduction works on every salvo that hits you. For example, Assault Missiles fire two salvos, each dealing 75 base damage (not including bonus damage). If you have 10 Damage Reduction, you will reduce each salvo to 65, resulting in a total of 20 damage being negated.
How is Damage
Reduction different from Damage Resistance?
Damage Resistance reduces incoming damage by a certain %. For example, if you have 50% resistance, you will reduce 131 incoming damage to 65.5 and 34 incoming damage to 17. The total amount of damage resisted will depend on the amount that’s coming in.
Does the Juggernaut X’s
ability affect Damage Reduction?
As long as the Damage Reduction is granted by an armour, the Juggernaut X’s ability will indeed boost it.
Is Damage Reduction
affected by the Armour Bypass Tactical Module?
Yes. The amount of Damage Reduction a ship has will be lowered by the appropriate percent for the damage type. For example, if you have 50 Penetrating Damage Reduction on a ship that is under the effects of Armour Bypass 3 (-50% penetrating resistance), your ship will be reduced to 25 Damage Reduction as long as it remains within the module’s Field of Effect.
We know that
Resistance and other bonuses stacks in funny ways. How does Reduction stack?
You will be pleased to know that Reduction stacks using regular, old-fashioned addition. If you have two Plate Armours that each have 10 Reduction, your ship will have 20 Reduction. It’s that simple.
Is there a maximum
amount of Damage Reduction I can have?
Technically, no but there does come a point where additional Damage Reduction will have no effect, due to Minimum Weapon Damage (explained later).
Which gets applied
first: Resistance or Reduction?
Resistances are calculated first, then Reduction. So if you have 50% Resistance and 20 Reduction, you will reduce 250 incoming damage to 105 ((250 * 50%) – 20).
So is it possible to
reduce incoming damage to 0?
While mathematically, it looks like it should be possible, each weapon in the game has a minimum amount of damage that it can deal on a successful hit. If Damage Reduction would reduce a weapon to below this minimum, it would deal the minimum amount instead. This was done deliberately to prevent ships from becoming completely invulnerable.
What are the minimum
amounts of damage for each weapon?
Unfortunately, these numbers haven’t been released and likely won’t be. All we know is that, generally speaking, the more powerful the weapon, the higher the minimum damage. If any more information on this gets released, I’ll update the guide to include it.
So which is better,
Resistance or Reduction?
The answer to this question depends on what kind of weapon you’re dealing with. In most cases, a single Resistance Armour will negate more damage than a single Plate armour but once you start stacking them, the Reduction starts to become more attractive. An “easy” way to tell which is better is to look at the types of weapons you expect to be facing and calculating how much damage per salvo they deal. If we’re working with Shockwave Qs, that damage is 400 (800 / 2 salvos). Then add up the total amount of Reduction you could potentially get on your ship if you were the use Plate Armours and divide that by the damage per salvo to get the “Magic Number”. So if we are able to stack three Explosive Plate 3s, we’d get 66 Reduction: 66 / 400 = 16.5%. This means that if we can get our resistances higher than 16.5%, we’d negate more damage with that than we would with the Plate Armours and thus Resistances would be a better way to go.
However, it is often best to mix the two. Using specials,
you can get a ship’s resistance up to at least 66%, if not more. Continuing
with the previous scenario, if you have Ablative Armor 3 on an MC-X, it will
have an explosive resistance of 72.80%. If you were to add four D3-X armours,
you can get it up to 82.15%, a difference of 10.65%. Your other option is to
add four Explosive Plate 3s for a total reduction of 88. Using those numbers,
here’s the approximate damage each combination would take from a single
Shockwave Q shell:
MC-X w/ AA3 only (72.80% Rst, 0 Red): 400 * 27.2% = 108.8.
MC-X w/ AA3 & 4x D3-X (82.15% Rst, 0 Red): 400 * 17.85% = 71.4
MC-X w/ AA3 & 4x EP3 (72.80% Rst, 88 Red): (400 * 27.2%) – 88 = 20.8
As you can see, the combination of decent resistances and good reduction is better than having high resistance.
How do I know if I’ve
reached the maximum effective reduction?
While there is no way to know for absolutely sure, you can get a good approximation. In all cases, you’ll need to know how much damage per salvo your ship will be expecting to take. If the result of the formula (BaseDamage * (100% - ShipResistance)) – DamageReduction is less than or equal to zero, you probably have more reduction than you need and can either swap out plates for a different kind or fill the remaining armour slots with a different type of armour.