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== Theory == | == Theory == | ||
=== | === Principles === | ||
There are three important principles at work to determine how much damage your shield can tank passively without breaking: | |||
*Shield resistances will reduce incoming damage by a percent depending on damage type | |||
*Shield regeneration is non-linear, meaning how quickly it regenerates changes depending on how much shield you currently have. It's very close to, if not the same as the [[Capacitor recharge rate|capacitor regeneration]] curve and maxes at approximately 2.4x the base amount. | |||
*Shield regeneration time is the time it takes shields to regenerate from 0% to 100% and does not change, even if the total amount of shield a ship has changes, meaning an increase in total shield amount will increase the amount you regen. | |||
=== Characteristics === | === Characteristics === | ||
Following those principles, we can look for modules which influence the relevant ship statistics to increase your passive shield regeneration. | |||
Shield | *Shield Amount | ||
**Power Diagnostic Unit (low) | |||
**Shield Extender (mid) | |||
**Core Defense Field Extender (rig) | |||
Shield | *Shield Regeneration Time | ||
**Power Diagnostic Unit (low) | |||
**Shield Power Relay (low) | |||
**Shield Flux Coil (low) | |||
**Shield Recharger (mid) | |||
**Core Defense Field Purger (rig) | |||
*Shield Resistances | |||
**Damage Control (low) | |||
**Shield Resistance Amplifier (mid) | |||
**Shield Hardener (mid) | |||
**Screen Reinforcer (rig) | |||
=== Snowballing === | === Snowballing === | ||