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Shields: Difference between revisions

From EVE University Wiki
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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 enhancement modules and rigs work, it is 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 enhancement modules and rigs work, it is more useful to focus on the shield's Vulnerabilities than its Resistances.''{{clear}}


====Bonuses and Penalties====
====Stacking 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:
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:
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The penalty will only apply to the module's impact on the affected attribute, and will progress as follows:
The penalty will only apply to the module's impact on the affected attribute, and will progress as follows:


1st mod: 100.0% effectiveness
:1st mod: 100.0% effectiveness
2nd mod: 86.9% effectiveness
:2nd mod: 86.9% effectiveness
3rd mod: 57.1% effectiveness
:3rd mod: 57.1% effectiveness
4th mod: 28.3% effectiveness
:4th mod: 28.3% effectiveness
... and so on.
... 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.
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 bad idea.


===Damage Type Resistance===
===Damage Type Resistance===