Engineers question on engineering the heavy duty Shield boosters - wanring, nerdy maths

So most of this engineer thing i get now except something in the shield boosters


Variants

class 0A Shield Boost: 137% - 179%
class 0B shield Boost: 167% - 218%
class 0C shield Boost: 214% - 279%
class 0D shield Boost: 310% - 405%
class 0E: Shield Boost: 599% - 781%

Source

http://inara.cz/galaxy-blueprint/8


I'm clearly missing something here. My guess is this is a percent modifier of the boosts standard modifier (percentage of percentage). So that would give us below results for a grade 5 shield cell boosters


standard boost ------- Engineered affect ------------- Resulting boost to shields ***edit: this data was not quite correct, see my next post
class 0A : 20% ------------ 137% - 179% ----------------- -- 27.40% - 35.80%
class 0B : 16% ------------ 167% - 218% ------------- ---- - 26.72% - 34.88%
class 0C : 12% ------------ 214% - 279%--------------------- 25.68% - 33.48%
class 0D : 8% -------------- 310% - 405%-------------- ----- 24.80% - 32.40%
class 0E: 4% -------------- 599% - 781%--------------------- 23.96% - 31.24%

This would mean with the engineered shield boosters, the advantage of higher class of booster diminishes substantially. Basically going from 5 times the affect to an average of about 15% better, but the overlap means it could even be worse.
Considering a 0A booster takes 6 times the power and is 7 times the mass of a 0E booster (and engineering will add to both power and mass substantially) then assuming you had the utility mounts, instead of engineering one class 0A booster, making two class 0E boosters of the same grade would guarantee a bigger boost to shields at substantially lower weight and power draw.


Can anyone smarter than me tell me if a) my assumptions are correct, and b) my math checks out?

edit: I doubled checked spelling and math as carefully as possible, then screwed up the title :(
 
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I've not done the maths, but I've seen a few people comment that you're better with a 'd' booster than an 'a' one, which would concur with your conclusions.
 
I've not done the maths, but I've seen a few people comment that you're better with a 'd' booster than an 'a' one, which would concur with your conclusions.

this is correct.

e and d class boosters have a better mass-shieldboost relation, which gets worth with c, b, a.
 
Your maths could be improved. The 'engineered effect' is added on top of the standard boost. As an example for Class 0A shield boosters, this results in 47.4 - 55.80%. I own a few with 55%+ shield boost. But they are really heavy, so only good for large short range combat ships (FDL and above) with power to spare. But even my FDL gets weighed down and loses top speed because of them.
For small fighters (which are also mostly power limited), explorers and long range traders, engineered 0Es are ideal.
 
OP You are right, the boost from upgrades is more or less flat with the rating. (Btw, with resistance mods, it's 100% flat*)

Still have to count in the base value from the booster, i.e. 0E ~35% and 0A ~55%.

*Which means that a resitance booster 0E will provide an effective 20-25% shield boost while weighting 0.5t, and conusuming ~0.3MW
which is fantastic for explorers and / or speed combat iCourriers.

In short the price you pay going from 0E to 0A with engineered booster for the extra omph is a hefty one. On a corvette it might not be a problem,
but on smaller ships where power use / mass becomes important, it's worth thinking about it.
 
So for those of us who were dismantling their biros in the maths lessons... :)


What's the difference between "fully" engineered 0A Boosters and an 0D in broad brush terms? Greater protection vs more mass and power usage? Approximate percentages?

Thanks.
 
So for those of us who were dismantling their biros in the maths lessons... :)


What's the difference between "fully" engineered 0A Boosters and an 0D in broad brush terms? Greater protection vs more mass and power usage? Approximate percentages?

Thanks.
A heavy-duty 0A booster would give ca 55% more shield (based on base shield power), weighing 250-300% as much (up to 14 tons) and consuming circa 1.5 MW, while a 0D booster similarly engineered would give ca 35-40% more shield, weighing up to 4 tons and consuming about 0.6 MW. The lower-tier shield boosters are more power- and weight-effective.

Also, see Inara for the percentages. http://inara.cz/galaxy-blueprint/8
 
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Your maths could be improved. The 'engineered effect' is added on top of the standard boost. As an example for Class 0A shield boosters, this results in 47.4 - 55.80%.

Sooooo are you saying you get the 27.40% - 35.80% that I got from the maths above, then you add the base 20% to that? so it's additional modifier?

Is this correct?

Heavy Duty Shield Booster (Grade 5)

standard boost ------- Engineered affect -------- Additional boost ---------- Final boost to shields
class 0A : 20% -------- 137% - 179% ----------- -- 27.40% - 35.80% -------------47.40% - 55.80%
class 0B : 16% -------- 167% - 218% ------- ---- - 26.72% - 34.88% ------------- 43.40% - 51.80%
class 0C : 12% -------- 214% - 279%-- ----------- 25.68% - 33.48% --------------37.68% - 45.48%
class 0D : 8% --------- 310% - 405%-------------- 24.80% - 32.40%-------------- 32.80% - 40.40%
class 0E: 4% ---------- 599% - 781%-------------- 23.96% - 31.24%-------------- 27.96% - 35.24%

This seems a bit more balance, making the 0A worth it if you can handled the power and weight draw or have limited utility slots. I have a Python, exactly the kind of ship that would be able to use the 0A.
 
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Sooooo are you saying you get the 27.40% - 35.80% that I got from the maths above, then you add the base 20% to that? so it's additional modifier?

Is this correct?

Heavy Duty Shield Booster (Grade 5)

standard boost ------- Engineered affect -------- Additional boost ---------- Final boost to shields
class 0A : 20% -------- 137% - 179% ----------- -- 27.40% - 35.80% -------------47.40% - 55.80%
class 0B : 16% -------- 167% - 218% ------- ---- - 26.72% - 34.88% ------------- 43.40% - 51.80%
class 0C : 12% -------- 214% - 279%-- ----------- 25.68% - 33.48% --------------37.68% - 45.48%
class 0D : 8% --------- 310% - 405%-------------- 24.80% - 32.40%-------------- 32.80% - 40.40%
class 0E: 4% ---------- 599% - 781%-------------- 23.96% - 31.24%-------------- 27.96% - 35.24%

This seems a bit more balance, making the 0A worth it if you can handled the power and weight draw or have limited utility slots. I have a Python, exactly the kind of ship that would be able to use the 0A.

@#$%%##@@!@#$$@!@!@#$#$#@!!!!!:x

WEEEELL GRREEEAAT! Now I have to rethink all my ships SB's. Don't suppose you could have come up with this earlier?;)

Kidding aside, Much thanks! And great info! +1

LLaP

S1E
 
Sooooo are you saying you get the 27.40% - 35.80% that I got from the maths above, then you add the base 20% to that? so it's additional modifier?

Is this correct?

Heavy Duty Shield Booster (Grade 5)

standard boost ------- Engineered affect -------- Additional boost ---------- Final boost to shields
class 0A : 20% -------- 137% - 179% ----------- -- 27.40% - 35.80% -------------47.40% - 55.80%
class 0B : 16% -------- 167% - 218% ------- ---- - 26.72% - 34.88% ------------- 43.40% - 51.80%
class 0C : 12% -------- 214% - 279%-- ----------- 25.68% - 33.48% --------------37.68% - 45.48%
class 0D : 8% --------- 310% - 405%-------------- 24.80% - 32.40%-------------- 32.80% - 40.40%
class 0E: 4% ---------- 599% - 781%-------------- 23.96% - 31.24%-------------- 27.96% - 35.24%

This seems a bit more balance, making the 0A worth it if you can handled the power and weight draw or have limited utility slots. I have a Python, exactly the kind of ship that would be able to use the 0A.

This is correct.
 
I'm curious how the math works on resistance boosters and shields. Because it seems like a ship with 6+ utility slots and the resistant shield mod could very easily reach 100%+ resistance. Wouldn't you just become invulnerable at that point?
 
I'm curious how the math works on resistance boosters and shields. Because it seems like a ship with 6+ utility slots and the resistant shield mod could very easily reach 100%+ resistance. Wouldn't you just become invulnerable at that point?
No, there is a cap, and diminishing returns. Here's a dev post.

https://forums.frontier.co.uk/showthread.php/266235-Kinetic-Resistance-Calculation

Also see this thread:

https://forums.frontier.co.uk/showthread.php/272760-Shield-booster-modifications-are-amazing
 
I'm curious how the math works on resistance boosters and shields. Because it seems like a ship with 6+ utility slots and the resistant shield mod could very easily reach 100%+ resistance. Wouldn't you just become invulnerable at that point?

Diminishing returns. Up to 50% resistance, you get a 1:1 return on resistance points from your gear. From 50% to 75%, it's 1 actual resistance point for every 2 points of resistance from your equipment. 75% is the maximum AFAIK.
 
I really wish Inara would just show that chart you made, instead of that useless 2-800% crap. I dont want to get a calculator when looking at mods, that's the whole point of the site.
 
Ok, perfect. Now all I have to do is mine 500 tons and find 10 tons of panite, to unlock Selene, then do armor upgrades to level up to meet Didi, find 50 tons of Lavian Brandy, then level.........

Actually forget it
 
The Brandy is no problem. You get it in a next door system...
And you should really try the mining. Its not bad at all. :)


07
 
Can confirm that running g5s on low grade boosters with speed builds is a thing. Going to reiterate that augmented resistance is a flat bonus regardless of booster class (albeit with diminishing returns).
 
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