I’ll make this nice and simple.
pt. 1: Each resistance point is worth 0.01 x volume = volume given by resistance points. pt 2: original volume + volume given by resistance points = true volume amount.
This is how much true volume your ship’s durability will have, and will give you a clear understanding of how much tank your ship has over time by calculating both the true volume and enemy total damage over time.
for the sake of this we’ll focus on shield volume.
0.01 = 1 resistance point
base shield volume 20,000
how do you calculate resistance effects on shield volume?
let’s say you have 145 shield resistance to a single type of damage,
20,000 x 1.45 = 29,000
your original amount of shield volume is 20,000
now you add the amount you multiplied by the resists 20,000 shield + 29,000 shield = 49,000 total shield volume.
therefore, 20,000 base shield volume with 145 shield resists will increase the worth of your shield to 49,000 true shield volume.
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now if you want to understand enemy damage, you need only focus on true volume and enemy damage over time.
to do that you need only divide true shield volume by the amount of enemy damage to get how many seconds/minutes it would take to deplete the shield.
let’s say you have 49,000 true shield volume, and the enemy has 4k damage per second.
49,000 divided by 4,000 = 12.5
the enemy will take down the shield within 12.5 seconds, where as without resists your shield would be gone in 5 seconds,
and if you simply chose to increase your base volume to 32,000 it would be gone in 8
as you can see resists are worth a good deal more than just improving base volume levels.
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certain modules can reduce enemy damage by as much as 62% before resists are even calculated.
let’s say you reduce the enemy damage of 20k by 50% using a damage reduction module to bring it down to 10k damage per second / let our base shield volume = 20k / let’s add 100 resistance points / 20k x 1.0 = 20k / 20k + 20k = 40k true shield volume / add in the 50% dmg reduction(which is added into the equation before the resists but let’s keep going) and that turns into 80k true shield volume - now we divide ( 80k true shield volume / 20k dps = 4 seconds of sustained damage ) instead of being depleted in a single second without resistance points, or 2 seconds only with the resistance points, we were able to increase that to 4 seconds when combining resistance points alongside the reduction module.
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Regeneration per second.
how much is shield regeneration worth?
100 shield regeneration per second is worth 100 true shield volume per second.
if you add 100 resists, 100 base shield regen per second becomes 200 true volume per second, and 200 base shield regen becomes 400 true volume per second. and so on.
if you happen to see a destroyer with 1,000 base shield regeneration with at least 100 resists on each damage type, they’re really regenerating 2,000 true shield volume per second.
thus 4k enemy damage may be reduced to just 2k true damage against true volume of 60k shield, greatly increasing the amount of time it would take for certain ships to take on such monstrosities. 30 seconds to get through that shield, not including cool down times of the gun, and so on, just continuous fire.
In short, if you’re going to have extra regeneration, you MUST have high resistances already in place to make proper use of their presence.
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in certain cases, you can have active modules that increase the amount of shield you have per battle, for instance a guard’s active modules in rank 15 can give you an extra 27,270 base shield volume.
a Ronin can have 23,650 base shield volume, add the extra amount from the active modules, 27,270 + 23,650 = 50,920 base shield volume.
Furthermore, you can have 282 base shield volume regeneration per second alongside a minimum of 100 resistance points to all damages.
101,840 true shield volume + 564 true shield regeneration per second.
thus an enemy with 2k damage will have their damage reduced by 564 true volume for only 1,436 true damage per second
the regeneration is worth less the higher the enemy’s dps of course, 10k dps won’t be reduced much by 564, but it does help to a degree in the long run, in 20 seconds, 10k+ damage will have never happened. giving you another precious second until that shield runs out.
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In regards to base shield regeneration with high resistances, their main benefit is not within the battle, but after the battle itself.
when the fight is over, your shield must get back to full without using your best modules to get it back up there, and in certain cases those modules will not work fully because of a lack of energy,
thus high regeneration is needed to compensate to get the shield back to full base volume, in turn getting your true volume ready for battle. Mainly for Jericho ships and some federation ships.
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On the flip side *added March 2019*
in a very extreme example of how high resistance points could increase your true shield volume. And how low enemy damage actually goes:
20,000 base volume x 12,000 resistance points. = 20,000 x 120.00 = 2,400,000 added volume. = base + resistance volume added = 2,420,000 true shield volume.
200 shield regeneration per second would be regenerating 24,200 true shield volume per second.
The enemy’s base damage would basically go from 20k per second without resistances to only dealing 165.289256198347 dmg per second. Adding in the regeneration, basically 0 damage.
Pt.1: true volume ÷ enemy damage = amount of time to take down true volume. Pt.2: base shield volume ÷ amount of time to take down true volume = new enemy damage
Now let’s say we increase resistances to 999,000,000.
20,000 base volume × 9,990,000.00 resistance points
= 199,800,000,000 added volume
+20,000 base = 199,800,020,000 true volume.
199,800,020,000 ÷ 20,000 base damage. = 9,990,001 seconds.
20,000 base shield volume ÷ 9,990,001 seconds = new enemy base damage = 0.00200200180160 new base enemy damage per second.
You may never hit exactly 0, but you can well get so close that it may as well be. At that point the game engine may well calculate the damage as 0.