So, I was talking with a corp member of mine recently, and was literally shocked to learn that Nanodrone Clouds and Mass Shield Generators actually restore more Hull/Shield if you have full, or at least more energy on board when you activate them. The reason I was shocked by this, is that the description on the tooltip is “Charges more proportionately with energy used” - the problem is, that is completely inaccurate; the energy “used” by the mod does not change ever - it’s a flat amount of energy that’s used to activate the module (technically it can change based on the ship’s special bonuses, but that isn’t the point! The energy “used” is not the energy that matters in determining how much the mods restore.) - so if you think it heals an amount based on energy used, why would you think for even a second that having a larger energy pool means healing more? I would not in 1000 years have come to that conclusion based on that tooltip, and I’m very sure I’m not the only one. The difference is significant, too; with full energy, I was healing twice as much shield/hull versus using it when my energy was empty - that’s really substantial, and I’m sure a lot of people are missing out on this very basic mechanic because the tooltip is so misleading and inaccurate. (My apologies if this was not the appropriate forum location for a post such as this, but this seemed the best fit. I haven’t used this forum in a couple years now…)
Well that’s more of a how you understand it than how its written. The only problem is the ratio isnt present between energy and healing points.
11 hours ago, Xargock said:
So, I was talking with a corp member of mine recently, and was literally shocked to learn that Nanodrone Clouds and Mass Shield Generators actually restore more Hull/Shield if you have full, or at least more energy on board when you activate them. The reason I was shocked by this, is that the description on the tooltip is “Charges more proportionately with energy used” - the problem is, that is completely inaccurate; the energy “used” by the mod does not change ever - it’s a flat amount of energy that’s used to activate the module (technically it can change based on the ship’s special bonuses, but that isn’t the point! The energy “used” is not the energy that matters in determining how much the mods restore.) - so if you think it heals an amount based on energy used, why would you think for even a second that having a larger energy pool means healing more? I would not in 1000 years have come to that conclusion based on that tooltip, and I’m very sure I’m not the only one. The difference is significant, too; with full energy, I was healing twice as much shield/hull versus using it when my energy was empty - that’s really substantial, and I’m sure a lot of people are missing out on this very basic mechanic because the tooltip is so misleading and inaccurate. (My apologies if this was not the appropriate forum location for a post such as this, but this seemed the best fit. I haven’t used this forum in a couple years now…)
To add to that, it is not only about having next to full capacitor.
When you activate Shield/Hull aura it consumes almost all of your energy available. It counts the amount of the energy consumed - the constant cost of an activation, and the result is scaled at some ration (i think something along the lines of 1x energy = +24 health, or was it 32 health? )
Which means that you are not only should be at high levels of energy when you activate but in a Hangar, you can fit extra energy volume (and obviously regen is needed too) into Capacitors or/and Shield slot. If you increase your total amount of energy and activate at near full - you will have more energy points consumed and converted into healing, resulting in even greater healing effect.
14 hours ago, ORCA1911 said:
Well that’s more of a how you understand it than how its written.
No… it literally lists an amount for how much energy it uses, and it literally says " Charges more proportionately with energy used." If your expectation is that it’s always 100% of the time going to consume say 210 energy (like a r15 mk4 mass shield generator, for example SAYS RIGHT ON IT, in no uncertain terms), then why would you think it would use more energy than that, or that it even could use extra energy? It literally says an exact amount of energy that’s used. It doesn’t say it’ll use more energy if you have it. It doesn’t say “activation: at least 210 energy, more if you have it.” Interpretation has nothing to do with it, it literally does not describe how this module’s activation works at all. The way it’s written is extremely clear, the problem is it’s completely inaccurate.
12 hours ago, xKostyan said:
To add to that, it is not only about having next to full capacitor.
When you activate Shield/Hull aura it consumes almost all of your energy available. It counts the amount of the energy consumed - the constant cost of an activation, and the result is scaled at some ration (i think something along the lines of 1x energy = +24 health, or was it 32 health? )
Which means that you are not only should be at high levels of energy when you activate but in a Hangar, you can fit extra energy volume (and obviously regen is needed too) into Capacitors or/and Shield slot. If you increase your total amount of energy and activate at near full - you will have more energy points consumed and converted into healing, resulting in even greater healing effect.
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^, which also reinforces my point, because if you change your energy mods and add energy capacity in the hangar, it doesn’t update the aura mod descriptions to reflect the change in healing potential - again, the energy consumption that’s listed is completely static, and makes all the numbers listed 100% wrong and inaccurate as a result.
Well, as soon as you press the button and see the energy go bye-bye you see what it meant by charges more proportionally with energy used. Like i said, with a ratio present you could calculate your heal points per tick but listing the end-result would be easier to spare us the calculus, then again the end-result varies because you have to be at max cap to have that number so that’s probably why we have a rather half-assed description.
10 hours ago, ORCA1911 said:
… Like i said, with a ratio present you could calculate your heal points per tick but listing the end-result would be easier to spare us the calculus, then again the end-result varies because you have to be at max cap to have that number so that’s probably why we have a rather half-assed description.
I’m not saying they need to include the actual calculation in the description - while that would be great to know for min/maxing, my point again is that doesn’t describe the fact that it uses extra energy or why. It says it uses 210 energy - it uses more than 210 energy - it’s a bad description.
Edit:// For the record, the Pirate Multiphase Shield Adapter is a great example of how this could be done right. “If there’s more energy than the module needs, the surplus energy increases resistance by…”