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Notice that both ships have the same four shield resistance values. This is because the resistances are expressed in percentages. The Hurricane starts out with almost three times as many hitpoints, thus each percentage absorbs considerably more damage than will the Kestrel. In each case the shield recharge time is an average of what might happen in practice. The actual shield recharge rate varies quite a bit in combat – this is discussed in the [[#Shield Recharge Rate|Shield Recharge Rate]] section, below. | Notice that both ships have the same four shield resistance values. This is because the resistances are expressed in percentages. The Hurricane starts out with almost three times as many hitpoints, thus each percentage absorbs considerably more damage than will the Kestrel. In each case the shield recharge time is an average of what might happen in practice. The actual shield recharge rate varies quite a bit in combat – this is discussed in the [[#Shield Recharge Rate|Shield Recharge Rate]] section, below. | ||
====Resistance and Vulnerability==== | |||
There are four types of damage, and a shield will deal with each differently. As illustrated here, a ship begins with a base Damage Resistance value for each type: | |||
[[File:QSG_hurricane_shield.png|center|400px|alt=shield get info attributes for minmatar hurricane]] | |||
The four resistances shown for this ship show how much of each type of damage the shield will reject. Each of these resistance values also represents a corresponding "vulnerability" number that shows how much damage will ''get through the shield'' for each hit of that kind of weapon. [[File:QSG_shielddefense.gif|left|alt=animation showing damage rejection]]The Vulnerabilities are always 100% minus the resistances. So, for example, a ship with these resistances: | |||
Shield Resistance: EM:0% Thermal:20% Kinetic:40% Explosive:50% | |||
would have these vulnerabilities: | |||
Shield Vulnerability: EM:100% Thermal:80% Kinetic:60% Explosive:50% | |||
This is the damage that would get through if the ship flew with its base shields, with no benefits from skills, modules or rigs. ''Because of the way the shield enhancement modules and rigs work, it is more useful to focus on the shield's Vulnerabilities than its Resistances.'' | |||
====Bonuses and Penalties==== | |||
Modules usually express their effects in term of "bonuses". For example, a kinetic shield hardener might have a "-40% bonus" to kinetic damage. There are two things to keep in mind about these bonuses as they apply to shields: | |||
#Bonuses usually apply more directly to shield vulnerability values than to shield resistance values. That is, a "-40% damage" bonus is reducing the damage that gets through, the vulnerability of, the shield by 40%; this would increase its resistance by 60%. You can work with either resistances or vulnerabilities, but it's important to keep track of what the bonus numbers mean. | |||
#The second bonus that applies to the same attribute is multiplied by the first bonus to get the resulting effect. For example, if the first bonus results in a 40% vulnerability reduction, installing a second module would add 40% . | |||
Some kinds of modules are subject to [[Stacking_penalties|Stacking penalties]] which reduced progressively in effectiveness if they affect the same attribute. For shield attributes, this means: | |||
*Penalized: Shield resistances; Shield boost | |||
*Not Penalized: Shield recharge rate; Shield hit points | |||
The penalty will only apply to the module's impact on the affected attribute, and will progress as follows: | |||
1st mod: 100.0% effectiveness | |||
2nd mod: 86.9% effectiveness | |||
3rd mod: 57.1% effectiveness | |||
4th mod: 28.3% effectiveness | |||
... and so on. | |||
Consideration of penalties while the proper equipment for a ship comes under the heading of "[[fitting]]" which is not covered in detail in this article – but stacking more than three modules is generally considered to be a really bad idea. | |||
===Damage Type Resistance=== | |||
[https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Shield:Shield_Hardeners Shield Hardener] and [https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Shield:Shield_Resistance_Amplifiers Resistance Amplifier] modules reduce the Damage Type Vulnerabilities of the shield. | |||
{{Example | [https://wiki.eveonline.com/en/wiki/Kinetic_Deflection_Field_I Kinetic Deflection Field I] | |||
[[File:QSG_kineticdeflection.png|thumb|alt=kinetic deflection I attributes]] | |||
This module will reduce the Kinetic Damage Vulnerability of the shield by 50%.}} | |||
Since you need a different module for each type of damage, and since most ships do not have enough medium level power slots to handle more than a few modules, it is difficult to use these kinds of modules to protect against all types of damage. One solution is to load the kind of module you need for the expected encounter. Another is to use a "multi-type" module that protects against all damage types. | |||
{{Example | [https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Shield:Shield_Hardeners:Adaptive_Shield_Hardeners Adaptive Shield Hardener] | |||
[[File:QSG_adaptiveshield_module.png|thumb|alt=adaptive shield hardener attributes]] | |||
This module reduces the Damage Vulnerability of all types of damage, but by considerably less than the specific shield hardener does. Nonetheless, these kinds of modules are very widely used.}} | |||
===Shield Capacity=== | ===Shield Capacity=== | ||
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This module increases the recharge rate of the shield by 20%, but at the same time it decreases the hitpoint capacity of the shield by 10%.}} | This module increases the recharge rate of the shield by 20%, but at the same time it decreases the hitpoint capacity of the shield by 10%.}} | ||
==Using Shields== | ==Using Shields== | ||