Empire Veteran
Join Date: Jun 2012
Posts: 2,027
# 11
09-06-2012, 10:34 AM
The reason the Nebula has a higher shield capacity than the Galaxy? Because while the Galaxy has a shield modifier of 1.0 (normal), the Nebula has a 1.3 modifier (hence why it's higher). You can see this modifier at any ship database, or you can consult Spidermitch's charts

The reason the Galaxy's shields last longer though? Because you have a purple Field Emitter and 77 shield power, over the Nebula's blue Field Emitter and 75 shield power. It's a small difference, yes, but you've seen the results.

That's what I think.

Edit: about this shield modifier stat, this is the general rule-of-thumb: Cruisers have normal modifier, Escorts have lower modifiers, and Science Vessels have higher modifiers. This translates into the different shield numbers you see on different ships. There are a few exceptions though, such as the Odyssey having a 1.15 modifier (when it would normally have a 1.0).
Was named Trek17, but still an author.

Been playing STO since Open Beta, and have never regarded anything as worse than 'meh'.

Last edited by trek21; 09-06-2012 at 10:37 AM.
Captain
Join Date: Jun 2012
Posts: 598
# 12
09-06-2012, 10:35 AM
Quote:
Originally Posted by quiscustodiet View Post
You run higher Shield power on the Cruiser, so it has higher resists, making that 12k pool last longer than the SV's 14k pool.
Probably the explanation.
You may be on to something but does that mean capacity doesn't matter at all? I have seen escorts many time in the game in PVP out tank cruisers and they have less sheild capacity than cruisers and science ships. Do escorts come with shield power thats through the roof?
Captain
Join Date: Jun 2012
Posts: 3,133
# 13
09-06-2012, 11:29 AM
to actually test this in theory and practical, you need to remove all consoles that would buff shield abilities and capacity.

then set powerlevels to exactly the same values on both ships. don't use any abilities.

following all this conditions...the nebula should have a higher capacity with the same resiliance values.
now let somebody shoot at you in a controlled environment (private challenge) with a single weapon. measure the salvos it takes to drain your facing shield. do this on both ships.
they should be faster down on the galaxy, because it has lower SP.

if you start to use various consoles, skills, buffs etc...you will never get an acurate measurement.

if you take all this measurements as i described and the galaxy's shields last longer than those of the nebula...then you are on to something the ship description missed, maybe a shield resiliance that is build in the galaxy.

But i doubt that! If you strip your ships of the supporting consoles, use the identical shield and have exact same power levels, you will have the nebula with exactly 30% more shieldpoints than the galaxy.


and no, escorts don't have infinite power to shields...they use tac team more frequently. That means before the shield on one facing is down, you probabaly blew through 12k x 4= 48k shield points. Thats why they seem endlessly resiliant.

so shield capacity, combined with constant tac team buff, is the key to successfull shield tanking.
Go pro or go home

Last edited by baudl; 09-06-2012 at 11:55 AM.
Commander
Join Date: Jun 2012
Posts: 448
# 14
09-06-2012, 08:18 PM
since resists are % based, that small margin between 75 and 77 translates into the galaxy having greater resistances, enough to counter the lower cap. also increases regen rate, while that doesn't seem significant, it's for all shield facings at once...so under tac team you're drawing from all facings and they're being regened every 6 secs by a larger amount. giving you a bit more to pump up the facing being reinforced.
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,410
# 15
09-06-2012, 08:32 PM
Quote:
Originally Posted by kingscorpio78 View Post
I agree if ur talking about EPtS and TSS and eng consoles to increase ur shield power level.
While I would normally agree with you there is no way to know for sure. They never show any of the live shield stats anywhere ever for resistances or even shield regen rate. all the info we have on that is pre s5 before the skill tree revamp and there is no indication that the resistances are hull only in those descriptions or tool tip. they only say damage resists. no hull damage resist or shield damage resists. only epts and tss specifically mention resistances to shields. after they changed how the skill tree works we have no clue. Threat control is completely new. all it says is that it grants resists. Until they show shield stats we will never know if it is even working correctly.
Lt. Commander
Join Date: Jul 2012
Posts: 176
# 16
09-06-2012, 09:47 PM
Quote:
Originally Posted by alexindcobra View Post

Galaxy:

Shield cap 12,308 hp
shield power at 77
1 purple field emitter
2 blue field generators (capacity boosting)

Nebula:

Shield cap 14,500 hp
shield power at 75
1 blue field emitter
1 blue field generator(capacity boosting)


Small difference in shield power but should the difference be so drastic in performance?
If the shield values and energy settings you're showing us are the final adjusted values as seen in space missions then your nebula's shields shouldn't be losing to the galaxy. I'd need to double check this but the 1.3 applies to inherent regeneration as well so the nebula should be smoking that galaxy at shield tanking unless the galaxy is seeing resistance bonuses that aren't immediately transparent. As previously mentioned there may be bleed over from console's or skills not expected. Try equipping all engineering/sci consoles and see which one last longer then.

The small power bonus on the galaxy shouldn't matter, it's seeing less than 1% bonus resist which is nothing to the higher base regen and cap levels of the nebula.

To be honest I think that the Galaxy's benefit at "the ultimate damage mitigation" might be what you're seeing if this is something you're noticing in PVE play.
Captain
Join Date: Jun 2012
Posts: 598
# 17
09-08-2012, 11:37 AM
Quote:
Originally Posted by deadspacex64 View Post
since resists are % based, that small margin between 75 and 77 translates into the galaxy having greater resistances, enough to counter the lower cap. also increases regen rate, while that doesn't seem significant, it's for all shield facings at once...so under tac team you're drawing from all facings and they're being regened every 6 secs by a larger amount. giving you a bit more to pump up the facing being reinforced.
Funny thing is, I'm not using Tac team on the the Galaxy because lack of Tac BOFF room. On the Nebula, I have plenty of room for it since it has a LT Commander universal BOFF slot and I put a Tac BOFF in it's place.
Commander
Join Date: Jun 2012
Posts: 253
# 18
09-08-2012, 11:46 AM
Quote:
Originally Posted by alexindcobra View Post
My Nebula and Galaxy agro about the same. I only gain more agro if i do crowd control abilities. I have similar skill trees for both characters, they are same type captains, Tactical. I'm not talking about the hull and healing, because I know there is a big difference there. I have EPS 3 on both ships.


Galaxy:

Shield cap 12,308 hp
shield power at 77
1 purple field emitter
2 blue field generators (capacity boosting)

Nebula:

Shield cap 14,500 hp
shield power at 75
1 blue field emitter
1 blue field generator(capacity boosting)


Small difference in shield power but should the difference be so drastic in performance?
There is no difference. Hit points are hit points. You're simply getting hit more, and faster, in your Nebula.

How fast are you usually going in each one? How are you flying them?

Are you going three-quarter to full speed, broadside in your cruiser, along with its engine power bonus? Then you have a higher defense bonus, and are therefore getting hit less often.

If you're constantly slowing your Nebula, or even reversing it, in order to bring targets into your front 90* for some of your sci powers, or running lower engine power in favor of aux, then your bonus defense is dropping, and you're taking more hits.

In the latter case, it may seem that your shield is less efficient or weaker, but it's simply the math of accuracy vs. defense that's getting you.
Captain
Join Date: Jun 2012
Posts: 3,133
# 19
09-08-2012, 05:31 PM
Quote:
Originally Posted by alexindcobra View Post
Funny thing is, I'm not using Tac team on the the Galaxy because lack of Tac BOFF room. On the Nebula, I have plenty of room for it since it has a LT Commander universal BOFF slot and I put a Tac BOFF in it's place.
?hhmm...no...it doesn't...

i honestly think the problem you seem to have is a subjective problem. you seem to be be able to take more beating in the galaxy. that doesn't mean that it is really the case.

anyway...unless you don't try it with the exact same shield setup on both ships, no further speculations about this is necessary.
Go pro or go home

Last edited by baudl; 09-08-2012 at 05:35 PM.
Captain
Join Date: Jun 2012
Posts: 598
# 20
09-08-2012, 08:07 PM
Quote:
Originally Posted by baudl View Post
?hhmm...no...it doesn't...

i honestly think the problem you seem to have is a subjective problem. you seem to be be able to take more beating in the galaxy. that doesn't mean that it is really the case.

anyway...unless you don't try it with the exact same shield setup on both ships, no further speculations about this is necessary.
They have exact same shields, I can't share same consoles because they are from different characters so they are bound. I'm am fighting Borg's cubes and spheres in Kar'rat, which are just NPC's.
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