@Konane117
Yes and I confirmed our findings shortly after that and there's a QJ entry about it in the latest CED.
We weren't talking about the raw shield numbers though. We're talking about the health and shield multipliers.
The multipliers
do work, they just don't directly (necessarily) reflect your change in the raw numbers you see at deployment. I initially thought they were applied directly to the base numbers but that is not the case. Instead they appear to be applied as a buffer or degredation equation against the incoming damage vs. the targets health and shields. In my experiments messing with the multipliers it is quite easy to make yourself immune or near immune to inbound damage from all sources in combat with them. This also means it's possible to use lesser numbers than this to just make yourself stronger but not a god, and if you really like to bleed you can lessen them past the defaults and be exceedingly weak if you are just too good for the game and need more challenge.
As far as the actual shields I've only messed with them briefly but I do know that at-least the values for maxshields are in fact being applied in the game and I can say this because of
this: The default is 200 and the shield bars default to 40 points per bar. This means at default each section of the shield bar represents 40 out of 200 so when a chunk is lost that means another 40 points of shield is lost. Changing the max shield to 1200 but leaving the points per bar at 40 yields a much smaller decrease in the shield indicators on inbound damage.
So in this scenario that I
did test, 200 / 40 = 5 total shield bar segments. 1200 / 40 = 30 total shield bar segments. With it at 1200, inbound damage clearly takes off a smaller perfentage which directly indicates the change is in effect.
At this time I
think the actual issue is the type of inbound damage and how affective that damage type is against shields. If it's a type that is incredibly affective against shields then it's the damage type itself that is blasting your shields to **** and not the fact the shields are not techncally increased. A combintion of this + the multipliers would be how to make the change more apparent in combat, because an increase in the multipliers are what would directly degrade (or increase) the total amount of damage that inbound damage applies.
This is all just preliminary findings but is what I've experienced so far in messing around with these in combat.
Modifié par Iron Spine, 15 février 2010 - 06:14 .