Shield Boosters Legacy Mod - Please read it before you mod yours (legacy)

Before the changes to engineers were made to live version we were told that with the new system our modules would reach higher values than before.That is true for the ones i tested but yesterday i tried to max out my shield boosters.As far as resistant augmented shield boosters before the new system i had lower resistances but the overall shield boost was high 29% (before) 20% now with ability to go to up to 23%? . But for heavy duty i achieved 64.9% shield boost and now is up to 54%.So where is the high value ? Is it a bug or something FD forgot?
 
Have you added an experimental effect? They are usually required to bump the values to maximum.

Some engineering isn't better in the new system. For example, you can't make size 5 shields fit a Cutter with new engineering.

Personally, I'm keeping pretty much all my old modules as they are. I was happy with them before, and I still am. :)
 
Have you added an experimental effect? They are usually required to bump the values to maximum.

Some engineering isn't better in the new system. For example, you can't make size 5 shields fit a Cutter with new engineering.

Personally, I'm keeping pretty much all my old modules as they are. I was happy with them before, and I still am. :)

Yes the values are with experimental update added.
 
i rolled 16 hd boosters and placed the extra boost to them aka max is 73.9
rolled 8 augmented and 8 thermal all new boosters are better

So my vette tank build with a prismatic shield old system with 8 hd boosters, max mj was 8300>new system with 8 hd boosters 9358.23 so yeh new system gives more.
That is a 7a prismatic reinforced with hi cap also.
 
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i rolled 16 hd boosters and placed the extra boost to them aka max is 73.9
rolled 8 augmented and 8 thermal all new boosters are better

So my vette tank build with a prismatic shield old system with 8 hd boosters, max mj was 8300>new system with 8 hd boosters 9358.23 so yeh new system gives more.
That is a 7a prismatic reinforced with hi cap also.

Ok my friend so inara.cz percentages are wrong! Right?
 
A lot of bonuses are added multiplicatively instead of additively. Use edshipyard if you want to see how the bonuses actually stack.
That said, some secondary roll combinations are indeed no longer possible. Such as resistances over 16% with a 5-6% optimal strength bonus simultaneously on a resistance augmented booster.
 
Ok my friend so inara.cz percentages are wrong! Right?

Yes. New max for hd is 73.9%. Rolled a few dozen of those. Max for augmented is 17% with 20% boost or 15% with 26% boost. Can also go above 17% res at the cost of lower boost, though.
 
Ok my friend so inara.cz percentages are wrong! Right?

Well, yes and no.

Inara's values are based on a single point of Grade in said module, and with certain modules, experimental effects have different values at different grades and on some, even different tiered Modules. So Inara listing all the values would be too much, ideally it's probably best to base them on a C rated Booster for example, and the values at the top end. But there are lost of variables for some so it'd have to be truncated or something to not clog up the page...
Values diminish each roll, so the boosts of experimentals are greatest at G1.

7C Bi-Weave w/Thermal Resist.
G1.
Multi-Weave: - Kin Res + 1.87%, Ther Res + 3.24%, Exp Res + 1.5%
G5.
Multi-Weave: - Kin Res + 1.8%, Ther Res + 1.8%, Exp Res + 1.5%

Thermo Block.
G1: - Ther Res + 8.64%, Opt Str -3%
G5: - Ther Rest + 4.8%, Opt Str -3%

Hi-Cap is the same +5.4% Opt Str Boost.

As I said it changes on Shield Class so it's difficult to keep track.

Boosters wise:-

Super Cap has a set effect on different Grade Res Aug Boosters with no change (-2%k/-2%T/-2%E/+6%Boost) as listed on Inara.
On a TR Booster it's 5.4% Boost on a G5 D Class.
On a HD Booster it's 7.5% on a G5 (low) C Class.

As examples. I documented as much as I could before EDSY was updated, so it's nice to not have to mess around with it, haha.

As said, you'd be better off putting in your ship to EDShipyard.com/new and toying with the values on there to see the outputs. :)
 
Before the changes to engineers were made to live version we were told that with the new system our modules would reach higher values than before.That is true for the ones i tested but yesterday i tried to max out my shield boosters.As far as resistant augmented shield boosters before the new system i had lower resistances but the overall shield boost was high 29% (before) 20% now with ability to go to up to 23%? . But for heavy duty i achieved 64.9% shield boost and now is up to 54%.So where is the high value ? Is it a bug or something FD forgot?

One of my HD Boosters(I converted 6 of them yesterday) ,with Super Capacitor Experimental Effect, has a boost of +73.8%(I think +73.9% is possible as I stopped just before it maxed out)
 
I also have a bunch of Legacy Resistance Augmented Shield Boosters with Shield Boost between 25% and 29% but I'm not bothered about this loss - the increase in raw resistance plus the increase in shield of the Heavy Duty ones more than make up for it.

If anything, Shields/Shield Boosters are way too strong and should be nerfed by at least​ 50%.
 
Armour and hull boosters are similar. Under the new Engineers, the percentage resistances are lower (sometimes a lot lower) than the legacy modules. And this isn't just on a few 'outliers' from the old system. All of my ships that have heavy duty armour and hull reinforcements have better stats than the new modules, without exception. Unfortunately, I only really noticed after I'd fully re-engineered 3 ships! I've not started on the shield boosters yet, and I may just hold off on those too now!
 
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