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[[File:eveheat3.png|350px|thumb|Overheating in action. All the high slots that can be overheated are being overheated, so the small button for overheating the whole rack in between the module buttons and the core HUD has lit up. Two of the four mid slot modules that can be overheated are being overheated, and heat damage is visible on all four mid slot modules. The low slot modules are not being overheated, but they have been overheated recently, and have some damage.]] | [[File:eveheat3.png|350px|thumb|Overheating in action. All the high slots that can be overheated are being overheated, so the small button for overheating the whole rack in between the module buttons and the core HUD has lit up. Two of the four mid slot modules that can be overheated are being overheated, and heat damage is visible on all four mid slot modules. The low slot modules are not being overheated, but they have been overheated recently, and have some damage.]] | ||
You can begin overheating a specific module by clicking the green light at the top of the module button. You can turn it off the same way. Alternatively you can right click the module and choose to overheat it. You can also use a keyboard shortcut: by default, shift+F1 overheats the module controlled by the F1 key, though this can be changed in the shortcuts options. | You can begin overheating a specific module by clicking the green light at the top of the module button. You can turn it off the same way. Alternatively you can right click the module and choose to overheat it. You can also use a keyboard shortcut: by default, {{button|shift}} + {{button|F1}} overheats the module controlled by the {{button|F1}} key, though this can be changed in the shortcuts options. | ||
A module that's already active and receives an overheat command won't begin overheating until it starts its next cycle. A module that's already overheating that's commanded to stop won't cease overheating until the end of its current cycle. The green light at the top of the module button will flash when overheating is off but about to turn on at the next cycle change, or is on and about to turn off at the next cycle change. | A module that's already active and receives an overheat command won't begin overheating until it starts its next cycle. A module that's already overheating that's commanded to stop won't cease overheating until the end of its current cycle. The green light at the top of the module button will flash when overheating is off but about to turn on at the next cycle change, or is on and about to turn off at the next cycle change. | ||
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In the right-click menu available on the capacitor circle itself, there is an option called "Lock Module Overheat State". When enabled, this blocks all overheating changes on all modules: modules which aren't overheating can't be heated, and modules which are already overheating can't have their heat turned off. This can be used to prevent accidental overheating, although it is a very inflexible tool. | In the right-click menu available on the capacitor circle itself, there is an option called "Lock Module Overheat State". When enabled, this blocks all overheating changes on all modules: modules which aren't overheating can't be heated, and modules which are already overheating can't have their heat turned off. This can be used to prevent accidental overheating, although it is a very inflexible tool. | ||
== Benefits and | == Benefits and uses == | ||
Any overheated module increases its performance in some way. | Any overheated module increases its performance in some way. | ||
=== Key | === Key uses === | ||
A complete table of heat bonuses follows below, but some of the most important effects to know are: | A complete table of heat bonuses follows below, but some of the most important effects to know are: | ||
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* Heating a '''[[Propulsion equipment|propulsion module]]''' provides an additional 50% speed bonus. Since speed and positioning are key to many kinds of PvP combat and to some kinds of PvE combat, this can prove crucial. | * Heating a '''[[Propulsion equipment|propulsion module]]''' provides an additional 50% speed bonus. Since speed and positioning are key to many kinds of PvP combat and to some kinds of PvE combat, this can prove crucial. | ||
* Heating '''[[Tackling|tackle modules]]''' boosts their range. | * Heating '''[[Tackling|tackle modules]]''' boosts their range. | ||
** It is often worth pre-heating your point/scram/web when in warp towards an engagement, especially if you are likely to be the initial tackle, as greater tackling range at the beginning of a fight can make the difference between catching or losing a target. | ** It is often worth pre-heating your point/scram/web when in warp towards an engagement, especially if you are likely to be the initial tackle, as greater tackling range at the beginning of a fight can make the difference between catching or losing a target. | ||
** Similarly, it is also often worth overheating tackle at the end of a fight, if your targets are trying to leave. | ** Similarly, it is also often worth overheating tackle at the end of a fight, if your targets are trying to leave. | ||
* Heating '''[[Tanking|tank modules]]''' increases their effect. | * Heating '''[[Tanking|tank modules]]''' increases their effect. | ||
** Shield boosters and armour repairers gain both increased repair per cycle, ''and'' faster cycle times. This makes them some of the most powerful modules to overheat. Note that the faster cycle means a heaver capacitor burden. | ** Shield boosters and armour repairers gain both increased repair per cycle, ''and'' faster cycle times. This makes them some of the most powerful modules to overheat. Note that the faster cycle means a heaver capacitor burden. | ||
** Ancillary shield boosters and armour repairers should ''always'' be used overheated, as they have a limited number of effective cycles (meaning that you want to make the most of every cycle, and there is only minimal damage they can inflict). | ** Ancillary shield boosters and armour repairers should ''always'' be used overheated, as they have a limited number of effective cycles (meaning that you want to make the most of every cycle, and there is only minimal damage they can inflict). | ||
** Active resistance hardeners can be overheated to increase the damage resistance they provide. This means that overheating can also benefit some types of buffer tanks and passive shield tanks. | ** Active resistance hardeners can be overheated to increase the damage resistance they provide. This means that overheating can also benefit some types of buffer tanks and passive shield tanks. | ||
** ''Remote'' shield boosters and armor repairers gain reduced cycle times. For remote armor repairers, this reduces the delay before the first cycle lands; for remote shield boosters, this reduces the delay between the first and second cycles. | ** ''Remote'' shield boosters and armor repairers gain reduced cycle times. For remote armor repairers, this reduces the delay before the first cycle lands; for remote shield boosters, this reduces the delay between the first and second cycles. | ||
* Heating '''all [[ | * Heating '''all [[turrets]] and [[Missiles|missile launchers]]''' increases their potential DPS, but not always in the same way. | ||
** Short-ranged turrets (pulse lasers, blasters, autocannon, disintegrators) get a bonus to their raw damage-per-shot. | ** Short-ranged turrets (pulse lasers, blasters, autocannon, disintegrators) get a bonus to their raw damage-per-shot. | ||
** Long-ranged turrets (beam lasers, railguns, artillery, vorton projectors) get a bonus to their rate of fire. Note that an increased rate of fire also means an increased capacitor burden from beam lasers and railguns. | ** Long-ranged turrets (beam lasers, railguns, artillery, vorton projectors) get a bonus to their rate of fire. Note that an increased rate of fire also means an increased capacitor burden from beam lasers and railguns. | ||
** All kinds of missile launcher get a bonus to rate of fire. | ** All kinds of missile launcher get a bonus to rate of fire. | ||
At its simplest, overheating is a tool for high-stakes moments in combat, and a pilot in serious danger of losing their ship in either PvP or PvE is almost never wrong to overheat relevant modules. | At its simplest, overheating is a tool for high-stakes moments in combat, and a pilot in serious danger of losing their ship in either PvP or PvE is almost never wrong to overheat relevant modules. Some of the effects noted here, though, such as the tackle module range bonuses, are slightly subtler, and experienced pilots develop a sense of when to use them. | ||
=== All | === All heat benefits === | ||
{| class="wikitable" | {| class="wikitable" | ||
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|} | |} | ||
== Heat | == Heat damage == | ||
The downside of overheating is '''heat damage'''. Heat damage is ''not'' related to normal damage: overheating does not cause damage to your shield, armour, or hull hit points. Heat damage has no link to the Thermal damage type. | The downside of overheating is '''heat damage'''. Heat damage is ''not'' related to normal damage: overheating does not cause damage to your shield, armour, or hull hit points. Heat damage has no link to the Thermal damage type. | ||
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Having some heat damage does not affect modules' functions or power in any way. However, when a module has lost all of its hitpoints—when the red fringe has completely circled the module icon and reached 12 o'clock again—the module will stop working and go offline (players often call this "burning out"). Note that if any single one of a grouped set of turrets or missile launchers burns completely out, the button for the whole group will become useless; it will be possible to continue using the other weapons, but only by ungrouping them (and if necessary regrouping them without including the burned-out module). | Having some heat damage does not affect modules' functions or power in any way. However, when a module has lost all of its hitpoints—when the red fringe has completely circled the module icon and reached 12 o'clock again—the module will stop working and go offline (players often call this "burning out"). Note that if any single one of a grouped set of turrets or missile launchers burns completely out, the button for the whole group will become useless; it will be possible to continue using the other weapons, but only by ungrouping them (and if necessary regrouping them without including the burned-out module). | ||
=== Damage | === Damage mechanics === | ||
The mathematics of heat damage is discussed in a later section for those interested. What all pilots should know about the mechanics heat damage is as follows. | The mathematics of heat damage is discussed in a later section for those interested. What all pilots should know about the mechanics heat damage is as follows. | ||
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* Faster-cycling modules tend to generate less heat per cycle. | * Faster-cycling modules tend to generate less heat per cycle. | ||
Each heated cycle of any module has a ''chance'' to deal heat damage to the heated module, or to other modules in the rack. The chance of heat damage at the end of a cycle increases with the level of rack heat; how hot a high, medium, or low rack is affects how much of a chance of heat damage there is. The increase in the chance of heat damage caused by higher rack heat is not a steady, linear increase: high levels of rack heat generate a ''much'' higher chance of heat damage than low levels of rack heat. Rack heat is displayed in the three dials directly above the circle of the capacitor indicator. The leftmost dial displays low slot heat, the middle dial displays mid slot heat, and the rightmost dial displays high slot heat. | Each heated cycle of any module has a ''chance'' to deal heat damage to the heated module, or to other modules in the rack. The chance of heat damage at the end of a cycle increases with the level of rack heat; how hot a high, medium, or low rack is affects how much of a chance of heat damage there is. The increase in the chance of heat damage caused by higher rack heat is not a steady, linear increase: high levels of rack heat generate a ''much'' higher chance of heat damage than low levels of rack heat. Rack heat is displayed in the three dials directly above the circle of the capacitor indicator. The leftmost dial displays low slot heat, the middle dial displays mid slot heat, and the rightmost dial displays high slot heat. | ||
Heat damage chances are also affected by proximity in the rack. A module is most likely to deal heat damage to itself; then to modules adjacent to it, then to other modules in the rack with the chance of heat damage decreasing with greater distance in the rack. | Heat damage chances are also affected by proximity in the rack. A module is most likely to deal heat damage to itself; then to modules adjacent to it, then to other modules in the rack with the chance of heat damage decreasing with greater distance in the rack. | ||
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Rack heat dissipates when modules in a rack are not being overheated. Heat dissipates quickly when the rack is very hot, and slowly when the rack is relatively cool. Pilots should note that when a ship is docked up, heat in its racks does ''not'' instantly disappear. It continues to dissipate at the normal rate. As a result, if a ship is docked to repair heat damage and immediately undocked, its racks may still have heat left in them even if its modules have been repaired. | Rack heat dissipates when modules in a rack are not being overheated. Heat dissipates quickly when the rack is very hot, and slowly when the rack is relatively cool. Pilots should note that when a ship is docked up, heat in its racks does ''not'' instantly disappear. It continues to dissipate at the normal rate. As a result, if a ship is docked to repair heat damage and immediately undocked, its racks may still have heat left in them even if its modules have been repaired. | ||
=== Preventing | === Preventing heat damage === | ||
[[File:eveheat2.png|350px|thumb|In these low slots, the two active modules—armor repairer on the left, ancillary armor repairer on the right—have been put at opposite ends of the rack, to distance their heating effects from each other.]] | [[File:eveheat2.png|350px|thumb|In these low slots, the two active modules—armor repairer on the left, ancillary armor repairer on the right—have been put at opposite ends of the rack, to distance their heating effects from each other.]] | ||
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Players sometimes call these fitting practices "heatsinking", since the passive or less-commonly-used active modules placed between high-heat modules act as heat sinks. This idiom has no relation to the Heat Sink module, a low slot DPS-enhancing module for energy weapons; the Heat Sink module and its variations are no more effective as ''actual'' heat sinks than any other module. | Players sometimes call these fitting practices "heatsinking", since the passive or less-commonly-used active modules placed between high-heat modules act as heat sinks. This idiom has no relation to the Heat Sink module, a low slot DPS-enhancing module for energy weapons; the Heat Sink module and its variations are no more effective as ''actual'' heat sinks than any other module. | ||
=== Repairing | === Repairing heat damage === | ||
==== Nanite Repair Paste | ==== Nanite Repair Paste ==== | ||
An item called "Nanite Repair Paste" can be used to repair heat damage while in space. To do this, make sure you have some paste in your cargo hold, and then right-click on the damaged module button, and select "repair". Paste repairs take some time, enough time that they are generally applied between fights rather than during fights. Hovering over the repairing module's button will bring up a tooltip displaying the remaining repair time. | An item called "Nanite Repair Paste" can be used to repair heat damage while in space. To do this, make sure you have some paste in your cargo hold, and then right-click on the damaged module button, and select "repair". Paste repairs take some time, enough time that they are generally applied between fights rather than during fights. Hovering over the repairing module's button will bring up a tooltip displaying the remaining repair time. | ||
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Repairs can be cancelled (right-click the module button and select the option to do this) and are cancelled automatically if your ship jumps through a gate, filaments, or travels via a jump to a cyno. The amount of repair carried out before cancellation will remain, and only the equivalent amount of paste will be used up. Paste cannot be used to repair a module which is fully burned out. | Repairs can be cancelled (right-click the module button and select the option to do this) and are cancelled automatically if your ship jumps through a gate, filaments, or travels via a jump to a cyno. The amount of repair carried out before cancellation will remain, and only the equivalent amount of paste will be used up. Paste cannot be used to repair a module which is fully burned out. | ||
A module cannot be used while it is being repaired. No module | A module cannot be used while it is being repaired. No module can be overheated while any other module is being repaired using paste. It ''is'', however, possible to repair a module's heat damage while it is reloading charges. This can be useful with modules with very long reload times, such as Rapid Light Missile Launchers and ancillary shield boosters / armour repairers. | ||
==== Tether | ==== Tether ==== | ||
When tethered on a friendly [[ | When tethered on a friendly [[Upwell structure]], heat damage to a ship's modules is slowly repaired, for free. Tethering can repair burned-out modules. | ||
==== Docked | ==== Docked repairs ==== | ||
Heat damage can also be repaired, instantly, when docked up. In NPC stations this comes with a cost; in player-owned structures owned by friendly players and with appropriate settings, it can be done for free. Repairs while docked will repair fully burned-out modules too. | Heat damage can also be repaired, instantly, when docked up. In NPC stations this comes with a cost; in player-owned structures owned by friendly players and with appropriate settings, it can be done for free. Repairs while docked will repair fully burned-out modules too. | ||
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Pilots should (again) note that docking up does not instantly clear rack heat itself. A ship can be docked and have its heat damage quickly repaired, but if it is immediately undocked its racks might still be hot. This will not cause more damage by itself, but must be borne in mind if the ship is about to overheat its modules again straight away. | Pilots should (again) note that docking up does not instantly clear rack heat itself. A ship can be docked and have its heat damage quickly repaired, but if it is immediately undocked its racks might still be hot. This will not cause more damage by itself, but must be borne in mind if the ship is about to overheat its modules again straight away. | ||
== Overheating | == Overheating bonuses == | ||
=== Skills === | === Skills === | ||
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There are also two skills which make paste repairs more efficient: | There are also two skills which make paste repairs more efficient: | ||
* {{sk|Nanite Operation|mult=yes|price=yes}} - | * {{sk|Nanite Operation|mult=yes|price=yes}} - provides a 5% reduction in Nanite Repair Paste consumption per level. | ||
* {{sk|Nanite Interfacing|mult=yes|price=yes}} - provides a 20% increase in damaged module repair amount per second. | * {{sk|Nanite Interfacing|mult=yes|price=yes}} - provides a 20% increase in damaged module repair amount per second. | ||
=== Bonused | === Bonused ships === | ||
[[Tactical Destroyers]] and [[Strategic Cruisers]] have bonuses improving their ability to overheat, allowing them to sustain overheats for longer. These bonuses are tied to the skills required to fly them: | [[Tactical Destroyers]] and [[Strategic Cruisers]] have bonuses improving their ability to overheat, allowing them to sustain overheats for longer. These bonuses are tied to the skills required to fly them: | ||
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* Deep Space Transports - Provides 100% bonus to the benefits of overheating Afterburners, Microwarpdrives, Local Repair Modules, and Resistance Modules. | * Deep Space Transports - Provides 100% bonus to the benefits of overheating Afterburners, Microwarpdrives, Local Repair Modules, and Resistance Modules. | ||
=== Red Giant | === Red Giant wormholes === | ||
Wormhole space systems with the [[ | Wormhole space systems with the [[Wormhole space#Red Giant|Red Giant effect]] increase both the risk and the reward associated with overheating. Every Red Giant wormhole increases heat damage by a percentage, and increases the bonuses gained from overheating by twice that percentage. | ||
{| class="wikitable" style="text-align:center;" | {| class="wikitable" style="text-align:center;" | ||
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| +36% | | +36% | ||
| +43% | | +43% | ||
| | | +50% | ||
|- style="background:#0A2A0A;" | |- style="background:#0A2A0A;" | ||
! Overheat Effect Bonus | ! Overheat Effect Bonus | ||
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|} | |} | ||
== Heat | == Heat mathematics == | ||
=== Rack | === Rack heat === | ||
The following tables specify how exactly module type and hull size affect heat generation. | The following tables specify how exactly module type and hull size affect heat generation. | ||
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The logarithmic nature of this formula dictates that it is, in theory, impossible to reach 100% rack heat, which is why the above sections used the more accessible numbers of 50% and 90%. However, in practice, once rack heat passes 99% it's near enough to 100% that it can be effectively considered 100%; and besides, if you're overheating your modules to the point that you hit 99% rack heat you're well on the road to burning out the entire rack anyway. | The logarithmic nature of this formula dictates that it is, in theory, impossible to reach 100% rack heat, which is why the above sections used the more accessible numbers of 50% and 90%. However, in practice, once rack heat passes 99% it's near enough to 100% that it can be effectively considered 100%; and besides, if you're overheating your modules to the point that you hit 99% rack heat you're well on the road to burning out the entire rack anyway. | ||
=== Rack | === Rack heat dissipation === | ||
When no modules in a rack are being overheated, the rack will dissipate stored heat, at a rate proportional to how hot the rack is. The rate of dissipation is: | When no modules in a rack are being overheated, the rack will dissipate stored heat, at a rate proportional to how hot the rack is. The rate of dissipation is: | ||
: <math>\displaystyle \text{Heat Dissipation per second} = (\text{Current Rack Heat % | : <math>\displaystyle \text{Heat Dissipation per second} = ( \text{Current Rack Heat }\% ) \cdot 1 \%</math> | ||
Unlike heat generation, heat dissipation is constant across all ship sizes. | For example, at 60% rack heat, the rack will lose heat at 0.6%/second. | ||
Unlike heat generation, heat dissipation is constant across all ship sizes. | |||
The actual time required for a rack's heat to dissipate can be calculated using the following formula: | The actual time required for a rack's heat to dissipate can be calculated using the following formula: | ||
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This table also demonstrates a very useful rule-of-thumb for managing rack heat in combat: It takes '''69 seconds''' for a rack's heat to drop by half. | This table also demonstrates a very useful rule-of-thumb for managing rack heat in combat: It takes '''69 seconds''' for a rack's heat to drop by half. | ||
=== Heat | === Heat attenuation values === | ||
In most cases, the number of slots in a rack directly corresponds to that rack's <code>heatAttenuation</code> attribute | In most cases, the number of slots in a rack directly corresponds to that rack's <code>heatAttenuation</code> attribute | ||
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|} | |} | ||
=== Master | === Master overheat damage formula === | ||
The odds for a given module to sustain overheat damage on a single cycle can be condensed into one formula: | The odds for a given module to sustain overheat damage on a single cycle can be condensed into one formula: | ||
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* [https://forums-archive.eveonline.com/message/344300/ The original EVE Forum thread] by Kadesh Priestess (2011), containing his research on overheat math. | * [https://forums-archive.eveonline.com/message/344300/ The original EVE Forum thread] by Kadesh Priestess (2011), containing his research on overheat math. | ||
* [https://www.youtube.com/watch?v=3B0c_D7XGSk Everything you need to know about heat] (2019), a complete guide video by successful PvP pilot Suitonia. | * [https://www.youtube.com/watch?v=3B0c_D7XGSk Everything you need to know about heat] (2019), a complete guide video by successful PvP pilot Suitonia. | ||
* [https://www.youtube.com/watch?v=bR1n0HxgYeo EVE Online Fanfest 2007 - Presentation - Tuxford - Heat] (2007), CCP introduces heat to the game and the underlying math that makes it work. | |||
[[Category:Game mechanics]] | [[Category:Game mechanics]] | ||
[[Category:Ships]] | [[Category:Ships]] | ||
[[Category:Weapons]] | |||