Does anyone know how the Shield Regeneration Rate is actually calculated? Is the modifier a reduction in the time between ticks of regeneration or is the modifier applied to the actual amount of regeneration per tick?
Also, does anyone else agree with perhaps asking Cryptic to allow the Shield Emitter Amplifier to stack just like the Field Generator is allowed to stack? Currently, I see no reason whatsoever that the Shield Emitter amplifier should be equipped over the Field Generator unless you are running regenerative shields. However even then it is questionable to use it in my own opinion.
Does anyone know how the Shield Regeneration Rate is actually calculated? Is the modifier a reduction in the time between ticks of regeneration or is the modifier applied to the actual amount of regeneration per tick?
Also, does anyone else agree with perhaps asking Cryptic to allow the Shield Emitter Amplifier to stack just like the Field Generator is allowed to stack? Currently, I see no reason whatsoever that the Shield Emitter amplifier should be equipped over the Field Generator unless you are running regenerative shields. However even then it is questionable to use it in my own opinion.
It's applied to the regeneration ticks. Shield power is 4 percent for every point of shield power over 25 IIRC.
It does stack.
Now, if shield regeneration is working correctly or not, that might be up for debate but I believe it is.
It's applied to the regeneration ticks. Shield power is 4 percent for every point of shield power over 25 IIRC.
It does stack.
Now, if shield regeneration is working correctly or not, that might be up for debate but I believe it is.
The reason I was curious to know is because it makes a real numeric difference if the rate or regenaration per second, is based on actually reducing the time between ticks or the amount of regeneration per tick.
This will surely help me in designing my brand new specialized Science/Science ship.
I was debating between a sinlge Field Generator or a single Amplifier... I know, not the most criticle of decisions to make, but none the less important!
Idont remember exactly when, a while ago, more than one year, I had 3 field emitters on my mvam, with the Borg shield, to see if the faster regen is a feasible alternative. Thing is that only in pve I found that good, against burst damage escorts that was a bad alternative since the regen rate does not keep up with the damage, even running some shield resist abilities. I know for sure the frosty ghost of [somebody] (lol) is correct and the regen tics occur more often than once every 6 (i think...) secs. unless things got messed up recently. Since that test, I become a fan of covariants and resilients.
Hear! Sons of Kahless
Hear! Daughters too.
The blood of battle washes clean.
The Warrior brave and true.
We fight, we love, and then we kill...
Idont remember exactly when, a while ago, more than one year, I had 3 field emitters on my mvam, with the Borg shield, to see if the faster regen is a feasible alternative. Thing is that only in pve I found that good, against burst damage escorts that was a bad alternative since the regen rate does not keep up with the damage, even running some shield resist abilities. I know for sure the frosty ghost of [somebody] (lol) is correct and the regen tics occur more often than once every 6 (i think...) secs. unless things got messed up recently. Since that test, I become a fan of covariants and resilients.
Well, if the thing added to the amount of shield healed every tick, then things like EPTS would heal even more shields when used because the heal is calculated by the regeneration multiplied by the abilities factor. EPTS I is like 7.6 x Shield Regeneration to each facing. So if your regenreation is 133, it is 133*7.6 = 1010.8 * 4 facings = 4043.
At least I think that is how it works. I'm still trying to figure it out so that I can predict it using my formula and then get the result I predict. We shall see. Anyway, even thus, Fiedl Generators seem to be better.
Amplifiers stack. They increase the base regen rate of shield before +shield power bonus is calculated. Don't forget the tooltip bonus is at 50 shield power. At 125 it's actually 4x the value.
Regeneration builds are all fine, just wish the ticks were faster.
"Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
Well, if the thing added to the amount of shield healed every tick, then things like EPTS would heal even more shields when used because the heal is calculated by the regeneration multiplied by the abilities factor. EPTS I is like 7.6 x Shield Regeneration to each facing. So if your regenreation is 133, it is 133*7.6 = 1010.8 * 4 facings = 4043.
At least I think that is how it works. I'm still trying to figure it out so that I can predict it using my formula and then get the result I predict. We shall see. Anyway, even thus, Fiedl Generators seem to be better.
In the long run, yes, you are correct, field emitters give you more shield! Also, for sci ships, it may not be as bad as I think it is since they have the biggest shields. If you do the math, per minute, even without console, you can get easy double shield values regen vs covariant. Thing is, at least for the escort I was testing with, the damage my shield got in a few volleys almost depleted the whole shield from all sidings(using TT). Then, even if regen is very fast, you still suck it up since for few secs till regen starts ticking there will be no shield. I honestly don't know if now eps improves regen, other than the power you gain from EPS (and I think you can get up to 4 times more regen at 125 than at 50 when you get the regen mentioned in the tooltip), I know regen rate used to be only dependent on power (resists obviously helped with drain not with regen), in case I am wrong, I will appreciate some correction.
Lol, every now and then a thread on which shield is better starts and usually gets to some hefty pages of arguments. I think it's also about the playstyle and what abilities you use, if you can dodge attacks pretty well, I think the regen is a good choice (I even used the full Omega set on the bug few times), all in all, I'm sticking with my covariant HG or resilient MACO, lol.
Hear! Sons of Kahless
Hear! Daughters too.
The blood of battle washes clean.
The Warrior brave and true.
We fight, we love, and then we kill...
Emitter Amplifiers do not stack. Unless I missed a patch note that says they now stack. ?
a while ago they did stack. I am 100% sure. UI is a little tricky though and may not refresh all the time at the right refresh period. Also, not sure what happens now since I haven't messed with emitters in years, lol.
Hear! Sons of Kahless
Hear! Daughters too.
The blood of battle washes clean.
The Warrior brave and true.
We fight, we love, and then we kill...
Lol, every now and then a thread on which shield is better starts and usually gets to some hefty pages of arguments. I think it's also about the playstyle and what abilities you use, if you can dodge attacks pretty well, I think the regen is a good choice (I even used the full Omega set on the bug few times), all in all, I'm sticking with my covariant HG or resilient MACO, lol.
we shouldn't underestimate that all the experiences we are referencing happened before KHG and MACO, not easily the best options with little room for wiggle.
Does anyone know how the Shield Regeneration Rate is actually calculated? Is the modifier a reduction in the time between ticks of regeneration or is the modifier applied to the actual amount of regeneration per tick?
Also, does anyone else agree with perhaps asking Cryptic to allow the Shield Emitter Amplifier to stack just like the Field Generator is allowed to stack? Currently, I see no reason whatsoever that the Shield Emitter amplifier should be equipped over the Field Generator unless you are running regenerative shields. However even then it is questionable to use it in my own opinion.
The only thing i know for certain is that +7 consoles were better in the early days (especially since they boosted both your shield damage reduction AND regeneration), but now they got nerfed to +4 max.
But no matter what, The % console (Field generator) both has effect on lower shield power, and still give the same increase at 125.
If its worth it, thats another question. I would most probably go for Emitters rather then this console.
Oh and yeah, lets get the subject started again! MACO ?? OMEGA ?? BORG ?? KHG ?? COV CAP MK XII [cap]x3 ??? WHICH IS BETTER??
What we really need to have is for the shield regen rate added to the defense section of the ship stats.
The only way to find out the regen rate is to go into a private pvp with the defence screen open. have some one wipe out the fore shield and watch the facing recharge. that will tell you how long in between ticks and how much your shield jumps at the tick. then change your consoles/shields/power and repeat and compare. Only have one thing at a time.
This is still on a very long to do list for me in game. I may have to retest.
What we really need to have is for the shield regen rate added to the defense section of the ship stats.
The only way to find out the regen rate is to go into a private pvp with the defence screen open. have some one wipe out the fore shield and watch the facing recharge. that will tell you how long in between ticks and how much your shield jumps at the tick. then change your consoles/shields/power and repeat and compare. Only have one thing at a time.
This is still on a very long to do list for me in game. I may have to retest.
So, doing some testing last night I found out exactly what the Shield Emitter Amplifier actually does and it is very easy to check in no time at all. First UN-equip any Shield Emitter Amplifier you have equipped. Then Follow these very simple steps.
Step #1: Open up the UI that displays your Star Ship Equipment and hover your mouse icon over your Shield Array. A tool tip will pop up and it will display your base shield regeneration value. Note: This regeneration value is how much your shields will regenerate every six seconds per facing.
Step #2: Equip a Shield Emitter Amplifier in your Science Console Slot and repeat Step #1. You will notice that the base shield regeneration value has increased.
So what does this mean exactly and why is it useful or UN-useful? Here is some simply spreadsheet math that can help you understand.
A Regular shield with one hundred shield regeneration every six seconds, when used with Emergency Power to Shields rank one, grants you seven and six tenth the regeneration rate per shield facing. Otherwise the math looks like this: [100 * 7.6 = 760] per shield facing.
If you have a shield Emitter Amplifier installed, your base shield regeneration every six seconds is improved. So let?s assume that it is improved by fifteen percent. The math looks like this: [(100*.15) * 7.6 = 874] per shield facing.
The Shield Emitter Amplifier will overall improve your shield heals including the shields innate regeneration by a very small margin.
With high capacity shields, you will be able to recharge them more quickly, however not quickly enough to replace a flat bonus in Shield Capacity over thirty seconds with covariant or resilient shields. The Shield Emitter Amplifier seems to be designed for those who wish to run Regenerative shields because the bonus is a percent bonus to the regenerative numeric value on the shield tool tip. Thus, the higher the number that the shield regenerates every six seconds, the higher or better the bonus is from the Shield Emitter Amplifier. Even then, it is questionable and perhaps still better to equip a Field Generator.
Also, it is very important to know that the extra shield regeneration from a high shield subsystem power level has no extra effect on things like Emergency Power to Shields as does the Shield Emitter Amplifier. At least none that I could see in the tooltip display! So that might need some extra testing as well.
So...
The emitter amp boosts shields natural regenerative rate ONLY
The field generator boosts the shields overall capacity- stacks
and the emitter array boosts the shields regen points per facing when using heal abilities
I'll guess and say that using a hi-cap shield with a field gen (or two) AND a couple emitter arrays to aid shield heals would be optimum, right ?
So...
The emitter amp boosts shields natural regenerative rate ONLY
The field generator boosts the shields overall capacity- stacks
and the emitter array boosts the shields regen points per facing when using heal abilities
I'll guess and say that using a hi-cap shield with a field gen (or two) AND a couple emitter arrays to aid shield heals would be optimum, right ?
Nope, it would not be. The Shield Emitter Amplifier isn't really only worth putting on extremely regenerative shields. Also, the Shield Emitter Amplifier does not stack as far as I know. I should have tested that as well however. :rolleyes:
Nope, it would not be. The Shield Emitter Amplifier isn't really only worth putting on extremely regenerative shields. Also, the Shield Emitter Amplifier does not stack as far as I know. I should have tested that as well however. :rolleyes:
Ok then, I'll see what I come up with as I've never ran a field generator , only emitter amps and emitter arrays on my engie raptor who almost never needs to use a shield heal.
Ok then, I'll see what I come up with as I've never ran a field generator , only emitter amps and emitter arrays on my engie raptor who almost never needs to use a shield heal.
What shield are you using? As far as I know, Shield Emitter Amplifiers do not stack. The Shield Emitter Arrays improve the Shield Emitter Skill which in turn boosts your Shield Heal Abilities like TSS, EPTS and etc.
What shield are you using? As far as I know, Shield Emitter Amplifiers do not stack. The Shield Emitter Arrays improve the Shield Emitter Skill which in turn boosts your Shield Heal Abilities like TSS, EPTS and etc.
KHG with AEGIS engine and deflector. NO it's NOT a PvP build but I've taken inexperienced bug ships PvP with this build, and PvE isn't any challenge at all.
Am speccing my TAC toon for drunks 'dragonflame' build in the fleet vorcha, and I wanna be perpared.
So I bought some more Shield Emitter Amplifiers and found out that they do indeed stack. Now all I have to figure out is if they have diminishing returns.
Initial results in Kerrat with my Nebula Refit have been really good. My shield healing is up and up and my regeneration rate over duration is nice with only an MKXI Maco Shield. :cool:
KHG with AEGIS engine and deflector. NO it's NOT a PvP build but I've taken inexperienced bug ships PvP with this build, and PvE isn't any challenge at all.
Am speccing my TAC toon for drunks 'dragonflame' build in the fleet vorcha, and I wanna be perpared.
hey the dragonflame is my ship name! Drunk stealin mah names!
You'll have loads of fun with the Fleet Vorcha. In my opinion it's the best Escort the KDF could ever have.
So...
The emitter amp boosts shields natural regenerative rate ONLY
The field generator boosts the shields overall capacity- stacks
and the emitter array boosts the shields regen points per facing when using heal abilities
I'll guess and say that using a hi-cap shield with a field gen (or two) AND a couple emitter arrays to aid shield heals would be optimum, right ?
In regards to covariants, a shield emitter is close to useless since it amplifies the regen, and regen for covariants sucks anyways. I wouldn't use any emitter in a slow regen shield, if anything, I'd use a generator. The ultimate healer, such as sci ody, might use for ex omega shield with 2 emitters and 2 amplifiers, I could see that working since you don't want to waste ltc eng boff skill with eps3 (when you can use extend or a2si) that's required almost for a low regen shield.
Hear! Sons of Kahless
Hear! Daughters too.
The blood of battle washes clean.
The Warrior brave and true.
We fight, we love, and then we kill...
In regards to covariants, a shield emitter is close to useless since it amplifies the regen, and regen for covariants sucks anyways. I wouldn't use any emitter in a slow regen shield, if anything, I'd use a generator. The ultimate healer, such as sci ody, might use for ex omega shield with 2 emitters and 2 amplifiers, I could see that working since you don't want to waste ltc eng boff skill with eps3 (when you can use extend or a2si) that's required almost for a low regen shield.
Yeah, the higher base Regen the better. Also Science Ships shield mod. also apply to regen. So science ships are the best ships for Shield Amps. :cool:
Comments
It's applied to the regeneration ticks. Shield power is 4 percent for every point of shield power over 25 IIRC.
It does stack.
Now, if shield regeneration is working correctly or not, that might be up for debate but I believe it is.
The reason I was curious to know is because it makes a real numeric difference if the rate or regenaration per second, is based on actually reducing the time between ticks or the amount of regeneration per tick.
This will surely help me in designing my brand new specialized Science/Science ship.
I was debating between a sinlge Field Generator or a single Amplifier... I know, not the most criticle of decisions to make, but none the less important!
field emitter, stealth module
mostly pvp
not sure why, (omega/reman sets) (vulcan ship)
them on a galor/maruder as well but that is not sci sci,
Hear! Daughters too.
The blood of battle washes clean.
The Warrior brave and true.
We fight, we love, and then we kill...
Well, if the thing added to the amount of shield healed every tick, then things like EPTS would heal even more shields when used because the heal is calculated by the regeneration multiplied by the abilities factor. EPTS I is like 7.6 x Shield Regeneration to each facing. So if your regenreation is 133, it is 133*7.6 = 1010.8 * 4 facings = 4043.
At least I think that is how it works. I'm still trying to figure it out so that I can predict it using my formula and then get the result I predict. We shall see. Anyway, even thus, Fiedl Generators seem to be better.
Emitter Amplifiers do not stack. Unless I missed a patch note that says they now stack. ?
They used to, and i had good success with a setup similar to Praxis' on a sci boats in the past. Of course back then Field Gen's didn't stack.
a history of sto pvp: 2010 - 2011
a history of sto pvp: 2012 - 2013
Regeneration builds are all fine, just wish the ticks were faster.
In the long run, yes, you are correct, field emitters give you more shield! Also, for sci ships, it may not be as bad as I think it is since they have the biggest shields. If you do the math, per minute, even without console, you can get easy double shield values regen vs covariant. Thing is, at least for the escort I was testing with, the damage my shield got in a few volleys almost depleted the whole shield from all sidings(using TT). Then, even if regen is very fast, you still suck it up since for few secs till regen starts ticking there will be no shield. I honestly don't know if now eps improves regen, other than the power you gain from EPS (and I think you can get up to 4 times more regen at 125 than at 50 when you get the regen mentioned in the tooltip), I know regen rate used to be only dependent on power (resists obviously helped with drain not with regen), in case I am wrong, I will appreciate some correction.
Lol, every now and then a thread on which shield is better starts and usually gets to some hefty pages of arguments. I think it's also about the playstyle and what abilities you use, if you can dodge attacks pretty well, I think the regen is a good choice (I even used the full Omega set on the bug few times), all in all, I'm sticking with my covariant HG or resilient MACO, lol.
Hear! Daughters too.
The blood of battle washes clean.
The Warrior brave and true.
We fight, we love, and then we kill...
a while ago they did stack. I am 100% sure. UI is a little tricky though and may not refresh all the time at the right refresh period. Also, not sure what happens now since I haven't messed with emitters in years, lol.
Hear! Daughters too.
The blood of battle washes clean.
The Warrior brave and true.
We fight, we love, and then we kill...
we shouldn't underestimate that all the experiences we are referencing happened before KHG and MACO, not easily the best options with little room for wiggle.
a history of sto pvp: 2010 - 2011
a history of sto pvp: 2012 - 2013
The only thing i know for certain is that +7 consoles were better in the early days (especially since they boosted both your shield damage reduction AND regeneration), but now they got nerfed to +4 max.
But no matter what, The % console (Field generator) both has effect on lower shield power, and still give the same increase at 125.
If its worth it, thats another question. I would most probably go for Emitters rather then this console.
Oh and yeah, lets get the subject started again! MACO ?? OMEGA ?? BORG ?? KHG ?? COV CAP MK XII [cap]x3 ??? WHICH IS BETTER??
Hear! Daughters too.
The blood of battle washes clean.
The Warrior brave and true.
We fight, we love, and then we kill...
[23:35] Horta deals 1738411 (1538303) Toxic Damage to Centurion Engineer with Corrosive Acid.
The only way to find out the regen rate is to go into a private pvp with the defence screen open. have some one wipe out the fore shield and watch the facing recharge. that will tell you how long in between ticks and how much your shield jumps at the tick. then change your consoles/shields/power and repeat and compare. Only have one thing at a time.
This is still on a very long to do list for me in game. I may have to retest.
So, doing some testing last night I found out exactly what the Shield Emitter Amplifier actually does and it is very easy to check in no time at all. First UN-equip any Shield Emitter Amplifier you have equipped. Then Follow these very simple steps.
Step #1: Open up the UI that displays your Star Ship Equipment and hover your mouse icon over your Shield Array. A tool tip will pop up and it will display your base shield regeneration value. Note: This regeneration value is how much your shields will regenerate every six seconds per facing.
Step #2: Equip a Shield Emitter Amplifier in your Science Console Slot and repeat Step #1. You will notice that the base shield regeneration value has increased.
So what does this mean exactly and why is it useful or UN-useful? Here is some simply spreadsheet math that can help you understand.
A Regular shield with one hundred shield regeneration every six seconds, when used with Emergency Power to Shields rank one, grants you seven and six tenth the regeneration rate per shield facing. Otherwise the math looks like this: [100 * 7.6 = 760] per shield facing.
If you have a shield Emitter Amplifier installed, your base shield regeneration every six seconds is improved. So let?s assume that it is improved by fifteen percent. The math looks like this: [(100*.15) * 7.6 = 874] per shield facing.
The Shield Emitter Amplifier will overall improve your shield heals including the shields innate regeneration by a very small margin.
With high capacity shields, you will be able to recharge them more quickly, however not quickly enough to replace a flat bonus in Shield Capacity over thirty seconds with covariant or resilient shields. The Shield Emitter Amplifier seems to be designed for those who wish to run Regenerative shields because the bonus is a percent bonus to the regenerative numeric value on the shield tool tip. Thus, the higher the number that the shield regenerates every six seconds, the higher or better the bonus is from the Shield Emitter Amplifier. Even then, it is questionable and perhaps still better to equip a Field Generator.
Also, it is very important to know that the extra shield regeneration from a high shield subsystem power level has no extra effect on things like Emergency Power to Shields as does the Shield Emitter Amplifier. At least none that I could see in the tooltip display! So that might need some extra testing as well.
The emitter amp boosts shields natural regenerative rate ONLY
The field generator boosts the shields overall capacity- stacks
and the emitter array boosts the shields regen points per facing when using heal abilities
I'll guess and say that using a hi-cap shield with a field gen (or two) AND a couple emitter arrays to aid shield heals would be optimum, right ?
Awoken Dead
Now shaddup about the queues, it's a BUG
Nope, it would not be. The Shield Emitter Amplifier isn't really only worth putting on extremely regenerative shields. Also, the Shield Emitter Amplifier does not stack as far as I know. I should have tested that as well however. :rolleyes:
Awoken Dead
Now shaddup about the queues, it's a BUG
What shield are you using? As far as I know, Shield Emitter Amplifiers do not stack. The Shield Emitter Arrays improve the Shield Emitter Skill which in turn boosts your Shield Heal Abilities like TSS, EPTS and etc.
http://sto-forum.perfectworld.com/showpost.php?p=5280891&postcount=6
KHG with AEGIS engine and deflector. NO it's NOT a PvP build but I've taken inexperienced bug ships PvP with this build, and PvE isn't any challenge at all.
Am speccing my TAC toon for drunks 'dragonflame' build in the fleet vorcha, and I wanna be perpared.
Awoken Dead
Now shaddup about the queues, it's a BUG
Initial results in Kerrat with my Nebula Refit have been really good. My shield healing is up and up and my regeneration rate over duration is nice with only an MKXI Maco Shield. :cool:
hey the dragonflame is my ship name!
You'll have loads of fun with the Fleet Vorcha. In my opinion it's the best Escort the KDF could ever have.
You know, if my main was KDF, I'd use the Vorcha as well! The first time I saw it in TNG I was like wowah, nice ship!
my names arent very imaginative, mostly just my excelsior, or my ktinga. ya dragon TRIBBLE sounds like a mav name though lol
and yes the fleet vorcha is a big, fat, extra hearty escort that is a ton of fun to blast TRIBBLE with.
In regards to covariants, a shield emitter is close to useless since it amplifies the regen, and regen for covariants sucks anyways. I wouldn't use any emitter in a slow regen shield, if anything, I'd use a generator. The ultimate healer, such as sci ody, might use for ex omega shield with 2 emitters and 2 amplifiers, I could see that working since you don't want to waste ltc eng boff skill with eps3 (when you can use extend or a2si) that's required almost for a low regen shield.
Hear! Daughters too.
The blood of battle washes clean.
The Warrior brave and true.
We fight, we love, and then we kill...
Keep saying I'll get the fleet vorcha and keep postponing. But I'll be damn if I won't do it in next weeks, build my own dragon TRIBBLE, lol.
Hear! Daughters too.
The blood of battle washes clean.
The Warrior brave and true.
We fight, we love, and then we kill...
Yeah, the higher base Regen the better. Also Science Ships shield mod. also apply to regen. So science ships are the best ships for Shield Amps. :cool: