Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Sky Shivadas
|
Posted - 2007.07.03 20:03:00 -
[1]
Hi
I'm trying to evaluate Shield Boosters vs Shield Extenders. The attributes on a small Shield Booster are 40hp and Shield Bonus 20.
1) Do the HPs simply add to total shield HPs, like an extender? 2) Is the 20 Shield Bonus a %? If not, how does it affect the shield HPs? 3) The boost is supposed to be short term. When is it applied? How long does it last? 4) Is there any online documentation covering these issues?
Thanks, Sky
|
Billy Sastard
Amarr Life. Universe. Everything. Hydra Alliance
|
Posted - 2007.07.03 20:07:00 -
[2]
Booster is an active module, i.e. you turn it on and it uses capacitor. It provides hp amount of points per cycle (see duration).
Extender is a passive module, when you fit the module it increases the max number of shield points. It is always running and as such requires no cap. -=^=-
|
DubanFP
Caldari Four Rings D-L
|
Posted - 2007.07.03 20:07:00 -
[3]
Originally by: Sky Shivadas Hi
I'm trying to evaluate Shield Boosters vs Shield Extenders. The attributes on a small Shield Booster are 40hp and Shield Bonus 20.
1) Do the HPs simply add to total shield HPs, like an extender? 2) Is the 20 Shield Bonus a %? If not, how does it affect the shield HPs? 3) The boost is supposed to be short term. When is it applied? How long does it last? 4) Is there any online documentation covering these issues?
Thanks, Sky
you're looking at it totally in the wrong light. When it activates it adds 40 hp to your shield recharging it closer up to it's maximum. Then the next time it cycles around it'll add another 40hp. I'm guessing the 20 is the heat. If you activate the overheat on the shield boost it will get an extra 20% bonus to the 40hp seen above. Also realize that it will use cap every time it activates. ________________
DubanFP> Feigning "honor" is just a way to get the other guy to screw himself over, hopefully to your benefit |
Durn Loze
|
Posted - 2007.07.03 20:12:00 -
[4]
In real basic terms.
Shield Extenders increase the maximum hit points of your shields. These cost no energy from your capacitor to use. These are passive modules and do not have to be activated for their bonus to take effect. Once they are fitted to you ship you should see you have a higher shield hp.
Shield Boosters, boost the rate at which your shields regenerate if they are below the maximum hit points. They do not add to the maximum hit points of your shields, just regenerate up to the existing maximum. These modules have to be activated to be used and they draw energy from your capacitor if you activate them.
Durn
|
Sakura Nihil
Tabula Rasa Systems The Star Fraction
|
Posted - 2007.07.03 20:47:00 -
[5]
One point of clarification, boosters do add a small amount of HP to your shield, however it is fairly negligible when compared to your extender options.
Looking for a relaxed ingame RP channel to join? La Maison De Tous Les Plaisirs |
Durn Loze
|
Posted - 2007.07.03 21:39:00 -
[6]
Originally by: Sakura Nihil One point of clarification, boosters do add a small amount of HP to your shield, however it is fairly negligible when compared to your extender options.
That is why I still surf the newbie forums .. there is always something new to learn. Never realized this was the case. Thanks for the info!
|
GC13
Caldari FATAL REVELATIONS FATAL Alliance
|
Posted - 2007.07.03 21:59:00 -
[7]
Originally by: Sakura Nihil One point of clarification, boosters do add a small amount of HP to your shield, however it is fairly negligible when compared to your extender options.
No they don't.
--
Science and Industry guide plus A Newbie's Guide to Caldari Ships |
Estel Arador
Minmatar AFK
|
Posted - 2007.07.03 22:08:00 -
[8]
Originally by: Sakura Nihil One point of clarification, boosters do add a small amount of HP to your shield, however it is fairly negligible when compared to your extender options.
If by "fairly negligible" you mean "non-existent", you are right.
I too like learning new things and I love to challenge accepted ideas, so I went ahead and checked. A Large Shield Booster II added 0 (that's zero) hitpoints to my cruiser. =AFK=
|
Kimiko Kurosawa
The Krugerrand Groupies
|
Posted - 2007.07.03 23:00:00 -
[9]
Edited by: Kimiko Kurosawa on 03/07/2007 23:01:46 Yeah, isn't it the shield hardeners that add a tiny percentage to your shield HP?
Edit: No, it isn't. Bah. The mystery continues!
|
Sakura Nihil
Tabula Rasa Systems The Star Fraction
|
Posted - 2007.07.03 23:05:00 -
[10]
Originally by: GC13
Originally by: Sakura Nihil One point of clarification, boosters do add a small amount of HP to your shield, however it is fairly negligible when compared to your extender options.
No they don't.
Originally by: Estel Arador
Originally by: Sakura Nihil One point of clarification, boosters do add a small amount of HP to your shield, however it is fairly negligible when compared to your extender options.
If by "fairly negligible" you mean "non-existent", you are right.
I too like learning new things and I love to challenge accepted ideas, so I went ahead and checked. A Large Shield Booster II added 0 (that's zero) hitpoints to my cruiser.
Check the Medium Shield Booster I, for example. In its description, is says "Shield Bonus 60", implying an added 60 HP to shield - I definitely remember it adding a bit to the shield.
However, when I tried it, it didn't seem to do anything - either they changed it in the last couple of months, and that attribute is irrelevant now (and needs updating), or they aren't adding the shield properly.
Funny business this .
Looking for a relaxed ingame RP channel to join? La Maison De Tous Les Plaisirs |
|
Sky Shivadas
|
Posted - 2007.07.04 00:25:00 -
[11]
Originally by: DubanFP ... Then the next time it cycles around it'll add another 40hp. I'm guessing the 20 is the heat. If you activate the overheat on the shield boost it will get an extra 20% bonus to the 40hp seen above. Also realize that it will use cap every time it activates.
What is the length of this cycle?
Thanks, Sky
|
Andy Icarn
Republic Military School
|
Posted - 2007.07.04 00:40:00 -
[12]
Edited by: Andy Icarn on 04/07/2007 00:40:42 Shield Booster II Activation Cost - 20 energy (from capacitor, the pretty yellow daisy) Shield Bonus - 30 Activation Time / Duration - 2 seconds
So you equip this to a medium slot in fittings.
Then when you've taken shield damage you click on its icon down near where you fire your guns.
It will start flashing green to show it is active.
It will boost your shields by 30 points and drain your capacitor by 20 points every 2 seconds.
Click it again to turn it off.
btw you can find a lot of information about these things by right clicking and going to show info. Find out details of their workings under the Attributes tab. And find the costs in cpu and powergrid under the Fittings tab.
|
Vincenzo Delloro
|
Posted - 2007.07.04 00:48:00 -
[13]
Originally by: Sky Shivadas
Originally by: DubanFP ... Then the next time it cycles around it'll add another 40hp. I'm guessing the 20 is the heat. If you activate the overheat on the shield boost it will get an extra 20% bonus to the 40hp seen above. Also realize that it will use cap every time it activates.
What is the length of this cycle?
Thanks, Sky
That's one of the variables for the different types of shield booster (and why there are so many variants on the market.) To find out the "Activation Time/Duration" on any module, select it, right click and select "Show Info" (alternatively you can click on the blue "i" button."
The activation time on a Small Shield Booster I is here:
Linkage
|
Sky Shivadas
|
Posted - 2007.07.04 00:49:00 -
[14]
Edited by: Sky Shivadas on 04/07/2007 00:51:44
Originally by: Andy Icarn Edited by: Andy Icarn on 04/07/2007 00:40:42 Shield Booster II Activation Cost - 20 energy (from capacitor, the pretty yellow daisy) Shield Bonus - 30 Activation Time / Duration - 2 seconds
So you equip this to a medium slot in fittings.
Then when you've taken shield damage you click on its icon down near where you fire your guns.
It will start flashing green to show it is active.
It will boost your shields by 30 points and drain your capacitor by 20 points every 2 seconds.
Click it again to turn it off.
btw you can find a lot of information about these things by right clicking and going to show info. Find out details of their workings under the Attributes tab. And find the costs in cpu and powergrid under the Fittings tab.
I checked out the attributes and Show Info, but it didn't help me until I understood the mechanism of the thing, now explained to me by all you helpful people :).
|
Drek Silverfang
Minmatar
|
Posted - 2007.07.04 01:46:00 -
[15]
If you're planning on using a shield booster lots, probably a good idea to combine it with a shield boost amplifier to make much much better use of your capacitor. That along with some skills to it and you can make your shields really really tough and it doesn't slow you down like plating which is nice for my frigate ^_^
Drekor Silverfang The Shipwrecked Pirates |
Andy Icarn
Republic Military School
|
Posted - 2007.07.04 05:28:00 -
[16]
I was using a shield resistance amplifier. It costs half as much cpu. I have been using it on my weakest resistance rather than switching off every time I fight a different set of rats, and since that resistance started off at 0% I get 32.5% resistance against my worst weakness.
|
Elias Kantz
|
Posted - 2007.07.05 17:49:00 -
[17]
I recently switched my "civilian shield booster" to a "light shield booster" in the Imicus recently,immediately IŠve encountered problems with power in the shield. Is the best way to use shield boosters; NOT to have them active all the time during a hostile encounter? (because they will the drain the capacitor), is this correct?
|
GC13
Caldari FATAL REVELATIONS FATAL Alliance
|
Posted - 2007.07.05 18:02:00 -
[18]
Shield boosters don't do anything unless your shields are partially damaged; the restore damaged shields, and that's all they do. If your shield are at full or barely scratched, there's no reason to run the shield booster. Running the shield booster from start to end is a quick way to drain your capacitor to zero.
--
Science and Industry guide plus A Newbie's Guide to Caldari Ships |
Elias Kantz
|
Posted - 2007.07.05 18:07:00 -
[19]
Ah, ok! This partly explains my other capacity problems as well... Ps. Can I hire you full time for "advice-giving" (although the payment probably wonŠt balance the frustration involved...)?
|
GC13
Caldari FATAL REVELATIONS FATAL Alliance
|
Posted - 2007.07.05 18:10:00 -
[20]
Heh, just keep asking on the forums. If I'm not here at the time, someone else will be.
--
Science and Industry guide plus A Newbie's Guide to Caldari Ships |
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |