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Shield Mechanic Maths

bareelbareel Member Posts: 3 Arc User
edited July 2013 in PvP Gameplay
Since this is where the latest and greatest information on how weapon damage is calculated was finalized I figured it would be a good place to finally get the formulas for shield regeneration rates.

First off I am going to list the things I know and have personally tested/verified using the number listed under 'defense' that should be accurate.

- Shield Modifier of the ship does effect regeneration rates
- Shield Regen console is effected by ship shield modifier and shield type
- Field Generator console does not effect regeneration rate
- No skills that I know of effect regeneration rate, tested shield systems and shield emitters
- Omega passive is either disabled or not displaying properly

This does give us the important information as well that I do not believe capacity and regeneration rates are linked in any way, but this is an informed assumption nothing more at this point.

According to the Wiki
- [Shield Array] has balanced stats compared to the three below.
- [Covariant Shield Array] has a 10% higher maximum capacity, but 25% slower regeneration rate.
- [Regenerative Shield Array] has a 25% faster regeneration rate, but 10% lower maximum capacity.
- [Resilient Shield Array] has 5% lower capacity and regeneration, but allows for 5% absorption and 5% bleedthrough, as opposed to the normal 10% bleedthrough.
- [Cap] increases Maximum Capacity by 10%
- [Reg] increases Shield Regeneration by 10%

Now how does shield rank and quality factor in? These values are for white while on DS9 in a 1.0 shield modifier ship so skills should not be factored into the tooltip I hope.

Mk 1: 4100 / 136.7
Mk 3: 4350 / 145
Mk 5: 4600 / 153.3

So we go up by 125 capacity per rank and 4.15 regeneration. If these values follow other equipment styles that should give us a base value of 3975 / 132.55 at Mk 0. Rarity seems to have absolutely no effect on these values either.

Now the test. I am taking said ship into space and equipping a Mk XII very rare shield with a [Cap] and a [Reg] mod. Let us see if this works out.

Revised Regeneration Formula: (132.55 + (Mk * 4.15)) * Console Modifier * Reg Modifier * Ship Shield Modifier * Shield Type Modifier

Values Inserted: (132.55 + (12 * 4.15)) * 1.0 * 1.1 = 200.585
Game tells me: 200.8
I say: Close Enough

And just for reference value lets look at the capacity formula with the same shield.

Base Formula: ((3975 + (Mk * 125)) * (1 + (Cap Mod * .1)) * ((1 + Field Generator Consoles + (Shield System Skill / 333)) * Ship Shield Multiplier

Values Inserted: ((3975 + (12 * 125)) * (1 + (1 * .1)) * (1 + 0 + (99.9 / 333)) * 1
((3975 + (1500)) * (1 + (1 * .1)) * (1 + 0 + .3)) * 1
(5475 * 1.1) * (1.3)) * 1
6022.5 * 1.3 = 7829
Game tells me: 7829 (6022.5 when still on station)
I say: Woot but there has to be a way to simply that formula lol.

Field Generators are interesting. For reference I get 1054 more shield per facing from one of those in the above setup. By comparison EptS 1 heals 127 more and TSS 1 gives 240 more heal when mk X embassy emitter console is added not counting the other perks. Rank 3 of those powers would double the amount as would high AUX for TSS. A regen console would provide about 25 per 6 seconds at 50 power.

Conclusions
I made minor error that invalidated this so I'm going to hold off on conclusions for a bit.

Still need to test
It seems everything stacks additively with itself and then everything multiplies. Formulas are now accurate to the best of my knowledge. That means two Emitter Amplifier consoles at +13% will add 26% and two [Reg] modifiers will add 20%. But a single console at 13% and a single [Reg] modifier at 10% will add (1.13 * 1.1) 24.3%. If anyone notices any errors please let me know.
Post edited by bareel on

Comments

  • stumpfgobsstumpfgobs Member Posts: 297 Arc User
    edited July 2013
    Just wanted to say thanks for this information. Helped me a lot. :)
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2013
    edit: Renim's going to share some amazing news with the world from his recent testing on the Res aspect. ;)
  • webdeathwebdeath Member Posts: 1,570 Arc User
    edited July 2013
    Brrraaaiiinnss...

    I mean Zoooommmbiiiee... :P
    You think that your beta test was bad?
    Think about this:
    American Football has been in open beta for 144 years. ~Kotaku
    [SIGPIC][/SIGPIC]
  • renimaltrenimalt Member Posts: 219 Arc User
    edited July 2013
    edit: Renim's going to share some amazing news with the world from his recent testing on the Res aspect. ;)

    I thought you were going to do that! I even sent the numbers to you and everything! :P
    Resist viewer! See shield/hull resists! Read about it here!
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2013
    With regard to Shield Power and the tooltip/ship character sheet number, it will not be reflected there so we'd still have to do that calculation separately?

    Does the following still apply?

    If 25 < Power Level ≤ 125, then
    Regeneration = (1 + (Power Level - 50) / 25) x (Base Regeneration at 50).
    If Power Level ≤ 25 , then Regeneration = 0

    http://sto.gamepedia.com/Guide:_Shields#Power_Settings

    And with what you're doing, maybe you could get them to update or update the following on STOwiki for folks?

    http://sto.gamepedia.com/Guide:_Shields#Regeneration
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited July 2013
    From my own testing of field generators I think they may be the final modifier to shield HP as each one applies to the current shield HP post skills etc so if we have a ship with 1000 shield HP after all mods are applied and then add 1 Mk XI (rare) field generator for 17.5% boost as I also learned when I did the testing we get 1175, if we then add another of the same console we end up with 1380.6.

    Just thought I would throw that in the mix in case it was missed :)
    ZiOfChe.png?1
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2013
    adamkafei wrote: »
    From my own testing of field generators I think they may be the final modifier to shield HP as each one applies to the current shield HP post skills etc so if we have a ship with 1000 shield HP after all mods are applied and then add 1 Mk XI (rare) field generator for 17.5% boost as I also learned when I did the testing we get 1175, if we then add another of the same console we end up with 1380.6.

    Just thought I would throw that in the mix in case it was missed :)

    See, my FG's don't work like that.

    On the Chel Grett, adding a rare FG Mk XI (+17.5%) takes his MACO Mk XII shields from 9149 to 10332 - a 12.93% increase. The "info" for the MACO lists it as 6761.6...

    The difference between w/ & w/o the FG is 1183.
    6761.6 * 0.175 = 1183.28

    Getting to that 9149 from the 6761.6? 117 Shield Systems produces a ~1.35x boost.

    On the JHEC, adding a rare FG Mk XI (+17.5%) takes Omega Mk XII shields from 8327 to 9448 - a 13.46% increase. The "info" for the Omega lists it as 6405.8...

    The difference between w/ & w/o the FG is 1121.
    6405.8 * 0.175 = 1121.015

    Getting to that 8327 from 6405.8? 99 Shield Systems produces a ~1.30x boost.

    Course, both of those ships sport a 1.0 shield mod. Let me drop the first guy into two other ships and see his numbers.

    First, a MU RSV w/ 1.3 shield mod...

    "Info" - 8790.1 (reflects the 6761.6 * 1.3)
    "Paper Doll" - 11893 (reflects (1 + 117/333 Shield Systems) * the "Info" number)
    w/ rare FG Mk XI - 13432 (reflects the addition of 0.175 * 8790.1 to the 11893)

    Second, a MU AE w/ 0.9 shield mod...

    "Info" - 6085.5 (reflects the 6761.6 * 0.9)
    "Paper Doll" - 8234 (reflects (1 + 117/333 Shield Systems) * the "Info" number)
    w/ rare FG Mk XI - 9299 (reflects the addition of 0.175 * 6085.5 to the 8234)

    So it works out to...

    Base
    * Shield Mod
    = New Base
    + Shield Systems (Starship Shield Systems/333 * New Base)
    + Field Generators (# of FGs * (FG Bonus/100 * New Base))
    = Shield Capacity
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2013
    BTW, I still think Renim should type out the more formal thing of what we were discussing...but the nitty gritty is the following:

    Energy Weapons

    Non-Resilient Shields
    Shield Damage: Damage * 0.9 * (1 - Shield Damage Reduction) = Damage
    Bleedthrough Damage: Damage * 0.1 * (1 - Hull Damage Resist) = Damage

    Resilient Shields
    Shield Damage: Damage * 0.9 * (1 - Shield Damage Reduction) = Damage
    Bleedthrough Damage: Damage * 0.05 * (1 - Hull Damage Resist) = Damage

    Projectile Weapons (Kinetic)

    Non-Resilient Shields
    Shield Damage: Damage * 0.9 * 0.25 * (1 - Shield Damage Reduction) = Damage
    Bleedthrough Damage: Damage * 0.1 * (1 - Hull Damage Resist) = Damage

    Resilient Shields
    Shield Damage: Damage * 0.95 * 0.25 * (1 - Shield Damage Reduction) = Damage
    Bleedthrough Damage: Damage * 0.05 * (1 - Hull damage Resist) = Damage

    With Energy Damage and Resilient Shields, 5% of the bleedthrough is...absorbed...it magically disappears. With Kinetic Damage and Resilient Shields, 5% of the bleedthrough is...absorbed...by the shields. Yep, Resilient Shields take 90% of Energy Damage and 95% of Kinetic Damage.

    Some knew this already - some didn't...but now they do - some that didn't know, well - they should check the forums more often.

    Before anybody goes...oh man, TorpHax! Consider the following (hypothetical numbers):

    A 3000 Damage Torpedo Hit against Resilient Shields. The shields will take an additional...

    3000 * 0.05 * 0.25 * 0.65 (we'll say no buffs, just 125 Shield Power) = 24.375 damage.

    Odds are the resist is going to be higher the 35% from the Shield Power, so the additional damage would be even less.

    It was more of a quirky thing - why is Energy absorbed into the ether while Kinetic is absorbed by the shields...
  • johnstewardjohnsteward Member Posts: 1,073 Arc User
    edited July 2013
    The last calculation seems a bit off.. Since when do numbers increase when multiplied by values between 0 and 1?
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2013
    The last calculation seems a bit off.. Since when do numbers increase when multiplied by values between 0 and 1?

    Er, whose last calc?
  • renimaltrenimalt Member Posts: 219 Arc User
    edited July 2013
    The last calculation seems a bit off.. Since when do numbers increase when multiplied by values between 0 and 1?

    We (Virus and I) are using the period-as-decimal-point convention. Virus's last calculation is correct.
    BTW, I still think Renim should type out the more formal thing of what we were discussing.

    Virus, I sent you the numbers and everything so that you could prettify it and make a good explanation! Now everybody's going to have to suffer through long-winded and dense explanation from me! D:

    Anyways, numbers time! WALL OF TEXT, NUMBERS GALORE:

    A bit of background on how the combat log reports numbers:
    If a torpedo or energy attack hits a shield facing and bleeds through, the combat log will spit out two lines with two numbers each: a "shield damage" line, and a "hull damage" line. An example is below, with a photon torpedo hit against a non-resilient shield (line trimmed for clarity):



    shield damage ---v--- | --v--- hull damage the shield prevented
    Photon Torpedo,Pn.Te54711,Shield,,-652.063,-2015.46
    Photon Torpedo,Pn.Te54711,Kinetic,,223.94,3930.9
    hull damage
    ^--- | --^--- base damage of attack

    This photon torpedo hit had a base damage of 3930.9, before any resists. It did 223.94 damage to the hull, and 652.063 damage to the shield facing. The shield prevented 2015.46 points of hull damage from occuring; this factors in hull resist. (That is, if the shields hadn't been there, I would have taken 223.94 + 2015.46 points of hull damage.)

    Using these four numbers, we can calculate shield and hull resists. For simplicity (and because this was a test), let's assume that we know the hull resist -- in this case, 43%. The shield resist can be calculated as the actual shield damage divided by the part of the damage of the attack that was directed to shields, or:

    1 - 652.065 / (2015.46 / (1 - 0.43)) = 0.8156 = 81.56%

    We can also use these four numbers to check bleedthrough calculations. The hull bleedthrough is equal to the actual hull damage, divided by 1 - hull resist, over the base damage of the attack:

    (223.94 / (1 - 0.43)) / 3930.9 = 0.09995 = 9.995%
    [Note that this is what we expected; on a non-resilient shield the bleedthrough to hull is 10%. It's not exactly 10% due to rounding.]

    Since we know the shield resist, we can calculate the percent of the damage that hit shields; it's equal to shield damage divided by 1 - shield resist, over the base damage of the attack:

    (652.063 / (1 - 0.8156)) / 3930.9 = 0.8996 = 89.96%
    [Again, this is what we expect; on a non-resilient shield, 90% of incoming damage will hit the shields.]

    We can also calculate the percent of the damage that hit shields another way. The combat log tells us the amount of hull damage that the shields prevented; we can divide this number by 1 - hull resist, and then divide that by the base damage of the attack:

    (2015.46 / (1 - 0.43)) / 3930.9 = 0.8995 = 89.95%
    [As expected.]

    Okay, now that we know how perform the calculations, let's apply them to some real data.

    DATA:
    For the following tests, nothing changed except for the shield used: [Shield Array Mk I], and [Resilient Shield Array Mk I]. Virus was kind enough to the exact same weapon at me in both tests, with no buffs/rep abilities that affect bleedthrough. Kinetic hull resist was 43%, phaser hull resist was 44.2%

    KINETIC DAMAGE
    vs. [Shield Array Mk I]:
    Photon Torpedo,Pn.Te54711,Shield,,-652.063,-2015.46
    Photon Torpedo,Pn.Te54711,Kinetic,,223.94,3930.9

    We just saw these numbers, so I'll recap:
    Shield resist: 81.56%
    Percent of damage that hit shields: 89.95%
    Percent of damage that bled through to hull: 9.995%

    vs. [Resilient Shield Array Mk I]:
    Photon Torpedo,Pn.Te54711,Shield,,-755.553,-2335.34
    Photon Torpedo,Pn.Te54711,Kinetic,,122.913,4315.05

    Because nothing changed other than the shield used, we can assume that the shield resist is the same as before: 81.56%

    Hull bleedthrough: (122.913 / (1 - 0.43)) / 4315.05 = 0.04997 = 4.997%
    [Expected.]

    Percent of damage that hit shields, as calculated using shield resist:
    (755.553 / (1 - 0.8156)) / 4315.05 = 0.9496 = 94.96%

    Percent of damage that didn't hit hull, as calculated using hull damage prevent by shields:
    (2335.34 / (1 - 0.43)) / 4315.05 = 0.9495 = 94.95%

    Remarks: From this data, it should be pretty clear that, against kinetic damage, resilient shields divert 95% of the incoming damage to shields, and let 5% bleed through to hull.

    95% to shields + 5% to hull = 100% of incoming kinetic damage.

    ENERGY DAMAGE
    vs. [Shield Array Mk I]:
    Phaser Turret,Pn.J4rc87,Shield,,-182.072,-137.687
    Phaser Turret,Pn.J4rc87,Phaser,,15.2986,274.4

    Shield resist:
    1 - 182.072 / (137.687 / (1 - 0.442)) = 0.2621 = 26.21%

    Hull bleedthrough:
    (15.2986 / (1 - 0.442)) / 274.4 = 0.09992 = 9.992%

    Percent of damage that hit shields, using shield resist:
    (182.072 / (1 - 0.2621)) / 274.4 = 0.8992 = 89.92%

    Percent of damage that didn't hit hull, using hull damage prevent by shields:
    (137.687 / (1 - 0.442)) / 274.4 = 0.8992 = 89.92%

    [Everything checks out here. The hull/shield percentages are what we expected, and we now have a shield resist to use as a baseline for our calculations of resilient shields.]

    vs. [Resilient Shield Array Mk I]:
    Phaser Turret,Pn.J4rc87,Shield,,-195.365,-155.516
    Phaser Turret,Pn.J4rc87,Phaser,,8.18506,293.62

    Again, because nothing changed except the shield, we can assume that the shield resist is the same: 26.21%

    Hull bleedthrough:
    (8.18506 / (1 - 0.442)) / 293.62 = 0.04996 = 4.996%

    Percent of damage that hit shields, using shield resist:
    (195.365 / (1 - 0.2621)) / 293.62 = 0.9017 = 90.17%

    Percent of damage that didn't hit hull, using hull damage prevent by shields:
    (155.516 / (1 - 0.442)) / 293.62 = 0.9492 = 94.92%

    Remarks: This is where it gets interesting for energy damage. Of the incoming damage, 5% of it bleed through to hull. That means that 95% of it didn't hit the hull, as confirmed by the final calculation above. However, only 90% of the incoming energy damage actually hit the shields; this is shown by the second-to-last calculation. Thus, the 5% absorption on resilient shields actually negates 5% of the incoming energy damage.

    5% to hull + 90% to shields + 5% negated = 100% of incoming energy damage

    Concluding Remarks:
    The data above shows that the "5% absorption" property of resilient shields affects kinetic and energy damage separately. For kinetic damage, 5% of the incoming damage hits hull, and 95% of hit hits shields; "5% absorption" just means "shields take 5% more of the incoming damage". However, for energy damage, 5% of the incoming damage hits hull, 90% hits shields, and 5% is simply dissipated; "5% absorption" actually means "5% of the attack is ignored".

    Personally, I'm rather curious as to why this behavior exists. It doesn't really improve kinetic damage over energy damage, since shields enjoy a very high innate resistance against kinetic anyways; it's just another curiosity at this point.

    TL;DR:
    - KINETIC: 95% to shields, 5% to hull
    - ENERGY: 90% to shields, 5% to hull, 5% dissipated/negated.

    Special thanks to Virusdancer for help with testing and number-crunching.

    (And yes, if you were wondering, these calculations are pretty close to how my resist viewer works.)
    Resist viewer! See shield/hull resists! Read about it here!
  • havamhavam Member Posts: 1,735 Arc User
    edited July 2013
    Thanks for all the work guys, good stuff.
    Just a quick question to throw into the mix should a dev drop by.

    How does shield distribution work, does take shield modinto account? or anything else for that matter?

  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited July 2013
    That certainly made for some interesting reading and I have most certainly learned stuff :) Just to clarify though bleedthrough damage is based on the damage value as it hits the shield rather than the damage after shield resists are taken into account?

    I've been working on the logical basis of the bleedthrough damage being 5% (in case of resilients) of the damage that impacts the shield after the shield resists are taken into account.
    ZiOfChe.png?1
  • renimaltrenimalt Member Posts: 219 Arc User
    edited July 2013
    Yes, bleedthrough damage is based on the base damage of the attack, before shield resists are taken into account.

    If you have a weapon that says it deals 100 points of damage per hit, against a non-resilient shield the effect is that the shields take 90 points of damage (before shield resists), while the hull takes 10 points of damage (before hull resist).

    (In other words, high shield resists won't save your hull from that pesky bleedthrough; you're still going to need to carry a hull heal or two.)
    Resist viewer! See shield/hull resists! Read about it here!
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2013
    A shot that is enough to take down the shields though...the remaining damage done to the hull? Meh...
  • renimaltrenimalt Member Posts: 219 Arc User
    edited July 2013
    Yes; if a shot is enough to take the shields down, the remaining damage is done directly to hull. (Or so I've seen with the numbers so far.)

    If you (using a non-resilient shield) are hit by an attack that deals 100 points of damage, but your shield facing only has 45 hit points left and has zero resists, then:
    - 50 points are directed against the shields + hull. Your shield takes 45 points (90%) of damage. During this, your hull takes 5 points (10%) of bleedthrough damage.
    - The remaining 50 points of damage hit the now-exposed hull.
    Total: 45 points of shield damage, 55 points of hull damage.

    Essentially, what I've seen indicates that the shields absorb as much as possible, and when they're done any further attacks hit exposed hull. I haven't tested to see how this interacts with resilient shields and absorption, but I think it should be fairly similar.
    Resist viewer! See shield/hull resists! Read about it here!
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2013
    renimalt wrote: »
    Yes; if a shot is enough to take the shields down, the remaining damage is done directly to hull. (Or so I've seen with the numbers so far.)

    If you (using a non-resilient shield) are hit by an attack that deals 100 points of damage, but your shield facing only has 45 hit points left and has zero resists, then:
    - 50 points are directed against the shields + hull. Your shield takes 45 points (90%) of damage. During this, your hull takes 5 points (10%) of bleedthrough damage.
    - The remaining 50 points of damage hit the now-exposed hull.
    Total: 45 points of shield damage, 55 points of hull damage.

    Essentially, what I've seen indicates that the shields absorb as much as possible, and when they're done any further attacks hit exposed hull. I haven't tested to see how this interacts with resilient shields and absorption, but I think it should be fairly similar.

    I meant allow the lines of the following.

    10000 base damage (energy for this one).
    9000 damage after 10% lost to bleedthrough (non-res example).
    Say they've got 50% shield damage reduction (easy numbers) - so it's 4500 damage.
    The person only had 3000 shield left though, so 1500 damage hits the hull.
    That 1500 that hits the hull...has been reduced by non-existent shields. It doesn't recalc, right?

    Much more awesome example!

    Say it's a Mega Torp Crit...100000 base damage!
    90000 damage after 10% lost to bleedthrough (still non-res).
    Then it faces the innate 75% shield damage reduction for kinetic - so it's now 22500 damage.
    Again, they've got 50% shield damage reduction (easy numbers) - dropping it to 11250 damage.
    The person only had 1 shield left, 11249 damage hits the hull.

    1 shield...reduced the damage hitting the hull from 100000 to 21249 (10000 bleed + 11249). 1 shield provided 78.751% damage reduction...and it's still got to face the hull damage resistance.
  • bareelbareel Member Posts: 3 Arc User
    edited July 2013
    I meant allow the lines of the following.

    10000 base damage (energy for this one).
    9000 damage after 10% lost to bleedthrough (non-res example).
    Say they've got 50% shield damage reduction (easy numbers) - so it's 4500 damage.
    The person only had 3000 shield left though, so 1500 damage hits the hull.
    That 1500 that hits the hull...has been reduced by non-existent shields. It doesn't recalc, right?

    Much more awesome example!

    Say it's a Mega Torp Crit...100000 base damage!
    90000 damage after 10% lost to bleedthrough (still non-res).
    Then it faces the innate 75% shield damage reduction for kinetic - so it's now 22500 damage.
    Again, they've got 50% shield damage reduction (easy numbers) - dropping it to 11250 damage.
    The person only had 1 shield left, 11249 damage hits the hull.

    1 shield...reduced the damage hitting the hull from 100000 to 21249 (10000 bleed + 11249). 1 shield provided 78.751% damage reduction...and it's still got to face the hull damage resistance.

    As far as I know, and this is from manual observation of combat log during donotra uber torp spread of doom back a few seasons, resistance does not double dip. By that I mean the log will separate the damage and only apply a single resistance.
  • renimaltrenimalt Member Posts: 219 Arc User
    edited July 2013
    I meant allow the lines of the following.

    *snip*

    1 shield...reduced the damage hitting the hull from 100000 to 21249 (10000 bleed + 11249). 1 shield provided 78.751% damage reduction...and it's still got to face the hull damage resistance.

    No, that's not how it happens; at least, not from what I've seen. Bareel's right, it looks like resistance doesn't "double-dip". In addition, the amount of damage that hits shields is only as high as the shields can absorb; I'll explain this using your "uber-hit" example.

    Let's bump the numbers up a bit. Suppose I'm taking 1,000,000 points of kinetic damage against non-resilient shields, and I only have 225 points of a shield facing left at 75% kinetic resistance.

    The shield facing can absorb 225 / (1 - 0.75) = 225 / 0.25 = 900 points of kinetic damage. This 900 points of kinetic damage is 90% of the damage sent "to the shields" (that is, including bleedthrough); the actual amount of kinetic damage that the shields can handle, after taking bleedthrough into account, is 900 / 0.9 = 1000. Thus, the bleedthrough + shield damage can account for up to 1000 points of the damage taken; 900 points of shield damage and 100 points of hull damage will occur (both before resists).

    Okay, so that explains 1000 of the 1,000,000 points of kinetic damage coming in. What happens to the remaining 999,000 points? They hit hull directly. Thus, the damage breaks down as follows:

    Shield damage: 900 (before resists)
    Hull damage: 100 (bleedthrough) + 999,000 (direct to hull) [before resists]

    The 225 points of shield that we had left protected the hull from 900 points of kinetic damage; exactly what we had expected, given the 75% kinetic shield resist we had.

    This is what I meant by "the shields absorb as much as they can; everything past that is sent to hull."

    EDIT: You can also test this for yourself. Find someone with a strong BO, put on some weak shields, turn the combat log on and capture the numbers for the BO hit. Look at the second number on the shield line. That's always the amount of hull damage that would have occured if the shields aren't there, after taking hull resist into account. You'll see that it's usually proportional to the amount of shields that you had; if the BO is really powerful compared to your shield strength, that second number is going to be small compared to the base damage * (1 - hull resist).)
    Resist viewer! See shield/hull resists! Read about it here!
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2013
    edit: Never mind - I'll test with a BO - I forgot the damage resist debuff from the Mega Torp and don't feel like calculating that in. Got to run Flying High first...

    edit: Actually, even the broken test showed that there wasn't a case of the double dipping as mentioned in some of the older threads out there...so I'm going to skip the test. :)
  • renimaltrenimalt Member Posts: 219 Arc User
    edited July 2013
    Virus, I'm not sure that your listed hull damage resistance vs. kinetic is correct. I ran the numbers you gave me through an alternate series of calculations (that assume nothing about the actual shield/hull resist), and they told me that you have a shield resist of 81.06% and a hull resist of 15.48%. 81.06% is pretty close to what you'd get if the 24.08% resist from shield power were combined with the innate 75% resist that shields get vs. kinetic damage; however, the hull resist I calculated is about half of what you listed.

    Can you double-check to see if 31.1% is really the amount of kinetic resist you had? (Also, if you could do another test with non-resilient shields, that'd be great.)

    EDIT: Ah, gotcha.
    Resist viewer! See shield/hull resists! Read about it here!
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