That’s correct. Your ADC, once activated, will increase the resistances - which calculation is based on the base values - to the full extent. So your HP at that moment will not change (an ADC doesn’t add HP as such) but your EHP of that moment will increase of course, like I calculated in the first post, but only for its duration.
ADC can be a difference between ship and pod, but there is luck involved in timing it. The smaller the fleet that’s shooting at you, the more useful it seems to be, at least in my hands In big fleets, you simply get volleyed off the grid anyway, ADC or not, unless you perhaps have full coverage by your logi friends.
The ship EHP is the amount of incoming damage, assuming a 25% spread over the 4 damage types, that you ship can handle before it explodes. The max EHP, AKA fit EHP, is the EHP your ship has when it’s fully charged.
Your ship EHP is the sum of the layers EHP (layers are shield, armor, hull)
Each layer EHP is : 400/ (400-emresist%-thresist%-kinresist-exresist) × layerHP
This means that with 99% all resist, your EHP are 400/(400-99-99-99-99) = 400/4 = 100 times your layerHP.
Activating the ADC improves the resistances, so reduce the effect of damage on the layerHP.
so if you have 1% armor, and you hit ADC, the armor layer will still have 1% of its max EHP. Activating the ADC does not change your EHP ratio, it changes your EHP total, therefore reduce the relative effect of damage on it : if you had 100 EHP before activating it, and you take 100 damage, that layer is gone. If you activate it with 100EHP and multiply EHP by say 4, taking 100 damage will only be 25% of your remaining EHP.
The only reason I mentioned it is because I don’t think people understand that you get a huge resistance buff on all HP layers. You’ll get more out of your weaker HP layer if you use the ADC to buff that, but this will only help in a close fight and not a huge fleet battle and depends on the circumstance. As always, it’s a judgement call based on the situation.
I know if I use my ADC at the beginning of a fight in a fat-plated Enyo when I still have shields, it feels like I have 2 monster layers of tank instead of 1.
At this point I would just say remember to use it. At least you won’t be bummed that your ship blew up without the thing ever cycling once.
So long as you survive for its full cycle time, it doesn’t matter when (with respect to your remaining HP, anyway) you pop it.
You’re getting 10 seconds of 75% damage reduction. How much HP you have left (again, provided you survive the full cycle time) is immaterial.
Ideally you want to pop it when you can reduce the most incoming damage. Blaster ship at knife-fight range, but you’re slowly pulling range? Pop it then, when you’re going to take the most damage. Once you’ve pulled range, the incoming damage will be lower.
Opponent is rapid launchers? Try to get the whole 10 seconds when they’re not on reload.
Big fleet fight? Pop it when you broadcast for reps to give logi time to catch.