Engineers Shield + Booster Mod Calculator

Just so you know, the spreadsheet is buggered and doesn't work anymore. I guess someone saved over it. For example, switching between Thermal and Reinforced shields doesn't do anything.
It has been fixed. Someone had created a new tab, and changed stuff around on it. The original tab, "Home" is still fine.
 
This is an excellent tool, which I have to admit I need to understand it better first ;-)

General speaking I try to analyze the comparison of a good level 5 Heavy Duty booster compare to a good level 5 Resistance Augmented booster!
First here on the sheet as a dry run and then in the field, when somebody will shoot against me with a mix of laser/MC.

Are the stacking variables/limitations also included? As I am not sure how officially those numbers are - e.g. 70%?

Big thanks go you CMDR Frenotx!
 
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?

It depends on how you're fighting but I find unless in a combat zone, there's enough lull between fighting that shields can recharge. It takes 13 minutes to get to 100% but 6.5 minutes will get you to 50% which is the same strength as the b-weave completely recharged.

I like to tank personally, if my shields go really low, high wake, dock and refuel/reload anyway.

This is an excellent tool, which I have to admit I need to understand it better first ;-)

General speaking I try to analyze the comparison of a good level 5 Heavy Duty booster compare to a good level 5 Resistance Augmented booster!
First here on the sheet as a dry run and then in the field, when somebody will shoot against me with a mix of laser/MC.

Are the stacking variables/limitations also included? As I am not sure how officially those numbers are - e.g. 70%?

Big thanks go you CMDR Frenotx!

Heavy duty shield boosters dramatically increase in weight, so i feel if you want to keep your speed in combat, resistance boosters are better.
 
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Heavy duty shield boosters dramatically increase in weight, so i feel if you want to keep your speed in combat, resistance boosters are better.

Yeah, but it's up for debate how much difference that really makes on big ships. If your ship is about 2000t it's no big deal if the booster is 3.5t or 10t.
 
Yeah, but it's up for debate how much difference that really makes on big ships. If your ship is about 2000t it's no big deal if the booster is 3.5t or 10t.

Very true, it's much more important on the smaller ships. The other factor is recharge time, the more you boost your shields, the more recharge time needed, whereas resistance boosters adds protection without adding recharge time. I went with reinforced shields with resistance boosters for a balance. Again it depends on your ship and your play style.
 
FD might swing the nerf bat on boosters. Here's the quote. I suggest we all go over to that thread and argue against it :)

I believe we are also looking into increasing diminishing returns for damage resistance from shield boosters and hull reinforcement packs (currently, with stacking, you can get some fairly monumental resistances, which we're not too fond of).
 
FD might swing the nerf bat on boosters. Here's the quote. I suggest we all go over to that thread and argue against it :)

Honestly, shield boosting could use some looking at. The resistance stuff is fine, since there's basically a flat % of your shield that be gained with only 2-3 boosters. The "shield boost" stat (the thing heavy duty boosters affect) however, should probably be multiplicitive, and have a diminishing returns point. Adding a flat 56% of your base shield with every subsequent heavy duty booster is rather ridiculous.
 
Honestly, shield boosting could use some looking at. The resistance stuff is fine, since there's basically a flat % of your shield that be gained with only 2-3 boosters. The "shield boost" stat (the thing heavy duty boosters affect) however, should probably be multiplicitive, and have a diminishing returns point. Adding a flat 56% of your base shield with every subsequent heavy duty booster is rather ridiculous.

While the "Flat" increase to heavy duty is accurate, this means it adds a flat number of seconds to your time to live, whereas each resistance booster adds a percentage to your time to live.
lets say I have 4 unmodified boosters equipped for a shield value of 1.8 * base value X. This is what I'll consider my actual default shield health value. Adding a max roll booster provides an additional 35.8% increase in base shield value (not 55.8%, the 20 is already baked in).

This means my total health pool went from 1.8 * X to 2.158 X. This increases my base shield survival time by ~ 20%. The next heavy booster increases my survival time by that same fixed value - only that value only makes up a 16.58% of my shield health pool now.

Resistance boosters, however are increasing your effective health by 15% each time. Lets take 1 damage and assume 0 resistance to start. If I add one resist booster i'm now taking .85 damage, giving a 15% increase in survival time. If I add another resist booster, i drop to .7225 damage. From .85, that's another 15% drop, incrementally increasing my time to live by 15%. By this, you should only have 2 heavy duty boosters before you get your resists to 50%.

For most ships, that's going to be pretty even between the two, but this is before we factor in Shield Cell Banks at all. Heavy Boosters do nothing for the banks other than help make sure you have enough padding to get the full charge on smaller shields, and enough time to react and fire them before getting bursted. Resist do the second a little less efficiently at first, but then also add their resistance to your newly gained shield strength. That 15% increase in time to live stays 15% factoring scb - The first heavy boosters 20% drops to probably 10% or lower depending on what ship and how many scb you run.

Stacking resist is the biggest culprit here because it affects all forms of shield + regen, rebuild, and healing (sans ramming).
 
Groan ... trying to make local copy somehow managed to lock myself out of calculator ... fresh access request sent with apologies and sincere thanks once again for all your work on this.

Truesilver
 
Groan ... trying to make local copy somehow managed to lock myself out of calculator ... fresh access request sent with apologies and sincere thanks once again for all your work on this.

Truesilver
I believe the access has been made public again. Looks like link sharing mode got switched off, somehow.
 
I've tweaked my vette to roughly 4500 effective shielding now, highly OP for pve in conflict zones which helps with gathering materials there. 5 res/3 heavy duty seems to be best balance.
 
I've tweaked my vette to roughly 4500 effective shielding now, highly OP for pve in conflict zones which helps with gathering materials there. 5 res/3 heavy duty seems to be best balance.

You'll probably get more with the inverse of that: 3 resistance augmented, 5 heavy duty.
 
Depends on your SCBs. The more resistances you have, the more it multiplies the health of each SCB. An SCB worth 500mj is worth 1000mj with 50% resistance, for example.
 

Arguendo

Volunteer Moderator
Depends on your SCBs. The more resistances you have, the more it multiplies the health of each SCB. An SCB worth 500mj is worth 1000mj with 50% resistance, for example.
That is some awfully strange math. Not saying it's wrong, just saying that if this is true it's silly. Have 2 potatoes, add one potatoe, and you end up with 4 potatoes. Don't make sense to me :(
Can you explain how that works? And the calculator on the front page does not reflect this either iirc.
 
That is some awfully strange math. Not saying it's wrong, just saying that if this is true it's silly. Have 2 potatoes, add one potatoe, and you end up with 4 potatoes. Don't make sense to me :(
Can you explain how that works? And the calculator on the front page does not reflect this either iirc.

I think it lies in the idea that if you can take 500MJ of damage, and 500MJ of damage hits you, but is reduced by 50%, then you only actually take 250MJ of damage. Meaning you need another 500MJ burst to finally take it down. Therefore, 1000MJ
 

Arguendo

Volunteer Moderator
I think it lies in the idea that if you can take 500MJ of damage, and 500MJ of damage hits you, but is reduced by 50%, then you only actually take 250MJ of damage. Meaning you need another 500MJ burst to finally take it down. Therefore, 1000MJ
Huh? That's the same as saying our upgrade reduces their weapons. That sounds strange.
The logical answer is that our own shields have an increase of 50% resistance, making the above math incorrect. The correct math would then give a requirement of 750MJ to take down the shields.
If the above is correct, the game has a strange way of showing it to the player. It should then say 100% increase in resistance.
 
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Huh? That's the same as saying our upgrade reduces their weapons. That sounds strange.
The logical answer is that our own shields have an increase of 50% resistance, making the above math incorrect. The correct math would then give a requirement of 750MJ to take down the shields.
If the above is correct, the game has a strange way of showing it to the player. It should then say 100% increase in resistance.

Yes, back in Beta 2.1, when FDev first introduced the expression of resistances as positives, I took this up with the Developers. See my all weapon stats thread. I've been assured via PM (and the Devs have been consistent in saying, across several posts) that what the positive resistances actually mean is 100 - resistance = damage.

So a ship with +50% resistance will take 100 - 50 = 50% damage.

A ship with + 100% resistance (if achievable) would take 100 - 100 = 0% damage.

I agree with you that normal maths would suggest that positive expression would imply that the second ship is merely doubling its prior resistance (hence, taking half damage not no damage) but that is not how FDev approaches it.

(You can see my all weapons damage stats thread for a more detailed discussion of this.)

Concerning what Cmdrs Frenotx and Sundae were talking about above with the Corvette guy, the point of course is that after three resistance boosters, resistances barely move, meaning that on almost all ships it is better thereafter to fit heavy duty.

(I actually have four resistance boosters but I have an unusual ship ...)
 
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