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Defensive modules: Projectile VS Energy imbalance

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6 years ago
Feb 5, 2019, 11:57:06 PM

I feel like I'm missing something, because as far as I can tell, there seems to be a terrible imbalance between shields and hull plating.


From what I can tell, a ship with shield modules can have for example 5k shield, and a certain percentage of energy damage is mitigated to shields, and the rest hits the Hull for a minimal damage reduction. 


However, once that 5k shield is depleted, as far as I can tell, all of the energy damage hits the hull with only a slight reduction, meaning those shield modules are now essentially useless.


On the other hand, hull plating provides a permanent damage mitigation, meaning all projectile damage will be reduced by a percentage no matter what. On top of this, the hull plating actually gives an increase to energy weapon damage mitigation, albeit a relatively small one.


It seems to me that hull plating should be the defensive module of choice, even when facing energy weapons, as the small (but permanent) damage mitigation might actually be higher than whatever the shield modules could do.


Am I missing something here or does this just seem very wrong?

Updated 6 years ago.
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6 years ago
Feb 6, 2019, 6:34:42 AM

Some shields do recharge per battle phase, but the problem is that if i have 10k shield (which is quite a lot, even for carriers), and my opponent fleet does 100k Energy Damage per battle phase, then the shield is only useful for 10% of incoming damage, meaning around 90k damage will be taken. And if you make it to the second battle phase you no longer have any shields, so you'd be taking 100% of the energy damage.


If it were 100k Projectile damage and I have hull plating at lets say 60% efficiency (not unreasonable by any means) then i'd only be looking at taking 40k damage. And hull plating doesnt 'wear out' - so during the next battle phase you would still have all that damage mitigation.


It just seems to me that projectile defense is incredibly strong vs projectiles and energy defense is incredibly weak vs energy - creating a massive imbalance in the game where you really have to ask yourself, is there any reason to use projectile weapons over energy?

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6 years ago
Feb 6, 2019, 6:55:27 AM

I don't understand your point, are you saying that projectile defense is better as a permanent defense, but at the same time energy weapons are more effective, because they disable shields and then go mostly through armor? Well that's how it is and it looks balanced to me.

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6 years ago
Feb 6, 2019, 8:01:36 AM

sounds they are balanced. an impenetrable shield would be imbalanced.

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6 years ago
Feb 6, 2019, 10:20:40 AM
Whytee wrote:

I feel like I'm missing something, because as far as I can tell, there seems to be a terrible imbalance between shields and hull plating.


From what I can tell, a ship with shield modules can have for example 5k shield, and a certain percentage of energy damage is mitigated to shields, and the rest hits the Hull for a minimal damage reduction. 


However, once that 5k shield is depleted, as far as I can tell, all of the energy damage hits the hull with only a slight reduction, meaning those shield modules are now essentially useless.


On the other hand, hull plating provides a permanent damage mitigation, meaning all projectile damage will be reduced by a percentage no matter what. On top of this, the hull plating actually gives an increase to energy weapon damage mitigation, albeit a relatively small one.


It seems to me that hull plating should be the defensive module of choice, even when facing energy weapons, as the small (but permanent) damage mitigation might actually be higher than whatever the shield modules could do.


Am I missing something here or does this just seem very wrong?

Basically, yes. Shields function as 'extra' HP that buffers your real hp when facing mainly energy weapons, while hull provides extra HP (less) and genuine damage mitigation. 


Whether that's balanced or not is up for debate, but defenses scale pretty poorly compared to weapons anyway.


https://www.games2gether.com/endless-space-2/forums/68-game-help/threads/29219-space-battle-guide-explanation-of-game-mechanics



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6 years ago
Feb 6, 2019, 3:09:06 PM

Projectile defense and energy weapons fleet is countered by energy defense and energy weapons fleet.

Energy defense and energy weapons fleet is countered by energy defense and projectile weapons fleet.

Energy defense and projectile weapons fleet is countered by projectile defense and projectile weapons fleet.

Projectile defense and projectile weapons fleet is countered by projectile defense and energy weapons fleet.


Now throw in different range preferances, exotic module types, various flotilla compositions and combat in ES2 seems not so strightforward anymore.

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6 years ago
Feb 6, 2019, 7:13:17 PM
Dragar wrote:
Whytee wrote:

I feel like I'm missing something, because as far as I can tell, there seems to be a terrible imbalance between shields and hull plating.


From what I can tell, a ship with shield modules can have for example 5k shield, and a certain percentage of energy damage is mitigated to shields, and the rest hits the Hull for a minimal damage reduction. 


However, once that 5k shield is depleted, as far as I can tell, all of the energy damage hits the hull with only a slight reduction, meaning those shield modules are now essentially useless.


On the other hand, hull plating provides a permanent damage mitigation, meaning all projectile damage will be reduced by a percentage no matter what. On top of this, the hull plating actually gives an increase to energy weapon damage mitigation, albeit a relatively small one.


It seems to me that hull plating should be the defensive module of choice, even when facing energy weapons, as the small (but permanent) damage mitigation might actually be higher than whatever the shield modules could do.


Am I missing something here or does this just seem very wrong?

Basically, yes. Shields function as 'extra' HP that buffers your real hp when facing mainly energy weapons, while hull provides extra HP (less) and genuine damage mitigation. 


Whether that's balanced or not is up for debate, but defenses scale pretty poorly compared to weapons anyway.


https://www.games2gether.com/endless-space-2/forums/68-game-help/threads/29219-space-battle-guide-explanation-of-game-mechanics



Put it this way


Shield modules give a HP buffer and no damage mitigation


Hull plating modules give a HP buffer and damage mitigation


I dont think theres any debate to be had, its imbalanced.

Updated 6 years ago.
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6 years ago
Feb 7, 2019, 9:30:30 AM
Whytee wrote:


Shield modules give a HP buffer and no damage mitigation

What are you talking about, energy weapons have 10% penetration against shields and shields provide about two-three times higher defense values, then projectile defense counterparts. Shields provide HIGH damage mitigation vs energy weapons and medicore to low against projectiles.

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6 years ago
Feb 7, 2019, 9:48:23 AM
Sublustris wrote:
Whytee wrote:


Shield modules give a HP buffer and no damage mitigation

What are you talking about, energy weapons have 10% penetration against shields and shields provide about two-three times higher defense values, then projectile defense counterparts. Shields provide HIGH damage mitigation vs energy weapons and medicore to low against projectiles.

Any damage shields mitigate is removed from the shield HP. In that sense, it's not mitigation - it's a pool of bonus HP that 90% of energy damage/10% of projectile damage (or whatever) is done to, rather than 'real' HP. 


That doesn't mean it's imbalanced. That depends on the exact numbers, weapon ranges, etc.


Given crits ignore all defenses, many players just stack hull because it adds real HP, which cannot be ignored by critical hits.

Updated 6 years ago.
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6 years ago
Feb 7, 2019, 12:40:09 PM

Based on the description of shield modules (I'll use the Hyperium shields since I use those the most when I'm using shields), they provide a health bonus, shield hitpoints, energy defense and then reduce critical hit damage dealt to the ship. 


Looking at the Titanium armor plating (since it's in the same tier as the Hyperium shields), it adds hitpoints, projectile defense, damage reduction and an XP bonus for absorbed damage. 


Due to module modification on ship hulls, I decided to compare each module on each size of ship (small, medium, large) to see how they stack up, here are the results: 


(For the purposes of this exercise I did not use Projectile weapons as those add "defense" to the ships, all ships are using energy weapons, all ship hulls are Sophon)


Small Attacker (listed in order of basic hull (no modules), plating module, shield module: 



This comparison suggests that the plating module provides 35% damage reduction and 328 extra hitpoints while the shield module provides 743 shield hitpoints, 60 hitpoints, 66% shield absorption and 50% reduced critical damage intake. Stacking them to the maximum of 3 modules on this ship type leads to the plating modules providing 984 hitpoints and 61% damage reduction while the shield modules provide 2229 shield hitpoints, 180 hitpoints, 85% shield absorption and 50% reduced critical damage intake. The best defensive results seem to occur when putting two shield modules and one plating module on the ship, providing 1486 shield hitpoints, 448 hitpoints, 80% shield absorption, 35% damage reduction and 50% reduced critical damage intake. 


Medium Hunter: 



The results here echo the results above with the best defensive results seemingly achieved by adding two shielding modules and one plating module. Of note, the overall defensive power provided the modules seems to decrease as the hulls get larger due to hull weakness and how it interacts with the defensive modules but this is compensated for by the larger hulls having more base hitpoints, more base firepower and generally more module slots available. 


Large Carrier:



We have a similar situation here where the best results appear to be achieved by mixing the two modules. 


Now I don't claim to be an expert and I don't pretend to know how all of this actually interacts to get you the results of your combat but the numbers seem to suggest to me that mixing module types provides the best defensive bonus possible while putting a preference on shielding modules gives the best overall result (in my experience). In other words, if I can only put one defensive module on the ship it should be a shield. If I can do two then I'll put one of each. Three modules would be 2 shields one plating, and so on, so forth. 


If someone could go into detail and show me where my analysis is wrong I would greatly appreciate it. 

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6 years ago
Feb 7, 2019, 1:54:51 PM

Nothing wrong with that analysis. What you 'want' depends on enemy weapon loadouts, but (ignoring crits) you ideally want to have maximum shields (because they provide the most hp) with the caveat that you want your shields to deplete before your hull explodes. When facing nothing but lasers/beams, it's easy to see stacking shields is ideal, as they will happily absorb the damage and deplete long before your hull goes down. When facing kinetics or mixed weapon types, it's much more difficult to work out.


Or tactics/hero skills that give huge values of shield penetration...


Hyperium Shields are a special case, as their reduction of crits is hugely important.

Updated 6 years ago.
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6 years ago
Feb 7, 2019, 2:06:28 PM

How to do the calculations (I think):


1. "Stacking [hull] to the maximum of 3 modules on this ship type leads to the plating modules providing 984 hitpoints and 61% damage reduction."


2. "...shield modules provide 2229 shield hitpoints, 180 hitpoints, 85% shield absorption and 50% reduced critical damage intake." 


3. "The best defensive results seem to occur when putting two shield modules and one plating module on the ship, providing 1486 shield hitpoints, 448 hitpoints, 80% shield absorption, 35% damage reduction and 50% reduced critical damage intake. "


To be clear about case 1, it's not damge reduction but hull mitigation. Assuming lasers are firing with 80% hull penetration, that means that 61% is reduced to 12% damage mititation. So the effective hp of ship 1 is (2000 + 984) * 1.12 = 3342.


The effective hp in case 2 is easier to work out: 4409.


The effective hp in case 3 is harder to work out. I think it's roughly (2000+448 ) * 1.07 + 1486 = 4105 (the raw hp, times 1.07 for the hull damage mitigation, plus the shield HP which has no damage reduction effects).


So really, you probably want to stack shields against lasers. On the other hand, a single hull module helps a ton vs any missiles or kinetics that might be there, and barely reduces your effective hp.

Updated 6 years ago.
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6 years ago
Feb 7, 2019, 2:27:13 PM

Thank you for the calculations. So if you're against just lasers then shiels are good but for "general" defense, the best output is stacking shields with at least one plating module which is what I was suspecting. Thanks!

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6 years ago
Feb 7, 2019, 2:45:06 PM
Dragar wrote:


Any damage shields mitigate is removed from the shield HP. In that sense, it's not mitigation - it's a pool of bonus HP that 90% of energy damage/10% of projectile damage (or whatever) is done to, rather than 'real' HP. 

It IS mitigation, because anything it doesn't mitigate goes through plating and to 'real' HP. Shields give not a bonus HP, but a temporary parallel HP buffer, that soaks part of the damage.

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6 years ago
Feb 7, 2019, 2:54:50 PM
Sublustris wrote:
Dragar wrote:


Any damage shields mitigate is removed from the shield HP. In that sense, it's not mitigation - it's a pool of bonus HP that 90% of energy damage/10% of projectile damage (or whatever) is done to, rather than 'real' HP. 

It IS mitigation, because anything it doesn't mitigate goes through plating and to 'real' HP. Shields give not a bonus HP, but a temporary parallel HP buffer, that soaks part of the damage.

I think you're arguing on exactly what words to use, and I'm not really interested in that argument. The broad point the OP was discussing is that it functions considerably differently to hull armour. 

Updated 6 years ago.
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6 years ago
Feb 7, 2019, 2:56:54 PM
Valadeus wrote:

Thank you for the calculations. So if you're against just lasers then shiels are good but for "general" defense, the best output is stacking shields with at least one plating module which is what I was suspecting. Thanks!

Until someone plays a shield penetration tactic, or uses a hero with that skill. Which are not uncommon at all!


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6 years ago
Feb 10, 2019, 11:35:04 PM
Dragar wrote:
Sublustris wrote:
Dragar wrote:


Any damage shields mitigate is removed from the shield HP. In that sense, it's not mitigation - it's a pool of bonus HP that 90% of energy damage/10% of projectile damage (or whatever) is done to, rather than 'real' HP. 

It IS mitigation, because anything it doesn't mitigate goes through plating and to 'real' HP. Shields give not a bonus HP, but a temporary parallel HP buffer, that soaks part of the damage.

I think you're arguing on exactly what words to use, and I'm not really interested in that argument. The broad point the OP was discussing is that it functions considerably differently to hull armour. 

Exactly. I'm not talking about which defensive module to use against which weapon type - more about which modules gave the best defense strictly in terms of damage mitigation/absorbsion vs their preferred damage type


I'll try to explain better why I feel there is a massive imbalance, since it appears there is some confusion about the point I was trying to make. 


Lets take a carrier, with some rough numbers. I'll use the Hissho carrier for this example since I'm at endgame on my current playthrough.


A Hissho carrier has a base of 30,000 HP. With no defensive modules whatsoever, its effective HP is 30,000. Fairly straightforward.


With maxed out hyperium shield modules, the carrier has a HP pool of 31440 and a shield HP pool of 17832. This gives a total HP pool of 49272. Assuming that the shields deplete before the HP pool, this essentially gives you an effective HP of 49272 vs laser/beam weaponry.


With titanium hull plating modules, your HP pool is increased to 37872. However, this hull plating provides a straight 68% damage reduction from projectile weaponry, meaning your effective HP isnt a measly 37872, but actually a whopping 83052 EHP vs kinetic and 97608 EHP vs missiles. This is almost double the effective HP provided to hull plating, when compared to shielding. 


To put it another way, this means that shields are almost half as effective against energy weapons as hull plating is against projectile weapons.


I hope this clears up any confusion about the point I was intending to make.


Edit: as a final note, using maxed titanium hull plating vs laser weaponry gives you a EHP of 43833, and vs beam weaponry an EHP of 40635. Hyperium shielding provides an EHP of 49272 to laser/beams, so while maxed shields are technically better against energy weapons, the difference is still quite marginal. Again, this has nothing to do with the point made above, but still seems to have relevance to the topic.

Updated 6 years ago.
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6 years ago
Feb 11, 2019, 12:29:19 AM
aerothgow wrote:

an impenetrable shield would be imbalanced.


Add 3/4 of these to any ship type.


Congrats, you are now practically invincible to all projectile weaponry.

Updated 6 years ago.
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6 years ago
Feb 11, 2019, 3:28:35 AM

I'm not an expert at this game. But it seems the thread is comparing defensive modules without looking at the weapons those modules defend against. You don't need to defend against missiles much if you are using kinetic weapons or can close to short range. You don't need to defend against kinetic weapons much if you can hit at range. If you compare the modules with no context you'll see an imbalance that I haven't struggled with in the game.

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