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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 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 more useful to focus on the shield's Vulnerabilities than its Resistances.''{{clear}} | ||
===Shield Capacity=== | ===Shield Capacity=== | ||
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This module is unusual in that it alters shield damage vulnerability but has no stacking penalty. A ship may activate only one of these at any given time. | This module is unusual in that it alters shield damage vulnerability but has no stacking penalty. A ship may activate only one of these at any given time. | ||
}} | }} | ||
===Stacking Penalties=== | |||
Some kinds of shield enhancement modules are subject to [[Stacking_penalties|Stacking penalties]] which progressively reduce the effectiveness of the modules if they alter the same attribute. For shield attributes: | |||
*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. The modules are penalized in order from least effective to more effective. The most effective module will be the one that works at 100%. | |||
Consideration of penalties while the choosing 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. | |||
==Using Shields== | ==Using Shields== | ||