Hitpoints / chance to be hit = average firepower thrown at your ship. (Toughness)
Overkill, cripplings, and internals being ignored.
Lets see there.
As a random example:
500 shield points, and typically 40% to hit.
That gives 500/.4 = 1250
1250*.15 = 187.5, pretty close to that 165 number.
Sacrifice 280 shield points to put on a stealth armor...
220+100 = 320 @ 40-15 = 25%
320/.25 = 1280, which goes to show stealth is slightly better.
1000 shield points, at 80% to hit.
1000 /.8 = 1250
--> 187.5 just like before...
1000-280+100 = 820 @ .65
--> 1261, but still better.
Now, 30kt* (Shield points/kt - Armor points/kt) = 181.26
The 165 may have come from 30*(350/40 - 100/30) = 162.5
In that case, I was probably did not have the data files in front of me and used the wrong value.
To test:
181.26 / .15 = 1208.4 effective hitpoints.
To hit it with a toughie right away, lets say the base to-hit is 15%.
1208.4*.15 = 181.26 shield points.
Sacrifice 280 shields, add 100 stealth armor hitpoints gives you basically zero.
But since you've got a 15-15 = 0% to hit rate, it balances out
1208.4 * .65 = 785.46
Sacrifice 280 add 100, you get 605.46.
605.46 /.50 = 1211
And it just barely breaks even again...
A little less than 180:
1130 * .15 = 169.5 (< 180)
226/.2 = 1130 shields only
226-180= 46 /.05 = 920 with stealth armor.
452/.4 = 1130 shields only
452-180 = 272 /.25 = 1088 with stealth armor.
--
So it seems I may have been using the wrong value for the shields/kt, and the true values to compare to should be:
size* (Shields/kt - Armor/kt)
30 * (9.375 - 3.333) = 180 for stealth armor
50 * (9.375 - 3.000) = 320 for Scattering armor
[ March 19, 2003, 23:41: Message edited by: Suicide Junkie ]