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Overheating: Difference between revisions

From EVE University Wiki
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This is because in addition to taking the listed heat damage in the info tab, each overloaded mod has a percentage chance to damage other modules in the rack.  This "splash damage", when multiplied by having more than one module overheated, can lead to very rapid heat damage.  The tachyometer-looking heat displays around the capacitor in the central HUD display a kind of damage multiplier, from 1-4, that increases the amount of heat damage taken the more heat is built up in the rack.
This is because in addition to taking the listed heat damage in the info tab, each overloaded mod has a percentage chance to damage other modules in the rack.  This "splash damage", when multiplied by having more than one module overheated, can lead to very rapid heat damage.  The tachyometer-looking heat displays around the capacitor in the central HUD display a kind of damage multiplier, from 1-4, that increases the amount of heat damage taken the more heat is built up in the rack.


Some people fit offlined modules in between modules they plan on overloading to act as a 'heat sink' and limit the transfer of heat. Of course, this means a slot isn't being fully used, and could be a waste, so a balance has to be struck.  What happens is, if the RNG for the splash damage hits the offlined module or the empty slot, no damage is done and you can effectively overheat longer.
Some people fit offlined modules in between modules they plan on overloading to act as a 'heat sink' and limit the transfer of heat. Of course, this means a slot isn't being fully used, and could be a waste, so a balance has to be struck (however, this can be a good option for utility slots, eg. the 8th high slot on a ship with 7 missile or turret hardpoints).  What happens is, if the RNG for the splash damage hits the offlined module or the empty slot, no damage is done and you can effectively overheat longer.


== Repairing Heat Damage ==
== Repairing Heat Damage ==