I'm a bit confused about the Shield Hardness skill.
Is it an entirely new skill that adds new a new benefit for speccing into it, making them stronger than on holodeck? Or is it something that we now need to spec into to keep the effectiveness we have now on Holodeck?
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You used to be able to get a larger amount of Shield Hardness from Shield Subsystem Power alone, than you currently can. In essence, if you do not invest in this skill, your Shield Hardness from Shield Power will be diminished a bit.
But even just purchasing a single point of Shield Hardness will, I believe, exceed that old value. And then you can go even higher than you used to be able to.
Cryptic - Lead Systems Designer
"Play smart!"
That's very helpful information, thanks.
"Any sufficiently analyzed magic is indistinguishable from science!" - Agatha Heterodyne
It's the amount of damage your shields absorb. On Tribble, with shield power set to 100, you get 20% damage absorption, if you put 3 points into Shield Hardness, it goes up to 40%.
"Any sufficiently analyzed magic is indistinguishable from science!" - Agatha Heterodyne
I think if they ever make a armor slot, the armor consoles should be changed to either a shield penetration resistance or -crit severity to hull. If the latter I think science should get a console about that. Or even better switch the weird hull Regen console effect and give that console the penetration resistance.
But... the whole point of shield penetration is that you are ignoring them... why would shield hardness apply to ignored shields?
I would love that because Shield Tanks (heck shields in general) aren't viable anymore.
Player and forumite formerly known as FEELTHETHUNDER
Expatriot Might Characters in EXILE
The Question:
After putting 100 Points in Shield Hardness (125 Shield Subsystem)
does it look like this (give or take). ??? correct ??? / ??? wrong ???
Or is it about this Damage Reduction formula:
Higher shield power also improves shield resistance,
from 4.2% shield resistance at 15 power,
to 36.4 percent resistance at 130 power,
according to the formula
( Shield Power/357.12 )
Shields work like this:
The bleedthrough value goes directly to your hull. Your shields do nothing to affect that damage any further (normally at least).
So, if you have no shield hardness at all, it goes like this:
100 Damage come in. You got 10 % bleedthrough: 10 points get subtracted from your hull, 90 points from your shields.
As I understand it, a resilient shield does two things. The bleedthrough is only 5 %, and 5 % of the total damage is simply ignored. So, if 100 damage go in, 5 go to your hull, 90 to your shields. 5 go nowhere.
Shield Damage Reduction affects how much damage your shields actually take.
So, let's say you have 20 % shield damage reduction, 10 % bleedthrough. What happens now is:
100 damage go in. 10 damage to your hull. 90 * 0.80 damage go to your shields, so 72 damage. Total damage taken.
Now, about your shield power and the shield hardness skill. The shield hardness skill affects how much damage reduction you actually get from shield power. It's not a separate value, it interacts with what you get from shield power. WIthout taking any point in the skill, that value is now a little lower than currently on Holodeck, with taking just one rank, it will be higher.
What the exact value can be derived from the tooltip. I don't know without looking on Tribble myself.
Maybe it's unfortunate that the Shield Hardness skill and Shield Hardness are actually not the same thing. Maybe it should also be called "Shield Hardness Expertise" or something like that.
Correct so far!
The concept you've outlined here is absolutely correct, but I'm not certain that the math is accurate. Would need to dig into it a bit more, which I'll do and then check back here to confirm.
Again, correct.
Hmm, not a bad idea. I'll think about it.
Cryptic - Lead Systems Designer
"Play smart!"
Thank you very much, that helps me alot.
Have a nice Day
It's also a bit unclear what happens with torpedoes and the innate kinetic resistance, and what happens when more damage is applied to your shields than you actually have. The "myth" is that even a single point of shields means your torpedoes do only inflict 25 % of their damage to hull, but I seem to remember some dev (maybe even use, maybe someone else) explaining this is not how it works.
I think the math should be accurate enough, but I only half-way remember it from some forum posts many years ago - I believe it still was with snix in your role even, if you know/remember that time. I think a fellow player, BigRedJedi, wrote out the details...
Mustrum "Blast from the Past" Ridcully
So just for clarity purposes. Is there any other place where not investing in a skill diminish things a bit? Aux and shield power effect both got diminished. Was there any similar adjustment done with weapon power since there are now 2 penetration skills on the tac tree? Was there an engine power effect adjustment?
I just hope there was some across the board adjustments to power levels and effect and not just to the two ones that happen to have to do with science.
I think it's also worth noting that NPCs are getting adjusted too. From a reply to me from Borticus
"Any sufficiently analyzed magic is indistinguishable from science!" - Agatha Heterodyne
Yeah, so totally not the same. I was talking power level effectiveness of weapons and engines power.
IIRC, 75% of kinetic damage that hit shields is ignored. The remaining 25% then follow the shield rules that you outlined, although I cannot remember if the shield hardness portion came into play at the 75% part or the remaining 25% part (i.e. shield hardness helped to ignore more kinetic damage beyond the initial 75%, or if shield hardness rules applied to the remaining 25% damage that's left to be calculated).
Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
"A good weapon and a great strategy will win you many battles." - Marshall
I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
No adjustments were made to Weapon Power.
Engine Power will benefit Speed and Turn ever-so-slightly less on T5/T6 ships, and more on all lower-tier vessels. And I mean on the magnitude of ~0.002% or so. It might even be lost in rounding before it hits the UI.
You'll want to put 1 Point into both Shield Hardness and Shield Regen, in order to bridge the performance gap that will result from Shield Power changes (or, accept the slight decrease in performance, and spend those points elsewhere).
The re-scale of Aux Power can't be directly accounted for by purchasing any Skills. Especially since it has different performance impacts depending upon your current Aux (more benefit than before @ <100, and less than before @ >100).
Outside of subsystem power, the only mechanical change that is occurring is Weapon Damage Drop-Off, which got slightly worse for beams and better for cannons. If you are a Beam user, you may wish to put 1 point into Long-Range Targeting in order to make up that performance difference.
Cryptic - Lead Systems Designer
"Play smart!"
Absolutely no one is putting only one point into Long-Range Targeting. ;-)
My character Tsin'xing
Amen.
I could see a dedicated torpedo captain ignoring it.
Ignoring what? I don't see what you're talking about
Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
"A good weapon and a great strategy will win you many battles." - Marshall
I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.