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[[File:QSG_hurricane_shield.png|center|400px|alt=shield get info attributes for minmatar hurricane]] | [[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. The Vulnerabilities are always 100% minus the resistances. So, for example, a ship with these resistances: | 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% | Shield Resistance: EM:0% Thermal:20% Kinetic:40% Explosive:50% | ||
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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 easier to focus on the shield's Vulnerabilities rather than its Resistances.'' | 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 easier to focus on the shield's Vulnerabilities rather than its Resistances.'' | ||
Modules that reduce specific types of damage are especially useful because each new module works on the remaining vulnerability from other modules installed earlier. The best way to explain this is to show an example. Suppose a ship's base Kinetic damage resistance is 40%. This means that it's base Kinetic vulnerability is 60%. Now suppose that the pilot installs a module that reduces Kinetic vulnerability by 10%. The reduction amount is 10% of 60%, or 6%. Since this is a reduction, it is subtracted from the original vulnerability to give a new Kinetic vulnerability of 54%. | |||
Now suppose that the pilot installs a module that reduces Kinetic vulnerability by 10%. The reduction amount is 10% of 60%, or 6%. Since this is a reduction, it is subtracted from the original vulnerability to give a new Kinetic vulnerability of 54%. | |||
{{ note box | '''IMPORTANT''': Shield modules usually express their value as a "bonus" – for example, "10% bonus to thermal damage reduction". This reduction applies to the ''Shield Damage Vulnerability'', not to the Shield Damage Resistance. | italics = no }} | {{ note box | '''IMPORTANT''': Shield modules usually express their value as a "bonus" – for example, "10% bonus to thermal damage reduction". This reduction applies to the ''Shield Damage Vulnerability'', not to the Shield Damage Resistance. | italics = no }} | ||
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|Change|| none || 6% || 11% | |Change|| none || 6% || 11% | ||
|- | |- | ||
|Updated Vulnerability|| 60 || 54% || 43% | |Updated Vulnerability|| 60% || '''54%''' || '''43%''' | ||
|} | |} | ||
If needed, this can easily be converted into a Kinetic Damage Resistance. (100% - 43% vulnerability = 57% resistance) | |||
Various modules and rigs have differing benefits and penalties. Among the most important of these are the [[Stacking_penalties|Stacking Penalties]] which reduce the effectiveness of a module if other modules of the same general type are already installed. Choosing the proper equipment for a ship comes under the heading of "[[fitting]]" which is not covered in detail in this article, but you should be aware that fitting two or three modules that reduce the same kind of damage will likely invoke a stacking penalty. | Various modules and rigs have differing benefits and penalties. Among the most important of these are the [[Stacking_penalties|Stacking Penalties]] which reduce the effectiveness of a module if other modules of the same general type are already installed. Choosing the proper equipment for a ship comes under the heading of "[[fitting]]" which is not covered in detail in this article, but you should be aware that fitting two or three modules that reduce the same kind of damage will likely invoke a stacking penalty. | ||
[https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Shield:Shield_Hardeners Shield | [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] | {{Example | [https://wiki.eveonline.com/en/wiki/Kinetic_Deflection_Field_I Kinetic Deflection Field I] | ||