Engineers About Resistance shield boosters.

I have a question about how these work. At tier 3, which is all I have access too at the moment, the general resistance mod grants +5-7.5% resistance to thermal and kinetic. The problem is, barring the thermal shield generator mod, shields have an innate -20% resistance to thermal. With lets say a +10% thermal resistance shield booster mod, would your shields be at -18% or -22% because they surely cannot be additive and bring you to -10%.

The reason I say it can't be additive is with tier 5 mods and 8 shield boosters, you can actually reach 100% thermal and kinetic shield resistance. If they were additive you would be invincible, if multiplicative - twice as effective. I tried to check myself but there is no direct stat for shield resistance, the stats on your shield itself don't reflect the changes of shield boosters.
 
I have a question about how these work. At tier 3, which is all I have access too at the moment, the general resistance mod grants +5-7.5% resistance to thermal and kinetic. The problem is, barring the thermal shield generator mod, shields have an innate -20% resistance to thermal. With lets say a +10% thermal resistance shield booster mod, would your shields be at -18% or -22% because they surely cannot be additive and bring you to -10%.

The reason I say it can't be additive is with tier 5 mods and 8 shield boosters, you can actually reach 100% thermal and kinetic shield resistance. If they were additive you would be invincible, if multiplicative - twice as effective. I tried to check myself but there is no direct stat for shield resistance, the stats on your shield itself don't reflect the changes of shield boosters.
Obviously there is going to be diminishing returns or a hard cap to stop invincibility. Most games its going to cap around 75%-90% so expect that to be some where the resistances are going to cap.
 
Last edited:
I have a question about how these work. At tier 3, which is all I have access too at the moment, the general resistance mod grants +5-7.5% resistance to thermal and kinetic. The problem is, barring the thermal shield generator mod, shields have an innate -20% resistance to thermal. With lets say a +10% thermal resistance shield booster mod, would your shields be at -18% or -22% because they surely cannot be additive and bring you to -10%.

The reason I say it can't be additive is with tier 5 mods and 8 shield boosters, you can actually reach 100% thermal and kinetic shield resistance. If they were additive you would be invincible, if multiplicative - twice as effective. I tried to check myself but there is no direct stat for shield resistance, the stats on your shield itself don't reflect the changes of shield boosters.

I suspect its 1/resist for positive values, so 200% thermal resist = they do 50% damage but thats only a guess I haven't got that high yet :p
 
Not sure how you are working out your numbers but I believe that it is simple additive. For example if your base kinetic resistance is -20% and your shield booster adds 10% kinetic resistance then your overall kinetic resistance is -10%.

What values are you looking at to think that you can reach 100% resistance for both kinetic and thermal?
 
Not sure how you are working out your numbers but I believe that it is simple additive. For example if your base kinetic resistance is -20% and your shield booster adds 10% kinetic resistance then your overall kinetic resistance is -10%.

What values are you looking at to think that you can reach 100% resistance for both kinetic and thermal?

With the class 5 thermal shield generator mod I am at 30% thermal resistance 20% kinetic resistance. You wouldn't need that many modded shield boosters to push both beyond 100% if they were additive. Maybe they are additive but capped, maybe they are multiplicative and can make negative values worse. The problem is that there are no visible numbers to actually know for sure so I was looking for clarification.
 
With the class 5 thermal shield generator mod I am at 30% thermal resistance 20% kinetic resistance. You wouldn't need that many modded shield boosters to push both beyond 100% if they were additive. Maybe they are additive but capped, maybe they are multiplicative and can make negative values worse. The problem is that there are no visible numbers to actually know for sure so I was looking for clarification.

I don't have numbers on the higher class shield boosters but at the lower levels you don't get to add kinetic resistance without losing thermal resistance, and vice versa. Even with perfect rolls I don't see you managing to hit 100% on both, unless the higher grade shield booster numbers are massive.

From earlier posts by Mike and Sandro I'm pretty sure that the numbers are additive.
 
It works that way (I think) :

Shields have a base resistance vs lasers of -20%, i.e. you take dmg/0.8
Say you boost the shield therml resistance to +50% with boosters and thermal resistant shields, in effect you shield is now 1.5/0.8 = x1.875 more resistant to thermal attacks than base value.
In effect, this means than rather than trying to get the largest shield pool possible, you could aim to get x2-x3 more resistance to thermal while keeping the shield pool at base value*

*which means that cell banks are then very usefull.
 
Last edited:
Obviously there is going to be diminishing returns or a hard cap to stop invincibility. Most games its going to cap around 75%-90% so expect that to be some where the resistances are going to cap.

Well I am honst. Not sure if FD did consider this. I wouldn't be very suprised if they forgot about that. :/
 
It works that way (I think) :

Shields have a base resistance vs lasers of -20%, i.e. you take dmg/0.8
Say you boost the shield therml resistance to +50% with boosters and thermal resistant shields, in effect you shield is now 1.5/0.8 = x1.875 more resistant to thermal attacks than base value.
In effect, this means than rather than trying to get the largest shield pool possible, you could aim to get x2-x3 more resistance to thermal while keeping the shield pool at base value*

*which means that cell banks are then very usefull.

On the first point, you actually take damage * 1.2 not damage / 0.8. Mike confirmed this a while back.

The idea of an additive 10% to resistance would mean that you take damage * 1.1 now (because the additional 10% takes resistance from -20% to -10%).
 
Well I am honst. Not sure if FD did consider this. I wouldn't be very suprised if they forgot about that. :/

Well during the beta it was brought to their attention that resistance for shields was way too good. Supposedly they toned it down, however I have not really tried to push it since 2.1 dropped as I am happy with just 3 resistance modded boosters and resistance modded shields.
 
Last edited:
Back
Top Bottom