So lets see if i got this right.
Lets assume i got hit by a mk4 pyro emitter for rank 8 Destroyers.
Damage it does is 20310 pts. i got the module activated…
(20310 * (100 / 100 + 145)) = 8289,79 pts
(20310 - 8289) = 12021pts.
8289 / 20310 * 100 = ~40% damage taken
12021 / 20310 * 100 = ~60% damage resisted
(20310 * (100 / 100 + 41)) = 14404 pts
(20310 - 14404) = 5906 pts.
14404 / 20310 * 100 = ~70% damage taken
5906 / 20310 * 100 = ~30% damage resisted
Not taking into account crew implants that improves shield resistance even more though.
If this looks correct. i can tell you it surly does not feel like it reducing damage by ~60% in active mode.
What that’s even mean? Without that module you would just take 20k+ damage to your shields. With that module just installed you would take 14.4k - 6k less, with active module 8.3k - 12k less. Losing 20k of shields is usually considered a major shield loss, where with 8k loss is still considered ok.
Not to mention you shouldn’t take the whole damage from pyro in first place. This active mode is useful especially in “oh sh…” situations or i.e. when your team is concentrating on enemy prize target, target is destroyed and you are doing rear guard duty. Your team is running away, you already launched your wormhole, but still need those few seconds - activate the module - it will you give just enough resists to survive and get out of harms way.
Of course if you are one of those players that will stay in the open and just exchange broadsides with other destroyer 5k away, then yes- this module will not help you much, although even in that situation it will give you an edge against tempest salvos.
I will apologize for my way of talking to new players as soon as those players will read the materials available on the forum, will watch the whole series of Igromania tutorials and start to ask RELEVANT questions. There are so many guides explaining how those game elements work, created exactly to avoid repeating questions.