Hi i have two characters who's ships use the solanae resilient shield array one has MKXII very rare quality the other MKXV epic quality but the very rare quality seems to be able to asorb more damage than the epic could someone please tell me how that works
A few things could be in play here: Shield Modifier of the ships where something like a Science Ship has far more capacity and regen than a typical Escort, Skills like Shield Hardness which decreases shield damage being higher on the Mk XII ship, Gear like consoles helping different shield stats, or even the Mk XII shield ship getting less Threat by having lower weapons so it's shot less.
Yeah it would help if we knew what ships were using these shields. There's plenty of things that can effect how much a shield can take damage before breaking.
> @spiritborn said: > Yeah it would help if we knew what ships were using these shields. There's plenty of things that can effect how much a shield can take damage before breaking.
First character ship tactical escort retrofit very rare solanae shield mkvx Second character caitlin atrox carrier epic solanae shield mkxv
> @spiritborn said:
> Yeah it would help if we knew what ships were using these shields. There's plenty of things that can effect how much a shield can take damage before breaking.
First character ship tactical escort retrofit very rare solanae shield mkvx
Second character caitlin atrox carrier epic solanae shield mkxv
Okay, so as people were saying, shield modifiers do play a part in the strength of a shield. The Tactical Escort Retrofit has a modifier of 0.9, while the Atrox has a modifier of 1.2, so you'd expect the Atrox to have a higher amount of damage it can take.
However, there are also a few skills that can impact how shields work.
1) Shield capacity: Higher values of this skill mean your shields can take more damage before breaking.
2) Shield hardness: The higher this value is for the skill, the more damage that will be negated.
Now there are also 2 additional skills that could play into how your shields take damage.
1) Shield Mastery: A charge of this negates a critical hit, with 1 single charge being generated every 20 seconds. This results in you taking no damage from a critical hit.
2) Shield Absorption: When Shield Mastery charge is consumed, up to 20% of the damage that would have been dealt as a critical hit now applies as a shield heal.
Since there are equipment that modifies all of these, that means that any and all of these can influence what you're seeing.
Shield mastery outright prevents damage from a crit? I thought it just made you uncrittble with you still taking the normal non-crit hit, guess it's better then I thought.
Shield mastery outright prevents damage from a crit? I thought it just made you uncrittble with you still taking the normal non-crit hit, guess it's better then I thought.
It does so once every 20 seconds. Since the desirability of the sci ultimate was completely patched away with S13 it’s usually a save skill to be better left out of your tree.
On my PvE boats I found and occasional point into shield regeneration and especially hardness to be prudent. 1-2 points can help a lot here not to blow up as fast.
As of late DPSer started to use the Hyper Capacitor Shield from crafting system as it has a build in bonus dmg clicky dependent of your shield capacity so to put a few points into that could be smart as well if u happen to use that.
All else feels a bit useless for most PvE encounters. It should also be noted that things will change considerably in the future as we fill our perk points and are “forced” to take a lot of defensive stuff alongside the desired offensive stuff with us there. If critters are not made to hit harder as a result it will enable peeps to go even more offensive with their free skill, trait and gear selections as they are permitted to do now already.
Looking for a fun PvE fleet? Join us at Omega Combat Division today.
Hi thank you everyone for the help and tips but as it turned out i hadn't bought any shield hardness when leveling up so i just used a retrain token and got them
Comments
> Yeah it would help if we knew what ships were using these shields. There's plenty of things that can effect how much a shield can take damage before breaking.
First character ship tactical escort retrofit very rare solanae shield mkvx
Second character caitlin atrox carrier epic solanae shield mkxv
Okay, so as people were saying, shield modifiers do play a part in the strength of a shield. The Tactical Escort Retrofit has a modifier of 0.9, while the Atrox has a modifier of 1.2, so you'd expect the Atrox to have a higher amount of damage it can take.
However, there are also a few skills that can impact how shields work.
1) Shield capacity: Higher values of this skill mean your shields can take more damage before breaking.
2) Shield hardness: The higher this value is for the skill, the more damage that will be negated.
Now there are also 2 additional skills that could play into how your shields take damage.
1) Shield Mastery: A charge of this negates a critical hit, with 1 single charge being generated every 20 seconds. This results in you taking no damage from a critical hit.
2) Shield Absorption: When Shield Mastery charge is consumed, up to 20% of the damage that would have been dealt as a critical hit now applies as a shield heal.
Since there are equipment that modifies all of these, that means that any and all of these can influence what you're seeing.
It does so once every 20 seconds. Since the desirability of the sci ultimate was completely patched away with S13 it’s usually a save skill to be better left out of your tree.
On my PvE boats I found and occasional point into shield regeneration and especially hardness to be prudent. 1-2 points can help a lot here not to blow up as fast.
As of late DPSer started to use the Hyper Capacitor Shield from crafting system as it has a build in bonus dmg clicky dependent of your shield capacity so to put a few points into that could be smart as well if u happen to use that.
All else feels a bit useless for most PvE encounters. It should also be noted that things will change considerably in the future as we fill our perk points and are “forced” to take a lot of defensive stuff alongside the desired offensive stuff with us there. If critters are not made to hit harder as a result it will enable peeps to go even more offensive with their free skill, trait and gear selections as they are permitted to do now already.
Looking for a fun PvE fleet? Join us at Omega Combat Division today.