What do the shield numbers REALLY mean?

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    I have read the wiki article onthe Shield Dispensers, but it does not tell me much..

    I want to know how much damage / second my ship can take in total, how do I know this?

    If I have a recharge rate of 1000, can I take 1000 damage per second and nothing will happen to my ship?

    If someone could provide some insights that would be really great!

    Thanks in advance! :)
     
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    If I have a recharge rate of 1000, can I take 1000 damage per second and nothing will happen to my ship?
    I have never seen any research regarding that topic, but that is exactly how I understand the system.
     
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    If my understanding isn't out of date, while your shields are under fire your regen rate is cut to 25% of normal, so if you have a regen rate of 1000, it will drop to 250 while under fire.

    You can effectively take the DPS of any attacker and subtract 25% of your regen rate from it to determine their effective DPS against your shields (for as long as they can fire their guns, anyways). Divide your shield capacity by their effective DPS and you have how many seconds it should take them to bring down your shields if they can fire continuously without running out of power, and if they never miss.
     
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    NeonSturm

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    AFAIK the regen rate decreases by 100% if your shields are fully charged and 75% if you have lowest possible charge.
    Everything in-between is linearly scaled.

    But I somewhat lost the overview over newly added, jet not documented details.
     
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    Fully charged shields do not recharge in battle. The recharge increases linearly inversely with remaining shield amount up to 25% of non-combat recharge at 0 shields. Note that shields have a recovery time and thus will stop recharging upon reaching 0, but start recharging again once the recovery time is over.

    http://oldsite.star-made.org/conten...ttle-new-shield-recharge-mechanic-theoretical

    The amount of DPS (assuming completely constant damage) needed to take out a shield of a given amount is simply one quarter of the recharge rate as damage (it should be obvious why). However, this DPS is extremely low compared to the shield capacity and it will take a lot of time. One of the examples I used was 10K shield capacity. The minimum DPS to take it out is 184.63, a bit under 2% of the shield capacity per second. Note that the shield value is still above 0 at 250 seconds (a bit over 4 minutes). At more reasonable DPS values, shields go down extremely fast (pretty much linearly, 1K DPS will take out 10K shields in around 11 seconds).

    The interesting thing to note is that weapons scale better than shields even when just using one group of AMCs; combined with the near-linear behavior when DPS approaches even a tenth of shield capacity, it is fairly obvious why weapons systems now require ridiculous amounts of power and are still going to be changed for further balancing.

    Recharge rate 1000: you can take a maximum of 250 constant continuous DPS when sitting still.
    In practice, the enemy will need a lot more to take you down due to small gaps in damage from the discontinous nature of AMCs as well as large gaps from dodging giving your shields extra time to recover in-between damage.
    It's very hard to account for gaps in damage due to the damage over time function becoming discontinuous and thus ds/dt not really existing. I'm not sure how to solve the system of differential equations with damage gaps.
    My guess would be that at least 500 DPS is needed for a competent pilot.

    Also, my original post is a bit unclear on fss, f0, sss, and s0. ss and 0 are meant to be subscripts meaning "steady-state" (the limit of something as t goes to infinity) and "initial state" (the limit of something as t goes to 0).
     
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    NeonSturm

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    A problem to solve the issue with gaps is to make an extremely fast firing low-damage weapon to disable recharging, a very heavy gun to kill shields and a second weapon computer for power-saving guns (after your power is depleted and the enemy shield is down).