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So how is EHP calculated?

Author
Hal Morsh
Doomheim
#1 - 2014-03-02 00:48:51 UTC
I get in a ship with 10,000 Health points, not including reps. it gets blown up after I got a few cycles off on overheated reps.

I notice it only took 6,800 damage. I'm not getting how that works? It's always low.

Oh, I perfectly understand, Hal Morsh — a mission like this requires courage, skill, and heroism… qualities you are clearly lacking. Have you forgotten you're one of the bloody immortals!?

Benny Ohu
Royal Amarr Institute
Amarr Empire
#2 - 2014-03-02 00:53:43 UTC  |  Edited by: Benny Ohu
killmails and killboards only show the actual damage taken

EHP estimates show actual hp modified by your resistances

e: shoops posted

ehp for a resist of 60% is hp/0.6 i think
Tippia
Sunshine and Lollipops
#3 - 2014-03-02 00:57:40 UTC  |  Edited by: Tippia
The 6,800 damage is how many hitpoints the ship has. Neither damage nor HP is ever shown in anything but the actual amounts (aside from on the fitting screen) because that's what actually counts. EHP is just a way of measuring how long your HP last when faced with a particular damage type.

EHP is simply HP / (1- resist) — 1,000 HP @ 60% resists = 2,500 EHP.
Conversely, actual damage = raw damage × (1- resist).

If someone shoots your 1,000 HP ship with a weapon that does 100 HP kinetic damage and you have 60% Kn resists, the shot does 40 HP damage and you're left with 960. He must fire that 100 HP shot 25 times before all your 1,000 HP are gone.
Benny Ohu
Royal Amarr Institute
Amarr Empire
#4 - 2014-03-02 01:00:05 UTC
tippia you made my answer look bad by comparison and i am very upset with you
ShahFluffers
Ice Fire Warriors
#5 - 2014-03-02 01:18:09 UTC  |  Edited by: ShahFluffers
Tippa has it right. I'll reword it just in case.



Effective Hitpoints are RAW hp (the values under shields, armor, and hull) + resistances.

For example:

Say you have 1000 raw hitpoints in shields. If 1000 damage is applied without resistances, you will take 1000 damage.

Now add 50% resistances across the board. That 1000 damage will be reduced by 50%... meaning only 500 damage will apply to your raw hp.

So in effect... you will have 2000 hitpoints with resistances factored in (because you can take 2000 points of damage).


Now things get complicated when you take into account that...
- different turrets/missiles deal different types of damage.
- resistances are never even, some will be higher and some will be lower.

Taking this into account... your EHP will be higher or lower depending on how high/low each resistance is and what type of damage is being applied to you.

edit: The fitting screen in EVE, EFT, and Pyfa all "average" your resistances to give you a total number of Effective Hitpoints. And killboards (to my knowledge) do not apply resistances... they only list the raw hitpoints of a ship.
Hal Morsh
Doomheim
#6 - 2014-03-02 01:57:18 UTC
thanks for the explenation. I had a reactive hardner on too, so you would think adjusting 60% resistance in one direction would have helped my tank.

Oh, I perfectly understand, Hal Morsh — a mission like this requires courage, skill, and heroism… qualities you are clearly lacking. Have you forgotten you're one of the bloody immortals!?

Lothros Andastar
The Scope
Gallente Federation
#7 - 2014-03-02 09:58:29 UTC
Hal Morsh wrote:
thanks for the explenation. I had a reactive hardner on too, so you would think adjusting 60% resistance in one direction would have helped my tank.

If like you said you died so quickly, it might not have had time to react.
Aramatheia
Tiffany and Co.
#8 - 2014-03-02 10:08:40 UTC
Hal Morsh wrote:
thanks for the explenation. I had a reactive hardner on too, so you would think adjusting 60% resistance in one direction would have helped my tank.


as others have hinted in this thread, your hardener may not have provided resistance against the ammo used against you, you might have had 60% resist to a given attack, say thermal, but been hit with a kinetic damage weapon, rendering all your thermal resist invalid

Quote:
Now things get complicated when you take into account that...
- different turrets/missiles deal different types of damage.
- resistances are never even, some will be higher and some will be lower.

Taking this into account... your EHP will be higher or lower depending on how high/low each resistance is and what type of damage is being applied to you.
Yarda Black
The Black Redemption
#9 - 2014-03-02 10:13:35 UTC
Hal Morsh wrote:
thanks for the explenation. I had a reactive hardner on too, so you would think adjusting 60% resistance in one direction would have helped my tank.


It probably did. What it did not do is increase your hitpoints. It simply increased the time needed to burn through those hitpoints.
Hasikan Miallok
Republic University
Minmatar Republic
#10 - 2014-03-02 10:27:07 UTC
You will only get 60% with an RAH after several cycles of a single damage type.

If you are taking rainbow damage the RAH will try and fill the holes in your resists.
Remiel Pollard
Aliastra
Gallente Federation
#11 - 2014-03-02 12:16:07 UTC  |  Edited by: Remiel Pollard
ShahFluffers wrote:
Tippa has it right. I'll reword it just in case.



Effective Hitpoints are RAW hp (the values under shields, armor, and hull) + resistances.

For example:

Say you have 1000 raw hitpoints in shields. If 1000 damage is applied without resistances, you will take 1000 damage.

Now add 50% resistances across the board. That 1000 damage will be reduced by 50%... meaning only 500 damage will apply to your raw hp.

So in effect... you will have 2000 hitpoints with resistances factored in (because you can take 2000 points of damage).


Now things get complicated when you take into account that...
- different turrets/missiles deal different types of damage.
- resistances are never even, some will be higher and some will be lower.

Taking this into account... your EHP will be higher or lower depending on how high/low each resistance is and what type of damage is being applied to you.

edit: The fitting screen in EVE, EFT, and Pyfa all "average" your resistances to give you a total number of Effective Hitpoints. And killboards (to my knowledge) do not apply resistances... they only list the raw hitpoints of a ship.



Additionally, killmails will show much higher damage taken by the ship than it's raw HP if the ship has an active tank or RR, and is able to repair some of the damage done. So if it takes 1000 damage, reps 500, then takes another 2000, and dies, the killmail will show 3000 damage taken even if the ship only had 2500hp.

“Some capsuleers claim that ECM is 'dishonorable' and 'unfair'. Jam those ones first, and kill them last.” - Jirai 'Fatal' Laitanen, Pithum Nullifier Training Manual c. YC104