Equivalent shield vs hull

I understand shield damage is affected by pips to SYS, and hull damage affected by the hull's resistance to damage which varies by ship, and also reactive/reflective etc, but lets take a simple case:

0 pips to SYS, ships hull resistance below weapons penetration value, normal armor.

So the only modifiers that are applying are weapon class, i.e. thermic or kinetic.

So lets say we fire a laser at a target. My understanding is that lasers do 120% damage to shield but only 80% damage to normal armor.

Does this mean, that the laser eats through 120MJ of normal shield in the same time it takes to eat through 80 points of normal hull?

What I'm basically getting at is, are MJ the same "units" as hull points? I was just thinking about the effectiveness of SCBs vs Hull Reinforcement.

I know a whole lot of factors come this, including what I've already mentioned, and also hull damage and the potential of silent running, but I'd just like to get a baseline understanding.

Has anyone done tests of the same weapon vs shield and hull, with the ship specifications given? This may allow me to work a bit of this out.
 
I tested it out on an Eagle with 2 medium weapons. Railgun and PAC. Both on shields and on hull and it showed that 1MJ = 3 armour points.

The shields were made so it had 100MJ and the armour had 100 points tested at the same distance.
 
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So this is 0 pips to shields also? Was there anything in the capacitor?

It was with 4 pips but I belive that if you have 0 pips into systems your shields are at a min amount of strengh where if they are at 4 pips they are at their full strengh. So if a shield has 600MJ it might only have 300 with 2 pips to systems. Atleast that's what I've gathered but I might be wrong.
 
It was with 4 pips but I belive that if you have 0 pips into systems your shields are at a min amount of strengh where if they are at 4 pips they are at their full strengh. So if a shield has 600MJ it might only have 300 with 2 pips to systems. Atleast that's what I've gathered but I might be wrong.

From what I've heard, 4 pips to shields is 2.5x stronger than 2 pips. Kornelius Briedis did a youtube vid (which I can't find!) About how pips affect shield strength.
 
From what I've heard, 4 pips to shields is 2.5x stronger than 2 pips. Kornelius Briedis did a youtube vid (which I can't find!) About how pips affect shield strength.

Eh, I mean he might be right but he doesn't seem to make much sense to me when it comes to that.

But that would explain the shields being 3 times stronger than hull.
 
There's no one answer. It varies weapon to weapon and hull to hull.

In my experience, shield is more valuable if you have less wep cap heavy firepower, hull is better if you need 4 pips to weps or eng
 
There's no one answer. It varies weapon to weapon and hull to hull.

In my experience, shield is more valuable if you have less wep cap heavy firepower, hull is better if you need 4 pips to weps or eng

Not in the case of railguns and PACs. They damaged the same both on hull and shields (when adjusted for inflation that was possibly created by having 4 pips to systems)
 
Not in the case of railguns and PACs. They damaged the same both on hull and shields (when adjusted for inflation that was possibly created by having 4 pips to systems)

Railguns and PAs are 66% thermal, 33% kinetic. Also weapon damage is modified by hull "hardness", amongst other things
 
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