Captain
Join Date: Jul 2012
Posts: 2,014
# 1 Shield Mechanic Maths
01-16-2013, 12:59 PM
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.

Last edited by bareel; 01-16-2013 at 01:43 PM.
Lt. Commander
Join Date: Jan 2013
Posts: 118
# 2
07-28-2013, 06:32 AM
Just wanted to say thanks for this information. Helped me a lot.
Captain
Join Date: Aug 2012
Posts: 12,441
# 3
07-28-2013, 01:57 PM
edit: Renim's going to share some amazing news with the world from his recent testing on the Res aspect.
Maal, Klingon, Mogh - Vegar, Orion, Marauder - R'ebel, Romulan, Haakona
Willard the Rat, Reman, F.T'varo - Rave, J.Trill, Kar'Fi - Mysk, Gorn, Varanus
Kopor, Nausicaan, Guramba - Nivuh, Ferasan, B'rel - Venit, Lethean, M.Qin

Last edited by virusdancer; 07-28-2013 at 03:37 PM.
Rihannsu
Join Date: Jun 2012
Posts: 1,491
# 4
07-28-2013, 02:08 PM
Brrraaaiiinnss...

I mean Zoooommmbiiiee...
You think that your beta test was bad?
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
Lt. Commander
Join Date: Jul 2012
Posts: 197
# 5
07-28-2013, 03:39 PM
Quote:
Originally Posted by virusdancer View Post
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!
Resist viewer! See shield/hull resists! Read about it here!
Captain
Join Date: Aug 2012
Posts: 12,441
# 6
07-28-2013, 05:52 PM
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
Maal, Klingon, Mogh - Vegar, Orion, Marauder - R'ebel, Romulan, Haakona
Willard the Rat, Reman, F.T'varo - Rave, J.Trill, Kar'Fi - Mysk, Gorn, Varanus
Kopor, Nausicaan, Guramba - Nivuh, Ferasan, B'rel - Venit, Lethean, M.Qin
Captain
Join Date: Jul 2012
Posts: 2,976
# 7
07-28-2013, 06:21 PM
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
Captain
Join Date: Aug 2012
Posts: 12,441
# 8
07-28-2013, 08:17 PM
Quote:
Originally Posted by adamkafei View Post
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
Maal, Klingon, Mogh - Vegar, Orion, Marauder - R'ebel, Romulan, Haakona
Willard the Rat, Reman, F.T'varo - Rave, J.Trill, Kar'Fi - Mysk, Gorn, Varanus
Kopor, Nausicaan, Guramba - Nivuh, Ferasan, B'rel - Venit, Lethean, M.Qin
Captain
Join Date: Aug 2012
Posts: 12,441
# 9
07-28-2013, 10:25 PM
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...
Maal, Klingon, Mogh - Vegar, Orion, Marauder - R'ebel, Romulan, Haakona
Willard the Rat, Reman, F.T'varo - Rave, J.Trill, Kar'Fi - Mysk, Gorn, Varanus
Kopor, Nausicaan, Guramba - Nivuh, Ferasan, B'rel - Venit, Lethean, M.Qin
Career Officer
Join Date: Nov 2012
Posts: 741
# 10
07-29-2013, 01:22 AM
The last calculation seems a bit off.. Since when do numbers increase when multiplied by values between 0 and 1?
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