I've been playing around with the combat sim a bit, trying to figure out exactly how the armor formula works. This is what I have so far, feel free to comment or copy it for your own use:

https://docs.google.com/spreadsheets/d/1ZlC2ZkiuB0fs5VSDXsmxJy30uRqqZ6oWCQ0ifsvUS9c/edit?usp=sharingHere are the takeaways:

* +150 armor is hands down the single best talent point you will put into a hull. It is ALWAYS active and vastly increases hull durability, and is supremely effective against weapons that deal <100 damage. I.E. most weapons.

* 90% DR is more meaningful for high armor ships( duh!) but can still show potential at the armor floor against low power kinetics like needlers.

* -20% Armor damage double dips, both reducing the "weight" and direct damage of weapons.

* The overall huge gains of hull, armor and survivability from Impact mitigation make all 3 points a valuable addition for EVERY officer.

* -50% KE vs. armor is broken ayy eff. It triple dips on armor protection, giving half the "weight", half the damage, and half the damage AGAIN. Can you say 13 gauss damage? It also contributes to bare hull defense.

* Most other armor talents have no effect at 0 armor. No, not even the 5% floor will contribute.

These are the damage formulae as I best understand them:

Basic:

Damage = DMG*Type * Weakerresist( 0.15, (DMG*Type)/(DMG*Type+armor) )

Armor = Previous armor - damage

Talents:

Damage = (DMG*Type*AC1*IM3) * AC1 * TA3 * Weakerresist[0.15 or IM2, ((DMG*Type*AC1*IM3)*TA3) / ((DMG*Type*AC1*IM3)+((IM1+armor*EA3)) ]

Stripped armor:

Damage = (DMG) * Weakerresist[0.15 or IM2, (DMG * AC1) / ((DMG * AC1) + (IM1+.05*Startarmor)) ]

I don't have the attack talents figured out yet, I.E. +15% damage and +50% anti armor weight. My initial testing shows they're pretty well worth it though.

I'd like to thank all my officers for patiently sitting by as I shot the hell out of them.

References:IM1 : +150 armor

IM2 : 90% resist cap

IM3 : -20% Armor dmg and weapon weight

AC1 : -50% KE weapon weight, damage, and damage(!)

EA3 : +50% value of existing armor

TA3 : +50% Anti armor weight. Not sure if right?