Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
Wyvern is 100% correct about the math.
Personally I'm on Ranakastrasz side on this one. 50% armor 50% shields 200% hull is a more consistent application of the games logic. BTW, there's a sneaky way to migrate everything immediately. If you create a second damagetype: FRAGMENTATION_2. Anything that declares their damage type as FRAGMENTATION will be divided by 2, new mods and updates just declare as FRAGMENTATION_2 and proceed with the new numbers.That should cover all cases. Including scripted bonus damage.
Actually, if we're going to consider a change like this, how about going all the way and making fragmentation do 100% vs armor/shields and 400% vs hull/missiles? That way the numbers in the codex would actually line up with how I value weapons, rather than having to divide by four all the time to get a fragmentation weapon's "real" dps.
If a damage type does 50/50/200, consider that it doesn't do its listed damage to anything (Actually thought about this option when coming up with the damage types; decided to normalize around everything doing 100% to hull.)
Perhaps I'm in the minority but I can usually cut figures in half or double them pretty easily. Even reducing to 25% isn't that hard to figure out. An extra line saying as much doesn't do much for me. The other thing is that DPS is only part of the story especially when dealing with armor calculations. I wouldn't turn down the extra data but I don't think it really adds much either.
I cant be blamed for what I said 5 minutes ago. I was a different person back then