Shield, Armor, and Hull Layers
Incoming damage crosses shield, armor and hull, applying the matching resistance once per layer.
At a glance
- Shield resistance
- Matrix 18%; Phase Shield 24%; Quantum Bulwark 28% base
- Armor resistance
- Reactive Plating 20%; Causality Armor 30%; Damage Control 10% base
- Damage Control hull
- 14%; 38% below 30% hull
- Resistance ceiling
- 75% after applicable modifiers
Field notes
Hull affinity affects compatible resistances and capacity modules. Capacity comparisons and resistance-adjusted effective health are different measures.
Shield and armor recovery depend on their fitted modules and the existing damage/recovery delay. Current-fit site advice uses remaining defenses and excludes repair uptime from its simple survival estimate.
Simultaneous hits now count; spill between layers applies each resistance once. Collision and respawn protection retain their separate grace periods.
Reference and coverage
Experimental 0.41.0-experimental.1; compiled game catalog and current gameplay source
These fitting and client-interface values describe Experimental 0.41. Browser 0.39.2 has not received the later client balance/intelligence pass.