How did you calculate armour survival time? I'm attempting to recreate the results you received and I'm getting slightly different values...
Another thing worth mentioning is that while relative increase gets smaller, absolute number of hits needed to get through armour increases.
Recursively by calculating the damage each shot does to armor, subtracting that damage from the armor, counting the number of shots to take armor to zero and then multiplying the number of shots minus one* by the number of shots per second.
*This is because the first shot comes at time== zero.
So i was fitting out a conquest the other day and was trying to make it good and was failing. So i went and changed tactics. Instead of even half attempting to get its shield to a reasonable level i slapped heavy armor on it. And it worked a lot better and i felt dumb for not having seen it before.
The reason for this is obvious, the less armor you have the more valuable that heavy armor is. And similarly the worse your shield the less valuable that attempting to shield tank is. And, similarly, better the higher armor damage being done(to a point) I did some basic armor value calculations and came up with some handy tables
Did you mean the more armor you have the more valuable that heavy armor is?
No. The less armor you have the more valuable heavy armor is as a percentage of survival time
http://fractalsoftworks.com/forum/index.php?topic=12268.0
Armor here is outdated not the least of which because iirc, one of the calculations for skills isn't working as it should (IIRC) and because the weapon values have changed.
This is interesting, thank you for posting it. Did your % increase calculations include the effects of minimum reduction? It would also be interesting to see the effects of Heavy Armor on effective hull strength (as more base armor means more hull damage reduction, means more effective hull points).
This depends largely on the type of weapon hitting armor. Heavy armor on a conquest being hit by Mark IX autocannons only reduces damage by about 12.5%. But it reduces damage on Storm Needler by 23%.
However, I think that "% increase in survival" is a bit of a misleading statistic - I would be more interested in 'shots to break through' before and after, or 'added shots', the difference between the two. As an example of why I want this, consider the case of heavy armor taking a frigate's armor from 100 to 200: the percentage increase in toughness is huge, but the absolute toughness is still pitiful and the absolute added toughness is small. This is a general rule: the higher the base armor, the higher the absolute toughness added by Heavy Armor. In the example despite the large % increase, taking any but the weakest hits on the armor is a bad idea because the absolute toughness is still too low. The Conquest isn't such an extreme example, as 1200 armor is pretty good against common threats, but in absolute terms the increase is going to be much less for it than for an Onslaught.
I didn't do that because the numbers are kinda messed up by the inability to perfectly model accuracy. That is, we only really have a good way to simulate a hit hitting the exact same spot each time. And when that happens the numbers are pretty correct. But armor doesn't work like that because you never hit the exact same spot right after each other. So saying "it takes 8 seconds for an HAG to kill 1200 armor and 12 seconds to kill 1600 armor" doesn't give you a full accounting if you think you're only going to get "4 extra seconds". Because in effect the HAG spreads damage out and really takes 40 seconds to take down armor because it hits 5 different armor cells(or misses some). And so you go from 40 seconds to 60 seconds. Which
is a significant increase
The main thing that makes me a bit hesitant on relying on pure armor tanking for the Conquest (for player piloting) is the distribution of damage sources in live play though: HE damage is delivered in large spikes that really needs to be stopped by the shields, and Hardened Shields is the only way to help stop these bursts (well, that and IPDAI). The effective HP increase of HS is enough to block 9 additional Atropos (without skills on either side). Of course the ship is going to be hit while having flux, but even being able to stop 3 more Atropos is the difference between a completely failed strike and one that does heavy armor damage. Not saying Heavy Armor is bad, but the Conquest's shield is weak enough that it really needs Hardened Shields in my experience.
This would be true if you regularly had to tank >23 Atropos at a time onto your shields before you could vent. But well, its more efficient to shoot them down and its more efficient to only block the atropos on shields than also block kinetic damage (which would do significant armor damage without Heavy Armor)
The main reason to put Hardened Shields on Conquest is for AI protection. With very bad shields, the ship in vulnerable to overloading from big spikes of damage to the shield. At least in previous versions (not sure if AI still behaves this way), AI will try to prevent flux from getting too high, but with terrible shields, it can jump straight from what AI thought was high yet safe to outright overload. Hardened Shields helped fix that AI fault.
Yea, this was for personal use. The AI used to be better at protecting itself with shields and now it only is good at letting shots through if its close to overfluxing.
I was confused about the part where it was specifically stated that 600 armor Conquest with Heavy armor was more effective than normal armor conquest....
It increased the value of heavy armor because 600->1000 armor is a larger % increase than 1200->1600.
Something doesn't seem right. I have a hard time believing, for instance, that a Frigate with 200 armour, now with heavy armour so now having 300 armour, suddenly has +100% survivability i.e. twice the time to kill it with a Hephaestus Assault Gun. It only takes about 3 shots to deplete the armour in either case and even a kite requires 9 shots to kill, so +100% survivability cannot possibly be true.
Generally speaking, the higher the armour value, the higher the damage the shots the ship can take before armour is depleted. So the higher the armour, the better heavy armour mod should be.
Goes from 2 shot to strip armor to 3 shots to strip armor. 3 shots has a total duration of .5 seconds of firing because the first shot comes at time=0. 2 shots has a total duration of .25 seconds firing. Note that these values don't actually mean that much unless those shots hit the same armor square.