In the asimov beta patch the Crystal-Forged Plating has it’s hp boost reduced by 25%. From 100 to 75 for the small component.. Whereas the armour values are still the same.
This alters the balance of when the crystal plating is better than armour. In the how armour works thread I have shown simulations of when armour would be better than crystal plating under the old patch. Considering how useful such information is I decided to create a new thread using the new numbers! I will only use highest tier armour and highest tier crystal plating, and only for the battleships. (base HP 2400, base armour 24).
I will compare for 30 small components equivalents their added value for ship survivability. Small components equivalents are chosen since medium has 2x the benefit of small components and large 4x the benefit of small components. This linearity makes using only the equivalent of small components easy on the simulations!. Given the utility slots of the battleship cores a total 40 small components equivalents are available, some arbitrary guestimation states about 10 of those will go to powering the weapons. NO shields are done in this simulation their power requirement in addition to the the presence of the shield components that are required makes for a bit more complicated simulations (I might do those later).
As a final note before we get into the specifics of my method, no combinations of different components are done only pure all armour and only pure all crystal plating. It is quite likely that the most optimal of optima is hidden somewhere in a x amount of extra armour and x amount of extra hp. Doing such simulation is however not in the scope of this thread.
For every small component added either 5 armour or 75 hp will be added to the ship. For the smoothness of the graph 1 dps is chosen. Increasing the DPS will only decrease the ship survivability while still respecting the overall trend.
As to the specific formulas used. For armour damage reduction. Reduction = armour/(60+armour). The Standard equation that can also be found in the defines.lua file. For damage done calculation: damage done = dps*(1-armour_ignore_fraction)*(1-reduction) + dps * armour_ignore_fraction. This means that the percentage of the damage that can ignore armour ignores it and the fraction that does not does not do this. HP of the ship is the result of current_hp-damage done.
So forward to the interesting stuff!
If the enemy has no armour ignoring weapons on his ships slapping on more armour will be better than adding crystal plating. As shown in the graph below.
It is however not very likely the enemy would be as sporting as not having such ghastly weapons, that ignore your glorious and noble armour, the xenos they are. With 50% armour piercing damage the crystal plating will always be more useful then slapping on more armour, as shown in the graph below.
At 30% of damage output armour ignoring things become interesting! Here up until and including the eighth components adding more armour adds more survivability then crystal plating does! However, from the eighth component onwards crystal plating is more favourable! (a close up is available for closer inspection)
With 35% armour ignoring damage output up to 3 small armour components are better then up to 3 small crystals, but only slightly.
Further reducing the percentage of armour ignoring damage output will only further increase the amount of components at which armour is better then crystal plating. To the point at which adding armour is always better then adding more plating.
I hope you find this information useful! If you have any questions please feel free to ask them!
edit: I forgot to add the (1-reduction) in my formula in this post (not in the inital simulations)! Thank you Artannon for pointing this out.
This alters the balance of when the crystal plating is better than armour. In the how armour works thread I have shown simulations of when armour would be better than crystal plating under the old patch. Considering how useful such information is I decided to create a new thread using the new numbers! I will only use highest tier armour and highest tier crystal plating, and only for the battleships. (base HP 2400, base armour 24).
I will compare for 30 small components equivalents their added value for ship survivability. Small components equivalents are chosen since medium has 2x the benefit of small components and large 4x the benefit of small components. This linearity makes using only the equivalent of small components easy on the simulations!. Given the utility slots of the battleship cores a total 40 small components equivalents are available, some arbitrary guestimation states about 10 of those will go to powering the weapons. NO shields are done in this simulation their power requirement in addition to the the presence of the shield components that are required makes for a bit more complicated simulations (I might do those later).
As a final note before we get into the specifics of my method, no combinations of different components are done only pure all armour and only pure all crystal plating. It is quite likely that the most optimal of optima is hidden somewhere in a x amount of extra armour and x amount of extra hp. Doing such simulation is however not in the scope of this thread.
For every small component added either 5 armour or 75 hp will be added to the ship. For the smoothness of the graph 1 dps is chosen. Increasing the DPS will only decrease the ship survivability while still respecting the overall trend.
As to the specific formulas used. For armour damage reduction. Reduction = armour/(60+armour). The Standard equation that can also be found in the defines.lua file. For damage done calculation: damage done = dps*(1-armour_ignore_fraction)*(1-reduction) + dps * armour_ignore_fraction. This means that the percentage of the damage that can ignore armour ignores it and the fraction that does not does not do this. HP of the ship is the result of current_hp-damage done.
So forward to the interesting stuff!
If the enemy has no armour ignoring weapons on his ships slapping on more armour will be better than adding crystal plating. As shown in the graph below.
It is however not very likely the enemy would be as sporting as not having such ghastly weapons, that ignore your glorious and noble armour, the xenos they are. With 50% armour piercing damage the crystal plating will always be more useful then slapping on more armour, as shown in the graph below.
At 30% of damage output armour ignoring things become interesting! Here up until and including the eighth components adding more armour adds more survivability then crystal plating does! However, from the eighth component onwards crystal plating is more favourable! (a close up is available for closer inspection)
With 35% armour ignoring damage output up to 3 small armour components are better then up to 3 small crystals, but only slightly.
Further reducing the percentage of armour ignoring damage output will only further increase the amount of components at which armour is better then crystal plating. To the point at which adding armour is always better then adding more plating.
I hope you find this information useful! If you have any questions please feel free to ask them!
edit: I forgot to add the (1-reduction) in my formula in this post (not in the inital simulations)! Thank you Artannon for pointing this out.
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