SYS PIP Shield Damage Resistance Tested

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We tested SYS PIP Shield Damage Resistance in v1.2.07.







The 1st chart's % means at the current PIP setting, the shield can resist X% of the damage 0 PIP setting may get.

For example, at 4 PIP SYS, the shield can resist 58% damage, meaning the opponent weapon is only 42% (=1-58%) as effective on your shield as when you were at 0 PIP (2nd chart), and it will take them 1 / (1-58%) = 2.38 times of time to produce the same damage to your shield than 0 PIP (3rd chart).

The test was done in 2 different ships/shields/weapons setup and the results were very similar. We recorded the Shield % change after the same amount of weapon fire and compared the results. The values in the chart were the average of the results. We believe the result could apply to all ship/shield/weapon combinations.

We also noticed the curve was indeed flattened after the earlier update.

Thanks to CMDR Pale Night as always.

Fly Safe, Commanders!

CMDR StarLightBreaker

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Update 1 (2015-04-18):

Added two more charts to show the same information differently
Changed a few descriptive wording.

Hopefully these can reduce some confusion.

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Update 2 (2015-04-19):

Updated the charts and words again. Thanks for everyone's comment.

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Previous Tests:
Link -> All Shield Cell Banks Tested in Actual Shield Values
 
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We tested SYS PIP Shield Damage Resistance in v1.2.07.

[url]http://i.imgur.com/AsQt1hD.png[/URL]

The % here means at the current PIP setting, the shield can absorb X% more shield damage than 0 PIP setting.

For example, at 4 PIP SYS, the shield can take 58% more damage than 0 PIP, meaning the opponent weapon is only 42% (=1-58%) as effective on your shield as when you were at 0 PIP, and it will take them 1 / (1-58%) = 2.38 times of time to produce the same damage to your shield than 0 PIP.

The test was done in 2 different ships/shields/weapons setup and the results were very similar. We recorded the Shield % change after the same amount of weapon fire and compared the results. The values in the chart were the average of the results. We believe the result could apply to all ships/shields/weapons combinations.

We also noticed the curve was indeed flattened after an earlier update.

Thanks to CMDR Pale Night as always.

Fly Safe, Commanders!

CMDR StarLightBreaker

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Previous Tests:
Link -> All Shield Cell Banks Tested in Actual Shield Values

Thanks for the data. I must say this is disappointing, however. I would prefer a 100% linear effect of the pips. Even this curve is basically all or nothing.
 
Thanks for the data. I must say this is disappointing, however. I would prefer a 100% linear effect of the pips. Even this curve is basically all or nothing.

Agreed. Thought I was being clever optimising my weapons loadout to run off three pips continuously (with three in shields), but not so... :(
 
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Thanks again for your research. Would rep you again but since the last time not much other personally useful stuff appeared ^^
 
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Thanks again for your research. Would rep you again but since the last time not much other personally useful stuff appeared ^^
Thanks. I thought it's better to start a separate post because this has not much to do with SCBs anymore. The resistance % here would become more useful with weapon damage numbers later :)
 
Good work on the experiment but the results are disappointing. So it's still only worth it to run with either 0 pips or 4 pips. The in between values are still pretty useless. The default 2 pips is just horrible, better to just put those 2 into weapons instead of wasting them in SYS to boost your shields by a whole 12%. :(
 
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Just as a backup check, did you take into consideration the amount of shields regenerated over the course of time that fire was applied? Like I said, just a backup check for my own curiosity.
 
Great chart as always, StarLightBreaker.

I can't seem to find it now, buried somewhere in the forums, but I seem to recall one of the devs mentioning that shield recharge also has a slight delay if the shields are taking damage? Did you guys experience anything like that during your testing?
 
Just as a backup check, did you take into consideration the amount of shields regenerated over the course of time that fire was applied? Like I said, just a backup check for my own curiosity.
Very good question. We didn't subtract the shield regenerated amount during the fire time and yes the result can be more accurate with that consideration. We know the shield regenerates from capacitor at 1 MJ/s rate so we have all the information we need to do the calculation. I suspect it won't show much differences but if it does, I will update the post and chart.
 
I can't seem to find it now, buried somewhere in the forums, but I seem to recall one of the devs mentioning that shield recharge also has a slight delay if the shields are taking damage? Did you guys experience anything like that during your testing?
To find out this one we probably can use a very small shield (so 1MJ/s recharge rate will be significant to be observed) and start shooting, record the actual value with capacitor recharge vs no recharge, and see if it's slower or faster than 1 MJ/s rate. This will be quite subtle test and I wonder how significant this will be during combat (maybe a difference between MC which continuously fired vs plasma which pauses in between shots?)
 
To find out this one we probably can use a very small shield (so 1MJ/s recharge rate will be significant to be observed) and start shooting, record the actual value with capacitor recharge vs no recharge, and see if it's slower or faster than 1 MJ/s rate. This will be quite subtle test and I wonder how significant this will be during combat (maybe a difference between MC which continuously fired vs plasma which pauses in between shots?)

Yes, exactly. There might be a difference in weapon type and their effect on shield recharge. Beam and multi-cannons have a continual assault on the shields, whereas pulse or burst have a pause in between. If there is a delay, perhaps it's meant to offset the shield recharge from pulses delayed attack against the shields?

Just some thoughts, but as usual, you guys are doing great work on digging out this info for all of us. Keep it up! :D
 
Added two more charts to the top post. They are showing the same information in different perspective. Hopefully they can reduce some confusion.





 
By the way maybe you should consider posting your stuff in this forum: https://forums.frontier.co.uk/forumdisplay.php?f=77
It will unfortunately be gone soon in the main discussion forum =/
Thanks for the idea. It's nice posting here to get feedback and involve in discussions. I will consider posting summaries or links back to tutorial forum at sometime.

Thanks for the hard work StarLightBreaker and Pale Night. Are shields weaker than before? I'm assuming the following is outdated:

http://www.reddit.com/r/EliteDangerous/comments/2r813l/shield_classrating_testing_results

The above link could have flawed math as well... But the graphs you posted seem very accurate.
I always refer to EDShipyard and I saw them previously updated the values based on Dev comments. In my different damage related testing I found those values quite accurate too.
 
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