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So if you've got a high frequency emitter, your shield will have higher numbers ranging through the medium to very high. But virtually no absorbtion ability in the very low and low.
The opposite is true as well.
If you combine say a low frequency emitter in the top slot, with a high frequency emitter in the bottom crafting slot (assuming your crafting, if not, don't worry about this), you will get a better spread of absorbtion ability.
It's a fairly confusing system I have to agree. But you can work it out eventually.
Lower frequency shields would need to do a much better job vs slower impacts in order to be worthwhile.
You will never get Low frequency protection anywhere close to the High end. But if you want any significant Low protection you have to use a Low frequency emitter. This makes sense because the individual damage done from Low speed attacks are generally much smaller than High velocity hits. Therefore the smaller damage absorption of a punch still represents a significant % of the damage, in the same way the higher absorption of a sniper shot gives a reasonably similar % absorption of that High velocity hit.
11-35-114-167-216 with a power of 851
The 35 for Low speed is very useful. What gets past the shield general does not get past my armor which has a 39 threshold.
My current is with 21-63-93-125-160 (1281 capacity) pretty much all I can do before DC. I can occasionally find a good part in a dungeon, but merchants seem to stop between 110-120 quality, if even that.
On shield emitters, there are values next to each impact speed. This tells you how much damage it can absorb for that particular impact speed per hit. Damage exceeding this value goes to the character instead.