How Do Shield Boosters Work?

Hi Folks

I have 4 x shield boosters fitted to my Asp, got into a fight, shields down to nothing yet boosters all at 100%!

Question: when, or how, are the shield boosters supposed to kick-in? Is there something I need to set-up here?

Thoughts

Cheers

Cmdr Mograt
 
You buy them. They stay on your ship. You don't sell them. They work.

Shield boosters just add to your overall shield strength. What you were looking at was the durability of the module, not their capacity. As soon as you buy them, your shield gets stronger. Simple as that.

Shields have a numeric strength value. Boosters are a bonus percentage to that value.
 
I have 4 x shield boosters fitted to my Asp, got into a fight, shields down to nothing yet boosters all at 100%!

Question: when, or how, are the shield boosters supposed to kick-in? Is there something I need to set-up here?
Cmdr Mograt
I thought the same thing. I went blazing into battle with 4 shield boosters and blammo, they were down?! I expected a little more staying power out of them I guess.
 
I thought the same thing. I went blazing into battle with 4 shield boosters and blammo, they were down?! I expected a little more staying power out of them I guess.

You generally get what you pay for, I found that the power drain for boosters is exponential while the boost amount is not, so I'll run E rated boosters but as many as I can fit.

I tend to go with 1 chaff, and the rest shield boosters. Then on my internals I'll just go one SCB and then hull reinforcements on every spare slot. The hull reinforcements will also give additional shield boost.

Make sure you put 4 pips into shields when you anticipate yourself getting shot up, and keep an eye on your last shield ring before you pop the SCB.
 
Shield boosters, as the name would suggest, boost shields. Shield cell banks are the item that regenerates shields rapidly provided they haven't collapsed.
 
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Hull reinforcements have nothing to do with shields.

OP, Shields are based on two major factors. 1) is the rank and class (A3 being better shields than B3). I'm going to ignore other factors like weight and power draw. factor 2) is the hull of the ship. For example:

Python is 350 mass 'hull'. An A3 shield produces shields the strength of 298.70 Megajoules.
Type 9 is 1,000 mass 'hull'. The same A3 shield cant even be equiped, but A5 can (the smallest) and produces 169 Megajoule shields (before depleting).
Python with identical A5 shield gen would have 343.41 megajoule shields.

Now, on to boosters. These increase WHATEVER shield already in place by a percentage. for example:

Python with A5 shield gen: 343.41 MJ
Python with A5 shield gen and 1 ABooster: 412.09 MJ
with 0B Booster, 398.35
Type 9 with A5 shield gen and FOUR 0A boosters: 302.42 MJ

So, in conclusion, E = 4% boost, D = 8% boost, C = 12% boost, B= 16% boost, and A = 20% boost of whatever shield is already present, and the shield present is determined by Generator rank/grade and the size/mass of the ship. Be advised that SYS pips also 'strengthen' shields.


  • Each ship has a base mass which is the main factor in determining how effective each shield type is. If the ship's base mass (doesn't include cargo or modules) is below the optimal then shield strength is increased by a modifier whereas if it is above optimal then the shield strength is decreased by a modifier.[URL="http://elite-dangerous.wikia.com/wiki/Shield_Generator#cite_note-Mike_Evans_shield_strength_formula-3"][4][/URL]
  • A shield's capacity can be determined by the following equation[URL="http://elite-dangerous.wikia.com/wiki/Shield_Generator#cite_note-Mike_Evans_shield_strength_formula-3"][4][/URL]
    SHIELD STRENGTH = BASE SHIELD STRENGTH * MODIFIER​
    MODIFIER is based upon the difference between a ship's Hull Mass and a shield's Optimal Hull Mass.
    Thus it can be concluded that shields have fixed stats which are modified when applied to different ships.
 
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Yep, check the stats for them in the outfitting menu. It's a shield multiplier.

Note this is the item called hull reinforcement package, not to be confused with your bulkheads which won't boost your shields.

Nope.
Hull reinforcement has nothing to do with your shields. At all.
Shield boosters are for shields.
Hull reinforcement packages improve your hull's armour rating.
 
The Asp base shields are pretty weak. If you fit 4 booosters you will get 80% more out of them, but you will still end up with weak shields.

It gets a little better if you use a A grade class 6 shield instead of the default 5, with those 4 boosters.

The Asp is also not particularly fast, agile or sleek, so it gets pounded a lot, making matters worse.
 
Another question about shield boosters. Is it true that when your shield is down, you should turn off any booster to reduce the shield regeneration time? If so, what's the reason behind it? It just seems a little inconvenient.
 
Another question about shield boosters. Is it true that when your shield is down, you should turn off any booster to reduce the shield regeneration time? If so, what's the reason behind it? It just seems a little inconvenient.

It is true that when shields are down turning off shield boosters will decrease time to shield recovery (time to shields back up, not shields at full). This is because the time a shield takes to reboot is based off the total shield capacity (in MJ as seen on edshipyard etc). Because shield boosters increase total shield capacity when powered, the time until shields come back online will be based on a higher total shield capacity then if the boosters are off, thus leading to the increase in time until shields come back online. Please note that once your shields are back online that shield boosters do not slow down the actual recharge rate, but make the recharge rate seem slower as the total capacity of the shields is higher and will thus take longer to completely fill.

To illustrate what is happening with numbers, for the sake of argument, lets say shields need to reach 30% of their total capacity to come back online and once online started at 30% strength. If your base shield was 100 MJ and recharged at 1 MJ/s, it would take 30 seconds to come back online. If you had five shield boosters that each increase shield strength by 20% which would give you 200% of your base shields, your total capacity would be 200MJ but you would still have a recharge rate of 1 MJ/s. Thus with all 5 of the boosters on, it would not take you 60 seconds to get your shields back online. In the first case with no shield boosters it would take 100 seconds to be at full shields but with the 5 shield boosters it would take 200 seconds to be at full shields because you have doubled your capacity but not doubled your fill rate. Although the % of total capacity to be reached before shields com,e back online and the strength the shields came back at are not the actual values, they were used to illustrate what is happening with easy to use numbers. Hope this helps.

Also the amount of power a shield booster draws is linked to the amount of boost you get, the relationship is not a 1:1 ration except for A rated boosters (which draw 1.2 MW for a 1.2X shield modifier). E through B rated boosters draw less power than their modifier (starting at 0.2 MW for 1.04X at E rated up to 1.0 MW for 1.16X at B rated).

Hull reinforcements do not affect your shield strength. If you view your hull as your hit points, hull reinforcements add to your hit points, as does bulkheads to an extent.
 
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Hull reinforcements have nothing to do with shields.
Nope.
Hull reinforcement has nothing to do with your shields. At all.
Shield boosters are for shields.
Hull reinforcement packages improve your hull's armour rating.

Can you explain what the shield multiplier stat is? I see it on both the shield boosters and the hull reinforcement packages.

E1 Hull Reinforcement Package

shield multiplier 1.000
shield addition 0.000
armour multiplier 1.000
armour addition 10.000

E0 Shield Booster

shield multiplier 1.040
shield addition 0.000
armour multiplier 1.000
armour addition 0.000
 
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Can you explain what the shield multiplier stat is? I see it on both the shield boosters and the hull reinforcement packages.

E1 Hull Reinforcement Package

shield multiplier 1.000
shield addition 0.000
armour multiplier 1.000
armour addition 10.000

E0 Shield Booster

shield multiplier 1.040
shield addition 0.000
armour multiplier 1.000
armour addition 0.000


Sure

100% of, lets say, 450 hull means the result is 450 hull.
If the Shield is already giving you, lets say 374 MJ shield, and you add a hull package that multiplies it by 1, then 374 x 1 = 374.

If there was a hull reinforcement package that made the hull considerablly bigger, it might increase the mass, and thus the shield multipler might be 0.800 meaning 80% normal shields, meaning that 'THIS' hull reinforcement package lowers your total shield by 20%

As it stands, the current game Hull Reinforcement package is 1.000, meaning 100% (this is why shield boosters are 1.04, 104%, meaning you get 4% additional (remember this is a MULTIPLIER, so 100 x 0.04 would mean less shield, but 100 X1.04 means 104 shield =D)


1.000 = no change to base stat
*note that 10.000 doesnt add 1000%, its 'addition' not multiplier

Safe flying CMDR
 
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Sure

100% of, lets say, 450 hull means the result is 450 hull.
If the Shield is already giving you, lets say 374 MJ shield, and you add a hull package that multiplies it by 1, then 374 x 1 = 374.

If there was a hull reinforcement package that made the hull considerablly bigger, it might increase the mass, and thus the shield multipler might be 0.800 meaning 80% normal shields, meaning that 'THIS' hull reinforcement package lowers your total shield by 20%

As it stands, the current game Hull Reinforcement package is 1.000, meaning 100% (this is why shield boosters are 1.04, 104%, meaning you get 4% additional (remember this is a MULTIPLIER, so 100 x 0.04 would mean less shield, but 100 X1.04 means 104 shield =D)


1.000 = no change to base stat
*note that 10.000 doesnt add 1000%, its 'addition' not multiplier

Safe flying CMDR

Aha! thanks. The 1.000 part threw me off.

I'm going to have to refit the majority of my ships now lol.
 
Aha! thanks. The 1.000 part threw me off.

I'm going to have to refit the majority of my ships now lol.

If you dont already use this, http://www.edshipyard.com/ this tool helps considerably in planning a ship. Moreover, you can decipher the number to the right of components to see what each is really doing for you (its nice that it adds in shield boosters as you add them, so you dont have to work out the numbers yourself).

I highly recommend it or a site like it (there are alternatives)
 
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If you dont already use this, http://www.edshipyard.com/ this tool helps considerably in planning a ship. Moreover, you can decipher the number to the right of components to see what each is really doing for you (its nice that it adds in shield boosters as you add them, so you dont have to work out the numbers yourself).

I highly recommend it or a site like it (there are alternatives)

Another example may be this: http://coriolis.io
I like the way it is designed better, but edshipyard is a great resource too.
 
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