![]() ![]() Shield arrays that level with the player, such as the Aegis Covariant Shield Array or Borg Assimilated Regenerative Shield Array, the modifier K is determined by the player's level multiplied by 1%. Mark 13 shields have a modifier of 70% and Mark 14 shields have a modifier of 100%. Mark 13 and 14 shields don't follow this rule. ![]() For instance a Shield Array Mk V will receive a bonus of 25%. K is the 5% the Mark number or, if the item scales with player, this modifier is 1% of the player's levelįor any shield array that has a Mark number, the mark or level modifier K is equal to the mark multiplied by 5%.T is the ship tier bonus see the below table.M is the modifier bonus, +10% for each.The formula to calculate a shield array's capacity is as follows: Note that the numbers and formulae in this section are based on experimentation and are not confirmed by Cryptic. This is the effective capacity while in space, and the ship statistics UI will reflect this. Once in space though, other factors are taken into account such as consoles and player skills. While on the ground the player's ship will show this same value in the ship Stats tab under the 'Defense' heading. This value is based on the statistics of the shield array itself and the ship that the player currently has set as their default. If a player's overall style requires them to withstand sustained fire then a high shield capacity is desirable.Ī shield array has a basic capacity that a player can see on the item itself in the game's UI. The capacity or strength of a ship's shield determines how much damage it can take before it fails. 1.3.3 Tier 6 Temporal Multi-Mission Science Vessel with an Iconian Resistance Resilient Shield Array Mk XIV.1.3.2 Tier 4 Tactical Escort Retrofit with a Covariant Shield Array Mk III.1.3.1 Tier 1 Light Cruiser with Shield Array Standard Issue. ![]()
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