Quoting bilun, reply 33If you don't believe me check the sins manual entry for shield mitigation- It refers to backup generators as "emergency generators". But the point is after main shields fail shield mitigation starts reinforcing the hull instead of the shields, resulting in it being applied in full to shieldpiercing damage such as phase missiles.
Word of advice...NEVER USE THE MANUAL...that's as bad as using the wiki....
It is my understanding that shield mitigation applies regardless of how much shields you have....if it is 60%, then it is mitigating 60% of all damage that doesn't bypass shields regardless of how many shield points you have....
Then we have this:
Quoting bilun, reply 30Missiles that bypass shields ignore shield mitigation. once shields go down backup generators apply mitigation to all damage.
and this
Quoting bilun, reply 30 Now suppose a ship has 75% max shield mitigation. Once shields are down, phase missiles nolonger are bypassing and as a result the full raw damage is affected by shield mitigation. So basically 25% of raw damage is being dealt directly to hull. Note the rate at which hull is being damaged is 20% higher(25%->30% of raw damage) when shields are still up.
This is a concept I have never seen discussed, mentioned, or used in any calculation demonstrated on these forums...you are telling me that something like nano-disassemblers (which does only hull damage) is mitigated by shield mitigation, but only when shields are down? I have a very hard time buying that...and quoting the manual is not proof....
I didn't really intend it as proof. you said you'd never heard of emergency generators before so I gave you the easiest to find neutral party using the term(digging up old phase missile discussion threads would have taken much more effort). It's not proof, but it's evidence, which is frankly more then you presented in counterargument(which was largely a mix of skepticism and rehtoric).
That said, just to settle this I just designed a quick test by messing with some Entity Files:
Modifications:
-Change Phase missiles on Kortul to fire every 30 seconds dealing 10,000 damage
-Increase Kortul's frontal wave weapon DPS to 75(to more efficiently build and maintain enemy shield mitigation)
-Reduced Kortul's PM attack range to 2,000
-Changed first Phase missile upgrade tech to grant 100% Bypass chance rather then 5%
-Changed TEC LF to have 0 armor, 20,000 hull & 5,000 shields(since planet militia are based on TEC ship stats)
-Changed TEC Siege frigate to have 20,000 hull & 50 shields(since planet militia are based on TEC ship stats)
Procedure:
1). Start game as either Vasari Faction, build kortul, research 1 rank of first Phase missile tech.
2). [CONTROL] Find a moon. Attack LF from outside the 2000 PM range to build up shield mitigation, then move into PM range, keeping the LF targeted to see how much hull it loses roughly from the Phase missile Volley. Make sure measurements are taken before the other non-PM frontal weapons manage to wear down the 5000 shields/
3). [EXPERIMENT]. Repeat the steps of step 2 for the siege frigate present, observe rough amount of hull lost. Of course the initial long range bombardment will remove the 50 shield, resulting in the situation I believe backup generators activate
Note: all subject frigates were planet militia so upgrades on the enemy aren't a factor.
Result:
I ran the test several times on different planets. THe LF consistantly took 9999 damage(slight rounding error but about expected) from each phase missile volley.
Depending on the actual shield mitigation of the target at the time phase misssiles were fired I observed the Siege frigate took 6200-8000 damage from each phase missile Barrage. Generally on phase missile fire shield mitigation was over 40%. it seemed that higher mitigation did correspond to less damage as I generally got lower damage on siege frigates if less time was spent bombarding the frigate prior to launching phase missiles.
Conclusion: once shields were down, phase missile barrages were observed dealing 20-40% less damage against targets with 0 armor then phase missiles that penetrated the active shields. This confirms my hypothesis.
[EDIT: Repeated testing didn't seem to continue to demonstrate the damage discrepancy I had previously experienced(which was previously discussed in conclusion 2). This is fortunate as seeking the source of the divergence was driving me crazy.]
Secondary Conclusion: This one came as a complete surprised, but it looks like shield mitigation may not be calculated the way we think it is. With the shield mitigations of 30-57% common during the test, if shield mitigation were a straight reduction as we've always assumed we would have expected a 30-57% reduction in the shields-down damage rather then a 20-40% reduction as was observed. Perhaps Shield mitigation actually does work like other sins percentiles(ie 100% shield mitigation results in half damage)? Or perhaps something wonky is happening. This could use some further testing in cases where phase missiles aren't involved.
But the second conclusion aside, the first conclusion seems to confirm my description of how Phase missiles interact with downed shields. I'll run another test in a bit with the same format coupled with shield piercing ability damage to see if the same is true for abilities like Nano Dissembler.
Modified Entity Files are here if you care and are too lazy to set it up yourself:
https://hotfile.com/dl/170524229/8bea803/PMtest.rar.html