Hull Reinforcement Kit and Shield Boostera

Ok so i am playing the game and i noticed that the shield booster say's:
Shield multiplier 1.040
Shield Addition 0.000
Armor Multiplier 1.000 anything x1 is still the same
Armor Addition 0

Now the armor One
Armor Multiplier 1.000 anything x1 is still the same
Shield Multiplier 1.000 SOO still the same x1
Armour addition 20.00

so these numbers are the lowest class of each of the new modules so here is my question we have all of these x1 multipliers which unless there using some weird math i don't know about anything x1 does nothing and they do not tell us the stats that are being multiplied for example i am running a 5 a shield and i see nowhere where it says a shield value same with the armor what is the value being multiplied here the reason i ask this is because i am a hardcore min maxer i do not like values that i can wrap my head around to find the best combo of items are there diminishing? returns on these there is a lot of variables here that are complete unknowns
 
Last edited:

uberdude

Banned
Ok so i am playing the game and i noticed that the shield booster say's:
Shield multiplier 1.040
Shield Addition 0.000
Armor Multiplier 1.000 anything x1 is still the same
Armor Addition 0

Now the armor One
Armor Multiplier 1.000 anything x1 is still the same
Shield Multiplier 1.000 SOO still the same x1
Armour addition 20.00

so these numbers are the lowest class of each of the new modules so here is my question we have all of these x1 multipliers which unless there using some weird math i don't know about do nothing and they do not tell us the stats that are being multiplied here i was wondering if someone has the shield numbers and armor numbers which are being multiplied here

As far as i know the Hull booster adds a flat number to the armor rating. I.E. If your armor is 100 .. A hull booster with 20 armor addition makes it.. 120

Shields are a bit different. if it says 1.04 then that means its a 4% increase to shield strength.
 
In the shipyard it'll show base shield and hull numbers. Upgrades increase these numbers.

If you had 100 hull, and added 2x 20 point bonuses, you'd have 140 points.

As you've highlighted, shields aren't so clear. 2x 1.04 multipliers is most likely to be an 8% boost (ie additive) rather than 8.16% (cumulative). That's not diminishing returns; the second booster is giving as much bonus as the first.
 
Best Class 5 Hull reinforcement on a Python adds 240 Hull, effectively doubling hull strength for the loss of a 32t cargo hold. With the reduction in repair costs, you could strip out a Python and take it exploring now with more success?
 
My question with shield boosters is do they increase recharge time linearly with how much they increase the shields or do they make it longer than grading/classing up would do?
 
Best Class 5 Hull reinforcement on a Python adds 240 Hull, effectively doubling hull strength for the loss of a 32t cargo hold. With the reduction in repair costs, you could strip out a Python and take it exploring now with more success?

Python explorer what the...
 
My question with shield boosters is do they increase recharge time linearly with how much they increase the shields or do they make it longer than grading/classing up would do?

The recharge rate is not changed afaik, so say you have 100 points of shield with 5/s charge, a full charge take 20s, add 20% booster, that's 120 points with 5/s charge, lengthening the charge time to 24s

So while a single A booster can be equal to 1 class up shield strength wise (2x A booster on my Anaconda makes my 5A into 7A), the recharge rate is still of the 5A shield's, making it painfully slow compared to a "real" 7A shield. Of course this needs testing
 
The recharge rate is not changed afaik, so say you have 100 points of shield with 5/s charge, a full charge take 20s, add 20% booster, that's 120 points with 5/s charge, lengthening the charge time to 24s

So while a single A booster can be equal to 1 class up shield strength wise (2x A booster on my Anaconda makes my 5A into 7A), the recharge rate is still of the 5A shield's, making it painfully slow compared to a "real" 7A shield. Of course this needs testing

That is also my experience, having equipped my Python with to A grade shield boosters. The absolute regeneration is the same, but since the maximum capacity is higher, it takes longer to reach it. Only shield reinitialization time is indeed reduced, because that seems to be calculated based on a certain percentage of the maximum shield capacity; I am in fact not a big fan of this and would prefer if shields came back online at an absolute value so that boosters don't further increase the already extremely long times for shields to go back up.
 
Python explorer what the...

[Python]
L: 3C/G Beam Laser
L: 3C/G Beam Laser
M: 2F/G Multi-cannon
M: 2D/G Beam Laser
U: 0I Chaff Launcher
U: 0I Heat Sink Launcher
U: 0I Point Defence
U: 0A Shield Booster

BH: 1I Lightweight Alloy
RB: 7C Power Plant
TM: 6D Thrusters
FH: 5A Frame Shift Drive
EC: 4D Life Support
PC: 7D Power Distributor
SS: 6D Sensors
FS: 5C Fuel Tank (Capacity: 32)

6: 5D Hull Reinforcement Package
6: 6A Fuel Scoop
6: 6D Shield Generator
5: 5A Auto Field-Maintenance Unit
5: 5A Auto Field-Maintenance Unit
4: 4B Shield Cell Bank
3: 3B Shield Cell Bank
3: 1C Advanced Discovery Scanner
2: 1C Detailed Surface Scanner

20LY range right there... why not! Mix things up a bit, be able to explore and survive the odd interdiction without having to run! Make the Python more multi-role :)
 
went exploring with mine, didn'T even go that bad (25Ly with a combat-ish loadout) in the end that saved my ass because i met antoher player in a conda that tried to kill me
 
Back
Top Bottom