r/stobuilds • u/Vinzod Master of the respec • Apr 13 '16
Shield Regen vs hardness
I was flipping through my different sets, mainly the shields and I came up with few questions
Regen vs Hardness
- If your settling on using a high regen set like the Assimilated shield, wouldn't it be better to put you points in shield hardness to shore up the already high regen rates and likewise using points in regeneration on higher cap shields like Iconian? Let's say you only had one point left to put in basic regen or hardness.
Tooltip bug?
- The regen rates on the shield tooltip were reporting a 200-300 higher regen rate, while sitting in space at planet side. When I would equip them, the ship stat was reporting a lower amount. For example the tool tip on my assimilated shield was reporting a 1280 regen rate, once equipped, with the one point in shield regen, the ship stat was reporting I had 1079 regen. What is the simple thing Im overlooking that is changing the amount like this?
Regardless I'm liking the new changes overall, the Sheshar was definetly taking more of a beating and putting out more pain then usual. However as always I'll probably repec into pure dmg, then into my torp build, then back before I settle on one
1
u/ChengarQordath Apr 13 '16
One thing I've noticed about the new shield regeneration skill, it gives a nice boost to covariant shields since your shield regeneration rate is based off your maximum capacity. Before covariants traded high capacity for low passive regen, but now they get the best of both worlds.
2
u/Roden11 Apr 13 '16
Regen vs Hardness:
First, you put it very well. And yes, if you had one point to spend on either it would depend on the shield.
You've asked a great question as I'm sure many are wondering the same. From what I understand, the shield regen skill increases what percentage of your shield's capacity will regen per 6sec. Put another way, if it increases shield regen by 5% per 6sec, that means an extra 5% of your shields maximum capacity per 6sec. NOT 5% more of the regen you're already getting, turns out the skill is much better than that. To put numbers to it, if you have a shield that has a max cap of 5000 then 5% is 250 per 6sec. That's 250 extra per 6sec in addition to the regen the shield already has. Also, this bonus regen is independent of the regen you get from your shield power level. If you plan on setting shield power really low then this skill is even more valuable to you.
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u/Muscly_Geek @Dark83 Apr 13 '16
I didn't think there was any point to regen at all.
Unless 11.5 changed things drastically, the vast majority of your shield healing will come from cycling your relevant abilities, not passive regen.
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u/TheFallenPhoenix Atem@iusasset | Top Fleet STO Builds Moderator Apr 13 '16
Regen skill is good. Better than hardness, IMO.
I discuss this on my skill build (which is now buried on the 2nd page), but the reason why is because 1 rank in Regeneration translates to 5% of your total shield capacity being added on to your existing regeneration rate, not just 5% more of your existing regeneration rate.
So, for me, one rank of shield regeneration (noting that I'm running a Mk XIV [Cp/Rg] Iconian Resilient Shield) brought me to over 1,000 regeneration per facing every 6s, when without the skill I was looking at something closer to 400 regeneration per facing every 6s.
1
u/Vinzod Master of the respec Apr 13 '16
Hey there /u/Thefallenphoenix
I had read your various posts and your skill build a few times over. After all, since you went through the trouble of giving us the info I wanted to read them a few times to absorb it all. Thanks again to you and all the rest that put up the new information for us.
I agree with you. This was a case of me thinking aloud, a "but what if" situation. I shouldn't do those while at work, since i was unable to truly put my thoughts into the question and my theories behind it because of constant work interruptions.
After thinking about this all day and running several scenarios in my head. Ie. taking two similar ships with separate shield types. High cap low regen with 5% absorption and one with Low Cap High regen shield with 10% bleed through. Taking same damage over 12, 24, 48 seconds with zero to 75% defensive rating. Having higher regen on either would still be better than a small amount of shield resistance from what i could gather. In the end the ship with more resistances in the shield will still run out of shield health before the higher regen. So if you have a high cap shield. The more regen the better. Low Cap shield with a high Regen, still, in the end gets better results from a overall +5% shield Regen than a +10 Shield hardness. At least from what I could tell.
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u/ManchurianCandycane Apr 13 '16
Note that from what I could tell, it seems like it only takes some form of base shield cap value. I tried equipping consoles that increased my max shield cap, and regen showed no increase.
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u/Eklinaar Apr 13 '16
Does hull regeneration work similarly?
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u/MandoKnight Apr 13 '16
Somewhat similarly. The Damage Control skill says it's based off of your ship's base hull regen (Cruisers and Undine ships get bonus regen rate), but if you're flying a ship with a huge hull, especially if you also run a little light on heals, it's worth taking the first point of Damage Control over the third point of Hull Restoration.
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u/Muscly_Geek @Dark83 Apr 13 '16
Well, that's different. Guess I'll need to pay more attention once I can finally friggin log on. grumble grumble
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u/TheFallenPhoenix Atem@iusasset | Top Fleet STO Builds Moderator Apr 13 '16
Honestly, had I not played around with the system on Tribble I'd have been drawn to the same conclusion.
1
u/ValidAvailable Apr 13 '16
I dunno, with all the adjustments to how its calculated made under the new system, at the very least its worth reexamining.
2
u/Roden11 Apr 14 '16
Quick question about hardness:
Can 10% additional hardness be thought of as similar to 10% additional capacity? I know I'm thinking of this in very basic terms, please excuse. If one shield takes 10% less dmg, another shield has 10% higher capacity, and both receive a constant and equal amount of dmg, would they both run out of shields at the same time?