I put only one skilll point into armor hardening. That gave me a bonus of 1.6%. Now, multiplying that by the armor values for my side torsi gives 60 * 1.016 = 60.96. Yet when I view my mech there is no armor bonus on the sides.
On my CT which has 90 armor by default I see one extra point. This is because 90 * 1.016 = 91.44.
This is hugely important - the value you get is rounded down!
If you have less than 63 armor points on a component, one SP in armor hardening will do nothing. 62 * 1.016 = 62.992, which will be rounded down too 62.
If you have 63 points of armor on a component you'll get 63 * 1.016 = 64.008, which gives you one extra point of armor.
The only way to get to that 1.6% bonus is to spend 4 SP. To get to a 3.2% bonus you'll spend minimum 6 SP; to get 4.8% bonus you'll have to sink 8 SP. With a 4.8% bonus, you still need at least 43 points of armor to get even one point of extra armor on a given component.
Is that really worth using up 11.375 percent of your possible SP pool? Hell no!
I realize that tat the values for how much one unlocked hex of armor hardening change based on whether the mech is light, medium, heavy, or assault. I'm just pointing out that to get reasonable amounts of extra armor you'd need to spec severalhexes, and because of their spacing you're taking out a huge chunk of SP that could be placed elsewhere in the pool.
Any thoughts? Criticisms of my argument? Anybody want to spreadsheet warrior the values for lights, mediums, and assaults?
Edited by grendeldog, 21 May 2017 - 12:46 PM.































