Sins of a Solar Empire
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'''Official Description:''' This is a special trait which all shields share due to the nature of how the protective barrier is formed. As a shield is assaulted, computer systems automatically adjust its harmonics to match that of the incoming weapon’s fire. This has the effect of reducing the amount of damage done to the shield by completely negating a certain percentage of the enemy weapon’s attack. Once the primary shield has failed, emergency generators are brought online to maintain this last line of defense throughout the armor of the hull.
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'''Shield Mitigation''' is a special trait which all shields share due to the nature of how the protective barrier is formed. As a shield is assaulted, computer systems automatically adjust its harmonics to match that of the incoming weapon’s fire. This has the effect of reducing the amount of damage done to the shield by completely negating a certain percentage of the enemy weapon’s attack. Once the primary shield has failed, emergency generators are brought online to maintain this last line of defense throughout the armor of the hull.
   
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== Overview ==
'''Simple Description:''' As your ships become more damaged, they take less damage.
 
   
 
Shield mitigation is present in ALL units in game with shields, regardless of whether the unit has 1 shield point or 10,000. Shield mitigation decreases the damage received from all attacks regardless of source. Shield mitigation starts at a base of 15% and increases as more damage is accumulated. Abilities that directly damage hull strength (Ie. [[Jarrasul Evacuator|Jarrasul Evacuator's]] [[Nano-Disassembler]]) are not affected by shield mitigation. '''Shield mitigation is present even when the shields are down.'''
 
''Research regarding shield mitigation by '''homefleet''' as originally posted [http://forums.sinsofasolarempire.com/313041/page/1/#1746385 here]''
 
 
== Shield Mitigation ==
 
Shield mitigation is present in ALL ships and some structures currently in game. It reduces damage taken from any ability that *could* damage a shield, regardless of the existance of a shield or the shield's health. Abilities that directly damage hull strength (Ie. [[Jarrasul Evacuator|Jarrasul Evacuator's]] [[Nano-Disassembler]]) are not affected by shield mitigation.
 
 
Shield mitigation decreases the damage received from all attacks regardless of source. Shield mitigation starts at a base of 15% and increases as more damage is accumulated.
 
 
Shield mitigation is present even when the shields are down.
 
   
 
Shield mitigation starts at 15% and maximizes at 65% for capital ships and 60% for frigates. As capital ships level up, maximum shield mitigation increases by 0.0111 per level, which leads to a maximum reduction of 74.999%.
 
Shield mitigation starts at 15% and maximizes at 65% for capital ships and 60% for frigates. As capital ships level up, maximum shield mitigation increases by 0.0111 per level, which leads to a maximum reduction of 74.999%.
   
 
Because shield mitigation only increases after damage is done attacks/abilities which deal a large amount of damage are best used as opening attacks, only receiving the base 15% mitigation. Because of this and because normal shield mitigation caps out at 60%, slow-firing attacks that deal large damage like the [[Ogrov Torpedo Cruiser]] , can effectively 'ignore' some shield mitigation if used alone. E.g. if only 1 Ogrov is assigned to a target, its shield mitigation will max out when the missiles make contact, but then decrease by 25% in between attacks, resulting in only 35% shield mitigation.
Source file data suggested that shield mitigation starts at 15%, increases 1% per 10 points of damage, and reduces 1.25% per second. Under normal circumstances 450 damage must strike a frigate (single one second salvo), or 600 damage for capital ships, to maximize shield mitigation. A damage per second rate of 12.5 will cause shield mitigation to remain stable. <span style="font-style: normal; ">Denoted in the Player(Tech,Phase,Psi).entity file under shieldData, with default parameters shieldAbsorbGrowthPerDamage 0.001000, shieldAbsorbDecayRate 0.012500, shieldAbsorbBaseMin 0.150000. Maximum shield mitigation is denoted in individual unit.entity files by the parameter maxMitigation.</span>
 
 
It is unknown if mitigation kicks in before or after damage factors (like armor, weapon type & armor type, various powerups, etc). It is believed to be from actual damage done after all multipliers.
 
 
Because shield mitigation only increases after damage is done attacks/abilities which deal a large amount of damage are best used as opening attacks, only receiving the base 15% mitigation. Because of this and because normal shield mitigation caps out at 60%, slow-firing attacks that deal large damage like the Ogrov, can effectively 'ignore' some shield mitigation if used alone. Ex. If only 1 ogrov is assigned to a target, its shield mitigation will max out when the missiles make contact, but then drop by 25% in between attacks, resulting in only 35% shield mitigation.
 
   
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This also demonstrates the usefulness of specials that decrease damage mitigation. A special that reduces shield mitigation by 30% would in effect double the amount of damage dealt (max mitigation is 65%, 35% effective damage is getting through, adding on another 30% from the special increases your effective damage to 65%). Conversely, the increase in shield mitigation from capital ships leveling up, or from the Advent's Raised Shield Harmonics technology and culture bonuses, drastically increases resilience - a level 10 Advent capital ship with technologies allowing it to reach 80% shield mitigation is only taking half the damage of a cruiser of a different faction whose shield mitigation is capped at 60%, and a fifth less damage than a level 10 capital ship of a different faction whose shield mitigation caps at 75%.
Example of how Shield Mitigation works:
 
We aren't sure when mitigation adds up, before or after modifiers, regardless the following example should explain the fundamentals behind it. I used overwhelming damage to skip over the timing problem.
 
   
 
==Combating Shield Mitigation==
Your level 1 Kol Battleship (hull 3000, shields 1250, max mitigation 65%, starting mitigation 15%, ignoring all other parameters) engages a ship that does 1000 damage per second with a single shot. The first shot does 1000 damage, shield mitigation reduces it by another 15% to (1000 * (1 - .85)) 850 damage. This reduces the Kol's shields (1250 - 850) to 400. Shield mitigation increases by 1% per 10 points of damage, depending on when shield mitigation increases (it either is increased by 850 or 1000) either way that's more than enough to add 50% shield mitigation (only 500 damage is necessary) so the Kol's shield mitigation reaches maximum at 65% damage reduction. All further shots are reduced by 65%.
 
Continuing, that would mean for the next 1000 damage shot, shield mitigation reduces it by 65% (1000 * (1 - 65%)) to 350 damage.
 
   
 
In particular, with fully researched phase missiles, Vasari phase missile attacks have a 30% chance of ignoring shields and shield mitigation. Assuming attacks against a target with perpetual maximum shield mitigation of 60%, and a damage per shot of 10, your shots have a 70% chance to deal 4 damage (due to shield mitigation) and a 30% chance to deal 10 damage. Overall, your shots will deal 5.8 damage, a 45% increase to damage dealt. At 65% max shield mitigation, 55% increase to damage dealt. At 70%, a 70% increase to damage dealt, at 75%, a 90% increase to damage dealt. The effect is increased further by a [[Stilakus Subverter]] and its [[Shield Disruption]] ability.
Without shield mitigation your Kol would have been destroyed after ((3000 + 1250)/1000) 4.25 shots.
 
With minimum shield mitigation your Kol would have been destroyed after ((3000 + 1250)/850) 5 shots.
 
However with increasing shield mitigation your Kol will last for (((3000 + 1250 - 850)/350) + 1) 9.71 shots.
 
   
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Certain stars have a debuff called Gamma Exposure which negates Shield Mitigation by 10%.
This also demonstrates the usefulness of specials that decrease damage mitigation. A special that reduces shield mitigation by 30% would in effect double the amount of damage dealt (max mitigation is 65%, 35% effective damage is getting through, adding on another 30% from the special increases your effective damage to 65%).
 
   
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"Alpha-strike" strategy is inflicting maximum damage before mitigation or regeneration can whittle away the stable DPS. The ultimate alpha-strike ability in the game is [[Snipe]].
In particular, with fully researched phase missiles, vasari phase missile attacks have a 30% chance of ignoring shield mitigation. Assuming attacks against a target with perpetual maximum shield mitigation of 60%, and a damage per shot of 10, your shots have a 70% chance to deal 4 damage (due to shield mitigation) and a 30% chance to deal 10 damage. Overall, your shots will deal 5.8 damage, a 45% increase to damage dealt. At 65% max shield mitigation, 55% increase to damage dealt. At 70%, a 70% increase to damage dealt, at 75%, a 90% increase to damage dealt.
 

Latest revision as of 22:26, 12 June 2017

Shield Mitigation is a special trait which all shields share due to the nature of how the protective barrier is formed. As a shield is assaulted, computer systems automatically adjust its harmonics to match that of the incoming weapon’s fire. This has the effect of reducing the amount of damage done to the shield by completely negating a certain percentage of the enemy weapon’s attack. Once the primary shield has failed, emergency generators are brought online to maintain this last line of defense throughout the armor of the hull.

Overview[]

Shield mitigation is present in ALL units in game with shields, regardless of whether the unit has 1 shield point or 10,000. Shield mitigation decreases the damage received from all attacks regardless of source. Shield mitigation starts at a base of 15% and increases as more damage is accumulated. Abilities that directly damage hull strength (Ie. Jarrasul Evacuator's Nano-Disassembler) are not affected by shield mitigation. Shield mitigation is present even when the shields are down.

Shield mitigation starts at 15% and maximizes at 65% for capital ships and 60% for frigates. As capital ships level up, maximum shield mitigation increases by 0.0111 per level, which leads to a maximum reduction of 74.999%.

Because shield mitigation only increases after damage is done attacks/abilities which deal a large amount of damage are best used as opening attacks, only receiving the base 15% mitigation. Because of this and because normal shield mitigation caps out at 60%, slow-firing attacks that deal large damage like the Ogrov Torpedo Cruiser , can effectively 'ignore' some shield mitigation if used alone. E.g. if only 1 Ogrov is assigned to a target, its shield mitigation will max out when the missiles make contact, but then decrease by 25% in between attacks, resulting in only 35% shield mitigation.

This also demonstrates the usefulness of specials that decrease damage mitigation. A special that reduces shield mitigation by 30% would in effect double the amount of damage dealt (max mitigation is 65%, 35% effective damage is getting through, adding on another 30% from the special increases your effective damage to 65%). Conversely, the increase in shield mitigation from capital ships leveling up, or from the Advent's Raised Shield Harmonics technology and culture bonuses, drastically increases resilience - a level 10 Advent capital ship with technologies allowing it to reach 80% shield mitigation is only taking half the damage of a cruiser of a different faction whose shield mitigation is capped at 60%, and a fifth less damage than a level 10 capital ship of a different faction whose shield mitigation caps at 75%.

Combating Shield Mitigation[]

In particular, with fully researched phase missiles, Vasari phase missile attacks have a 30% chance of ignoring shields and shield mitigation. Assuming attacks against a target with perpetual maximum shield mitigation of 60%, and a damage per shot of 10, your shots have a 70% chance to deal 4 damage (due to shield mitigation) and a 30% chance to deal 10 damage. Overall, your shots will deal 5.8 damage, a 45% increase to damage dealt. At 65% max shield mitigation, 55% increase to damage dealt. At 70%, a 70% increase to damage dealt, at 75%, a 90% increase to damage dealt. The effect is increased further by a Stilakus Subverter and its Shield Disruption ability.

Certain stars have a debuff called Gamma Exposure which negates Shield Mitigation by 10%.

"Alpha-strike" strategy is inflicting maximum damage before mitigation or regeneration can whittle away the stable DPS. The ultimate alpha-strike ability in the game is Snipe.