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What are the damage types?

Kinetic (turrets, drones) and high-explosive (missiles, torpedoes, mines).

Base resistances since Beta Patch 2:

DefenseKineticHigh-explosive
Armor24%20%
Shields10%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.

Dev-confirmedBeta Patch 2Sign in to report as outdated
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Sources (13)
SpeakerTierSaid on
phyzixteacherDeveloper1 Oct 2026
Not namedTrusted player2 Oct 2026
Not namedTrusted player28 Sep 2026
Official patch notes: Beta Patch 2Official2 Oct 2026

Paraphrased from the Citadel Discord. Developers and official documents are named; other players by trust tier. Last verified 4 Oct 2026 for Beta Patch 2.

Also drawn from

Collected from the Citadel Discord and added on 3 Oct 2026.