---For example:
Imagine for a moment that we have a power-armor (ADR) with a shield threshold of 3. Firing a weapon with an ADR of 5 at that shield would mean 60% of the attack is over the threshold of what the shield can defend from, meaning the remaining 2ADR would still strike the power-armor but the other 3ADR that were beneath the threshold would not.
In this way, very powerful weapons are still going to damage the unit, since they can protect against so much at any given time.
To me, combined with the wording of how thresholds work, I read that to mean this:For example, a light hull's shields will entirely block a very light damage or light damage weapon, but stronger weapons will only be mitigated and the excess attack power would hit the ship's hull.
In that sense, Aendri's ultimate reading is right, while yours is wrong.I said:To begin to overcome the shields of a target, you must use a weapon equal to or more powerful than that threshold. SDR1 weapons, even piled on at once, are naturally defeated by shields of a higher threshold.
Bad phrasing on my part. I meant that the ship behind the shield will take absolutely nothing, and at SDR1, they're going to take a while to get through any decent shielding. I suspect that's what Doshii was trying to check, that you meant this to be a very lightweight weapon.
a light hull's shields will entirely block a very light damage or light damage weapon, but stronger weapons will only be mitigated and the excess attack power would hit the ship's hull
the amount of damage a shield can endure before bleed through begins to occur.
The amount of punishment a shielding system can cope with is usually equal to its base Structural Point value
However, I think this is clearly established as a mechanic for bleed through, not total negation.For example, a light hull's shields will entirely block a very light damage or light damage weapon, but stronger weapons will only be mitigated and the excess attack power would hit the ship's hull.
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