

When the shield is broken it will begin to recharge from 0% up to 50% using the broken regeneration rate. Keep in mind that the broken regeneration rate is a separate stat from the normal regeneration rate and is often a lot faster. If the shield is depleted the broken regeneration cycle will start. The number of pips in systems will not affect the regeneration rate, as long as you have power in your system capacitor. If you run out of power in your system capacitor the regeneration will stop. If you begin to take damage the regeneration stops and will automatically start 2 seconds after you are no longer taking damage. The passive regeneration is active as long as you are not taking damage. The rate of both type of regen is shown in the info page on the shield generators. The passive regen which will make your shield charge up if you have taken damage, and the broken regen which is used to bring your shield back online if it was taken offline.
Elite dangerous engineering calculator generator#
This can now be converted back from a modifier to a resistance.Įvery shield generator has 2 types of regeneration. Let’s say the shield generator has a 40% kinetic resistance. Next we need to multiply this with the kinetic modifier from the shield generator. remember we have 2 of each booster 0.8 * 0.8 * 0.9 * 0.9 = 0.5184 Next we compensate for diminishing return by calculating how much is under 0.7 and halving it.

20% resistance = 0.8 modifier 10% resistance = 0.9 modifierĪll modifiers are now multiplied together. First the resistance is calculated into modifiers. 2 boosters have 20% kinetic resistance and 2 have 10%. Let’s say we want to calculate the kinetic resistance of a ship fitted with 4 shield boosters. The combined modifier after diminishing return from the shield boosters will then be multiplied with the modifier from the shield generator to give the final modifier which will then be converted back to a resistance. Everything under 0.7 will be halved, giving a theoretical upper limit of 65% resistance from shield boosters. However this combined modifier is affected by diminishing return. The modifiers on each shield booster for a given type of resistance are multiplied together to give a combined modifier. The modifiers from your shield generator and your shield boosters are calculated separately, and we have to start with the shield boosters. If you are being shot at with 200 thermal damage and have 25% thermal resistance a 0.75 (1 - 0.25) modifier will be applied and you will take 150 hit points of damage. When it comes to resistance the game uses modifiers which are applied to the incoming damage. We now fit a guardian Shield reinforcement that gives 146 mj extra shield. Once again let’s continue the example from before where we currently have 1191 Mj worth of shield. This means after all the calculations above have been done, the bonus from Guardian Shield reinforcements is added on top. Guardian Shield reinforcements give a flat hit point bonus to shield that is not affected by modifiers from shield generators or shield boosters. So the final shield strength is: 624 hp * (1 + 0.2 + 0.2 + 0.5) = 1191 mj Guardian Shield Reinforcements This gives a modifier from the shield boosters of 1.9 (1 + 0.9). 3 shield boosters are fitted, 2 with a 20% bonus and one with a 50% bonus.įirst the total bonus is calculated: 20% + 20% + 50% = 90% Let’s continue the example from before where the corvette has 627 mj of shield. The multipliers from multiple shield boosters are added together before being applied to the shield generator. = 555Mj * 1.129941928 = 627Mj Shield BoostersĮvery shield booster fitted to a ship will give a multiplier to the shield strength from the shield generator (not the base shield). This gives us the final shield strength for the shield generator. Next the exponent for the power function is calculated. Let’s look at a federal corvette fitted with the shield booster shown in the top of the article. This multiplier is then applied to the base shield to get the final hit points (before shield boosters are added)
