They are certainly stronger, I don't know if they charge quicker though.
For /u/Bodenz's next internal component guide video (which can be found here), we tested the effect of a sheild's class and rating, as well the effect the number of pip's assigned to SYS has on the shields.
We tested this by firing a C1 fixed beam laser at the shield, and timing how long it took to take the shield down. We also found and made use of a bug which can be used to give the percentage strength difference of a shield outfitting change.
Ship inherent value
When buying a ship, there is a listed shield rating. This is a linear measure of how much damage a sheild can take when outfitted at the optimal mass (which is listed for each shield).
Rating
Higher rated sheilds of the same class also draw more power, but all have the same optimal and maximum mass.
- A D rated shield is 7.5% stronger than an E rated sheild of the same class.
- A C rated sheild is 15% stronger than an E rated sheild of the same class.
- A B rated sheild is 22.5% stronger than an E rated sheild of the same class.
- An A rated sheild is 30% stronger than an E rated sheild of the same class.
Class
A higher class sheild will have a higher optimal mass and a higher power draw. It does not change the shield capacity, except by how the optimal mass changes the sheild capacity.
Optimal Mass
This is the most complicated stat, and most of this information is educated guesswork. The optimal mass has little effect below or around the optimal mass (dropping a Type 9 sheild from class 5 to class 4 only had around a 3% sheild cost, and dropping an Asp sheild from class 6 to class 5 (50t over the optimum mass) only had around a 6% cost), but at some point drops off steeply (dropping an Asp sheild from class 5 to class 4 had about a 45% cost).
Pips
This was the most surprising result. we found that:
This makes one to two pips in shields fairly useless (except for recharging the SYS capacitor), while 4 pips make your shield around 2.5 times stronger.
- 1 pip to shields allows the sheilds to absorb around 1% more damage.
- 2 pips to sheilds allows the sheilds to absorb around 8% more damage.
- 3 pips to sheilds allows the sheilds to absorb around 37% more damage.
- 4 pips to sheilds allows the sheilds to absorb around 150% more damage.
We also observed no significant difference on the charge rate of shields with more or less pips assigned (unless the SYS capacitor runs dry).
Further Data
If anyone wants to look at some of the raw data, is can be found on this spreadsheet (warning: messy).
I've got a viper with a low-level class 1 shield cell. It's attached to a fire group, and shows 1/9, but when I activate it with low shields nothing happens. What gives?
You have just successfuly activated the god mode. Congratulations, commander!I bought some shield sells
It looks like you have dropped a size (if that is the new one on the left) so I expect your new shields to be worse. No, there is no direct comparison, but the higher the optimal hull mass the better and the higher the rating the better.
Well first of all, just get rid of them unless you are fighting other players, but if you really want to use them I'd say you have found a bug.
the 1/9 should change to 0/9 then 1/8. Activating them with 0 shield strength left wont work, you need to have some shield power.
The B3 is too heavy for the viper, is it 8T? If you really want some I'd go with the A2, or the A3 if you really need the good ones![]()
I've got the following loadout: 8t cargo rack (so I can do some trading/smuggling), C3 shield, E2 interdictor, and I think an E1 shield cell. Would a class 1interdictor make a difference? I mostly bounty hunt, and I'm tired of losing my bounties to a high energy jump. I'm saving up to upgrade my E rated weapons.