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Captain
Join Date: Jul 2012
Posts: 1,244
# 1 Shield Mechanic Maths
01-16-2013, 11:59 AM
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 12:43 PM.
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