When firing a weapon that has "just" enough damage to pass completely through an entity, the next entity that is in a line behind it that is shielded will take FULL shield damage as if the entity before it never existed.
Discovered on Multiplayer, when I discovered that my cannons dealt their full damage to a ship floating around, despite them passing completely through several layers of armour.
Took testing onto singleplayer, to where the reproduction steps and image is from.
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1) Create a ship that has Power Regen, thrust, and a single cannon computer with 250-400 modules
2) Create another ship in front of that with 1 thick of ADV armour of any type
3) Create a third ship consisting of over 5000 shield capacity, power and shield regen,
4) Hop into the Firing ship, line up flat, and fire through the 1-thick armour into the shielded target behind
5) The damage indicators will clearly show that damage had been dealt equal to the raw cannon damage output onto the shield block behind
6) This Holds true even for docked entities, such as a shielded mothership using a sacrificial / docked spaced armour in the firing path
7) This even holds true if the sacrificial armour is shielded, so long as the shell has enough damage to pass through the shields and the armour block, damage is refreshed VS shields when on the other side and hits a new entity/mothership. Image shown tests at 250 cannon modules VS 210 shield + 1 thick ADV armour
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However, the game seems to "remember" that it has passed through an armour block, as the penetration of the shot does not change/ refresh like it does VS shields