### Looking over PvP Deflections

By: George Argyropoulos

a/k/a Dragon_Bane

The community got an informative post about Pass-Through (aka Minimum Damage to some) dropped today by our Favorite Developer, GD Ramikan... er... I mean GD Raikan. Joking aside(he takes it in massive stride), it is a very, very good step towards the transparency the community has been clamoring for, for the past year or more. The post can be read here.

I would like to put this into a bit of context as well- I have been getting a few complaints about this 'Making things overly-complicated' and 'They Kixeye'd the armors', etc. This is a game developer trying to explain the mechanical functions of a piece of software. He is trying to explain the actual functioning of the program. We don't need all this information to play the game, but there are those of us that DO delve this far into the game mechanics and this is what allows us to come up with things that 'break' the game or solve puzzles presented to us in a more efficient manner than if we were not so familiar with these aspects of the game.

Does everyone need to know the inner workings to this much of a degree? Probably not. In fact, there is a TL;DNR version at the end for lazy pirates! Disclaimer: This is how I've read and understand the mechanic. ;)

__Deflection and Pass-Through :__As we had always presumed, and eventually told, there is a pass-through (minimum damage) value associated with various items in the game. We have not had any clarification about anything but this

*. However, what we did learn today is that anything that has deflection attached to it in any way has a pass-through value associated with it and it is*

__so far__*if the damage is reduced to 0 by that deflection.*

__only applicable__"...any item that has [Damage Type] Deflection (e.g. - Ballistic Deflection) also has a stat known as Pass-through. Pass-through is the amount of damage that a hull will take if the damage of a single projectile would be less than the corresponding deflection value."

I want to repeat this because it bears repeating. The only time you will receive the pass-through damage (minimum damage) is if the damage is

__reduced to__. In that instance, when the damage hits zero, the minimum damage is applied. (Of note, if the projectile has less damage than the pass-through amount, you take the *lower* of the two amounts.)

**by that deflection***zero*Let's do some examples:

Ballistic Projectile damage : 2,500

Armor Ballistic Deflection : 5,000

Armor Minimum Damage : 200

Hull Ballistic Deflection : 0

Hull Ballistic Pass-Through Damage : 0

PT Damage : 200

In this instance, you are being shot with a ballistic projectile that does 2,500 damage and your armor has a ballistic deflection value of 5,000 and your hull has a ballistic deflection value of 0 for a total deflection of 5,000 damage against ballistic. The deflection reduces the amount of damage to 0 so you will receive 200 damage to the hull directly. There is no other modifier applied to this damage.

Ballistic Projectile damage : 5,500

Armor Ballistic Deflection : 5,000

Armor Minimum Damage : 200

Hull Ballistic Deflection : 1,000

Hull Ballistic Pass-Through Damage : 100

PT Damage : 200

In this instance, you are being shot with a ballistic projectile that does 5,500 damage, your armor has a ballistic deflection value of 5,000 and your hull has a ballistic deflection value of 1,000 for a total deflection of 6,000 damage against ballistic. The combined deflection reduces the amount of damage to 0, however, since you have 2 disparate minimum damage values,

__, so you will receive 200 damage to the hull directly. There is no other modifier applied to this damage.__

**the greater of the two is used**
Ballistic Projectile damage : 6,100

Armor Ballistic Deflection : 5,000

Armor Minimum Damage : 200

Hull Ballistic Deflection : 1,000

Hull Ballistic Pass-Through Damage : 100

PT Damage : 0 (100 damage remaining)

In this instance, you are being shot with a ballistic projectile that does 6,100 damage, your armor has a ballistic deflection value of 5,000 and your hull has a ballistic deflection value of 1,000 for a total deflection of 6,000 damage against ballistic. The deflection reduces the amount of damage to a remainder of 100 so

__you will receive 0 damage to the hull directly via__, and the remaining 100 damage processes through any operation left in the order of operations before going to the hull directly.

**pass-through**
Ballistic Projectile damage : 500

Armor Ballistic Deflection : 1,000

Armor Minimum Damage : 100

Hull Ballistic Deflection : 1,000

Hull Ballistic Pass-Through Damage : 300

PT Damage : 300

In this instance, you are being shot with a ballistic projectile that does 500 damage, your armor has a ballistic deflection value of 1,000 and your hull has a ballistic deflection value of 1,000 for a total deflection of 2,000 damage against ballistic. Again, the combined deflection reduces the amount of damage to 0, however, once again, since you have 2 disparate minimum damage values,

__, so you will receive the greater,__

**the greater of the two is used**__300 damage__, to the hull directly. There is no other modifier applied to this damage.

This is why it matters with regard to the older hulls. The

*value is used to determine the pass-through value. We do not know their numbers*

__largest__*as of yet*, however, Kixeye

*working on getting these values added to blueprints as an ongoing effort to get player-requested information into the blueprints. Will it make the blueprints larger/longer? Yes. Do I mind? No. I like having the info rather than guessing or trying to find 'alternative sources' of this information (information which I believe we should have already).*

__is__There is one caveat that has come up that does need to get mentioned here and it goes something like this;

Ballistic Projectile damage : 50

Armor Ballistic Deflection : 1,000

Armor Minimum Damage : 100

Hull Ballistic Deflection : 1,000

Hull Ballistic Pass-Through Damage : 300

PT Damage : 50

If the actual damage of the projectile does not originally exceed the pass-through value, the original damage value is used for the pass-through value. So say you are running one of the older Bypass chainguns or Torrent missiles, make sure your hull is designed in such a way that the per salvo value is higher than the deflection value of the new armor.

Of note: Remember - all damage values are halved after all this, while armor points are not, so when you're playing the pass-through game, you should keep that in mind.

__TL;DNR :__The new armors have a higher pass-through value for damage likely because of the massive amounts of deflection they provide. They work and are balanced for the new and planned T7 hulls, but care should be taken on older hulls as it may increase the pass-through values of native deflections on those hulls.