Horizons 4 PIPS in shields affect the shield strength or resistances?

Hello commanders.


I'd like ask you for one thing. If my question is answered somewhere please do you can post the link?::). Like is written in threat name the question is: What does exactly affect SYS manegement? SHield strength or Shield resistances? It's quite important information for me because if SYS manegement affect shield resistances so Engineer modification called as a Resistance augement shield booster isn't so usefull like i thought it could be due to resistances cap. But if this does affect shield strength then it could be more interesting... Please can someone answer me with some exact data?

Thank you and i'm sorry for my english if i have somewehere mistakes .-).
 
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Thank you but it does not answer me exactly because i don't know if shield are affected by resistances or shield strength ( that's difference).
 
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The the resistances are the same.

If your shield has an added 15% resistance to kinetic weapons, for example, it means that it takes 85% of weapon's damage, when it's hit. That doesn't change no matter the PIPs
 
Thank you but it does not answer me exactly because i don't know if shield are affected by resistances or shield strength ( that's difference).

AFAIK, it's the resistances that increase with the pips. Shield strength is constant, which is why it takes the same time to recharge whatever the pip settings.
 
AFAIK, it's the resistances that increase with the pips. Shield strength is constant, which is why it takes the same time to recharge whatever the pip settings.

It may seem this way, but the resistance is simply a percentual damage reduction.

If your shields have 400MJ at 0 PIPs, 15% resistance means that you effectively gain 60MJ against that particular type of damage.
The same shield at 4 PIPs will have 650MJ effectively, so 15% of that is more mega joules but the resistance is the same.
 
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The the resistances are the same.

If your shield has an added 15% resistance to kinetic weapons, for example, it means that it takes 85% of weapon's damage, when it's hit. That doesn't change no matter the PIPs
This is almost entirely correct, except for the parts between "The" and "PIPS".

Shield pips increase shield resistances, they don't increase shield strength. If your shield has 100MJ at 2 pips it'll still have 100MJ at 4 pips, but it'll last twice as long because it's nearly twice as resistant to damage.

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It may seem this way, but the resistance is simply a percentual damage reduction.

If your shields have 400MJ at 0 PIPs, 15% resistance means that you effectively gain 60MJ against that particular type of damage.
The same shield at 4 PIPs will have 650MJ effectively, so 15% of that is more mega joules but the resistance is the same.
Shield pips give you more effective MJ because they increase resistances, but this isn't the same thing as increasing MJ directly.

This seems like a needlessly complicated interpretation to me, and doesn't really provide the information the OP wanted.

edit: I apologise, I misinterpreted. Maybe a different term for the resistance provided by sys pips and resistance provided by engineer mods might be in order... because that gets a bit confusing.
 
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Can I just add this...

[video=youtube_share;kQFKtI6gn9Y]https://youtu.be/kQFKtI6gn9Y[/video]

Just this thread kind've reminded me of it...

:)
 
Appropriate. I'll take my lumps, I deserve it.

Nah, it was just this thread in general reminded me of one of my favourite Monty Python clips, plus I was doing a 400kls trip through a system at the time.

Happened to be reading this thread when that came on YouTube lol.
 
I've been wondering the same thing.
The reason why this matters is that you can now make your default resistances pretty high with stacks of modded shield boosters, and there have been indications that there's a maximum resistance value after which increases are either discarded or have greatly diminished returns. This is the resistance cap OP referred to.
So I think it's a good question whether the resistance added by SYS pips is affected by this and whether you can reach a point with Engineer mods where your resistances at zero pips are large enough that you don't benefit as much from 4 pips.
 
This is almost entirely correct, except for the parts between "The" and "PIPS".

Shield pips increase shield resistances, they don't increase shield strength. If your shield has 100MJ at 2 pips it'll still have 100MJ at 4 pips, but it'll last twice as long because it's nearly twice as resistant to damage.

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Shield pips give you more effective MJ because they increase resistances, but this isn't the same thing as increasing MJ directly.

This seems like a needlessly complicated interpretation to me, and doesn't really provide the information the OP wanted.

edit: I apologise, I misinterpreted. Maybe a different term for the resistance provided by sys pips and resistance provided by engineer mods might be in order... because that gets a bit confusing.

I didn't express it clearly and oversimplified things.
but the point is - The "PIP-related resistance" of the shield is unrelated and independent from all other (engineered or otherwise) resistances and those aren't affected by PIP management. AFAIK, anyway.
 

Mark Allen

Programmer- Elite: Dangerous
Shield pips give damage resistance, that is not affected by the diminishing returns that apply to resistance from engineer modifications and will stack multiplicatively. So if you have 50% item-based damage reduction, and 30% shield-pip based reduction - your final damage reduction is 65%.

for the most part this distinction is minor, but it does make effects that recharge shields comparatively more powerful.

EDIT: For reference the diminshing returns I've described in a reply QA posted as a response in https://forums.frontier.co.uk/showt...-Calculation?p=4230114&viewfull=1#post4230114
 
Shield pips give damage resistance, that is not affected by the diminishing returns that apply to resistance from engineer modifications and will stack multiplicatively. So if you have 50% item-based damage reduction, and 30% shield-pip based reduction - your final damage reduction is 65%.

for the most part this distinction is minor, but it does make effects that recharge shields comparatively more powerful.

EDIT: For reference the diminshing returns I've described in a reply QA posted as a response in https://forums.frontier.co.uk/showt...-Calculation?p=4230114&viewfull=1#post4230114

Thanks. Any hope you guys might rethink the formula and make damage reduction scale linearly with shield pips (effectively buffing smaller pip allocations, leaving the 4 pip top end unchanged)? At the moment it's almost like anything below 3 pips and you won't even have to bother.
 
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Shield pips give damage resistance, that is not affected by the diminishing returns that apply to resistance from engineer modifications and will stack multiplicatively. So if you have 50% item-based damage reduction, and 30% shield-pip based reduction - your final damage reduction is 65%.

for the most part this distinction is minor, but it does make effects that recharge shields comparatively more powerful.

EDIT: For reference the diminshing returns I've described in a reply QA posted as a response in https://forums.frontier.co.uk/showt...-Calculation?p=4230114&viewfull=1#post4230114

Thank you very much :). It sounds good that shield PIPS are not affected by diminishing returns .-). But anyway it doesn't have sense to stack more than 2-3 resistance Agumented shield boosters, because due to diminishing retuns it doesn't worth. Okey i must change my shield setup a bit, but now i know how it works anyway :).
 
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