Kinetic battery tier 2 fires under same time as autocannon= 5 in damage per 3,15 sec, in 30,15 sec= 50 damage - (51% hullreduction)= 24,2 damageĪutocannon tier 3 fires under same time as kinetic battery tier 2= 31,03 in damage per 8 sec, in 80 sec= 310,3 damage - (51% hullreduction)= 150,18 damageĮffectivness in ratio by close range 40 vs. Kinetic battery tier 2 fires from L slot- during 80 s ec (cooling is 8 sec lets have this as base)Īverage damage per 80 sec*15,75=157,5 - (51% no armor penetration is 0% no bonus) = 76,23 in damageĪcc=70 % acc (evasion on a battleship 5%) actual chance=65%Īutocannon tier 3 from L slot- during 30,15 sec (cooling is 3,15 sec lets have this as base)Īverage damage per 30,15 sec*12,97=129,7 (51% no armor penetration is 0% no bonus) = 62,77 in damageĪcc=75% acc (evasion on a battleship -5%) actual chance=70% Then option comes to 1 Large slots of kinetics Vs. To look into the theroretical again and this time exluding comparison of torp/misslies as they really can be outplayed against more of PD heavy fleets. Laser tier 5 fires (50% armor penetration) from M slot- during 30,75 sec (cooling is 3,75 sec lets have this as base)Īverage damage per 30,75 sec*5,86=180,19 -24% hullreduction %)= 145,31 in damageĪ battleship with 1 L one neutronium armor:Īverage damage per 30,75 sec*5,86=180,19 -21% hullreduction %)= 148,794 in damage Plasma tier 3 cannon (100% armor penetration) fires from M slot- during 40,35 sec (cooling is 4,35 sec lets have this as base)Īverage damage per 40,35 sec*5,70= 247,95Īcc=80% evasion on a battleship 5% actual chance=75% On a battleship that have 2 L neutronium plates Vs. To statue an example here Take the plasme cannon that have 100% AP (But seriously, I don't think armor or shields can be balanced against Crystal Plating when 100% penetration is so readily available) So it is perfectly acceptable to stack armor - the 1st point of armor is just as effective at protecting your ship as the 300th. A 60-armor Battlecruiser takes 4800 points of damage (2400 + 2400) before being blown up, and a 120-armor Battlecruiser can 7200 (2400 + 2400 + 2400) points before falling to bits. What this means is that every 60 points of armor requires an additional 100% HP of damage before the ship is destroyed - a Battlecruiser (base HP 2400) with 0 armor requires exactly 2400 damage to destroy. The formula for Armor Damage Reduction is 60 / 60 +. They point out that 15 Armor gives you a 20% reduction, while 30 Armor gives you "only" 33%. I have heard an oft-repeated claim that Ship Armor suffers "Diminishing Returns" - the more armor you add to a ship, the less benefit the next piece of armor is.