Correct. If you make a copy of the file, you can manually enter the values of your specific boosters.
"What forest? I can't see it! There are too many trees in the way..."
Thanks!
Correct. If you make a copy of the file, you can manually enter the values of your specific boosters.
It has been fixed. Someone had created a new tab, and changed stuff around on it. The original tab, "Home" is still fine.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.
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?
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.
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.
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.
I believe the access has been made public again. Looks like link sharing mode got switched off, somehow.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.
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 meDepends 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.
Huh? That's the same as saying our upgrade reduces their weapons. That sounds strange.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.