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| This topic is covered in depth in the course on [[Shield_tanking|Shield Tanking]], and in the article on [[Passive_Shield_Tank|Passive Shield Tank]]. | | This topic is covered in depth in the course on [[Shield_tanking|Shield Tanking]], and in the article on [[Passive_Shield_Tank|Passive Shield Tank]]. |
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| ===Logistical Shielding===
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| Logistical shielding is the use of one ship's modules to apply shield protection to a different ship. This is covered in the E-UNI courses [[Logistics_101:_Introduction_to_Logistics|Logistics 101: Introduction to Logistics]] and the document [[Guide_to_Logistics|Guide to Logistics]].
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| === Ships that Use Shields === | | === Ships that Use Shields === |
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| *pilot skills that are biased towards shields. | | *pilot skills that are biased towards shields. |
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| ==Shield Skills==
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| A [[Skills:Shields|variety of skills]] improve a pilot's use of shields. Some of these are important to all pilots, while others are most important to pilot's who "[[shield tanking|shield tank]]" their ships and depend on shields as the primary means of defense.
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| ===Basic Shield Skills===
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| These will be useful to any pilot and should be trained as soon as possible at least to Level III.
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| {{sk | Shield Management }} – 5% bonus to shield capacity per skill level
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| {{sk | Shield Operation }} – 5% reduction in shield recharge time per skill level
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| {{sk | Shield Upgrades }} – 5% reduction in shield upgrade powergrid needs
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| {{sk | Tactical Shield Manipulation }} – Reduces the "bleed through" of damage when the shield falls below 25% by 5% per skill level
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| ===Shield Tanking Skills===
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| These are of most use to pilots who depend on shields as their primary defense. Refer to the article on [[Shield_Tanking|Shield Tanking]] for detailed information.
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| {{sk | Shield Compensation }} – 2% less capacitor need for shield boosters per skill level
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| {{sk | Thermal Shield Compensation }}, {{sk | Kinetic Shield Compensation }}, {{sk | Explosive Shield Compensation }}, {{sk | EM Shield Compensation }} – 5% bonus to damage resistance per level for Shield Amplifiers of the type listed
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| ===Other Shield Skills===
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| These require advanced training and are of little use to newer players.
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| {{sk | Shield Emission Systems }} – providing shield capacity to other players ... used in [[Logistics]].
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| {{sk | Capital Shield Operation }} – 2% reduction in capacitor need for capital shield boosters per skill level
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| {{sk | Capital Shield Emission Systems }} – 5% reduced capacitor need for capital shield emission system modules per skill level
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| ==Shield Recharge Rate==
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| [[File:Shield_recharge.png|400px|thumb|Measured shield HP during passive recharge from zero and theoretical shield HP from formula plotted. Click to enlarge.]]
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| [[File:Shield recharge rate.png|400px|thumb|Shield recharge rate as function of shield HP according to the formula. Click to enlarge.]]
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| It takes a certain amount of time to recharge a fully depleted shield. This figure is given as the ''Shield Recharge Time'' in the ship's Attribute window. Recharging, however, does not tick along like the numbers on a clock. The speed of actual HP recovery ''due to'' recharge, given in HP/sec, varies depending on how full the shields are (the current shield level). This may be referred to as "regeneration," to avoid confusion with the attribute on certain modules (see below).
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| As the shield takes damage, its level goes '''''down'''''. In response, the rate at which it rebuilds itself goes '''''up'''''. The increase in shield recharge rate continues until it peaks at 25% of shield capacity. At this threshold, the default ship Health Alert noise will sound, to warn the pilot that the shield is at its recharging limit. If it continues to take more damage than it can hold, the regeneration will drop off quickly. This means if constant damage is applied, the shield will regenerate less as it becomes empty, thus making it easier to shoot the armor below it.
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| {{ note box | THE MAIN POINT: In combat the shield will recharge at an increasing rate until 25% of its capacity remains; then the rate will fall off quickly towards zero.}}
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| ===Formula===
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| Shield regeneration is exactly the same as the [[capacitor recharge rate]] calculation. Two numerical attributes are required: shield capacity, and shield recharge time. These are both displayed in the ship's "show info" attributes panel in-game, below its capacity (see [[#What Is a Shield?]] section - some out of game databases may not display this). Note that modules that refer to "recharge rate" modify the recharge time number, not the raw regeneration in HP/s.
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| [[File:EVE Cap Recharge Rate Diff Formula.png|center|300px]]<!-- TeX: {\color{White}{dC\over dt}={2C_\mathrm{max}\over\tau}\left(\sqrt{C\over C_{\mathrm{max}}}-{C\over C_\mathrm{max}}\right)} -->
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| ...where:<br />
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| '''C''' is your current shield HP.<br />
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| '''C<sub>max</sub>''' is your maximum shield HP.<br />
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| ''dC''/''dt'' is your current shield regeneration in HP/s.<br />
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| ''τ'' is shield recharge time divided by 5.
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| ;Consequences
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| The fact these attributes are both set has some interesting consequences. Notably for this calculation, recharge time is ''not'' dependent on anything else, including maximum shield capacity – as you might have intuitively expected. This has the effect that if two ships have the same "recharge time" attribute, and one has more capacity, then the one with the larger capacity will get more raw HP/s regeneration, and appear to 'repair faster', despite reaching its maximum level in the same time. In simple terms, recharge is calculated ''by percentage'' first; which is then translated into HP/s of regeneration. So maximum capacity indirectly affects the amount of HP/sec regenerated, having the effect that Extender modules increase regeneration, and flux coils become much less useful compared to Rechargers or Power Relays.
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| ;Calculating Average rate
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| The average shield regeneration per second can be computed by dividing the shield capacity by its recharge time.
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| Average HP/s = Shield maximum / Recharge time
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| The peak recharge Rate is 250% of average shield recharge. It occurs when the capacity of the shield is at 25% of its maximum value. Shield recharge rate drops rapidly below 25% shield capacity.
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| == Fitting Multiple Modules with Stacking Penalties == | | == Fitting Multiple Modules with Stacking Penalties == |