Engineers Shield + Booster Mod Calculator

Assuming it works like thrusters, the "best and worst" modifiers get modified by the same percentage. Because of this, the shape of the curve stays the same, and you receive an equivalent percentage increase.

how about this ...

Yup :
[0.53821 * erf([1.0228] * [Shield Optimal Hull Mass] / [Ship Hull Mass] - 0.66391) - 0.0588 * [Number of Rating Levels Below A] + 0.56377]

... maybe the two of you should discuss the case in PM ... i will definetly check the numbers once back in the bubble (with my cobra - way below optimal shieldmass, having a L5 reeinforced shild, but shall get a thermal resistant shield).
 
Magnificent, you are a legend.

EDIT: It says I need permission, which I have requested, but is that maybe a sharing settings error?
 
Last edited:
Magnificent, you are a legend.

EDIT: It says I need permission, which I have requested, but is that maybe a sharing settings error?
Whoops. Must have messes with the sharing settings inadvertently with my last little tweak. It should be accessible again, now.
 
Whoops. Must have messes with the sharing settings inadvertently with my last little tweak. It should be accessible again, now.

Brilliant.

One quick question: according to Inara, heavy duty booster mod values increase significantly the lower the booster class (so the extra shield provided by a g5 mod to an E class booster is much higher in percentage terms than the extra shield provided by a g5 mod to an A class booster).

Has this been taken into account?

Thanks again!
 
Brilliant.

One quick question: according to Inara, heavy duty booster mod values increase significantly the lower the booster class (so the extra shield provided by a g5 mod to an E class booster is much higher in percentage terms than the extra shield provided by a g5 mod to an A class booster).

Has this been taken into account?

Thanks again!

Yes. All of those boosts, when applied to the base shield boost, end up adding about 36% on top. So E is 4% + 36% = 40% and A is 20% + 36% = 56%.
 
Noticed a thing once I tried to use the clalc, it would be nice be able to change secondary modifiers like increased regeneration rate and perhaps show broken shield regeneration and be able to modify those as well.

For example, I have a 138mj shield, with thermal resistance mod g5. It got the additional effects of 12% regeneration and 33% broken regeneration rate. For such a small bi-weave the shield will go up and down and regenerating a lot. The downtime would be nice to know ^^
 
Noticed a thing once I tried to use the clalc, it would be nice be able to change secondary modifiers like increased regeneration rate and perhaps show broken shield regeneration and be able to modify those as well.

For example, I have a 138mj shield, with thermal resistance mod g5. It got the additional effects of 12% regeneration and 33% broken regeneration rate. For such a small bi-weave the shield will go up and down and regenerating a lot. The downtime would be nice to know ^^

Is your intent to be able to fight that cold, or just move around like that?

As for the regeneration, simply divide the regeneration values on the calculator by 1.8, then multiply them by your own custom modified value.
 
Is your intent to be able to fight that cold, or just move around like that?

I am confused as to what you mean by this?

As for the response regarding regeneration, I guess I'll just do that, would be nice though to just input that somewhere as I have a lot of ships modified. But the hassle is not that grave, I can live with bringing up the calculator ^^
 
Great tool, thanks for the effort!

Does this mean then that engineer effects for shield boosters (and I suppose HRPs and so on) stack? As in, if I keep adding shield boosters my shield strength (or resistances etc) will keep going up?
 
That you for the tool it is amazing.

The problem is that now I dont know what to do with my FDL. I have a prismatic shield, but now I am wondering if I should switch to bi-weaves. If I just look at thermal stats I get the below:

Prismatics
recharge to 100% = 13.23
effective recharge = 2.29
effective shield capacity = 3629

Bi-weave
recharge to 100% = 3.77
effective recharge = 4.11
effective shield capacity = 1861

As you can see the bi-weaves have half the capacity but the recharge time is absolutely amazing in comparison (this is with one heavy shield booster and 3 resistance). Any thoughts?
 
That you for the tool it is amazing.

The problem is that now I dont know what to do with my FDL. I have a prismatic shield, but now I am wondering if I should switch to bi-weaves. If I just look at thermal stats I get the below:

Prismatics
recharge to 100% = 13.23
effective recharge = 2.29
effective shield capacity = 3629

Bi-weave
recharge to 100% = 3.77
effective recharge = 4.11
effective shield capacity = 1861

As you can see the bi-weaves have half the capacity but the recharge time is absolutely amazing in comparison (this is with one heavy shield booster and 3 resistance). Any thoughts?

What sort of fighting do you do?
 
At the moment entirely PVE, but with the Fed/Imp war starting im likely to start doing both. I guess I should just wait for module transfer and use both?

If you tend to engage in long bouts of combat, fighting several fights per sortie with little to no super cruise in between, you're probably best of with biweaves.
 
Frenotx, loving your lil' tool; but I noticed you haven't included the thermal res booster.... is this because it's pretty much obsolete?
 
Any chance that the sheet will be expanded so that each booster can be based upon a different class (E-A) and different grades (1-5)?

Regardless of whether or not that happens, thank you for the tool!
 
You can edit the resistances and boosts of the shields and boosters to what you achieved with the engineers, e.g. one of my resist aug boosters got a 5% increase in raw strength taking it up to 25% just edit the 20% at the top of the booster column and the same for the resistances as they'll be different from the default 14.5.
 
You can edit the resistances and boosts of the shields and boosters to what you achieved with the engineers, e.g. one of my resist aug boosters got a 5% increase in raw strength taking it up to 25% just edit the 20% at the top of the booster column and the same for the resistances as they'll be different from the default 14.5.
Correct. If you make a copy of the file, you can manually enter the values of your specific boosters.
 
Back
Top Bottom