Shield Tanking

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Contents

Class Information

General Information

Shield Tanking is the most common defensive method used by Caldari and Minmatar pilots, as well as some Gallente, and even a few Amarr capsuleers. Understanding how your shields absorb damage and how they regenerate can be essential for your survival in EVE. This class explores the techniques, skills and fittings for effective shield tanks.

Student requirements:

Additional information:

This class is primarily lecture, delivered in the Class.E-UNI channel in Mumble, followed by Q&A. There will be no practical exercises.

Notes for the Teacher

Required materials:

Class Contents

Introduction

Shield tanking refers to the defensive fitting of ships which primarily mount shield-improving modules. It can be contrasted with Armor tanking.

Disadvantages

Advantages

Shield Tanking Styles

Shield tanking comes in three types.

Understand Shield Recharge Rate

It is valuable to understand the mechanics for shield recharge rate before you continue. All ships have some shields, and all shields have a recharge rate so this concept applies to every ship shuttle and pod in Eve, and thus to every pilot who undocks, and is similar to the recharge rate of a ship's energy capacitor.

In a ship's information screen, on the attributes tab, under the shield heading, is listed the total shield amount of the hull, and the shield recharge time. The recharge time expresses how long it will take to go from 0% shields to 100% shields when the ship is sitting idle in space and no one is repairing the shields or damaging them.

Shields do not recharge at a constant (linear) rate. Imagine a ship with 440 shields and a shield recharge time of 440 seconds. To find out how many shields you regain per second you might divide: 440 shields / 440 seconds = 1.0 shields per second.

That is close but not quite correct. The average shield recharge rate is going to be 1.0 shields per second but sometimes it will be higher, and sometimes it will be lower.

The actual behavior is that when the shield is near 0% or 100% it replenishes slower. The peak recharge rate will be approximately 2.0 shields per second and will occur when the shields are damaged to somewhere near 35% of shield capacity remaining.

This imaginary shield tanked ship above takes a constant damage of 5 damage every 8 seconds  It will 
slowly lose shields as the incoming damage is greater than the amount of shields recharging.  Somewhere
around 50% shield capacity the shields will start to heal about 5 damage every 8 seconds and the tank
will stabilize at this equilibrium.
...
When a new damage source is then added to the scenario, adding an additional 5 damage every 8 seconds
the ship will begin to lose shields again.  Somewhere around 35% the incoming damage will barely be 
more than the ship replenishes and the shield tank will be broken as the ship falls below it's 
peak recharge rate.  From here the ship's recharge rate drops off quickly and the shields will be
exhausted soon.
...
If the original damage source is removed just as the ship is at 30% shields, leaving only 5 damage
every 8 seconds the shields might stabilize again but if the original damage source is removed as
the ship reaches 10% shields the recharge rate will be too low and the ship will continue to lose
shields, and continue into armor and hull damage unless the incoming damage is effectively reduced
to zero.  

Shield recharge rates above 98% and below 2% shields is extremely low. For ships with small shield capacity it is essentially non-existent.

As we increase the total shield capacity, the average shield recharge rate will increase

The ship before with 440 shields and a 440 second recharge period is improved to have twice the shield 
capacity:  880 shields and a 440 second recharge.  The average shield recharge rate will be 
880 / 440 = 2.0 shields per second, and peak recharge will be near 3.8 shields per second.

Similarly improving the shield recharge rate will increase the average shield recharge rate

We double the shield recharge rate instead:  440 shields in 220 seconds. Now
the average shield recharge rate will be 440 / 220 = 2.0 shields per second. Peak recharge increases
as well.

Shield Tanking Skills

Shield Specific Skills

There are seven primary shield tanking skills, and four additional shield specific skills.

  1. Shield Operation is the only Rank 1 skill in the set. It improves the natural shield recharge rate and also grants the ability to use Shield Booster modules. Tech 2 units are available between skill level III and V, depending on size.
  2. Shield Management is a companion skill to Shield Operation. It improves a ship's maximum shield amount and also grants the ability to use Shield Boost Amplifiers, which magnify the size of shield repair amount for running Shield Boosters.
  3. Shield Compensation serves as a companion to Active Shield Tanking by reducing the amount of capacitor used for each cycle for Shield Boosters.
  4. Shield Upgrades grants access to modules that increase a ship's maximum shield amount as well as passive shield hardeners and Shield Rechargers, a module that improves the natural recharge rate of shields, while also making it easier to fit all of these modules by reducing the Power Grid requirement to fit them.
  5. Tactical Shield Manipulation stops damage from bleeding through low shields into armor. More importantly it is the prerequisite for Invulnerability Fields, the most useful shield resistance modules. The skill requires Engineering III and unlocks Tech 2 Invulnerability Fields at level IV.
  6. Shield Emission Systems grants the ability to use remote shield repair modules. Tech 2 units are available between skill level III and IV, depending on size.
  7. Shield Rigging allows the use of rigs that can increase total shields, shield resistances, passive shield recharge rates, and active shield booster cycle rates. Higher levels of the skill allows use of tech 2 rigs and also reduces the signature radius penalty that those rigs incur.

Training the four damage type-specific shield compensation skills is less important. The passive Shield Amplifier modules benefit most from them, but are not widely used. Active resistance modules get smaller benefits, and only benefit when they are not turned on. These skills are:

  1. Thermic Shield Compensation
  2. EM Shield Compensation
  3. Explosive Shield Compensation
  4. Kinetic Shield Compensation

Other Skills

Common Shield Tanking Ships

The Caldari and Minmatar are the two races with some ships which have shield-tanking bonuses.

The Gallente and Amarr design ships which usually armor tank. There are a few exceptions, and also a few ships which can (but don't have to) mount shield buffer tanks for PvP.

Modules

Fitting Strategy

It's often more sensible to increase the resistances of your ship than to increase the total number of shield points. First, this approach increases the effectiveness of both shield boosters and passive recharge. Secondly, the fitting requirements for resistance modules are often less than the fitting requirements for Shield Extenders. The one caveat is stacking penalties will inhibit the effectiveness of redundant resistance modules but will not inhibit the effectiveness of Shield Extenders.

Imagine you have a shield booster that repairs 100 points per cycle. If someone 
deals you 1000 points of EM damage, to which you have a 10% resistance, resulting 
in 900 points of shield lost. Your shield booster will repair this in 9 cycles.  
If someone deals you 1000 points of explosive damage to which you have 70% 
resistance, you'll only sustain 300 points of shield damage, which the shield 
booster will fix in three cycles.

So you'd use three times as much energy, and take three times as long to do the repair
from the EM damage because of the lack of resistance.

It is generally advised to NOT mix modules that increase shield recharge rate with modules that repair shield damage.

Resistance Modules

How resistances are calculated

Resistance percentages are calculated in a way that many people find confusing. A module may list itself as having a 30% bonus to resistances -- but you won't usually see a 30% increase in resistance when using it. The way the calculations work is that the percentage is applied to the remaining vulnerability. If things didn't work this way, you'd easily achieve 100% resistance.

Your ship has a 40% Kinetic resistance in shield.  You fit an active hardener with a 
30% bonus to Kinetic resists. The Kinetic resistance of your ship with the hardener
activated will be 58%, not the 70% simple addition would imply. The bonus calculation 
is 30% of the remaining vulnerability: (1-0.4)* 0.3, or 18%.  

Active

Shield Hardeners

Shield Hardeners require varying amounts of CPU and only one Power Grid to fit, but do almost nothing to improve resistances when they are not activated. Like all active modules they will not run when you don't have enough energy in your capacitor to run them, or when you cannot activate them (such as when docked or cloaked). As an example, see the Explosion Dampening Field I. Among the Shield Hardeners is also the Invulnerability Field which grants a bonus to resistance of all four damage types with one module, but it requires more capacitor and more CPU to fit than the damage specific hardeners.

Damage Control

A Damage Control module gives a significant boost to any ship's durability by giving resistance bonuses to armor, shields and hull. This is the only module to increase hull resistances, which makes it very valuable in any tank. It is an active module, but it is easy to fit and uses very little energy. These resistance bonuses don't incur stacking penalties with other tanking modules, making it very effective when combined with other hardeners and resistance amplifiers. If you fit only one tanking module to your ship, the DC is the module to use. Just don't forget to turn it on.

Passive

Shield Resistance Amplifiers have two varieties: those that require more CPU and one Power Grid and have higher resistances such as the Explosion Dampening Amplifier I , and those that have lower CPU requirements and no Power Grid and provide lower resistances such as the Basic Explosion Dampening Amplifier.

Dampening Amplifiers

There are four damage-type specific dampening amplifiers -- these are used to boost one of the 4 resistances. They use no capacitor and require less CPU than active shield hardeners, and can thus be quite useful.

Basic Dampening Amplifiers

These modules use less CPU than the normal variants and no power grid, but are much less effective. They are useful if you're unable to fit a standard Dampening Amplifier.

Shield Power Relays

Shield Power Relays are low-slot modules which trade capacitor recharge rate away to increase the shield recharge rate, resulting in a significantly higher regeneration of shield points per second. This may endanger capacitor longevity when running active Shield Hardeners and is not compatible with Shield Boosters. That they fit in a low-slot means they do not compete as directly with resistance modules and shield extenders when fitting a passive tank.

Shield Flux Coils

Shield Flux Coils are low-slot modules which trade maximum shield capacity away to increase the shield recharge rate, resulting in a higher regeneration of shield points per second. The trade off is that the lower total shield capacity reduces the buffer before the shields fail and for this reason they tend to be less popular than shield power relays and result in a lower overall recharge rate. That they fit in a low-slot means they do not compete as directly with resistance modules and shield extenders when fitting a passive tank.

Shield Rechargers

Shield Recharger modules are mid-slot modules which provide a modest increase to the shield recharge rate.

Shield Extenders

Shield Extenders are pretty straightforward -- they add base shield points. As a drawback they increase the ship's signature radius which makes you marginally faster to target and somewhat easier to hit with bigger weapons for more damage. They also use significant power grid to fit, which may restrict your ship fittings.

Shield Boosters

These modules repair, or boost, your ship's shield amount. The better modules are more efficient, and may cycle somewhat faster. Shield boosters are not very efficient, giving somewhere near 1 shield for 1 unit of capacitor.

Unlike Armor Repairers, Shield Boosters give the boost at the beginning of the cycle time instead of at the end, meaning you can wait until you need the shields to activate the shield booster instead of activating it in anticipation of needing it, as is commonly done with armor repairers.

Shield boosters are not usually recommended on Uni fleet operations, because while they typically cycle fairly quickly, they do not give large boosts to shields for each cycle and they are hard on your capacitor. If your ship is called primary, it's likely that the booster won't keep up with the incoming damage. Similarly, passive tanks that emphasize shield recharge rate likely won't keep up with the incoming damage. Fitting shield hardeners or resistance amplifiers with shield extenders and being prepared to warp out if you take fire is the recommended strategy.

Shield boosters can be useful in PvE activities. Typically you can reduce the incoming damage by eliminating some of the NPC ships to slow the incoming damage. This combined with pulsing the shield booster on and off (or setting Auto-Repeat to off) and/or using a capacitor booster and other capacitor modules can help pilots establish a balance point between the incoming damage and the capacitor energy used to run the shield booster. This is an active strategy and does require more focus than a passive tanking PvE strategy but can bring other benefits in fitting.

Shield Boost Amplifiers

These modules improve the efficiency of Shield Boosters. Given that they occupy a valuable mid-slot, they are only infrequently on cruiser sized and smaller hulls, but more commonly seen on battlecruisers and battleships. These modules are stacking-penalized and typically no more than two is ever appropriate on any ship.

Power Diagnostics Systems

Power Diagnostics Systems are low-slot modules that Increases your shield points as well as your capacitor points by a percentage as well it reduces the recharge time of both your shield and capacitor. This module further increases your powergrid which on some ships allow the fitting of a larger shield booster or extender.

Shield Transporters

Shield Transporters operate similarly to Shield Boosters by converting capacitor energy into shields, except in this case the shields are added to your target (ships, drones, anchored structures, etc). Note that you must target the ship to be repaired, and that your cannot repair your own ship with a shield transporter.

They are quite useful in fleet operations than shield booster, for a couple of reasons. First, one transporter can repair many ships, given time. Second, a transporter is generally more efficient than a shield booster. Third, if several ships have them, they can focus their repair power on whatever ship in the fleet is being attacked, giving that ship a great deal of shield repair capability. This is known as Spider Tanking.

Note that remote repair modules take a significant amount of capacitor to run -- your ship will probably need a cap booster module to use it for any length of time.

Capacitor Power Relays

These are not a shield tanking module, but are mentioned because they have an adverse effect on shield tanking. Capacitor Power Relays are a low slot module that greatly increases capacitor recharge, which would be an active shield tanker's dream, except that to balance this capacitor power relays apply a penalty to shield boost amount when fitted. As such, they are not recommended for active shield tank fits. Capacitor Power Relays do not penalise passive shield tanks, and the penalty does not apply to Shield Transporters.

Shield Rigs

For shield rigs, Jury Rigging III and Shield Rigging I are required to fit the T1 rigs, though not to use them. All shield rigs bring with them the penalty of an increase signature radius on the ship using them.

There are several commonly used shield rigs.


Other rigs


Shield Implants

There are various shield implants available on the market. These can be interesting for various shield fits. This is especially true for passive tanks, where the tank can be increased by 6% for just a few million.

Boosters

The "Blue Pill" range of boosters adds bonuses to the repair amount of shield boosters. "Mindflood" boosters increase capacitor capacity, which in turn boosts cap recharge rate and allows shield boosters and active shield hardeners to run longer.

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