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Removed confusing examples, combined the two stackign sections, combined the recharge rate sections. Overlaps with the other shield page |
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{{Cleanup|Overlaps with [[Passive Shield Tank]].}} | |||
''This article explains the functional process of spaceship shielding. It does not cover the various tactical applications of shields. These can be found in such as:'' | ''This article explains the functional process of spaceship shielding. It does not cover the various tactical applications of shields. These can be found in such as:'' | ||
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You can think of a shield as a sphere, completely enclosing the ship at a location just inside its [[Signature_radius|Signature Radius]]. [[File:QSG_shield_types.png|right|220px|alt=shield damage types (layers)]] Since the Signature Radius is the effective size of the ship – the area that is targeted by weapons – the shield intercepts any damage that occurs before it can reach the ship. At that point, the damage is filtered – some is rejected and the remainder is passed through to the ship's armor. | You can think of a shield as a sphere, completely enclosing the ship at a location just inside its [[Signature_radius|Signature Radius]]. [[File:QSG_shield_types.png|right|220px|alt=shield damage types (layers)]] Since the Signature Radius is the effective size of the ship – the area that is targeted by weapons – the shield intercepts any damage that occurs before it can reach the ship. At that point, the damage is filtered – some is rejected and the remainder is passed through to the ship's armor. | ||
The | The ships shields have a different shield resistance value for each of: [[Damage_types|thermal, kinetic, EM, and explosive]] damage. <span style="color:#ccffee">Resistance</span> indicates how much of that kind of damage will be rejected by the shield when the ship is hit by that kind of weapon. Resistance values are always shown in percentages – for example, "30% Thermal Resistance" means that the shield will reject 30% of the damage from any weapons hit that does thermal damage. | ||
[[File:QSG_shieldcapacity_dashboard.png|right|350px|alt=heads up display showing shield about half destroyed]]The shield also has a <span style="color:#ccffee">capacity</span> which shows how many hitpoints of damage it would take to destroy, or "drop", the shield. In combat this shows as the outermost of three red rings on the pilot's dashboard display. A ship's shield also has a <span style="color:#ccffee">recharge rate</span> which shows how fast the shield rebuilds itself while damaged. | [[File:QSG_shieldcapacity_dashboard.png|right|350px|alt=heads up display showing shield about half destroyed]]The shield also has a <span style="color:#ccffee">capacity</span> which shows how many hitpoints of damage it would take to destroy, or "drop", the shield. In combat this shows as the outermost of three red rings on the pilot's dashboard display. A ship's shield also has a <span style="color:#ccffee">recharge rate</span> which shows how fast the shield rebuilds itself while damaged. | ||
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*Shield Resistance: EM:0% Thermal:20% Kinetic:40% Explosive:50%}} | *Shield Resistance: EM:0% Thermal:20% Kinetic:40% Explosive:50%}} | ||
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 | 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 tells how long it takes for shields to go from empy to 99% capacity. 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=== | ===Resistance and Vulnerability=== | ||
[[File:QSG_hurricane_shield.png|400px|thumb|Base resistances of hurricane battlecruiser. The four resistances shown for this ship show how much of each type of damage the shield will reject.]] | |||
There are four types of damage, and a shield will deal with each separately based on shield resists. | |||
[[File:QSG_shielddefense.gif|260px|thumb|Animation showing damage rejection]] | |||
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. 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% | Shield Resistance: EM:0% Thermal:20% Kinetic:40% Explosive:50% | ||
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This is the damage that would impact on the shield if the ship flew with no benefits from skills, modules or rigs. ''Because of the way the shield damage reduction modules and rigs work, it is often more useful to focus on the shield's Vulnerabilities than its Resistances.''{{clear}} | This is the damage that would impact on the shield if the ship flew with no benefits from skills, modules or rigs. ''Because of the way the shield damage reduction modules and rigs work, it is often more useful to focus on the shield's Vulnerabilities than its Resistances.''{{clear}} | ||
===Shield Capacity=== | ===Shield Capacity=== | ||
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*Capacitor Use: no | *Capacitor Use: no | ||
*Applies to damage type(s): all | *Applies to damage type(s): all | ||
}} | }} | ||
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{{sk | Capital Shield Emission Systems }} – 5% reduced capacitor need for capital shield emission system modules per skill level | {{sk | Capital Shield Emission Systems }} – 5% reduced capacitor need for capital shield emission system modules per skill level | ||
== | ==Shield Recharge Rate== | ||
[[File:Shield_recharge.png|400px|thumb|Measured shield HP during passive recharge from zero and theoretical shield HP from formula plotted. Click to enlarge.]] | [[File:Shield_recharge.png|400px|thumb|Measured shield HP during passive recharge from zero and theoretical shield HP from formula plotted. Click to enlarge.]] | ||
[[File:Shield recharge rate.png|400px|thumb|Shield recharge rate as function of shield HP according to the formula. Click to enlarge.]] | |||
It takes a certain amount of time to recharge a fully depleted shield. This figure is given as the Shield Recharge Time in the ship's Attribute window. Recharging, however, does not tick along like the numbers on a clock. The speed varies depending on how full the shields are. | |||
As the shield takes damage, and it's capacity goes '''''down''''', the rate at which it rebuilds itself goes '''''up'''''. The increase in shield recharge rate continues until it peaks at 25% shield capacity. At this point a buzzer will sound, to warn the pilot that the shield is at its recharging limit. If it continues to take more damage than it can hold, the recharge rate will drop off quickly, and the capacity of the shield will fall towards zero. | |||
{{ note box | THE MAIN POINT: In combat the shield will recharge at an increasing rate until 25% of its capacity remains; then the rate will fall off quickly towards zero.}} | |||
The shield recharge rate depends on shield maximum capacity and shield recharge time. | |||
Shield recharge rate follows same formula as [[capacitor recharge rate]]. | Shield recharge rate follows same formula as [[capacitor recharge rate]]. | ||
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The peak recharge Rate is 250% of average shield recharge. It occurs when the capacity of the shield is at 25% of its maximum value. Shield recharge rate drops rapidly below 25% shield capacity. | The peak recharge Rate is 250% of average shield recharge. It occurs when the capacity of the shield is at 25% of its maximum value. Shield recharge rate drops rapidly below 25% shield capacity. | ||
== | == Fitting Multiple Modules with Stacking Penalties == | ||
Shield resistance modules are subject to [[Stacking_penalties|Stacking penalties]] which progressively reduce the effectiveness of the modules if they alter the same attribute. In other words, the second module is less than 100% effective, the third even less so, and so on. | |||
The penalty only applies to the module's impact on the affected attribute, and progresses as follows: | |||
:1st mod: 100.0% effectiveness | |||
:2nd mod: 86.9% effectiveness | |||
:3rd mod: 57.1% effectiveness | |||
:4th mod: 28.3% effectiveness | |||
:... etc. | |||
The modules are penalized in order from least effective to more effective - the "best" module for that attribute will be the one that works at 100%; the "second best" one at 86.9%. It is not recommended to fit more than two or three resist modules that are stacking penalized. | |||
In addition to stacking penalties the shield resists aren't added together directly. Two 30% unpenalized resist modules will not give your ship 60% resist profile. You can think that each resist module reduces incoming damage individually. With incoming hit of 100 damage the first 30% resist module would reduce the hit to 70 damage and the second resist module would further reduce 70 damage to 49 damage giving total resist of 51% instead of 60%. | |||
[[Category:Ship Fitting]] | [[Category:Ship Fitting]] | ||
[[Category:Tank]] | [[Category:Tank]] | ||
[[Category:Game mechanics]] | [[Category:Game mechanics]] | ||