Engineers Shield + Booster Mod Calculator

If I get some free time, I'll see what I can do. As far as I can tell, the formulas are all the same, there's just a little more interface stuff to do, given the various class HRPs.

Please do, if you get the chance. I would be so grateful for a calculator for armor modifications. Guys like me are too mathematically-challenged to understand most of it, I'm glad there are people like you around. You truly make the galaxy a better place, Frenotx.
 
i have another question (preparing my 2.2. modding...):

from my understanding, if you go for thermal-resistance shields and resistance augmented boosters, wouldn't it be better to start with a L4 (!) thermal resistant shield?

you would start with ~28% thermal resistance, and ~28% kinetic resistance, so that would be more balanced?

(L4 thermal shield: +13,2% - +48% thermal resistance, -3,6% - -12% kinetic resistance).

Interesting idea, Goemon. Have you put the numbers through Frenotx's calc to see how the ultimate, boosted, outcomes compare, g4 shield v g5?
 
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Interesting idea, Goemon. Have you put the numbers through Frenotx's calc to see how the ultimate, boosted, outcomes compare, g4 shield v g5?

just did it.

well - it was a nice idea. L4 thermal shields result in 96% of L5 thermal modded shields - whether you assume best roll, average roll or "standard" roll (e.g. the one used in the calculator). for those who don't have the L5 materials - 96% isn't bad :)

but i have found the sweet spot for L5 rolls: 52,5% increased thermal resistance and -7,5% kinetic resistance + 3 res augmented boosters will result in both values being even with effective shield capacity against mixed damage. i know what i will aim for...


you would need a maximum spread in your L4 roll to get the same resistace values for all damage types, btw.
 
I've incorported this math (for both shield boosters and hull reinforcements) into edshipyard.com, which also now supports engineer modifications, so you can see your final effective shield and hull strength vs each damage type with any combination of boosters/reinforcements and resistance/strength modifications. Let me know if you see any errors!
 
I've incorported this math (for both shield boosters and hull reinforcements) into edshipyard.com, which also now supports engineer modifications, so you can see your final effective shield and hull strength vs each damage type with any combination of boosters/reinforcements and resistance/strength modifications. Let me know if you see any errors!

Cool. Just wrapping up my armour sheet, now. I think I've got all the formula bits done, just working on testing and polish.
 
Fantastic, thank you for your hard work. Wish there will be a way with the new journal to import all the data in somehow!

I've incorported this math (for both shield boosters and hull reinforcements) into edshipyard.com, which also now supports engineer modifications, so you can see your final effective shield and hull strength vs each damage type with any combination of boosters/reinforcements and resistance/strength modifications. Let me know if you see any errors!
 
Fantastic, thank you for your hard work. Wish there will be a way with the new journal to import all the data in somehow!
If you mean your ship loadout, you can -- just get the raw Companion API export file and drag-drop that on to the edshipyard page. You can get this file for example from EDMC via "File -> Save Raw Data", and there are other tools to fetch it as well.
 
Posted the armour calculator here. Feel free to use it, and let me know if you notice any bugs. The armour stuff is a bit more involved, so it wouldn't surprise me if I missed something.
 
You can now accomplish a similar thing on edshipyard.com -- by selecting the desired blueprint for each booster/HRP and using the preset buttons for a "max roll" or "80% roll" for example, you can try different combinations of booster/HRP modifications and see the result on your effective shield/armor hitpoints.
 
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Here's how it looks.
 
With all the people asking what the "best" way to mod their shields and boosters is, I figured this little calculator I put together could be handy. It's all pretty self-explanatory. Let me know if you have any questions, or discover any faults.

What are the formulae for the effects of Sys pips? Do they increase the shield strength? Or the resistance? So far I can only find some empirical results based on player testing (over a year old). Is the actual math known now?

Thanks! :)
 
What are the formulae for the effects of Sys pips? Do they increase the shield strength? Or the resistance? So far I can only find some empirical results based on player testing (over a year old). Is the actual math known now?

Thanks! :)

The Developers have confirmed that the effect of Sys pips is to apply a final, entirely separate, modifier to incoming shield damage after all other resistances have been taken into account and unaffected by any of the 'caps'.

As to the numbers they have never been officially released but the original testing by Cmdrs StarLightBreaker and Pale Night is considered to have stood the test of time:

https://forums.frontier.co.uk/showthread.php/138536-SYS-PIP-Shield-Damage-Resistance-Tested

In short, with 4 pips to sys, you will take 42% of shield damage from any source (guns, collisions, explosions, anything) after all prior calculations are complete.
 
Now that we can see the real numbers for this, it's worth pointing out that the information provided to us by the devs about diminishing returns points is incorrect.

The way that it works is that the diminishing returns kick in when you boost your resistance by more than 30% of its base value. The base value of a resistance is the value obtained from either the shield generator or the bulkheads *including modifications*.

https://coriolis.edcd.io/ has been updated to use the new calculation system, and shows the correct resistances in its 'Defence Summary' panel.
 
Now that we can see the real numbers for this, it's worth pointing out that the information provided to us by the devs about diminishing returns points is incorrect.

The way that it works is that the diminishing returns kick in when you boost your resistance by more than 30% of its base value. The base value of a resistance is the value obtained from either the shield generator or the bulkheads *including modifications*.

https://coriolis.edcd.io/ has been updated to use the new calculation system, and shows the correct resistances in its 'Defence Summary' panel.

Thank you as ever for your incredible work on Coriolis.

About the resistances, I'd long since come to believe that the information we had been given was wrong, I just didn't know by what extent.

(Incidentally, I have to say that this realisation applies, or has applied, to major other sections of the game, also.)

So to be clear about this, then:

- There are no diminishing returns at all on the 'starting point' of your shield / hull mod?

- Diminishing returns apply only to additional booster / HRP mods?

- Said diminishing returns kick in when you go above the 'starting point' modded shield / hull by +30% of that base value?

Mr Frenotx, I'd been meaning to post to ask how your shield/hull calcs had withstood seeing the definitive outcomes in the right panel. (I had already seen in Beta that my resistances were not as predicted.) It is not the least criticism of your goodself if the presupposed metrics were wrong.

Might we prevail upon you to do a new calculator taking into account the new info? I would be interested to see whether you and @JGM agree.
 
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So to be clear about this, then:

- There are no diminishing returns at all on the 'starting point' of your shield / hull mod?

- Diminishing returns apply only to additional booster / HRP mods?

- Said diminishing returns kick in when you go above the 'starting point' modded shield / hull by +30% of that base value?

Yep that's correct. One thing I don't have is any information on a hard cap, due to me not having enough of any given set of resistance-based items to find it.

Let's take an example to help clarify things: assume we have a shield with 40% thermal resistance, and three 25% thermal resistance boosters.

Without diminishing returns the final thermal resistance would be 1 - (1 - .4)*(1 - .25) * (1 - .25) * (1 - .25) = 74.69%

However, diminishing returns kick in at 1 - (1 - 0.4) * 0.7 = 58%.

So we take all of the return up to the point of diminishing returns, and half of the difference between the undiminished value and the point at which the diminishing returns kick in to obtain .58 + (.7469 - .58) / 2 = 66.35%

Hope that the example helps.
 
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