Shield Emitter

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* '''Conversion Rate''' is shield capacity divided by energy capacity. How many shield capacity points one point of energy gives.
 
* '''Conversion Rate''' is shield capacity divided by energy capacity. How many shield capacity points one point of energy gives.
 
** Default conversion rate is 5.
 
** Default conversion rate is 5.
** [[High Efficiency Energy Converter]]s increase conversion rate, and thus capacity.
+
** {{Itemlink|High Efficiency Energy Converter}}s increase conversion rate, and thus capacity.
  
* '''Dissipation Rate''' determines how fast the shield capacity drains away on its own while the shield is active.
+
* '''Dissipation Rate''' determines how much of the shield capacity drains away in a five-turn period while the emitter is active.
** Default dissipation rate is 10%.
+
** Default dissipation rate is 10%. (2% per turn)
** [[Shield Capacitor]]s reduce dissipation rate.
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** {{Itemlink|Shield Capacitor}}s reduce dissipation rate, allowing the shield last longer.
  
 
* '''Shielding''' is the maximum damage absorbed per hit. Attacks of each impact speed have different shielding amounts. Very low impact speed attacks can bypass shielding partially (knives 60%, fist weapons 80%) or completely (unarmed 100%).
 
* '''Shielding''' is the maximum damage absorbed per hit. Attacks of each impact speed have different shielding amounts. Very low impact speed attacks can bypass shielding partially (knives 60%, fist weapons 80%) or completely (unarmed 100%).
 
** Frequency Modulator(s) used in crafting determine the shielding numbers, but shielding is always better against higher impact speeds.
 
** Frequency Modulator(s) used in crafting determine the shielding numbers, but shielding is always better against higher impact speeds.
** [[Circular Wave Amplifier]]s increase shielding and decrease conversion rate, resulting in a shield that can take larger hits, but fewer of them.
+
** {{Itemlink|Circular Wave Amplifier}}s increase shielding and decrease conversion rate, resulting in a shield that can take larger hits, but fewer of them.
  
 
* '''Energy''' is the energy capacity of the device, how much juice it has in its batteries.
 
* '''Energy''' is the energy capacity of the device, how much juice it has in its batteries.

Latest revision as of 05:39, 22 October 2017

Low Frequency Shield Emitter.png
Low Frequency Shield Emitter
Shield Emitter
This is a low frequency energy shield emitter.
Capacity: 235
Conversion Rate: 5.0
Dissipation Rate: 10.0%
Shielding:
Very Low: 9
Low: 25
Medium: 30
High: 40
Very High: 50
Use: Fully recharges the shield emitter using the batteries the character has in their inventory.
Energy: 47
Cannot be recharged in combat.
Weight: 1.05
Value: 5550
v · d · e
Medium Frequency Shield Emitter.png
Medium Frequency Shield Emitter
Shield Emitter
This is a medium frequency energy shield emitter.
Capacity: 235
Conversion Rate: 5.0
Dissipation Rate: 10.0%
Shielding:
Very Low: 6
Low: 20
Medium: 37
High: 55
Very High: 75
Use: Fully recharges the shield emitter using the batteries the character has in their inventory.
Energy: 47
Cannot be recharged in combat.
Weight: 1.05
Value: 5550
v · d · e
High Frequency Shield Emitter.png
High Frequency Shield Emitter
Shield Emitter
This is a high frequency energy shield emitter.
Capacity: 235
Conversion Rate: 5.0
Dissipation Rate: 10.0%
Shielding:
Very Low: 4
Low: 13
Medium: 50
High: 75
Very High: 97
Use: Fully recharges the shield emitter using the batteries the character has in their inventory.
Energy: 47
Cannot be recharged in combat.
Weight: 1.05
Value: 5550
v · d · e

Shield Emitters create a defensive energy shield around the user.

Contents

[edit] Description

Shield Emitters are defensive devices that absorb damage directed at the user by expending electrical energy. The amount absorbed varies depending on the Impact Speed of an attack and the quality of the components used, though all shields generally perform better against higher impact speeds.

Shield Emitters drain energy while active and they must be toggled on/off manually with V or by clicking on their icon on your action bar. They can be easily recharged with B or by shift-clicking on their icon. However, they cannot be recharged in combat without a Shield Recharger combat utility.

[edit] Attributes

  • Capacity is the total shield capacity, or hit points, across all impact speeds.
    • Capacity equals energy multiplied by conversion rate.
  • Conversion Rate is shield capacity divided by energy capacity. How many shield capacity points one point of energy gives.
  • Dissipation Rate determines how much of the shield capacity drains away in a five-turn period while the emitter is active.
    • Default dissipation rate is 10%. (2% per turn)
    • Icon Shield Capacitors reduce dissipation rate, allowing the shield last longer.
  • Shielding is the maximum damage absorbed per hit. Attacks of each impact speed have different shielding amounts. Very low impact speed attacks can bypass shielding partially (knives 60%, fist weapons 80%) or completely (unarmed 100%).
    • Frequency Modulator(s) used in crafting determine the shielding numbers, but shielding is always better against higher impact speeds.
    • Icon Circular Wave Amplifiers increase shielding and decrease conversion rate, resulting in a shield that can take larger hits, but fewer of them.
  • Energy is the energy capacity of the device, how much juice it has in its batteries.
    • Energy core used in crafting determines the energy capacity.

[edit] Crafting

Shield Emitter can be crafted with Blueprint: Energy Shield Emitter.

[edit] Variants

[edit] Primary Modulator

Low Frequency Shield Emitter.png Low Frequency Shield Emitter

Medium Frequency Shield Emitter.png Medium Frequency Shield Emitter

High Frequency Shield Emitter.png High Frequency Shield Emitter

Low / Medium / High frequency shield effect:

Low Frequency shield effect Medium Frequency shield effect High Frequency shield effect

[edit] Enhancements

Visually, the hue of the shield spheroid is determined by the emitter's enhancements.

  • Shields with no enhancements are blue
  • Amplified shields are red
  • Conservative shields are green
  • Efficient shields are purple

Emitter1b.png/Emitter2b.png/Emitter3b.png Low / Medium / High Frequency secondary modulators

Emitter amp.png Amplified <frequency> Shield Emitter - increases shielding, decreases conversion rate

Emitter cap.png Conservative <frequency> Shield Emitter - reduces dissipation rate

Emitter eff.png Efficient <frequency> Shield Emitter - increases conversion rate

Complete name variant list


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