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Tanking: Difference between revisions

From EVE University Wiki
m Reverted edit by Rika Nipah Nanodesu (talk) to last revision by Siiftun1857
Tag: Rollback
 
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Modules are available to help both your shields and your armor, but it is a good rule of thumb to focus on ''either'' shields ''or'' armor, not both.
Modules are available to help both your shields and your armor, but it is a good rule of thumb to focus on ''either'' shields ''or'' armor, not both.


Most of the time a tank takes up a substantial proportion of powergrid, CPU and either midslots (shield tank) or lowslots (armor tank). If you fit a shield tank, you can put useful things (damage modules, speed and agility modules &c) in your lowslots, and if you armor tank you can put useful things (tackling modules, electronic warfare modules, propulsion modules &c) in your midslots. Both types of tank at once leave you with little space for other useful modules.
Most of the time a tank takes up a substantial proportion of powergrid, CPU and either midslots (shield tank) or lowslots (armor tank). If you fit a shield tank, you can put useful things (damage modules, speed and agility modules etc.) in your lowslots, and if you armor tank you can put useful things (tackling modules, electronic warfare modules, propulsion modules etc.) in your midslots. Both types of tank at once leave you with little space for other useful modules.


This rule also applies to mixing buffer tank with active tank. Buffer and active tank modules both require heavy powergrid and CPU, both consume the same limited set of slots, and both fitting theories satisfy different, usually mutually exclusive, goals and conditions.
This rule also applies to mixing buffer tank with active tank. Buffer and active tank modules both require heavy powergrid and CPU, both consume the same limited set of slots, and both fitting theories satisfy different, usually mutually exclusive, goals and conditions.
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To get a crude measure of recharge rate, you can simply divide the shield HP by the time listed for recharging. But shields do not recharge at a constant rate: this only calculates an average rate. The ''actual'' behavior is that when the shield is near 0% or 100% it replenishes slower. The ''peak recharge'' rate will be 2.5x the average rate and will occur when the shields are damaged to 25% of shield maximum capacity.  
To get a crude measure of recharge rate, you can simply divide the shield HP by the time listed for recharging. But shields do not recharge at a constant rate: this only calculates an average rate. The ''actual'' behavior is that when the shield is near 0% or 100% it replenishes slower. The ''peak recharge'' rate will be 2.5x the average rate and will occur when the shields are damaged to 25% of shield maximum capacity.  


Shield recharge rates above ~98% shield arr extremely low. For ships with small shield capacity it is essentially non-existent. The shield recharge rate also drops sharply below 25% capacity. Once shields have been damaged beyond 25% the passive tank "breaks" and the ship dies rapidly.
Shield recharge rates above ~98% shield are extremely low. For ships with small shield capacity it is essentially non-existent. The shield recharge rate also drops sharply below 25% capacity. Once shields have been damaged beyond 25% the passive tank "breaks" and the ship dies rapidly.


[[File:Shield_recharge.png|thumb|400px|Measured shield HP during passive recharge from zero and theoretical shield HP from formula plotted. Click to enlarge.]]
[[File:Shield_recharge.png|thumb|400px|Measured shield HP during passive recharge from zero and theoretical shield HP from formula plotted. Click to enlarge.]]