What are the damage types?
Kinetic (turrets, drones) and high-explosive (missiles, torpedoes, mines).
Base resistances since Beta Patch 2:
| Defense | Kinetic | High-explosive |
|---|---|---|
| Armor | 24% | 20% |
| Shields | 10% | 30% |
- A resist is the share of incoming damage prevented. Shields counter high-explosive best; armor counters kinetic.
- High-explosive resist can be raised only through shield modifiers. Armor's can't go above its base.
- Kinetic resist: an Armor Hardener gives +35% armor kinetic resist while running (45% in the Optimal heat zone); Armor affinity adds +0.75% per point. A Heat Purge System lowers it by 40 while running.
- Only mines deal splash damage. The Flak Cannon's Shockburst may be an exception.
- Ramming does no damage yet. Ship stats also list an acid resist; nothing known deals acid damage.
Changed in Beta Patch 2: shields had 0% resistance to both before.