Combat Damage Math
The complete damage pipeline: two health bars, four damage types, resistance multipliers, effective HP, diminishing returns, hull hardness vs piercing, corrosive shell, absolute damage, and worked examples.
**Evergreen.** This math has not meaningfully changed since 3.x.
Summary
Ship combat only. On-foot damage is a different system (see The Ground Game). Thargoid combat is a third system (see Thargoid and AX).
- Two health bars. Shields (MJ) go first, then hull (HP).
- Shields resist bullets, hull resists lasers. So bring both. Lasers strip shields, kinetics chew hull.
- Resistance is a discount. 30% resistance means a damage multiplier of 0.7.
- Raw strength and resistance are the same thing. 100 HP at 50% resistance equals 200 HP at 0%.
- Resistances multiply, they do not add. Three 10% mods give 27.1%, not 30%.
- Stop stacking resistance around 50 to 60%. Past that, diminishing returns halve your gains. Switch to Heavy Duty.
- Hull has a second gate: hardness vs piercing. Small guns lose most of their damage against big ships.
- Plasma Accelerators are 60% absolute. Absolute ignores all resistance. That is why they are the PvP weapon.
- Your distributor is the real DPS cap. Paper DPS means nothing if WEP runs dry.
The Two Health Bars
Shields absorb everything until they break. Then damage goes to hull. Think of it as a raincoat over armor. Different things get through each one.
| Bar | Unit | Regenerates? |
|---|---|---|
| Shields | MJ (megajoules) | Yes, on its own. Bi-Weaves fastest. |
| Hull | HP (hull points) | No. Needs a repair limpet or a station. |
The Four Damage Types
| Type | Weapons |
|---|---|
| Thermal | Pulse, Burst, and Beam Lasers. Mining Lasers. |
| Kinetic | Multi-cannons, Cannons, Fragment Cannons |
| Explosive | Missiles, Torpedoes, Mines, Flak |
| Absolute | The 60% of Plasma Accelerator damage that ignores everything |
A railgun is not absolute damage. People confuse this constantly. Railguns win on piercing and precision, not on bypassing resistance.
Split-Damage Weapons
| Weapon | Split |
|---|---|
| Plasma Accelerator (all sizes and variants) | 60% Absolute, 20% Thermal, 20% Kinetic |
| Railgun | 50% Thermal, 50% Kinetic (thermokinetic). Both halves get resisted. |
Base Resistances
Read those minus signs carefully. Negative means you take more. Shields (all generator types) and hull (by bulkhead).
Shields (all generator types)
| Damage | Base Resistance | What It Means |
|---|---|---|
| Kinetic | +40% | Shields shrug off bullets |
| Thermal | -20% | Shields take 20% extra from lasers |
| Explosive | +50% | Shields eat missiles for breakfast |
Hull (by bulkhead)
| Bulkhead | Hull Boost | Kinetic | Thermal | Explosive |
|---|---|---|---|---|
| Lightweight Alloys | +80% | -20% | 0% | -40% |
| Reinforced Alloys | +152% | -20% | 0% | -40% |
| Military Grade Composite | +250% | -20% | 0% | -40% |
| Mirrored Surface Composite | +250% | -75% | +50% | -50% |
| Reactive Surface Composite | +250% | +25% | -40% | +20% |
Standard armor (Lightweight, Reinforced, Military) has identical resistances. Only the hull point boost changes. Military is the plain best if you can carry the weight. Mirrored is a laser-tank. Reactive is a bullet-tank. Neither specialist bulkhead is safe by default.
The Whole Rock-Paper-Scissors in One Line
- Lasers melt shields. Bullets chew hull. Shields are +40% kinetic and -20% thermal. Standard hull is 0% thermal and -20% kinetic. The systems are mirror images on purpose.
- That is why a single-damage-type build stalls halfway through every fight.
Resistance Is a Damage Multiplier
Stop thinking in percentages. Think in multipliers. That is how the game calculates it. Formula: `Multiplier = 1 - Resistance`
| Resistance | Damage Multiplier | 100 Damage Becomes |
|---|---|---|
| +50% | 0.50 | 50 |
| +30% | 0.70 | 70 |
| 0% | 1.00 | 100 |
| -20% | 1.20 | 120 |
| -40% | 1.40 | 140 |
Effective HP: The Number That Actually Matters
100 shields with 50% resistance is the same as 200 shields with no resistance. That combined figure is Effective HP. It is the only defensive number worth comparing. `Effective HP = Raw HP / Damage Multiplier`
| Build | Raw | Resistance | Multiplier | Effective |
|---|---|---|---|---|
| Big weak shield | 900 MJ | 0% | 1.00 | 900 |
| Small tough shield | 500 MJ | 45% | 0.55 | 909 |
Identical in a fight. This is why "which shield is bigger" is the wrong question. Effective HP is damage-type specific. A ship can have 3,000 effective MJ against kinetic and 1,800 against thermal. Check the weakest one, because that is the one your enemy will use.
Resistances Multiply, They Do Not Add
- Three modules at 10% resistance each do not give 30%.
- Damage multipliers stack multiplicatively: `0.9 x 0.9 x 0.9 = 0.729`. That is 27.1% resistance, not 30%.
- Each module works on what is left, not on the original number.
Diminishing Returns
Past a threshold, the game takes the resistance below that threshold and cuts it in half. Formally: damage multipliers in the range [0, cap] get remapped to [0.5 x cap, cap].
The Thresholds
| Diminishing Returns Start At | Hard Ceiling | |
|---|---|---|
| Hull | Damage multiplier of 0.7 (30% resistance) | 65%, and that is unobtainable |
| Shields | 0.7 x the shield generator's own resistance | Around 70%. 75% is mathematically impossible even with infinite booster slots. |
The Shield Trick Most People Miss
| Insight | Why |
|---|---|
| The shield threshold is 0.7 times the generator's own resistance, so pushing resistance on the shield generator itself raises the ceiling for everything else. | Boosters up to a combined multiplier of 0.7 get no diminishing returns at all. |
| So: put Thermal Resistant on the generator first. Then add boosters. | Doing it the other way around wastes rolls. |
A Strange Side Effect
- The remapping can help you. If your multiplier sits between 0.7 and your diminishing-returns start point, a mod that should lower your resistance can leave you better off than the plain math suggests.
- One documented case: a build that "should" have had 45.83% thermal resistance actually had 48.7%.
- Do not try to exploit this. Just know that EDSY and Coriolis handle it and your mental math will not.
Hull's Second Gate: Hardness vs Piercing
Shields do not have this. Hull does, and it is brutal. Every ship has an Armour Hardness rating you cannot change with outfitting or engineering. Every weapon has an Armour Piercing rating set by its type and size. This happens before resistances. It is a separate, earlier cut.
- `If Piercing >= Hardness: full damage`
- `If Piercing < Hardness: damage x (Piercing / Hardness)`
- This is why small guns feel useless against big ships. It is not your imagination. You are losing most of your damage before the resistance math starts.
- Railguns and Plasma Accelerators always deal 100% against every hull, because the highest hardness in the game is 75 and they both pierce at 100.
Armour Hardness by Ship
| Hardness | Ships |
|---|---|
| 75 | Type-10 Defender (highest in the game) |
| 70 | Federal Corvette, Fer-de-Lance, Imperial Cutter, Mamba, Panther Clipper Mk II, Python Mk II |
| 65 | Alliance Chieftain, Challenger, Crusader, Anaconda, Corsair, Python, Type-9 Heavy |
| 60 | Beluga Liner, Caspian Explorer, Federal Assault Ship, Dropship, Gunship, Imperial Clipper |
| 58 | Type-8 Transporter, Type-11 Prospector |
| 55 | Krait Mk II, Krait Phantom, Mandalay, Orca, Vulture |
| 54 | Type-7 Transporter |
| 52 | Asp Explorer, Asp Scout |
| 45 | Keelback |
| 42 | Diamondback Explorer |
| 40 | Cobra Mk V, Diamondback Scout |
| 35 | Adder, Cobra Mk III, Cobra Mk IV, Dolphin, Type-6, Viper Mk III, Viper Mk IV |
| 30 | Imperial Courier |
| 28 | Eagle, Imperial Eagle |
| 20 | Hauler, Sidewinder |
Note the Fer-de-Lance at 70. A medium ship with more hardness than an Anaconda. Small does not always mean soft.
Armour Piercing by Weapon
| Weapon | Piercing |
|---|---|
| Plasma Accelerators | 100 |
| Railguns | 100 |
| Torpedoes | Over 100 |
| Mines, Missiles (normal and AX), Remote Flak | 60 |
| Cannons | 30 to 90 (by size) |
| Multi-cannons | 22 to 68 (by size) |
| Burst and Pulse Lasers | 20 to 65 (by size) |
| Beam Lasers | 18 to 60 (by size) |
| Fragment Cannons | 20 to 45 (by size) |
| Mining Lasers | 18 |
| Cytoscrambler (Powerplay burst laser) | 1 |
| Enforcer Cannon (Powerplay multi-cannon) | 30 |
Known multi-cannon values: size 1 = 22, size 2 = 37, size 4 = 68. A size 1 multi-cannon against a Krait Mk II: 22 / 55 = 0.4. You deal 40% of your damage before resistances are even applied. The Cytoscrambler against anything: 1.33 to 5% of its damage. Near useless against hulls, by design. It is an anti-shield weapon only.
Corrosive Shell: A Hardness Debuff
Corrosive does not touch resistances. It lowers the target's hardness. It reduces the target's armour hardness by about 20 points for the duration. That size 1 multi-cannon against a Krait goes from 22/55 = 40% up to 22/35 = 63%. More than half again as much damage, on every gated weapon you carry.
| Situation | Verdict |
|---|---|
| Small guns vs. big ships | Huge gain. Best case for it. |
| Big guns vs. small ships | Nothing. Your piercing already exceeded their hardness. |
| Railguns | Nothing. Already at 100 piercing. |
| Plasma Accelerators | Nothing. Already at 100 piercing. |
Putting Corrosive on a railgun or plasma is a wasted experimental. This is a very common build mistake. The right move: one small multi-cannon with High Capacity plus Corrosive. It costs you almost nothing and buffs every gated weapon on the ship.
Absolute Damage
Absolute damage ignores resistances. Shield resistance, hull resistance, all of it. Skipped. This is why Plasma Accelerators are the PvP meta.
| Source | Absolute Share |
|---|---|
| Plasma Accelerator (all variants) | 60% |
| Guardian Plasma Charger | Community reports say largely or entirely absolute |
All that resistance stacking your opponent spent weeks engineering? Most of it does not apply. Pair that with 100 piercing and a plasma does nearly its full listed damage to almost anything. The defensive counter: there is none, other than raw effective HP and not getting hit. Against plasma, Heavy Duty beats Resistance Augmented every time.
Experimentals That Change the Math
Most experimentals tweak numbers. These change which rules apply.
| Experimental | What It Actually Does |
|---|---|
| Corrosive Shell | Lowers target hardness. See above. |
| Incendiary Rounds | Converts most multi-cannon or fragment cannon damage from kinetic to thermal. Turns an anti-hull weapon into an anti-shield weapon. Know which you want. |
| Feedback Cascade (railguns) | Interrupts enemy Shield Cell Banks. Does nothing to damage math, everything to a long fight. |
| Emissive Munitions | Lights the target up for everyone. Also makes them run much hotter. |
| Thermal Vent (beams) | Dumps your heat into the target. Do not pair with Efficient, which reduces the heat you generate and so reduces the venting. |
| Thermal Shock | Raises the target's heat. |
Incendiary is the sneaky one. Module builds that list "Overcharged plus Incendiary" on multi-cannons are building an anti-shield loadout, not an anti-hull one. If you wanted hull damage, leave the rounds kinetic.
The Real DPS Cap: Your Distributor
You can carry the best guns in the game and still do nothing. Firing drains the WEP capacitor on your power distributor. Empty capacitor means your weapons fire slower or stop entirely. This is the gap between paper DPS and real DPS.
| Fix | How |
|---|---|
| Pips | 4 pips to WEP while shooting. Free and immediate. |
| Bigger distributor | A rated, correctly sized for the hull |
| Engineering | Charge Enhanced plus Super Conduits |
| Weapon choice | Efficient lowers distributor draw. Overcharged raises it. |
Worst offenders: Beam Lasers and Plasma Accelerators. A beam laser on a small distributor runs dry in seconds. Check this before you add another hardpoint. A fourth gun you cannot power is worse than three you can.
Range Falloff
Every weapon has a damage falloff range and a maximum range.
- Inside falloff: full damage.
- Between falloff and max: damage tapers toward zero.
- Past max: nothing.
- Long Range engineering pushes falloff out to the maximum range. That is its entire job. It does not add damage. It stops you losing damage.
- Example: the Advanced Plasma Accelerator has a falloff range of 2,000 m and a maximum of 3,500 m.
Module Damage and Breaches
When a shot gets through to hull, it can damage specific internal modules based on where it hit.
- The chance of a breach depends entirely on your remaining hull points. A healthy hull rarely breaches. A hull at 20% breaches constantly, which is how a losing fight turns into a lost one.
- Module Reinforcement Packages (MRP) reduce module damage.
- Keeping your hull high in the first place is a defense.
The Full Pipeline
The order the game actually runs it in:
- 1Weapon base damage
- 2x engineering modifiers (Overcharged, Efficient, etc.)
- 3x range falloff
- 4Split into damage types. PA = 60% absolute / 20% thermal / 20% kinetic. Rail = 50% thermal / 50% kinetic.
- 5HULL ONLY: x (Piercing / Hardness), capped at 1.0
- 6x damage multiplier per type. ABSOLUTE SKIPS THIS STEP
- 7Damage lands
- 8Possible module breach, based on remaining hull
Worked Examples
Real numbers showing the math in action.
Example A: Why Your Small Guns Feel Bad
| Step | Math | Result |
|---|---|---|
| Size 1 multi-cannon, 20 damage, vs Anaconda hull (hardness 65, Military Grade, kinetic -20%) | ||
| Piercing gate | 20 x (22 / 65) | x 0.338 -> 6.77 |
| Resistance | 6.77 x 1.20 (kinetic -20%) | -> 8.12 |
| Add Corrosive (hardness 45) | 20 x (22 / 45) | x 0.489 -> 9.78 |
| After resistance | 9.78 x 1.20 | -> 11.7 |
8.12 damage from a listed 20. A 44% improvement from one experimental on a different gun.
Example B: Why Plasma Wins
| Step | Math | Result |
|---|---|---|
| Large PA, 100 damage, vs shield tank (50% kin, 50% therm, 60% explosive) | ||
| 60 absolute | ignores resistance | -> 60.0 |
| 20 thermal | x 0.50 | -> 10.0 |
| 20 kinetic | x 0.50 | -> 10.0 |
| Total | -> 80.0 | |
| Same target vs pure beam laser | 100 thermal x 0.50 | -> 50.0 |
80 of 100 damage lands against a heavily engineered shield. Half the damage for the laser. The resistance stacking worked against the laser and barely touched the plasma.
Example C: Resistance vs. Raw Strength
| Option | Outcome |
|---|---|
| Resistance Augmented (+10%) | Multiplier goes 0.50 to 0.45, but diminishing returns eat most of it. Real gain is a few percent of effective HP. |
| Heavy Duty | Adds raw MJ with no diminishing returns at all. |
You have one spare shield booster slot, already at 50% thermal resistance. Past 50%, Heavy Duty wins. Below 50%, Resistance Augmented wins. That is the whole decision.
Building Rules That Follow From the Math: Defense
- Fix the negatives first. Shields start at -20% thermal and hull starts at -20% kinetic and -40% explosive. You are digging out of a hole before you gain anything.
- Thermal Resistant on the shield generator, not just boosters. It raises the diminishing-returns threshold for the whole build.
- Stop at 50 to 60%, then switch to Heavy Duty.
- Compare effective HP, never raw MJ.
- Check your weakest damage type. That is what a smart opponent will bring.
- Military Grade Composite is the safe default. Mirrored and Reactive are specialist picks with real downsides.
- Nothing defends against plasma but raw HP.
Building Rules That Follow From the Math: Offense
- Bring two damage types. One laser family for shields, one kinetic family for hull. A single-type build stalls halfway through every kill.
- Match weapon size to target size, or bring Corrosive.
- One small multi-cannon with High Capacity plus Corrosive is the best single utility hardpoint in the game.
- Never put Corrosive on a railgun or plasma.
- Know that Incendiary flips multi-cannons to thermal.
- Check the distributor before adding a fourth gun.
- Plasma and railguns ignore the hardness gate. If you like fixed weapons, they solve your small-gun problem permanently.
Gotchas
- Negative resistance means you take MORE damage. Minus 20% thermal is a 1.2x multiplier.
- Railguns are not absolute damage. They are 50/50 thermokinetic, and both halves get resisted.
- Hull hardness cannot be engineered. It is fixed per ship model, forever.
- The hardness gate applies to hull only. Shields do not care about piercing.
- Corrosive is a hardness debuff, not a resistance debuff.
- Lightweight, Reinforced, and Military armor have identical resistances. Only hull points differ.
- Mirrored armor at -75% kinetic is a liability in a Resource Extraction Site full of multi-cannons.
- On-foot combat is a different system. Ship plasma is 60% absolute. On-foot plasma is balanced against both shields and health. Do not carry the mental model across.
- Thargoid combat is a third system. See Thargoid and AX.
- Let the tools do the math. EDSY and Coriolis handle the remapping correctly. Your mental arithmetic will not.
Tools
| Tool | Where | Use |
|---|---|---|
| EDSY | edsy.org | Shows effective HP per damage type, handles diminishing returns correctly |
| Coriolis | coriolis.io | Same, easier to share builds |
| Elite Dangerous Wiki | elite-dangerous.fandom.com | Per-weapon damage, piercing, falloff, distributor draw |
| E:D PvE Combat Wiki | elitepve.com | Defensive strategy discussion |
Needs Checking
| Item | Why | Where to Check |
|---|---|---|
| Corrosive: flat 20 points or 20%? | Community sources disagree. Worked examples use flat 20. | Test in game |
| Incendiary conversion percentage | Widely cited as roughly 90% to thermal, not confirmed here | Wiki weapon pages |
| Guardian Plasma Charger damage split | Reported as largely absolute, not confirmed | Thargoid and AX |
| Exact shield diminishing-returns ceiling | Sources say roughly 70%, with 75% impossible | EDSY |
| Per-size piercing values for lasers and cannons | Only ranges and a few exact values are published | Wiki weapon pages |
Sources
| Source | Used For |
|---|---|
| Frontier Forums: "This is how resistance stacking works" (3.1.3, Coriolis developer) | Damage multipliers, multiplicative stacking, the halving rule, hull threshold of 0.7 and 65% ceiling, shield threshold of 0.7 x generator resistance |
| Frontier Forums: "No One Understood Armour Resistances Correctly" (2020) | The remapping side effect that can raise resistance above naive math |
| Elite Dangerous Wiki (Fandom): Armour Hardness | Full hardness table, full piercing table, the piercing formula, mining laser and Cytoscrambler examples |
| Elite Dangerous Wiki (Fandom): Bulkheads | Per-bulkhead resistance table, hull point boosts, module breach depends on remaining hull |
| Elite Dangerous Wiki (Fandom): Advanced Plasma Accelerator | 60/20/20 damage split, falloff and maximum range, piercing of 100 |
| E:D PvE Combat Wiki (Mobius) | 50 to 60% sweet spot, 70% very hard, 75% impossible, plasma warning |
| Steam discussions: shield resistance, corrosive, plasma threads (2016 to 2024) | Shield base values of 40/-20/50, multi-cannon piercing by size, corrosive worked examples, absolute damage behavior |