Sorry I said it wrongly. I meant does adaptive forcefield damage reduction just add to the mitigation percentage. Like if you have it at level 3 and at that time you have 65% mitigation, so in total you get 100% (35 + 65) or something close to it damage reduction. The other case is just like what you said and it is a much weaker version.
Moopick
Does Kol adaptive forcefield reduces damage before or after mitigation? I think it's a huge difference. If it reduces too little damage, may be it's better to put points in rail gun instead to combo with finest hour? Can Sova's Rapid manufacturing be used to quickly set up starbase, and does it increase ship production rate of TEC starbase?
Thanks everyone. However I saw something strange after browsing through the numbers. It's the Kol. When you select a Kol (in-game) it says the autocannon damage is about 4 times the beam, but the number above says the damage is about the same even when you combine all autocannon around the ship. Did I miss something or it was a simple inaccuracy on in game description.
Well, the best is to not use the ability then. I have other question but don't want to start a new thread. It's about the cap ship weapon. These ships have different weapons at different parts, and they deal varying damage from the description. The thing is I don't know which side of each ship does the most damage. So I guess their natural position are their best (Kol and Marza frontal attack, Akkan left side etc.). But has anyone figure out how much damage do
Been reading through the forum but can't find the answer so. I only play sp trinity. I find a problem using overseer jump degradation ability. When I have 5-6 of them in my fleet fighting and healing and the enemy jump in from other adjacent well, all my overseers stop healing and start slowing them. This is useless because just one of them can get the job done, worse my fleet was not healed by overseers. Turn the auto ability off and manually cast it require you t