-
When using multiple Gold/Red seed chip effects that increase shield resistances under certain circumstances - only the seed chip which provides the highest amount of resistances will activate while the other chips will not activate or cause the stronger chip to activate in their requirements.
-
For either the strongest chip to gain the activation requirements of the weaker/alternate chips or for the other chip effects to stack with it.
-
Having different bonus shield resistance seed chips equipped and fulfilling the activation requirements of more than one chip.
-
If you have a shield resistance chip that requires for example, being below 24% speed for +128pts of resistance and a chip that gives +177pts of resistance when your shields are over 79%, only the +177pts chip will active when shields are over 79% while the 24% speed chip will not activate at all.
-
Whenever two shield resistance effect chips are installed on a ship. This was documented a month or two ago however, as I did not want to waste GS moving yellow chips around excessively.
-
Below the report - going to have to waste a chip and some GS to get up to date evidence however 
-
Not relevant.
8. I feel like you guys know my PC better than me at this point, but here - have another DxDiag (attached).
-
Not relevant.
-
Not relevant
Screenshots of chips (speed treshold chip + shield over % chip) and buff list when undocked with both requirements met
If this is not a bug however, would it be possible to forward allowing these chip effects to stack? It would make a nice alternative to pure damage chip builds.
[DxDiag.zip](< base_url >/applications/core/interface/file/attachment.php?id=19938)