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'''Tanking''' is the act of fitting a ship with modules in order to improve its defensive capabilities to resist, absorb, or mitigate incoming damage, thus preventing or delaying your ship's destruction.
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{{Merge|Passive shield tanking|target= Tanking}}
  
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In EVE Online, '''Tanking''' is the combat science of absorbing and reducing incoming damage. A player upgrades their ship's defense grid, commonly called its '''tank''', to prevent or delay their ship's destruction.
  
==Tanking Basics==
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Tanking is a core part of most ship combat in EVE Online. Different tanking approaches exist, split into passive or active tanking and focusing on upgrading one of a ship's defense pools: its shield, armor, or hull. The [[damage types]] of EVE Online — energy, thermal, kinetic, and explosive damage — affect shield, armor, and hull differently through resistances, and these resistances can also be upgraded by fitting modules and rigs. Shields regenerate over time, while armor and hull do not, though with the right equipment each defense pool can be repaired by the self or remotely repaired by other ships.  
[[file:402status panel.jpg|thumb|450px|right|Ship Status Panel]]
 
The amount of hitpoints on your ship is represented by the Ship Status Panel - the three rings on the top of the status panel represent, from outermost to the inner ring: your ship's shield, armor and structure (also called "hull"). As you incur damage, each ring will fill with red coloring, starting with your shields, then your armor, and finally, your structure. When the structure ring is completely red, that means your hull has been breached, and your ship is destroyed - and you'll find yourself floating in space in a pod.
 
  
To avoid finding yourself floating in your pod you need to be able to tank the damage. This is generally achieved through three ways:
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Even a basic understanding of tanking can greatly increase survivability in EVE, while more advanced knowledge and optimization can give competitive pilots and ship planners an edge. [[EVE University]] members are encouraged to direct questions to experienced corporation mates or to the #fitting-chat channel on the University [[Discord]].
* Increase ship raw HP. Generally known as buffer tanking.
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* Repair damage received. Known as active tanking. Passive shield tanking is a special case.
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Note that while evading damage is also commonly called tanking, as in "speed tanking" and "signature tanking," this page focuses on reducing inflicted damage.
* Increase damage resists. Used to increase effectiveness of both passive and active tanking.
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== Basic concepts ==
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[[file:402status panel.jpg|thumb|450px|Ship Status Panel]]
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The Ship Status Panel shows the hitpoints(HP) of the player's ship with three rings, from outside to inside:
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# shield (outer semicircle)
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# armor (middle semicircle)
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# and structure (also called "hull"; inner semicircle)
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Ship defenses suffer damage in this order, marked by red coloring filling each ring. When the last ring (the structure ring) is completely red, the ship's hull has been breached and the ship is destroyed, ejecting the pilot into space as an escape pod.
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Tanking follows one of two general approaches:
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* Buffer tanking – raising the ship's raw HP
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* Active tanking – repairing damage received
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Buffer tanking involves raising HP by fitting passive armor, shield, or hull HP modules. These passive modules do not require control or ammunition, but they generally come paired with negative side effects like reduced evasion. In contrast, active tanking employs equipment that requires capacitor energy or specialized ammunition.  
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Damage-type resistances reduce incoming damage by a percentage and increase a ship's effective hit points, or EHP. Tanking builds generally combine raw HP increases with damage resistance to maximize EHP.
  
 
=== Buffer tanking ===
 
=== Buffer tanking ===
The buffer tank is based around the principle of having high damage resistance and as many hit points as possible, thus increasing the Effective HitPoints (EHP) of the ship. The concept behind this is simple, add enough EHP to your ship to outlast your opponent through the use of active and/or passive resistance modules, which complement the HP increasing modules that add raw hit points.
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Buffer tanking boosts raw HP to increase a ship's survivability between repairs, at the expense of self-repairing capability. In fleet battles, a buffer tank can survive heavier bursts of damage between remote repairs. Note that a ship's hull is far slower to remote repair than armor or shields.
  
This type of fitting uses a minimal amount of capacitor to run hardeners making it easily sustainable, but can be made fully passive by using only passive resistance modules instead. The primary drawback to Buffer Tanking is that you have no way to repair yourself, so when you run out of hit points you are toast.
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Buffer tanking has low or zero [[capacitor]] demands, freeing up the capacitor for other tactical equipment. In the same way, having no active modules to manage liberates a pilot's attention for other challenges. However, a buffer tank without repair support has a set lifespan. Once the HP buffer is compromised, an unsupported buffer tank will soon reach the end of its engagement value.
  
Most common in fleet PvP, but also group PvE with logistic support (like incursions, wormhole anomalies / signatures and a few others). In PvP, a fleet will overwhelm an active tank in fairly short order, whereas a buffer tank will give you more survival time. Although, some ships with faction gear and active tank bonuses can field some extremely resistant active tanks that can take on more than you might think.  
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Any damage threat that can overwhelm a ship before it can actively repair itself calls for buffer tanking. PvP fleet combat is a key example as it subjects players to heavy focus fire. In contrast, solo PvE [[missions]] have more sustained damage threats that limit the value of solo buffer tanks, though group PvE fleets may use buffer tanks and [[logistics]] support together: this is common in [[Incursions]] and in [[wormhole]] PvE battles.
  
The effective hitpoints are product of raw HP and resist. In general if you are expecting to have Logistical support (friends to rep your armor) then you want to buffer tank more towards resistance, because the higher your resistances the more effective logistic reps are. While if you don't expect logistical support, you only care about the Effective Hit Points, so whatever combination gives you more effective hit points is the best option.
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When expecting remote repairs, a ship planner may focus their build on more damage resistance, at the expense of EHP, to enhance the value of repairs by decreasing damage suffered.  
  
=== Active tanking===
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Buffer tanking comes in three flavors: [[#Armor tanking|armor buffer tanking]], [[#Passive shield tanking|passive shield tanking]], and [[#Hull tanking|hull tanking]].
  
Active tanking is most commonly used for solo activities such as mission/complex running, ratting, and solo PvP. Active tanking differs from buffer tanking in that it uses armor repair or shield booster modules to actively repair damage done to the ship. You should be careful to include enough resistance and buffer to keep your repair modules from being overwhelmed by incoming damage; frequently this means packing resistance modules (either passive or active) that compensate for the specific types of damage you expect to be receiving.
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=== Active tanking ===
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An "active tank" uses armor repair or shield booster modules to restore the damage done to the ship. Active tanks use energy from the ship's capacitor to run local armor-repairing or shield-boosting modules. So long as the incoming damage never exceeds your restoration capacity and your capacitor never gives out under the pressure, an active tank can last forever ("perma-tanking"). If either of these two things happens, your tank will collapse ("break") under the pressure.
  
This type of fitting takes a lot of capacitor to sustain your cap-hungry repair modules so it should ideally include modules such as cap rechargers, capacitor batteries or capcitor rigs to balance out and maintain capacitor stability.
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Active tanks can achieve either high burst restoration or sustained restoration over a long (potentially endless) time period. They require more management from the pilot than buffer tanks and are often vulnerable to [[Capacitor Warfare]] that drains the ship's capacitor dry.
  
Active Tanking uses energy from the ship's capacitor to run a local repair module. Active tanks are stronger against higher bursts of damage but tend to drain the pilot's capacitor over time resulting in the tank 'breaking' during long engagements and are vulnerable to [[Capacitor Warfare]] that drains the ships capacitor dry.
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==== Sustained active tanks ====
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In PvE, players usually need a permanent tank that can consistently restore a steady stream of moderate damage, forever.
  
Capacitor stability is important because it allows you to leave your tank modules turned on without ever worrying about running out of capacitor. So long as incoming damage is less than what your repair modules can handle your ship should be able to sustain that level of damage indefinitely. This is commonly referred to as perma-tanking. If incoming damage exceeds your repair capacity you will gradually run out of Hit Points and die. This is commonly referred to as breaking the tank.
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A PvE active tank uses one or more armor repairers or shield boosters, modules to boost either shield or armor resistances to damage, and modules to support the recharging of the ship's capacitor so that the rest of the tank can keep on running. For most PvE combat, players can look up ahead of time what types of damage they are likely to receive, and will fit modules that harden their resistances against that type of damage in particular.
  
For PvP purposes, a cap booster can be used to temporarily supplement capacitor output to allow for short bursts of heavy tanking. The primary drawback to this approach is that unlike the capacitor stable fitting described above, when you run out of charges to run your capacitor booster, you quickly run out of capacitor, your tank will fail and you will die horribly. Cap boosters, will also offer some safety against [[Capacitor warfare|neuting]] allowing you to keep on cycling modules even when your capacitor disappears in few seconds.
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Sustained active tanks are rare in PvP.
  
Similarly, weapon systems that drain your ship's capacitor will effectively disable your active tanking modules. As above, your tank will fail and you will die horribly. In this case, the capacitor booster can be used on an otherwise capacitor stable fitting to provide emergency power to prevent being drained and destroyed.
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==== Burst active tanks ====
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Though fleet PvP can deliver incoming damage beyond the capacity of any sub-capital sustained active tank, solo and small gang PvP often involves lower incoming damage, which a short-term active tank can fend off. The modules central to this tactic are Ancillary Armor Repairers (AAR) and Ancillary Shield Boosters (ASB). These modules can be loaded with Nanite Repair Paste (armor) and Cap Boosters (shield). While these modules have charges, ancillary armor repairers repair far more hitpoints than any other repair module, and ancillary shield boosters consume 0 capacitor energy to cycle.
  
=== Ancillary Repair Modules ===
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However, once their charges run out (in general after 8 cycles for an armor repairer or 9 cycles for a shield booster), the AAR becomes very weak and inefficient, and the ASB becomes prohibitively capacitor-intensive. Ancillary repair modules have a 60 second reload time to refresh their charges from your cargo hold. Only one ancillary armor repairer, or capital ancillary shield booster, can be fitted to a ship.
  
Ancillary Armor Repairers (AAR) and Ancillary Shield Boosters (ASB) are another way to field strong active tank for a short duration. These modules can be loaded with Nanite Repair Paste (armor) and Cap Boosters (shield). While these modules have charges, ancillary armor repairers repair far more hitpoints than any other repair module, and ancillary shield boosters consume 0 capacitor to cycle. However, once their charges run out (in general after 8 cycles for an armor repairer or 9 cycles for a shield booster), the armor repairer becomes very weak and inefficient, and the shield booster becomes prohibitively capacitor-intensive. Ancillary repair modules have a 60 second reload time to reload their charges. Only one ancillary armor repairer, or capital ancillary shield booster, can be fitted to a ship. Because of the combination of reload time and charge consumption, ancillary repair modules are almost never used in PvE, however they are very popular in solo PvP.
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The size of charges used and the rate at which they are consumed is based on the size of the module. Larger ancillary armor repairers hold more paste but consume more paste per cycle, and larger ancillary shield boosters require larger cap charges to be loaded. While ancillary shield boosters may have multiple different sizes of charges loaded, larger charges offer no benefit over smaller charges (and with their larger volume, allow fewer charges to be loaded at once), and so only the smallest available charge should be used.
  
The size of charges used and the rate at which they are consumed is based on the size of the module. Larger ancillary armor repairers hold more paste, but consume more paste per cycle, and larger ancillary shield boosters require larger cap charges to be loaded. While ancillary shield boosters may have multiple different sizes of charges loaded, larger charges offer no benefit over smaller charges (and with their larger volume, allow fewer charges to be loaded at once), and so only the smallest available charge should be used.
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Because [[Overheating]] repair modules increase both the cycle speed and the number of hitpoints repaired, ancillary repair modules should always be run overheated to maximize the value of their limited cycles. (The overheat damage sustained can then be repaired while the modules are reloading.)
  
Because [[Overheating]] repair modules increases both the cycle speed and the amount of hitpoints repaired, ancillary repair modules should always be run overheated to maximize the value of their limited cycles. (The overheat damage sustained can then be repaired while the modules are reloading.)
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Another module often important to a burst active tank is the capacitor booster. A cap booster uses charges to fire more energy into your capacitor, allowing a ship to exceed its normal power output for a limited time. Ancillary repairers/boosters and cap boosters offer some protection against capacitor warfare, and a burst active tank can achieve a startlingly-high rate of restoration, especially on a ship with bonuses like those found on the [[Maelstrom]] or [[Hyperion]].
  
===Resists===
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The drawbacks of a burst active tank are that it requires considerable attention from the pilot, takes up a lot of cargo space, and (most importantly) will eventually give out.
  
Resists on a ship will reduce the damage taken. It is a number that tells you by how large a percentage the incoming damage is reduced. For example 30% thermal resistance on shields means that all incoming thermal damage is reduced by 30%.
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=== Avoid mixing tanks ===
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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.
  
The T1 ships have almost identical base resist values but many of the T2 ships have so called "T2 resists" that drastically vary between races. For example Minmatar ships with T2 resists have massive EM and thermal resists even on shields but have low resists against explosive and kinetic.
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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.
  
But the base resists of a ship are almost always modified by modules fitted on the ship. Resistance percentages are calculated in a way that many people find confusing. A module may list itself as having a 30% bonus to resistances -- but the only time you'll actually see a 30% increase in resistance when using it is if your current resistance is 0%.  
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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.
  
The way the calculations work is that the percentage is applied to the remaining damage after resists. If things didn't work this way, you'd easily get resistances above 100%, and shooting you would cause armor to grow on your ship.  
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Double-tanked ships are usually only used as specially-designed bait.
  
Resistances are easier to figure out if you think in damage vulnerability rather than damage resistance. A ship with 60% EM resist is then 40% EM damage received. Adding a 30% resist module multiplies the damage taken by 0.7 so you now take 0.7*0.4 = 0.28 = 28% of the raw damage.  
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=== Resistances ===
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Resistances (or "resists) on a ship reduce the damage taken. A resist figure is a number that tells you by how large a percentage the incoming damage is reduced. For example, 30% thermal resistance on shields means that all incoming thermal damage is reduced by 30%: 100 hit points of shield damage becomes 70.
  
Because of [[stacking penalties]], and the way resistances multiply together, it is not possible to be 100% resistant to a damage type<ref name="100%resist">It is possible to have over 100% resist by overheating a deadspace hardener on a [[Deep Space Transport]] in a red giant wormhole system. This will result in '''immediate destruction''' of the ship if any damage is taken so don't do it.</ref>. The final resist with multiple modules and stacking penalties can be calculated with formula<br>
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The T1 ships have almost identical base resists, but many of the T2 ships have so called "[[T2 Resists]]" that drastically vary between races. For example, Minmatar ships with T2 resists have massive EM and thermal resists even on shields but have low resists against explosive and kinetic.
  
:<math> \text{Resist} = 1 - ( 1 - R_0 )( 1 - R_1)( 1-R_2 \times 0.869)( 1 - R_3 \times 0.571)( 1 - R_4 \times 0.283)...</math>
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The base resists of a ship are almost always modified by modules fitted on the ship. Resistance percentages are calculated in a way that many people find confusing. A module may list itself as having a 30% bonus to resistances, but the only time you'll actually see a 30% increase in resistance when using it is if your current resistance is 0%.
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The way the calculations work is that the percentage is applied to the remaining damage after resists. If things didn't work this way, you'd easily get resistances above 100%, and shooting you would cause armor or shields to grow on your ship.
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Resistances are easier to figure out if you think in terms of "damage vulnerability" rather than "damage resistance". A ship with 60% EM resist is then going to take 40% EM damage received. Adding a 30% resist module multiplies the damage taken by 0.7, so you now take 0.7*0.4 = 0.28 = 28% of the raw damage.
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Because of [[stacking penalties]], and the way resistances multiply together, it is not possible to be 100% resistant to a damage type <ref group=Note>It ''is'' possible to have over 100% resist by overheating either an x-type or one of the best or second best officer hardeners on a [[Deep Space Transport]] in a class 6 red giant wormhole system. This will result in '''immediate destruction''' of the ship if any damage is taken—so don't do it.</ref>.
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For those interested in the math (pilots do not need to know these details if they don't want to), the final resist with multiple modules and stacking penalties can be calculated with the formula
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:<math> \displaystyle \text{Resist} = 1 - ( 1 - R_0 )( 1 - R_1)( 1-R_2 \times 0.869)( 1 - R_3 \times 0.571)( 1 - R_4 \times 0.283)...</math>
  
 
where R0 is the hull resist and R1, R2, R3,... are module resists in descending order.
 
where R0 is the hull resist and R1, R2, R3,... are module resists in descending order.
  
It's often more sensible to increase the resistances of your ship than to increase the total number of raw HP. The damage reduction of resistance modules is a constant where as the buffer reduces with each attack. The fitting requirements for resistance modules are often less than the fitting requirements for Shield Extenders and armor plates. The one drawback is [[Stacking_penalties|stacking penalties]] that will inhibit the effectiveness of additional resistance modules but do not apply to Shield Extenders.
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=== Negative resistances ===
 
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Certain effects will apply negative resists to a ship. These include [[incursion]] effects, [[Abyssal Deadspace]] effects and [[Capital_Ship_Modules#Phenomena_Generator|phenomena generators]]. The way these are applied may seem confusing, but they are simpler than they seem. The idea is exactly the same as with normal resists explained above where the percentage change is applied to vulnerability (100% - resist) instead of resist.
====Negative resists====
 
Certain effects will apply negative resists to a ship. These include [[incursion]] effects, [[Abyssal Deadspace]] effects and [[Capital_Ship_Modules#Phenomena_Generator|phenomena generators]]. The way these are applied may seem confusing but they are simpler than they seem. The idea is exactly same as with normal resists explained above where the percentage change is applied to vulnerability (100% - resist) instead of resist.
 
  
 
A 50% resist penalty means that your ship will take 50% more damage.
 
A 50% resist penalty means that your ship will take 50% more damage.
  
Example: You fly your ship with 70% resist into a situation where you receive 50% resist penalty. Your new resist is 55%, how can this make any sense? <br>
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Example: You fly your ship with 70% resist into a situation where you receive 50% resist penalty. Your new resist is 55%; how can this make any sense? <br>
 
Your ship has 70% resistance meaning you will receive 30% of the incoming damage. If 50% resist penalty is applied on your ship you will take 50% more damage. You will be receiving 1.5×30% = 45% damage after your resists. So the new resistance is 100% - 45% = 55%.
 
Your ship has 70% resistance meaning you will receive 30% of the incoming damage. If 50% resist penalty is applied on your ship you will take 50% more damage. You will be receiving 1.5×30% = 45% damage after your resists. So the new resistance is 100% - 45% = 55%.
  
The math is simply:
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The math is:
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:<math> \displaystyle \text{New resist} = 1 - ( 1 - \text{Original resist} ) \times ( 1 + \text{Penalty} ) </math>
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The resist penalties will never cause the ship to have below 0% resist. If the penalty is big enough that the new resist would be negative, the new resist will simply be 0%.
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=== Negative hitpoints ===
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It is possible that the hitpoints of the shield, armor, and/or hull become a negative value. The game tracks "damaged value" for each layer of hitpoints, changes to max hitpoints will not change the damaged amount of hitpoints, unlike capacitors, which change energy with capacity changes to maintain the same percentage.
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When the max hitpoints are reduced and the new max hitpoint minus damaged hitpoints is a negative value, negative hitpoints occur. Common causes are:
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* The pilot is ejected, and the max hitpoints bonus from skills, implants, and boosters are removed.
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* Modules that give extra max hitpoints become offline because either the pilot ejected caused the module to be out of CPW/PWG, burned to overheating, the pilot did not have skills for it, or they were put offline by the pilot or unfitted.
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* Modules that decrease max hitpoints are fitted and brought online.
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* [[Medical boosters]], [[Command Bursts]] or system effects (like Pulsar or Wolf Rayet in [[Wormhole space]]) caused changes in max hitpoints. Either the effect caused a decrease in max hitpoints, or the ship took too much damage and had the effect that increased max hitpoints wear off.
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Negative hitpoints will show 0 hitpoints, but they will absorb some amount of heal from hull repairers, armor repairers and shield boosters, resulting in odds that the ship is repaired but hitpoints are not changed, but with enough fixes eventually bringing hitpoints to a positive value.
  
:<math> \text{New resist} = 1 - ( 1 - \text{Original resist} ) \times ( 1 + \text{Penalty} ) </math>
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If hull hitpoints reach 0 or a negative value via max hull hitpoints decreased instead of damage, the ship won't be destroyed until the next hull damage, allowing the ship to be hull repaired.
  
The resist penalties will never cause the ship to have below 0% resist. If the penalty is big enough that the new resist would be negative the new resist will simply be 0%.
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== Armor tanking ==
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=== General approach ===
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Armor tanking emphasizes the use of low-slot modules to increase armor hit points, resistance to damage, and gain the ability to repair damage taken by armor. Regardless of the approach taken to armor tanking, understand that armor on T1 hulls has an inherent weakness to Explosive damage, and usually a mild weakness to Kinetic damage, and you should plan your resistance modules accordingly.  
  
==Armor tanking==
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Armor-tanked ships generally have much stronger buffers than shield-tanked ships. This is aided by Armor having near-universally higher base damage resistances than shields (albeit with the opposite order of strengths and weaknesses), and several modules which increase armor hitpoints and resistances that have no shield equivalents.
  
Armor tanking emphasizes the use of the low slot modules to increase armor hit points, resistance to damage and repair damage done to it. Regardless of the approach taken to armor tanking, it is wise to understand that armor on T1 hulls has an inherent weakness to explosive damage and plan your resistance modules accordingly. Armor tanking ships most commonly have high number of low slots to spare.
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Armor Repairers are more capacitor-efficient than Shield Boosters (in terms of raw HP recovered per GJ of capacitor used), and they repair large amounts of HP on every cycle. However, they also cycle very slowly, meaning that they effectively restore less HP per second than shield boosters; and the HP gained is applied at the ''end'' of the module cycle (rather than the ''beginning'' as it is for shield boosters), meaning that a pilot must anticipate when the repairs will be needed several seconds in advance.
  
Armor tank generally has much stronger buffer than shield ships. There are additional kinds of armor tanking modules than shield tanking modules, most notably energized adaptive membrane and reactive armor hardener, which do not have shield counterparts.
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Armor tanking modules generally do not use nearly as much CPU as shield tanking modules. (Some armor tanking modules even consume no CPU at all!) However, Armor Plates and Armor Repairers use much, much more powergrid than any shield-tanking modules. Because armor tanking modules take up low slots, they leave their ship's mid slots free for capacitor modules, [[Electronic Warfare]] modules, and damage application modules, which gives armor-tanked ships much more utility and versatility than shield-tanked ships. However, in exchange, because armor takes up low slots, and damage-increasing modules also take up low slots, armor-tanked ships generally have lower potential damage output than shield-tanked ships.
  
Armor tanking modules are quite light on CPU usage but use lots of powergrid instead. Low slot using armor modules also leave all the mid slots free for various [[Propulsion equipment|propulsion modules]], [[Electronic warfare|electronic attack]] modules, capacitor modules or application modules. This freedom on mid slots makes armor tanked fits versatile. But using low slot for armor, prevents you from using damage modules resulting in lower damage output.
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Once a ship's armor is depleted, only its hull stands between it and death. This means that, in theory, armor-tanked ships have smaller safety margins than shield-tanked ships. However, this is a fact that Gallente ships are designed around: some Gallente ships have bonuses to local armor repair modules, and Gallente ships also have the thickest hulls of any ships.
  
Armor repairers are more efficient at using capacitor but on the other hand a single armor repairer, repairs considerably less HP than corresponding shield booster. Armor repairs also apply the repair at the end of the module cycle requiring pilot to anticipate when the repair is needed.  
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Armor Plates have a unique penalty to them: increased ship mass. This penalty reduces ship agility (acceleration and alignment time), and reduces the speed bonus gained from [[Propulsion equipment]]. Armor Rigs also (usually) reduce ship max speeds. As a result, heavily armored ships tend to be significantly slower than heavily shielded ships.
  
Once your armor is gone your ship has only hull left. This leaves very little safety margin on armor ships. Combined with delayed repair cycles makes it possible for armor ships to easily die in between repair cycles.
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In short, the advantages of armor tanks are:
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* A wide range of modules available to enhance resistances
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* Armor repairers use less capacitor than shield boosters
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* Relatively limited CPU demand and capacitor burden
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* Mid slots are available for propulsion, tackle, EWAR, and damage-application modules
  
Armor plates and armor rigs give penalty to ship mass. This reduces the speed bonus from propulsion modules and makes the ship less agile.
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And the disadvantages of armor tanks are:
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* (active tanks only) armor repairers only repair at the end of their cycle, requiring precise management from pilots
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* Many armor tanking modules and rigs slow the ship down
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* Use of low slots reduces space for damage-boosting modules
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* Relatively greater powergrid demand
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* Armor doesn't repair naturally on its own over time as shields do, so pilots might have to dock up and pay for repairs
  
Unlike shields, armor has no passive regeneration of any kind. Armor repairers are the only way to get armor back.
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Armor tanking is most common in Amarr and Gallente ships, which tend to have lots of low slots and sometimes have bonuses for armor resistance (Amarr) or active armor repairers (Gallente). Minmatar ships and even some Caldari ships are sometimes also given armor tanks: the [[Hurricane]] and [[Blackbird]] are two examples.
  
===Armor tanking modules===
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=== Racial resistances ===
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''see also: [[Natural Resistances#Tech I armor resistances]]''
  
{|class=wikitable style="width: 900px;background:#111111"
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One major consideration when choosing resistance modules is that different races' Tech 1 ships have slightly different base armor resistances. This is explained in the article on [[Natural Resistances]], however for a discussion of tanking, there are four major takeaways:
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* Amarr ships can generally get sufficient resistances using a combination of Multispectrum Energized Membranes, a Damage Control, and/or a Reactive Armor Hardener.
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* Gallente ships generally need to run one Explosive Membrane, Coating, or Hardener
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* Caldari ships are generally not armor-tanked at all, however on the rare occasion that they are, they generally need an Explosive, and possibly a Kinetic, resist module
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* Minmatar ships generally need to run both an Explosive and a Kinetic resist module, or in extreme cases run full "Rainbow -1"
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The reason for these takeaways is that one of the general goals in resistance modules is to have all four of your ship's resistances be at some fairly equal high value; and because different races have different base values, different amounts of effort are required to even the numbers.
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=== Rainbow -1 ===
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"Rainbow" tanking refers to an attempt to maximize damage resistance by running one pure resistance module for each of the four damage types. This is generally only done on Battleships or Capital Ships, because of the large number of slots required to do it. However, because of the distribution of base armor resistances, rainbow tanking is generally not quite the most efficient way to maximize resistances. What is generally more efficient is "Rainbow -1": One Membrane or Hardener for each of Explosive, Kinetic, and Thermal, and then a single Multispectrum Energized Membrane. This strategy takes advantage of armor's naturally high EM resistance, improves the other three resistances to match, then uses a single Multispec to further improve everything. This has the added advantage of only applying 1 layer of Stacking Penalties to most resists and no Stacking Penalties at all to the EM resist, and synergizes very well in a fleet setting with [[Command Bursts|Armored Command Bursts]].
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=== Armor tanking modules ===
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{|class=wikitable style="width: 900px;"
 
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|[[File:Icon armor plate.png|link=|]]
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|[[File:Icon armor plate.png|link=]]
|'''{{co|wheat|Armor plates}}''' increase the ships armor HP by a flat number. The drawback is increased mass that results in slower and less agile ship. It is somewhat common to fit oversized plates. For example 1600mm plates on a cruiser.
+
|'''{{co|wheat|Armor plates}}''' increase armor HP by a flat amount with the cost of increasing ship mass, decreasing ship speed and agility. Oversized plates, those intended for larger ship sizes, can be fitted onto smaller ships if they have adequate power grid.
 +
 
 
|-
 
|-
  
|[[File:Icon energized membrane.png|link=|]]
+
|[[File:Icon adaptive nano plating.png|link=]]
|'''{{co|wheat|Layered Energized Membranes membranes}}''' are passive modules that increase ship's armor by a percentage amount. These are rarely used as a plate and resist module are usually better than this module.
+
|'''{{co|wheat|Resistance coatings}}''' are passive modules that increase armor resistances. They have very low fitting costs.
 +
 
 +
* Resistance Coatings come in 5 types: one for each of the four damage elements and one multispectrum model which moderately resists all damage.
 +
* The [[#Armor Compensation|Armor Compensation]] skills further increases bonus resistances.
 +
 
 
|-
 
|-
 +
|[[File:Icon energized membrane.png|link=]]
 +
|'''{{co|wheat|Energized membranes}}''' are an upgraded version of Resistance Coatings, passively increasing armor resistances by a larger amount. They have higher CPU fitting costs than resistance coatings and are more expensive to produce.
  
|[[File:Icon adaptive nano plating.png|link=|]]
+
*Energized Membranes also come in four elemental types and one multispectrum model which moderately resists all damage.
|'''{{co|wheat|Layered coatings}}''' are passive modules that increase ship's armor by a percentage amount. These are less effective than the energized membrane variant but are much easier to fit. These are rarely used as a plate and resist module are both better than this module.
+
* The [[#Armor Compensation|Armor Compensation]] skills further increases bonus resistances.
|-
 
  
|[[File:Icon armor thermal hardener.png|link=|]]
 
|'''{{co|wheat|Armor hardeners}}''' are active modules that boost one of the four armor resistances: EM, Thermal, Kinetic or Explosive.<br>Compared to membranes, they use capacitor (not much though) and slightly more CPU, but offer a large boost in effectiveness.
 
 
|-
 
|-
  
|[[File:Icon energized membrane.png|link=|]]
+
|[[File:Icon armor thermal hardener.png|link=]]
|'''{{co|wheat|Energized membranes}}''' are passive resist modules that moderately increase the armor resists. The resist bonus is smaller than on active hardeners but greater than on resistance platings. There are damage type specific modules that increase only one resist type and an adaptive membrane that increases all resist types. The name "adaptive" is misleading and the resist bonus is static. The resist bonus is increased by corresponding Armor Compensation skill.
+
|'''{{co|wheat|Armor hardeners}}''' are active modules that significantly increase one of the four armor resistances, more than Energized Membranes. They consume small amounts of Capacitor energy to run and require slightly more CPU to fit than Energized Membranes. They can also be [[Overheat]]ed for a further increase in strength.
  
It is good to note that only T2 energized adaptive nano membrane is generally worth using. Both meta 4 and T2 adaptive nano platings have better stats and lower requirements than any of the meta adaptive energized membranes.
+
* (Active) Armor Hardeners come in 4 types: one for each type of damage.
|-
+
* Armor Hardeners do '''not''' benefit from the [[#Armor Compensation|Armor Compensation]] skills.
  
|[[File:Icon adaptive nano plating.png|link=|]]
 
|'''{{co|wheat|Resistance coatings}}''' are passive resistance modules that increase the armor resistances. They require practically nothing to fit, only 1 PG. They offer lower resist bonus than energized membranes or active hardeners. There are both type specific modules that increase only one resist type and a multispectrum coating that increases all resist types. The resist bonus is increased by the corresponding Armor Compensation skill.
 
 
|-
 
|-
 
   
 
   
|[[File:Icon module damage control.png|link=|]]
+
|[[File:Icon module damage control.png|link=]]
|'''{{co|wheat|Damage control}}''' is a passive module that increases ship's shield, armor and hull resists. This module is not stacking penalized with most other resist modules. Only the reactive armor hardener is stacking penalized with damage control.
+
|'''{{co|wheat|Damage control}}''' is a passive module that increases a ship's shield, armor, and hull resists. This module is not stacking penalized with most other resist modules. Only a Reactive Armor Hardener is stacking penalized with a damage control. As a result, this module is commonly seen as one of the most efficient defensive modules in the game.
 +
 
 
|-
 
|-
 +
|[[File:Icon assault damage control.png|link=]]
 +
|'''{{co|wheat|Assault damage control}}''' is a variant of the Damage Control which can only be used by [[Assault Frigates]] and [[Heavy Assault Cruisers]]. Passively, it gives weaker bonuses to shield, armor, and hull resistances than a normal Damage Control. In exchange, the ADC can be activated once every two minutes to give 12 seconds of massive reduction to all incoming damage. Like the normal Damage Control, the ADC is stacking penalized with the Reactive Armor Hardener but not with any other resist modules.
  
|[[File:icon_reactive_armor_hardener.png|link=|]]
 
|'''{{co|wheat|Reactive armor hardener}}''' is a active module that increases armor resists. it gives in total 60% resist bonus split across all four damage types. When you first activate the module the resists are evenly split to 15% per damage type. As you receive armor damage the RAH will adjust its resist at the end of cycle by increasing the resist against two highest received damage types and reducing the resist against rest of the damage types. The resists shift by 6% per cycle. This module is not stacking penalized with other modules except for Damage Control.
 
 
|-
 
|-
 +
|[[File:icon_reactive_armor_hardener.png|link=]]
 +
|'''{{co|wheat|Reactive armor hardener}}''' is an active module that increases armor resists. it gives in total 60% resist bonus split across all four damage types. When first activated, the module gives 15% resistance to each type of damage. As the ship receives armor damage, every time the RAH cycles its resistances will change to become more resistant to the damage which was last sustained, and less resistant to other damage types which were not sustained. The resists shift by up to 6% per cycle per resist. This module is not stacking penalized with other modules except for Damage Control.
  
|[[File:Icon armor repairer i.png|link=|]]
+
|-
 +
|[[File:Icon armor repairer i.png|link=]]
 
|'''{{co|wheat|Armor repairers}}''' are modules that consume moderate amount of capacitor and use that to repair the ship's armor.<br>  
 
|'''{{co|wheat|Armor repairers}}''' are modules that consume moderate amount of capacitor and use that to repair the ship's armor.<br>  
 
The capacitor is consumed at the beginning of the cycle but the repair happens at the end of the cycle.
 
The capacitor is consumed at the beginning of the cycle but the repair happens at the end of the cycle.
 +
 
|-
 
|-
 +
|[[File:Icon armor repairer i.png|link=]]
 +
|'''{{co|wheat|Ancillary armor repairers}}''' ("Ancils") can consume Nanite Repair Paste to fix armor quickly in short bursts. A loaded Ancil fixes ~1.7x the armor of a comparable T2 armor repairer for the first eight repair cycles. A depleted Ancil repairs much slower, at ~0.6x repair yield. Reloading the module requires '''1 minute''', and an Ancil '''cannot be used''' while reloading. Auto-reload can be disabled to keep the module available until reload is desired.
 +
 +
* PvP is the primary setting for Ancillary Armor Repairers where they provide strong bursts of active tanking. (Certain types of PvE, such as [[Abyssal Deadspace]], also popularly feature this module.)
 +
* [[Overheating]] a loaded Ancillary Armor Repairer is especially advisable, due to its limited number of activation cycles.
  
|[[File:Icon armor repairer i.png|link=|]]
+
|-
|'''{{co|wheat|Ancillary armor repairers}}''' are similar to normal armor repairers. These modules can be loaded with nanite repair paste to drastically increase the repair amount. With paste the ancillary armor repairers repair considerably (1.25x) more than normal T2 armor repairers. Each cycle consumes nanite paste (1 for small, 4 for medium, 8 for large). Once the paste runs out the module can be used without paste. Without paste the ancillary armor repairers repair considerably (0.75x) less than T2 normal armor repairers. Reloading the paste takes one minute. During this time the module can not be used.
+
|[[File:Icon adaptive nano plating.png|link=]]
 +
|'''{{co|wheat|Layered Coatings}}''' are passive modules that increase a ship's armor by a percentage amount, including bonus armor added by Armor Plates. Also, unlike Armor Plates, they do not increase ship mass.
  
Ancillary Armor Repairers are almost exclusively used in PvP to provide strong burst of active tanking. Usage in PvE is not recommended due to the high cost of nanite pastes and unreliable sustainable repairs.
 
 
|-
 
|-
 +
|[[File:Icon energized membrane.png|link=]]
 +
|'''{{co|wheat|Layered Energized Membranes}}''' are upgraded Layer Coatings that increase armor percentage by a higher amount. They have higher CPU fitting costs and are more expensive to produce.
  
|[[File:Icon remote armor repair i.png|link=|]]
 
|'''{{co|wheat|Remote armor repair systems}}''' consume capacitor to remotely repair armor on single target. The repair again happens at the end of the cycle. This can make it hard to repair targets if they die before the repair lands. Long optimal range, short falloff range. As a result the effectiveness drops rapidly if the target is beyond optimal range.
 
 
|-
 
|-
 +
|[[File:Icon remote armor repair i.png|link=]]
 +
|'''{{co|wheat|Remote armor repair systems}}''' consume capacitor to remotely repair armor on another ship. Their short range is extended significantly when fit to [[Logistics]] class ships.
 +
 +
* Remote Armor Repairers heal marginally more than their self-repair counterparts over time, and at faster activation speeds.
  
|[[File:Icon remote armor repair i.png|link=|]]
 
|'''{{co|wheat|Ancillary remote armor repair systems}}''' are the remote counterpart of local ancillary armor repairers. Like the local ancillary armor repairers These can be loaded with nanite repair paste for increased repairs. But once the paste runs out they will repair less than normal remote repairers.
 
 
|-
 
|-
 +
|[[File:Icon remote armor repair i.png|link=]]
 +
|'''{{co|wheat|Ancillary remote armor repair systems}}''' are the remote counterpart of local ancillary armor repairers. Like the local ancillary armor repairers These can be loaded with nanite repair paste for 8 cycles of increased repairs. However, once the paste runs out they will repair less than normal remote repairers.
  
|[[File:Module icon armor rig tech1.png|link=|]]
+
|-
 +
|[[File:Module icon armor rig tech1.png|link=]]
 
|'''{{co|wheat|Rigs}}'''  
 
|'''{{co|wheat|Rigs}}'''  
* Trimark armor pump increases the raw HP by a percentage, at the cost of reduced maximum speed. They are popular in PvP fits and thus are generally expensive due to the high demand.
+
* Trimark Armor Pumps increases the raw HP by a percentage, at the cost of reduced maximum speed.
* Anti-damage type rigs increase damage resist to single damage type, at the cost of reduced maximum speed.
+
* Anti-damage type rigs increase damage resist to a single damage type, at the cost of reduced maximum speed.
* Auxiliary nano pump increases a ship's armor repairer repair amount per cycle. Increases the power grid use for local armor reps.
+
* Auxiliary Nano Pumps increase a ship's armor repairer repair amount per cycle. Increases the power grid use for local armor reps.
*Nanobot accelerator speeds up armor repair module cycle times at the cost of armor repairers' power grid use. In theory this is more effective for active armor tanks than the Auxiliary Nano Pump, but note that shorter cycle time also results in higher capacitor use.
+
* Nanobot Accelerator speeds up armor repair module cycle times at the cost of armor repairers' power grid use. In theory, this is more effective for active armor tanks than the Auxiliary Nano Pump, but note that shorter cycle time also results in higher capacitor use.
 +
Tech II Armor Rigs tend to all be very expensive because of the rarity of one component (Intact Armor Plates) which they all use.
 +
 
 
|-
 
|-
 
+
|[[File:Icon_implant_hardwiring.png|link=]]
|[[File:Icon_implant_hardwiring.png|link=|]]
 
 
|'''{{co|wheat|Implants}}'''  
 
|'''{{co|wheat|Implants}}'''  
 
*Repair Systems RS-6xx series - Slot 6 - reduces armor and hull repair systems duration by 1% to 6%, depending on model number
 
*Repair Systems RS-6xx series - Slot 6 - reduces armor and hull repair systems duration by 1% to 6%, depending on model number
Line 167: Line 251:
 
** The '''{{co|wheat|Asklepian}}''' implant set gives a multiplicative increase to armor repair amounts.
 
** The '''{{co|wheat|Asklepian}}''' implant set gives a multiplicative increase to armor repair amounts.
 
** You can mix & match HG, MG, and LG implants, for a final bonus partway in between.
 
** You can mix & match HG, MG, and LG implants, for a final bonus partway in between.
|-
 
  
|[[File:Icon exile.png|link=|]]
 
|'''{{co|wheat|Exile}}''' medical booster greatly increases the ship's active armor repair amount, however they carry a chance to reduce your Armor hitpoints, Repair amount, or capacitor capacity.
 
 
|-
 
|-
 +
|[[File:Icon exile.png|link=]]
 +
|'''{{co|wheat|Exile}}''' medical booster greatly increases the ship's active armor repair amount, however, they carry a chance to reduce your Armor hitpoints, capacitor capacity, turret tracking, or missile damage application.
  
 
|}
 
|}
  
=== Armor Tanking Skills ===
+
=== Armor tanking skills ===
*{{sk|Hull Upgrades}}  
+
* {{sk|Hull Upgrades}}  
 
** 5% armor HP per level
 
** 5% armor HP per level
** Required for armor plates, hardeners, membranes and resist plates.
+
** Required for armor plates, hardeners, membranes, and resist plates.
*{{sk|Mechanics}}
+
* {{sk|Mechanics}}
 
** 5% hull HP per level
 
** 5% hull HP per level
** Reqruired for armor repairers
 
*{{sk|Repair Systems}}
 
** 5% reduction in armor repair module cycle duration. It should be noted that a reduction in activation time increase the capacitor need of the module.
 
 
** Required for armor repairers
 
** Required for armor repairers
* {{sk|EM Armor Compensation}}, {{sk|Thermal Armor Compensation}}, {{sk|Kinetic Armor Compensation}}, {{sk|Explosive Armor Compensation}}
+
* {{sk|Repair Systems}}
** 5% increase per level in the corresponding resist for membranes and resist plates
+
** 5% reduction in armor repair module cycle duration. It should be noted that a reduction in activation time increases the capacitor need of the module.
 +
** Required for armor repairers
 +
* {{Anchor|Armor Compensation}}Armor Compensation
 +
** {{sk|EM Armor Compensation}}
 +
** {{sk|Thermal Armor Compensation}}
 +
** {{sk|Kinetic Armor Compensation}}
 +
** {{sk|Explosive Armor Compensation}}
 +
*** 5% increase per level in the corresponding resist for membranes and resist plates
 
* {{sk|Armor Rigging}}
 
* {{sk|Armor Rigging}}
 
** Reduces the drawbacks of armor rigs by 10% per level.
 
** Reduces the drawbacks of armor rigs by 10% per level.
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** 5% redution in mass penalty of armor plates per level.
 
** 5% redution in mass penalty of armor plates per level.
 
* {{sk|Resistance Phasing}}
 
* {{sk|Resistance Phasing}}
** 10% reduction in cycle time and capacitor usage of reactive armor hardener per level.
+
** 10% reduction in cycle time and 15% reduction in capacitor usage of Reactive Armor Hardener (and Capital Flex Armor Hardener) per level.
 
 
==Shield tanking==
 
  
Shield Tanking: Focuses on maximizing your shields' ability to withstand and/or repair damage. This is the most common type of defense for ships with larger numbers of mid-slots, where most shield modules are fitted. It should be remembered that shields on T1 hulls are naturally weak to EM damage.
+
== Shield tanking ==
 +
Shield tanking employs buffer tanking with passive shield regeneration (aka. passive shield tanking) or active shield boosting to withstand damage. Shields are innately resistant to explosive damage and weak to EM damage.
  
The versatility of shield modules is somewhat more limited than that of armor modules. Most notable is the lack of good passive shield hardeners. As a result even buffer fit shield ships are often vulnurable to suficiently large number of neuting.
+
Note that, like a ship's capacitor, shield regeneration is strongest when shields are at 25% of their capacity, regenerating slower as shield levels rise above or sink below this value. (For more information on shield regeneration, see [[#Shield recharge rate|shield recharge rate]].) Note also that damage can bypass shields, and that the amount bypassed increases as shield levels fall.  
  
Shield modules generally fit on mid slots. This leaves low slots for damage modules, fitting modules or piloting modules. As a result shield ships generally have higher damage output than their armored cousins. But on the other hand using mid slots for tank limits the ship fit into more or less pure damage dealing as the tank competes with tackling, EWAR, and propulsion modules.
+
Shield modules generally fit in mid slots. This leaves low slots for damage modules, fitting modules or piloting modules. As a result, shield ships generally have higher damage output than their armored cousins. But using mid slots for tank can sometimes limit the ship fit into more or less pure damage dealing as the tank competes with tackling, EWAR, and propulsion modules.
  
Shield extenders and shield rigs have penalty to the ship's signature radius. This makes it easier to hit shield ships. Shields generally also have less buffer than armor ships. This is most notable when fighting against ships larger than your own.
+
Shield extenders and shield rigs apply a penalty to the ship's signature radius: they make it larger, making the ship easier to hit with turrets and easier to damage with missiles. Shields generally also have less buffer than armor ships. This is most notable when fighting against ships larger than your own.
  
 
Unlike Armor Repairers, Shield Boosters give the boost at the beginning of the cycle time instead of at the end, meaning you can wait until you need the shields to activate the shield booster instead of activating it in anticipation of needing it, as is commonly done with armor repairers. Shield boosters also repair much faster and more than armor repairers. This comes at cost of using more capacitor.
 
Unlike Armor Repairers, Shield Boosters give the boost at the beginning of the cycle time instead of at the end, meaning you can wait until you need the shields to activate the shield booster instead of activating it in anticipation of needing it, as is commonly done with armor repairers. Shield boosters also repair much faster and more than armor repairers. This comes at cost of using more capacitor.
Line 208: Line 294:
 
After shields are exhausted there is still some armor and hull remaining, leaving a little more room for error.  
 
After shields are exhausted there is still some armor and hull remaining, leaving a little more room for error.  
  
Shields heal themselves over time at a natural recharge rate. Armor and Hull damage taken is going to sit there until it is repaired. This passive regeneration is taken to extreme on passive shield fits described below.
+
Shields naturally recharge themselves over time, while armor and hull damage remains until it is repaired. This passive regeneration is taken to extreme in "passive shield tanking", described below.
 
 
In short the advantages of shields are:
 
*Does not reduce speed or maneuverability.
 
*As a first line of defense, leaves you with Armor and Hull as a fallback if shields go down.
 
*Recharge on their own – no need to dock for repairs.
 
*Shield boosting modules work more quickly than armor repair modules and apply effects immediately.
 
*Low slots are available for weapon enhancing modules.
 
  
And the disadvantages of shields are:
+
In short, the advantages of shield tanking are:
*Increases signature radius – ship becomes easier to hit.
+
* Does not reduce speed or maneuverability.
*Fewer kinds of enhancement modules – less choice than with armor.
+
* As a first line of defense, leaves you with armor and hull as a fallback if shields go down.
*Shield recharge modules use more capacitor than armor repair modules.
+
* Shields recharge on their own - no need to dock and pay for repairs.
*Mid slots are not available for EWAR, tackle or propulsion modules.
+
* Shield boosting modules work more quickly than armor repair modules and apply effects immediately.
 +
* Low slots are available for weapon enhancing modules.
  
=== Passive Shield Tanking ===
+
And the disadvantages of shield tanking are:
 +
* Increases signature radius – ship becomes easier to hit.
 +
* Fewer kinds of enhancement modules – less choice than with armor.
 +
* Shield recharge modules use more capacitor than armor repair modules.
 +
* Mid slots are not available for EWAR, tackle or propulsion modules.
  
Unlike Armor hit points, shields will recharge themselves after taking damage. The Passive Shield tank is designed to maximize this natural recharge rate without the use of active Shield Booster modules. The shields of a ship have two stats that are relevant to passive recharge: Shield capacity and shield recharge time. The shield capacity is simply the maximum HP for the shields while the recharge time tells how long it takes for the shields to recharge.
+
Shield tanks are most common on Caldari ships, followed by Minmatar ships. Both races' ships tend to have adequate numbers of mid slots; some Caldari ships have bonuses to shield resistances, and some Minmatar ships have bonuses to shield boosters. Shield tanks also synergize well with Minmatar ships' emphasis on speed. Some Gallente and Amarr ships are sometimes shield-tanked: one example is the [[Curse]].
  
The concept behind the Passive Shield Tank is deceptively simple: find a ship with a relatively high natural recharge rate (Shield HP / Recharge time = Average recharge rate), then add as many additional shield hit points to your ship as possible using shield extenders. Because the recharge time for a given ship is a fixed amount no matter how many points of shields you have, adding multiple shield extenders not only adds a lot of buffer, it indirectly increases the recharge rate because more Hit Points are being recharged in the same amount of time. Now add passive modules that increase the recharge rate even further, such as Shield Rechargers, Shield Power Relays and Power Diagnostic Systems; and you have a monster sized Buffer tank that regenerates very quickly without using any capacitor making your defense invulnerable to weapons that drain the capacitor. Shield Flux Coils also increase recharge rate, but should be avoided because they also lower your shield hit points, which is self defeating for the same reason adding Shield Extenders improves your recharge rate.
+
=== Active shield tanking ===
 +
Active shield tanking is most commonly used in higher-level PvE but also has a place in solo or small-gang PvP. Active shield tanking is based on using a shield booster to recover shield HP faster than incoming damage can deplete it, while also fitting modules to harden the shields' resistances.
  
As the name implies, a fully passive tank does not require any modules that need to be “turned on” to function, and therefore does not require capacitor. The drawback to Passive Shield tanking is the number of modules required to pull it off, which leaves very little room to fit other useful modules such as damage improvement and tackling equipment, which makes this fitting of limited use outside of mission running and bait ships.
+
=== Passive shield tanking ===
 +
{{See also|Passive shield tanking}}
 +
Unlike Armor hit points, shields will recharge themselves after taking damage. A passive Shield tank maximizes this natural recharge rate without the use of active booster modules. The shields of a ship have two stats that are relevant to passive recharge: shield capacity and shield recharge time. The shield capacity is simply the maximum HP for the shields while the recharge time tells how long it takes for the shields to recharge.
  
While this fitting is more about raw hit points than it is damage resistance adding resit modules will greatly increase the effectiveness of passive recharge. Shield resistance amplifiers can be added to provide a little damage reduction. Some people use Multispectrum Shield Hardeners and Shield Hardeners to improve damage resistance, but these are active modules that require capacitor, thus making your Passive Shield tank not quite passive any more. This can be problematic because the Shield Power Relays you depend on to increase your shield recharge rate also totally gimp your capacitor recharge rate. For this reason careful balancing is necessary to make the Passive Shield Tank effective. When done correctly, however, Passive Shield tanking can be used to handle tough missions with a single ship.
+
The concept behind the Passive Shield Tank is deceptively simple: find a ship with a relatively high natural recharge rate (Shield HP / Recharge time = Average recharge rate), then add as many additional shield hit points to your ship as possible using shield extenders. Because the recharge time for a given ship is a fixed amount no matter how many points of shields you have, adding more shield HP indirectly increases the recharge rate, because more HP are being recharged in the same amount of time. Now add passive modules that increase the recharge rate even further, such as Shield Rechargers, Shield Power Relays and Power Diagnostic Systems, and you have a monster sized buffer tank that also regenerates very quickly, without using any capacitor. Shield Flux Coils also increase recharge rate, but should be avoided because they also lower your shield hit points, which is self-defeating.
  
It is generally advised '''NOT''' to mix modules that increase shield recharge rate with modules that repair shield damage.
+
As the name implies, a fully passive tank does not require any modules that need to be “turned on” to function, and therefore does not require capacitor. The drawback to Passive Shield tanking is the number of modules required to pull it off, which leaves very little room to fit other useful modules such as damage improvement and tackling equipment, which makes this fitting of limited use outside of PvE combat.
  
Here is a typical cruiser fitted with a passive shield tank for PvP:
+
Adding resistance modules will greatly increase the effectiveness of passive recharge. Some passive shield tanks also use Multispectrum Shield Hardeners and Shield Hardeners to improve damage resistance. Note that these do put a (gentle) load on the capacitor, and the capacitor's own recharge rate is reduced by the Shield Power Relays that increase shield recharge rates. Careful balancing is therefore necessary to make a passive shield tank work. When done correctly, however, this approach can be used to handle tough missions with a single ship.
{{Color box | color=#222222 | border=#ffeeee |
 
'''Ship''': Minmatar [[Rupture]]
 
  
'''High Slots'''
+
It is generally advised '''NOT''' to mix modules that increase shield recharge rate (a passive shield tank) rate with modules that repair shield damage (an active shield tank).
* [[Turrets#Autocannon|Projectile Turret]] x 4, Free slot: launcher or drone module
 
'''Mid Slots'''
 
*[[Tanking#Fitting_a_shield_tank|Large Shield Extender]]
 
*Compact Thermal [[Tanking#Fitting_a_shield_tank|Shield Hardener]]
 
*Compact Kinetic [[Tanking#Fitting_a_shield_tank|Shield Hardener]]
 
*[[Afterburner]]
 
'''Low Slots'''
 
*[[Tanking#Fitting_a_shield_tank|Shield Power Relay]] x 2
 
*[[Turrets#Related_modules_summary|Gyrostabilizer]] x 2
 
*[[Turrets#Related_modules_summary|Tracking Enhancer]]
 
'''Rigs'''
 
*Medium [[Tanking#Fitting_a_shield_tank|Core Defense Purger]] x 3
 
'''[[Drones]]''' x 6}}
 
  
This ship has four mid level fitting slots. Five would be better, but the ship can still mount an effective passive shield tank.  
+
==== Shield recharge rate ====
 +
All ships have shields, and all shields have a recharge rate.  
  
The high slots support four turrets - most likely projectile weapons. These are used here because the Rupture has bonuses for projectiles. Note that the more power and cpu used by the weapons, the less power and cpu available to the shields. This is the trade-off that every player must make. Your first choice would probably be Tech II autocannons. But, if your gunnery skills are high and your engineering skills low, you might want to downgrade the turrets in order to have more cpu and power available for shields. (There are a large number of possible combinations among these modules.)
+
A ship's information screen, on the attributes tab, under the shield heading, lists the total shield amount of the hull and the shield recharge time. The recharge time expresses how long it will take to go from 0% shields to roughly 98% shields when the ship is sitting idle in space and no one is repairing the shields or damaging them. That last ~2% of your shields will take much longer.
  
The fifth high slot cannot be used for a turret, but it can mount a launcher or other module. Many ships have this kind of unusual twist - a capacity that doesn't directly connect to the pilot's primary goal. In this case the slot is often filled with a missile launcher (for added damage), a drone control module (for added damage), or a probe launcher (for scouting).
+
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.  
  
In the mid slots, the shield extender increases the shield's toughness in general. Note that this is a Large module rather than the usual Medium fit. The thermal hardener increases thermal resistance, and the same for the kinetic hardener. The hardeners can be swapped out to match the damage giving [[NPC_damage_types|characteristics of the NPCs]] to be engaged. Some players will choose to fit two shield extenders, if possible, and only one hardener.
+
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.
  
The low slot fittings represent another choice for balance. The two shield power relays reduce capacitor recharge to rebuild the shields. The two gyrostabilizers increase the projectile damage and rate of fire. The tracking enhancer improves the accuracy of the projectiles. A player may want to change this balance to in order to trade offense for defense, or vice-versa.
+
[[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 rate.png|thumb|400px|Shield recharge rate as function of shield HP according to the formula. Click to enlarge.]]
  
The rigs are all core defense field purgers. These increase the shield recharge rate. If, however, your skills leave you short on capacitor, you may want to install rigs to remedy that.
+
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.
 
 
The six drones provide a substantial damage boost and should be chosen to match expected NPC damage types.
 
 
 
A Rupture fit similar to this on can be viewed at [https://www.eveworkbench.com/fitting/rupture/07a26f99-41ec-4d37-9656-08d7a5bfb70f| EVE Workbench]. Other ships that often benefit from passive shield fits include the: [[Moa]] (cruiser), [[Hurricane]] (battlecruiser), [[Ferox]] (battlecruiser), [[Rokh]] (battleship) and [[Maelstrom]] (battleship).
 
 
 
===Active Shield Tanking===
 
Active shield tanking is used primarily in PvE. PvP encounters are often over quickly, making a short term, but high mitigation tank preferable. PvE encounters tend to unfold more slowly, and in taking on opponents one at a time (or in small groups) a PvE player benefits from a renewable tank, even if its maximum power is less impressive.
 
 
 
A combat technique known as "kiting" makes use of active tanking and is widely used in PvE. A kiting ship attracts enemies and then flees, stringing the enemy out like the tail of a kite. By controlling its speed, the player ship can allow only a few enemy ships to come into range at any given time. These are killed, and while that is happening, the player's tank is rebuilding itself. (Note that this spreads out the wrecks and makes looting and salvaging take longer.)
 
 
 
An active shield fit needs enough tanking power to withstand the damage from a group a ships for some amount of time, with enough regenerating power to rebuild the shields before they collapse under the damage. If this sounds imprecise, it is - because the goal depends on the balance between power and regeneration, and there are many ways to accomplish that balance.
 
 
 
Here is a typical mission running cruiser fit:
 
{{Color box | color=#222222 | border=#ffeeee |
 
'''Ship''': Caldari [[Caracal]]
 
 
 
'''High Slots'''
 
*[[Missile Launchers|Light missile launcher]] x 5
 
'''Mid Slots'''
 
*[[Tanking#Fitting_a_shield_tank|Large Shield Extender]] x 2
 
*Compact Thermal [[Tanking#Fitting_a_shield_tank|Shield Hardener]]
 
*Compact Kinetic [[Tanking#Fitting_a_shield_tank|Shield Hardener]]
 
*[[Afterburner]]
 
'''Low Slots'''
 
*[[Tanking#Fitting_a_shield_tank|Shield Flux Coil]] x 2
 
*[[Ballistic Control System]] x 2
 
'''Rigs'''
 
*Medium [[Tanking#Fitting_a_shield_tank|Core Defense Purger]] x 3
 
'''[[Drones]]''' x 2}}
 
 
 
This ship has five mid level fitting slots. This is typical of shield tanked ships and also typical of Caldari ships, which often prefer shields.
 
 
 
The high slots will be filled with offensive weapons - depending on the players preference and skill level. Missiles are used here because the Caracal has bonuses for missiles. Note that the more power and cpu used by the weapons, the less power and cpu available to the shields. This is the trade-off that every player must make. If your missile skills are high, and your engineering skills low, you might want to downgrade the launchers in order to have more cpu and power available for shields. (There are a very large number of possible combinations.)
 
 
 
In the mid slots, the two shield extenders increase the shield's toughness in general. Note that these are Large modules rather than the usual Medium fit. The thermal hardener increases thermal resistance, and the same for the kinetic hardener. The hardeners can be swapped out to match the damage giving [[NPC_damage_types|characteristics of the NPCs]] to be engaged.
 
 
 
The low slot fittings represent another choice for balance. The two flux coils draw capacitor to rebuild the shields. Among these kinds of modules, flux coils have the best recharge rate, but they use capacitor and are thereby vulnerable to neuting. This is why active tanks are primarily used in PvE. The two ballistic control systems increase the missile damage and rate of fire. A player may want to remove a ballistic control system and add another shield rebuilding module - exactly which module is a matter of skill level and preference.
 
 
 
The rigs are all core defense field purgers. These increase the shield recharge rate, which is key to an active shield tank. If, however, your skills leave you short on capacitor, you may want to install rigs to remedy that.
 
 
 
Drones should be chosen to match expected NPC damage types.
 
 
 
A caracal fit similar to this on can be viewed at [https://www.eveworkbench.com/fitting/caracal/a6b20479-c676-4a2c-8f42-08d7a5bfb70f EVE Workbench]. Other typical ships that benefit from active shields include the: [[Drake]] (battlecruiser), [[Hurricane]] (battlecruiser), [[Raven]] (battleship) and [[Maelstrom]] (battleship).
 
 
 
=== Understand Shield Recharge Rate ===
 
It is valuable to understand the mechanics of shield recharge rate. All ships have shields, and all shields have a recharge rate. Therefore, this concept applies to every ship, shuttle, and pod in Eve, and thus to every pilot who undocks.
 
 
 
NOTE: The math behind the shield recharge rate calculation is the same as that used for a ship's [[capacitor recharge rate]].
 
 
 
In a ship's information screen, on the attributes tab, under the shield heading, is listed the total shield amount of the hull, and the shield recharge time. The recharge time expresses how long it will take to go from 0% shields to roughly 98% shields when the ship is sitting idle in space and no one is repairing the shields or damaging them. That last ~2% of your shields will take much longer.
 
 
 
But shields do not recharge at a constant rate. Imagine a ship with a 440 shield and a shield recharge time of 440 seconds. To find out how many shield points you regain per second you might divide: 440 shields / 440 seconds = 1.0 shields per second.
 
 
 
That is close but not quite correct. The ''average'' shield recharge rate is going to be 1.0 shields per second but sometimes it will be higher, and sometimes it will be lower.
 
 
 
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 is 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 shortly.
 
 
 
[[File:Shield_recharge.png|400px|thumb|Measured shield HP during passive recharge from zero and theoretical shield HP from formula plotted. Click to enlarge.]]
 
[[File:Shield recharge rate.png|400px|thumb|Shield recharge rate as function of shield HP according to the formula. Click to enlarge.]]
 
 
 
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.
 
  
 
{{ 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.}}
 
{{ 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.}}
Line 333: Line 344:
 
The math for shield regeneration is exactly the same as that of the [[capacitor recharge rate]]. 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. Note that modules that refer to "recharge rate" modify the recharge time number, not the raw regeneration in HP/s.
 
The math for shield regeneration is exactly the same as that of the [[capacitor recharge rate]]. 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. Note that modules that refer to "recharge rate" modify the recharge time number, not the raw regeneration in HP/s.
  
:<math> \displaystyle\frac{\text{d}C}{\text{d}t} = \frac{ 10C_{\rm{max}}}{T} \left( \sqrt{ \frac{C}{C_{\rm{max}}} } - \frac{C}{C_{\rm{max}}} \right) </math>
+
:<math> \displaystyle \frac{\text{d}C}{\text{d}t} = \frac{ 10C_{\rm{max}}}{T} \left( \sqrt{ \frac{C}{C_{\rm{max}}} } - \frac{C}{C_{\rm{max}}} \right) </math>
  
 
...where:<br />
 
...where:<br />
Line 343: Line 354:
 
;Consequences
 
;Consequences
  
The fact that 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.
+
The fact that 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" in a passive tank despite reaching its maximum level in the same time.
 
 
 
;Calculating Average rate
 
;Calculating Average rate
 
The average shield regeneration per second can be computed by dividing the shield capacity by its recharge time.
 
 
Average HP/s = Shield maximum / Recharge time
 
 
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 once the shield falls below 25% of shield capacity.
 
  
 
=== Fitting a shield tank ===
 
=== Fitting a shield tank ===
 
+
In many cases the technical construction of the ship dictates the use of shields (or armor) as its primary defense. Any ship receiving a bonus to shield capabilities would likely use shields. And because most shield modules use medium power slots, a ship with more mid than low slots will tend to use shields. As a shield ships use mainly mid slots for defense, they can fit much higher damage output and are often faster.
In many cases the technical construction of the ship dictates the use of Shields (or Armor) as its primary defense. Any ship receiving a bonus to shield capabilites would likely use shields. And because most shield modules use medium power slots, a ship with more mid than low slots will tend to use shields. Though the purpose of the ship can never be ignored. As a shield ships use mainly mid slots for defence they can fit much higher damage output and are often faster.
 
  
 
Every ship has a shield. Whether or not a pilot decides to expand and improve the shield is his or her choice.<br>
 
Every ship has a shield. Whether or not a pilot decides to expand and improve the shield is his or her choice.<br>
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* Less need for EWAR modules (which tend to need mid slots).
 
* Less need for EWAR modules (which tend to need mid slots).
  
{|class=wikitable style="width: 900px;background:#111111"
+
{|class=wikitable style="width: 900px;"
 
|-
 
|-
|[[File:Icon shield extender.png|link=|]]
+
|[[File:Icon shield extender.png|link=]]
 
|'''{{co|wheat|Shield extenders}}''' increase ships shield HP by a flat number. The drawback is increased signature radius that makes the ship easier to hit. Oversized modules are often used (Medium size on a Frigate class ship, for example).  
 
|'''{{co|wheat|Shield extenders}}''' increase ships shield HP by a flat number. The drawback is increased signature radius that makes the ship easier to hit. Oversized modules are often used (Medium size on a Frigate class ship, for example).  
 +
 
|-
 
|-
 +
|[[File:Icon resists.png|link=]]
 +
|'''{{co|wheat|Shield hardeners}}''' are active modules that increase ship's shield resists. Multispectrum Shield Hardener increases resist to all damage types but less than type specific modules. The name is misleading and the module does not adapt to damage like the reactive armor hardener. Active shield hardeners are considerably more effective than the passive shield resistance amplifiers.
  
|[[File:Icon resists.png|link=|]]
 
|'''{{co|wheat|Shield hardeners}}''' are active modules that increase ship's shield resists. Multispectrum Shield Hardener increases resist to all damage types but less than type specific modules. The name is misleading and the module does not adapt to damage like the reactive armor hardener. Active shield hardeners are considerably more effective than the passive shield resistance amplifiers.
 
 
|-
 
|-
 +
|[[File:Icon thermal amplifier.png|link=]]
 +
|'''{{co|wheat|Shield resistance amplifiers}}''' are passive modules that increase ship's shield resists. Easier to fit than active hardeners and do not need any capacitor. Considerably lower resist bonus compared to active hardeners. The resist bonus increases with appropriate shield compensation skill. There is no resistance amplifier that increases all resist types like there is for armor.
  
|[[File:Icon thermal amplifier.png|link=|]]
 
|'''{{co|wheat|Shield resistance amplifiers}}''' are passive modules that increase ship's shield resists. Easier to fit than active hardeners and do not need any capacitor. Considerably lower resist bonus compared to active hardeners. The resist bonus increases with appropriate shield compensation skill. There is no resistance amplifier that increases all resist types like there is for armor.
 
 
|-
 
|-
 +
|[[File:Icon module damage control.png|link=]]
 +
|'''{{co|wheat|Damage control}}''' is a passive module that increases the ship's shield, armor and hull resists. This module is not stacking penalized with any other shield resist module.
  
|[[File:Icon module damage control.png|link=|]]
 
|'''{{co|wheat|Damage control}}''' is a passive module that increases ship's shield, armor and hull resists. This module is not stacking penalized with any other shield resist module.
 
 
|-
 
|-
 
+
|[[File:Icon shield recharger.png|link=]]
|[[File:Icon shield recharger.png|link=|]]
+
|'''{{co|wheat|Shield power relays}}''' are passive modules that increase the ship's shield recharge rate at the cost of reduced capacitor recharge rate. This module defines a passive shield tank. Since the relay modules fit in low slots, this means more Extenders may be fitted alongside them. On the other hand, this also means no low slot weapon upgrade modules for high damage. This will limit the situations where a passive tank may be used. One of the few low slot shield modules.
|'''{{co|wheat|Shield power relays}}''' are passive modules that increase ship's shield recharge rate at the cost of reduced capacitor recharge rate. This module defines a passive shield tank. Since the relay modules fit in low slots, this means more Extenders may be fitted alongside them. On the other hand, this also means no low slot weapon upgrade modules for high damage. This will limit the situations where a passive tank may be used. One of the few low slot shield modules.
 
 
|-
 
|-
  
|[[File:Icon shield recharger.png|link=|]]
+
|[[File:Icon shield recharger.png|link=]]
 
|'''{{co|wheat|Shield flux coils}}''' are passive modules that increase ship's shield recharge rate at the cost of reduced shield capacity. The reduced shield capacity reduces the shield recharge rate but the recharge rate bonus on flux coils is larger than on power relays resulting in higher recharge rate.
 
|'''{{co|wheat|Shield flux coils}}''' are passive modules that increase ship's shield recharge rate at the cost of reduced shield capacity. The reduced shield capacity reduces the shield recharge rate but the recharge rate bonus on flux coils is larger than on power relays resulting in higher recharge rate.
 +
 
|-
 
|-
 +
|[[File:Icon shield recharger.png|link=]]
 +
|'''{{co|wheat|Shield rechargers}}''' are passive mid slot modules that provide a modest increase to the shield recharge rate. If there is fitting room for shield extender then that may be a better choice.
  
|[[File:Icon shield recharger.png|link=|]]
 
|'''{{co|wheat|Shield rechargers}}''' are passive mid slot modules which provide a modest increase to the shield recharge rate. If there is fitting room for shield extender then that may be a better choice.
 
 
|-
 
|-
 +
|[[File:Icon shield glow.png|link=]]
 +
|'''{{co|wheat|Shield boosters}}''' consume ship's capacitor to repair (or ''boost'', as the name says) the shields in exchange. Note that the repair happens at the beginning of the module cycle. Shield boosters generally have short cycle time and mediocre capacitor:hitpoint rate compared to Armor Repairers.
  
|[[File:Icon shield glow.png|link=|]]
 
|'''{{co|wheat|Shield boosters}}''' consume ship's capacitor to repair (or ''boost'', as the name says) the shields in exchange. Note that the repair happens at the beginning of the module cycle. Shield boosters generally have short cycle time and mediocre capacitor:hitpoint rate compared to Armor Repairers.
 
 
|-
 
|-
 +
|[[File:Icon ancillary shield booster.png|link=]]
 +
|'''{{co|wheat|Ancillary shield booster}}'''  provides a capacitor-free method of active shield tanking for limited time. They can be loaded with Capacitor Booster Charges, and will consume the loaded charges upon activation. When no charges are loaded, it will consume quite a large amount of capacitor instead. They will reload in 1 minute (60 seconds). Capacitor Booster Charges of different sizes can be fitted, however it is recommended to use the Navy variant of the smallest charge available (the accepted charge size is displayed on the Show Info tab). Using larger charges offers no benefits. Ancillary shield boosters are almost exclusively used in PvP situations to provide repairs without consuming the precious capacitor. Usage in PvE is not recommended due to the long reload time, the cost of Capacitor Booster Charges and burst tanking nature.
  
|[[File:Icon ancillary shield booster.png|link=|]]
 
|'''{{co|wheat|Ancillary shield booster}}'''  provides a capacitor-free method of active shield tanking for limited time. They can be loaded with Capacitor Booster Charges, and will consume the loaded charges upon activation. When no charges are loaded, it will consume quite a large amount of capacitor instead. They will reload in 1 minute (60 seconds). Capacitor Booster Charges of different sizes can be fitted, however it is recommended to use the Navy variant of the smallest charge available (the accepted charge size is displayed on the Show Info tab). Using larger charges offers no benefits. Ancillary shield boosters are almost exclusively used in PvP situations to provide repairs without consuming the precious capacitor. Usage in PvE is not recommended due to the long reload time, the cost of Capacitor Booster Charges and burst tanking nature.
 
 
|-
 
|-
 +
|[[File:Icon shield boost amplifier.png|link=]]
 +
|'''{{co|wheat|Shield boost amplifiers}}''' are passive mid slot modules that increase shield booster repair amount without increasing the capacitor usage. They are completely passive and use only 1 powergrid, however they require quite a bit of CPU. This makes these impractical for smaller hulls due to the limited med slots and fitting resources. However, Boost Amplifiers double the heat damage from [[overheating]].
  
|[[File:Icon shield boost amplifier.png|link=|]]
 
|'''{{co|wheat|Shield boost amplifiers}}''' are passive mid slot modules that increase shield booster repair amount without increasing the capacitor usage. They are completely passive and use only 1 powergrid, however they require quite a bit of CPU. This makes these impractical for smaller hulls due to the limited med slots and fitting resources. However, Boost Amplifiers double the heat damage from [[overheating]].
 
 
|-
 
|-
 
+
|[[File:Icon shield transporter i.png|link=]]
|[[File:Icon shield transporter i.png|link=|]]
 
 
|'''{{co|wheat|Remote shield boosters}}''' use capacitor to repair shields of a single target. Moderately short Optimal range and long Falloff range. Note that the repair is delivered at the start of the cycle.
 
|'''{{co|wheat|Remote shield boosters}}''' use capacitor to repair shields of a single target. Moderately short Optimal range and long Falloff range. Note that the repair is delivered at the start of the cycle.
 
|-
 
|-
  
|[[File:Icon_shield_transporter_i.png|link=|]]
+
|[[File:Icon_shield_transporter_i.png|link=]]
 
|'''{{co|wheat|Ancillary remote shield boosters}}''' are remote shield boosters that can be loaded with cap boosters. They behave exactly the same with local Ancillary Shield Boosters except they repair other ships instead. Usage without Cap Booster Charges are highly discouraged due to the large Capacitor usage.
 
|'''{{co|wheat|Ancillary remote shield boosters}}''' are remote shield boosters that can be loaded with cap boosters. They behave exactly the same with local Ancillary Shield Boosters except they repair other ships instead. Usage without Cap Booster Charges are highly discouraged due to the large Capacitor usage.
 +
 
|-
 
|-
 
+
|[[File:Icon powergrid.png|link=]]
|[[File:Icon powergrid.png|link=|]]
 
 
|'''{{co|wheat|Power diagnostics systems}}''' are low slot engineering modules. Small percentage increase to shield capacity, capacitor capacity, powergrid output, shield recharge rate and capacitor recharge rate.
 
|'''{{co|wheat|Power diagnostics systems}}''' are low slot engineering modules. Small percentage increase to shield capacity, capacitor capacity, powergrid output, shield recharge rate and capacitor recharge rate.
 
|-
 
|-
  
|[[File:Icon capacitor recharger.png|link=|]]
+
|[[File:Icon capacitor recharger.png|link=]]
 
|'''{{co|wheat|Capacitor power relays}}''' are not exactly a shield modules, but an engineering module. They are a passive low slot module that increase capacitor recharge rate at the expense of reduced shield booster repair amount. These are generally avoided on active shield tanked ships. The penalty does not apply to remote shield boosters.
 
|'''{{co|wheat|Capacitor power relays}}''' are not exactly a shield modules, but an engineering module. They are a passive low slot module that increase capacitor recharge rate at the expense of reduced shield booster repair amount. These are generally avoided on active shield tanked ships. The penalty does not apply to remote shield boosters.
 +
 
|-
 
|-
 
+
|[[File:Module icon shield rig tech1.png|link=]]
|[[File:Module icon shield rig tech1.png|link=|]]
 
 
|'''{{co|wheat|Rigs}}'''
 
|'''{{co|wheat|Rigs}}'''
 
* Core defense field extenders increase shield capacity by a percentage amount. They are popular on PvP fits, and thus are a bit more expensive due to the high demand.
 
* Core defense field extenders increase shield capacity by a percentage amount. They are popular on PvP fits, and thus are a bit more expensive due to the high demand.
 
* Core defense field purgers increase the shield recharge rate. It is however, a lot more effective than a Shield Recharger, and is a staple on almost all passively-tanked ships.
 
* Core defense field purgers increase the shield recharge rate. It is however, a lot more effective than a Shield Recharger, and is a staple on almost all passively-tanked ships.
* Screen reinforcers increases a ship resistance to single type of damage. The most commonly used is the anti-EM and anti-thermal reinforcers as the shields are naturally vulnurable to these damage types.
+
* Screen reinforcers increases a ship resistance to single type of damage. The most commonly used is the anti-EM and anti-thermal reinforcers as the shields are naturally vulnerable to these damage types.
 
* Core defense capacitor safeguards make a shield booster run more efficiently reducing the cap requirement.
 
* Core defense capacitor safeguards make a shield booster run more efficiently reducing the cap requirement.
 
* Core defense operational solidifiers make the shield boosters run faster, increasing tank but also capacitor use. Unlike its armor equivalent, usually ignored in favour of a boost amplifier module.
 
* Core defense operational solidifiers make the shield boosters run faster, increasing tank but also capacitor use. Unlike its armor equivalent, usually ignored in favour of a boost amplifier module.
 
* Core defense charge economizers reduce the powergrid need of shield extenders. Rarely used except in some very large buffers to pvp fits. They are much cheaper than the general PG upgrade rig
 
* Core defense charge economizers reduce the powergrid need of shield extenders. Rarely used except in some very large buffers to pvp fits. They are much cheaper than the general PG upgrade rig
 +
 
|-
 
|-
 
+
|[[File:Icon implant hardwiring.png|link=]]
|[[File:Icon implant hardwiring.png|link=|]]
 
 
|'''{{co|wheat|Implants}}'''
 
|'''{{co|wheat|Implants}}'''
 
* Slot 6: Zainou 'Gnome' Shield Upgrades SU-6XX series reduces shield extender powergrid needs by a few&nbsp;%. Rarely used.
 
* Slot 6: Zainou 'Gnome' Shield Upgrades SU-6XX series reduces shield extender powergrid needs by a few&nbsp;%. Rarely used.
Line 442: Line 445:
 
** The '''{{co|wheat|Nirvana}}''' implant set gives a multiplicative increase to shield hit points.
 
** The '''{{co|wheat|Nirvana}}''' implant set gives a multiplicative increase to shield hit points.
 
** You can mix & match HG, MG, and LG implants, for a final bonus partway in between.
 
** You can mix & match HG, MG, and LG implants, for a final bonus partway in between.
 +
 
|-
 
|-
 
+
|[[File:Icon blue pill.png|link=]]
|[[File:Icon blue pill.png|link=|]]
 
 
|'''{{co|wheat|Blue Pill}}''' medical booster greatly increases the ship's active shield boosting amount, however they have a chance to penalize your ship's Capacitor and Shield capacity, your turret's optimal range, or your missile's explosion velocity.  
 
|'''{{co|wheat|Blue Pill}}''' medical booster greatly increases the ship's active shield boosting amount, however they have a chance to penalize your ship's Capacitor and Shield capacity, your turret's optimal range, or your missile's explosion velocity.  
|-
 
  
 
|}
 
|}
  
=== Shield skills===
+
=== Shield skills ===
 
The following skills are required to field a full Tech 2 Shield tank:
 
The following skills are required to field a full Tech 2 Shield tank:
  
*{{sk|Shield Management}}
+
* {{sk|Shield Management}}
 
** 5% increase in shield capacity per level.
 
** 5% increase in shield capacity per level.
 
** Required for shield boost amplifiers.
 
** Required for shield boost amplifiers.
  
*{{sk|Energy Grid Upgrades}}  
+
* {{sk|Energy Grid Upgrades}}  
 
** 5% PG per level. Required for shield power relays and power diagnostic units.
 
** 5% PG per level. Required for shield power relays and power diagnostic units.
  
*{{sk|Shield Upgrades}}
+
* {{sk|Shield Upgrades}}
 
** 5% reduction in shield extener PG usage.
 
** 5% reduction in shield extener PG usage.
 
** Required for resistance amplifier, shield recharger modules.
 
** Required for resistance amplifier, shield recharger modules.
  
*{{sk|Shield Operation}}
+
* {{sk|Shield Operation}}
 
** 5% reduction in shield recharge time per level.
 
** 5% reduction in shield recharge time per level.
 
** Required for shield boosters and maximize shield recharge.
 
** Required for shield boosters and maximize shield recharge.
  
*{{sk|Tactical Shield Manipulation}}  
+
* {{sk|Tactical Shield Manipulation}}  
 
** Reduces damage bleeding to armor through shields-.
 
** Reduces damage bleeding to armor through shields-.
 
** Required for shield hardeners. No good reason for training beyond IV unless you want to use certain capital modules.
 
** Required for shield hardeners. No good reason for training beyond IV unless you want to use certain capital modules.
  
* {{sk|EM Shield Compensation}}, {{sk|Thermal Shield Compensation}}, {{sk|Kinetic Shield Compensation}}, {{sk|Explosive Shield Compensation}}
+
* {{sk|EM Shield Compensation}},<br> {{sk|Thermal Shield Compensation}},<br> {{sk|Kinetic Shield Compensation}},<br> {{sk|Explosive Shield Compensation}}
 
** Increases the specific resist of the passive shield resistance amplifiers.
 
** Increases the specific resist of the passive shield resistance amplifiers.
 
** Training the four damage type-specific shield compensation skills is less important. The passive Shield Amplifier modules benefit most from them, but are not widely used, but active resistance modules (like Multispectrum Shield Hardeners) get no benefit at all.
 
** Training the four damage type-specific shield compensation skills is less important. The passive Shield Amplifier modules benefit most from them, but are not widely used, but active resistance modules (like Multispectrum Shield Hardeners) get no benefit at all.
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** Reduces the drawbacks of shield rigs.
 
** Reduces the drawbacks of shield rigs.
  
*{{sk|Hull Upgrades}}
+
* {{sk|Hull Upgrades}}
 
** 5% hull HP per level. Required for damage control.
 
** 5% hull HP per level. Required for damage control.
  
==Hull tanking==
+
== Hull tanking ==
 +
Hull Tanking is a rare and dangerous art employed only by the pilots with either the most bravery or the thickest of skulls. With hull tanking there is no safety buffer. Once your hull tank is gone your ship goes out in glorious explosion. Additionally, incoming hull damage slowly bleeds into the ship's modules, causing them to artificially burn out and making it unwise to hull tank for long period of time. Hull tanking is also very much an 'all or nothing' affair: it is nearly impossible to repair hull damage without docking in a starbase.
  
Hull tanking is the most... adrenaline-inducing... form of tanking. With hull tanking there is no safety buffer. Once your hull tank is gone your ship goes out in glorious explosion. Additionally the incoming damage slowly bleeds into the ship's modules making it unwise to hull tank for long period of time. Not that you could maintain hull tank anyways since all active hull repair methods are laughably slow. Even the T2 hull repairers have staggering 24 second cycle time.
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Regardless of these disadvantages, hull tanking is sometimes done unironically, as with certain ships their base hull HPs are so high that a hull tank is actually the best way to maximize their HP buffer. A bait ship with hull tank can lull attackers into a false sense of victory as they see the shields and armor vanish, only to spend ages grinding down the hull. Gallente ships like [[Hecate]], [[Brutix]], and [[Megathron]] have notably thick hulls (and ''very high'' damage Blaster turrets), making them viable at hull tanking.
  
Regardless of these disadvantages hull tank is sometimes used unironically. A bait ship with hull tank can lull the gankers into false sense of victory as they see the shields and armor waning away, only to spend ages grinding down the hull. Gallente ships like [[Brutix]] have a notably impressive hull, making them viable at hull tanking.
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One advantage that hull tanking has, however is access to Damage Control modules, which gives significant bonus to hull resistances, usually bringing it to the most damage resisting layer of ship hitpoints.
  
 
As all the practically useful hull tanking modules are passive, a hull tank is resistant to neuting and other forms of capacitor warfare.
 
As all the practically useful hull tanking modules are passive, a hull tank is resistant to neuting and other forms of capacitor warfare.
  
{|class=wikitable style="width: 900px;background:#111111"
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The only scenario that hull logistics are required, are repair unmanned hull damaged ships, as hull damaged ships cannot be board.
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 +
{|class=wikitable style="width: 900px;"
 
|-
 
|-
|[[File:Icon reinforced bulkhead.png|link=|]]
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|[[File:Icon reinforced bulkhead.png|link=]]
 
|'''{{co|wheat|Reinforced bulkheads}}''' give a percentage bonus to hull HP. These are the only modules that increase hull HP.
 
|'''{{co|wheat|Reinforced bulkheads}}''' give a percentage bonus to hull HP. These are the only modules that increase hull HP.
 +
 +
|-
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|[[File:Icon module damage control.png|link=]]
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|'''{{co|wheat|Damage control}}''' increases ship's hull resist to all damage.
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|-
 
|-
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|[[File:Icon hull repairer i.png|link=]]
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|'''{{co|wheat|Hull repairers}}''' use capacitor to repair hull. These modules are extremely slow and can not be practically used in combat.
  
|[[File:Icon module damage control.png|link=|]]
 
|'''{{co|wheat|Damage control}}''' increases ship's hull resist to all damage.
 
 
|-
 
|-
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|[[File:Icon remote hull repair i.png|link=]]
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|'''{{co|wheat|Remote hull repairers}}''' allow you to remotely repair another ship's hull. These modules are extremely slow and can not be practically used in combat. No ship is bonused for using these modules.
  
|[[File:Icon hull repairer i.png|link=|]]
 
|'''{{co|wheat|Hull repairers}}''' use capacitor to repair hull. These modules are extremely slow and can not be practically used in combat.
 
 
|-
 
|-
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|[[File:Module icon armor rig tech1.png|link=]]
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|'''{{co|wheat|Transverse bulkheads}}''' give a large percentage bonus to hull HP. No other rig gives any bonuses to hull.
  
|[[File:Icon remote hull repair i.png|link=|]]
 
|'''{{co|wheat|Remote hull repairers}}''' allow you to remotely repair hull on another ship. These modules are extremely slow and can not be practically used in combat. No ship is bonused for using these modules.
 
 
|-
 
|-
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|[[File:Icon_implant_hardwiring.png|link=]]
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|'''{{co|wheat|Implants}}'''
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*Repair Systems RS-6xx series - Slot 6 - reduces armor and hull repair systems duration by 1% to 6%, depending on model number
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*Mechanic MC-8xx series - Slot 8 - increases hull hit points by 1% to 6%, depending on model number
  
|[[File:Module icon armor rig tech1.png|link=|]]
 
|'''{{co|wheat|Transverse bulkheads}}''' give a large percentage bonus to hull HP. No other rig gives any bonuses to hull.
 
 
|-
 
|-
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|[[File:Hobgoblin.png|link=]]
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|'''{{co|wheat|Hull Repair Bots}}''' allow a logistics ship to remotely repair another ship's hull. These are the only form of hull logistics that are commonly used, as they count as Logistics Drones and thus receive bonuses from certain Logistics Cruisers. They are commonly used as an emergency backup, to patch up the hull of an allied ship that recently took a little too much heat.
  
 
|}
 
|}
  
 
Hull tanking is improved by only a single skill:
 
Hull tanking is improved by only a single skill:
*{{sk|Hull Upgrades}}
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* {{sk|Mechanics}}
 
** 5% hull HP per level. Required for damage control.
 
** 5% hull HP per level. Required for damage control.
  
==Remote repairing==
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== Remote repair ==
 
{{main|Logistics}}
 
{{main|Logistics}}
  
Remote repairing means that the main fleet outsources the repair duty to dedicated logistic wing. This allows the main fleet to fit large buffer tank that makes them able to survive the alpha of enemy fleet. This also allows the logi wing to focus the repping power of whole fleet on single ship.
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Remote repairing refers to the use of modules to restore the shields or armor of another ship. Typically this involves a wing of dedicated logistics ships, which have bonuses for the range and effectiveness of remote shield boosters and remote armor repairers.
  
=== Spider Tanking ===
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A remote repair tactic allows the main fleet to fit large buffer tanks that makes them able to survive the alpha of enemy fleet, secure in the knowledge that their logistics wing will repair damage. This also allows the logi wing to focus the repping power of whole fleet on single ship.
  
While normal logistic fleet configuration outsources repairing to logistic wing spider tanking shares the repairing and combat duty between the whole fleet.
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=== Spider tanking ===
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While normal logistic fleet configuration outsources repairing to specialized logistics ships, "spider tanking" shares the repairing and combat duty between the whole fleet. Most or all of the ships in the fleet fit one or more remote restoration modules, and the fleet as a whole repairs whichever member comes under attack.
  
In simple terms, Spider tanking involves the use of a Buffer and/or highly resistant tank that is repaired remotely by other ships in your squad who are in turn repaired by remote repair modules on your ship. This is an advanced technique that requires a good deal of coordination to function effectively.
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This is an advanced tactic that requires a good deal of coordination to function effectively. It is most commonly used with battleships, particularly the [[Dominix]], which has no weapon bonuses (only drone bonuses), and so can mount remote restoration modules in its free high slots if pilots do not want to use those slots for weapons.
  
==Burst resistance modules==
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== Burst resistance modules ==
 
{{see also|Capital Ship Modules#Capital Emergency Hull Energizer}}
 
{{see also|Capital Ship Modules#Capital Emergency Hull Energizer}}
  
 
There are also a couple of modules that can be activated to give a short burst of high resistances. [[Assault Frigates]] and [[Heavy Assault Cruisers]] can equip an '''Assault Damage Control''' (or '''ADC'''), which gives lower passive resists compared to a regular Damage Control, but can be activated to give a burst of 95% omni resistance to shield, armor, and hull for up to 14.4 seconds with a 150 second reactivation delay. [[Capital Ships]] can equip a '''Capital Hull Emergency Energizer''' (or '''CEHE'''), which only gives a 95% omni resistance bonus to structure, has no passive benefit, and burns out after a single use. Both modules take the place of a regular Damage Control.
 
There are also a couple of modules that can be activated to give a short burst of high resistances. [[Assault Frigates]] and [[Heavy Assault Cruisers]] can equip an '''Assault Damage Control''' (or '''ADC'''), which gives lower passive resists compared to a regular Damage Control, but can be activated to give a burst of 95% omni resistance to shield, armor, and hull for up to 14.4 seconds with a 150 second reactivation delay. [[Capital Ships]] can equip a '''Capital Hull Emergency Energizer''' (or '''CEHE'''), which only gives a 95% omni resistance bonus to structure, has no passive benefit, and burns out after a single use. Both modules take the place of a regular Damage Control.
  
==References==
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== Notes ==
<references />
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<references group=Note />
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[[Category:Combat]]
 
[[Category:Combat]]

Latest revision as of 10:22, 19 July 2024

It has been suggested that this article or section be merged with Passive shield tanking  to Tanking . ( Discuss )

In EVE Online, Tanking is the combat science of absorbing and reducing incoming damage. A player upgrades their ship's defense grid, commonly called its tank, to prevent or delay their ship's destruction.

Tanking is a core part of most ship combat in EVE Online. Different tanking approaches exist, split into passive or active tanking and focusing on upgrading one of a ship's defense pools: its shield, armor, or hull. The damage types of EVE Online — energy, thermal, kinetic, and explosive damage — affect shield, armor, and hull differently through resistances, and these resistances can also be upgraded by fitting modules and rigs. Shields regenerate over time, while armor and hull do not, though with the right equipment each defense pool can be repaired by the self or remotely repaired by other ships.

Even a basic understanding of tanking can greatly increase survivability in EVE, while more advanced knowledge and optimization can give competitive pilots and ship planners an edge. EVE University members are encouraged to direct questions to experienced corporation mates or to the #fitting-chat channel on the University Discord.

Note that while evading damage is also commonly called tanking, as in "speed tanking" and "signature tanking," this page focuses on reducing inflicted damage.

Basic concepts

Ship Status Panel

The Ship Status Panel shows the hitpoints(HP) of the player's ship with three rings, from outside to inside:

  1. shield (outer semicircle)
  2. armor (middle semicircle)
  3. and structure (also called "hull"; inner semicircle)

Ship defenses suffer damage in this order, marked by red coloring filling each ring. When the last ring (the structure ring) is completely red, the ship's hull has been breached and the ship is destroyed, ejecting the pilot into space as an escape pod.

Tanking follows one of two general approaches:

  • Buffer tanking – raising the ship's raw HP
  • Active tanking – repairing damage received

Buffer tanking involves raising HP by fitting passive armor, shield, or hull HP modules. These passive modules do not require control or ammunition, but they generally come paired with negative side effects like reduced evasion. In contrast, active tanking employs equipment that requires capacitor energy or specialized ammunition.

Damage-type resistances reduce incoming damage by a percentage and increase a ship's effective hit points, or EHP. Tanking builds generally combine raw HP increases with damage resistance to maximize EHP.

Buffer tanking

Buffer tanking boosts raw HP to increase a ship's survivability between repairs, at the expense of self-repairing capability. In fleet battles, a buffer tank can survive heavier bursts of damage between remote repairs. Note that a ship's hull is far slower to remote repair than armor or shields.

Buffer tanking has low or zero capacitor demands, freeing up the capacitor for other tactical equipment. In the same way, having no active modules to manage liberates a pilot's attention for other challenges. However, a buffer tank without repair support has a set lifespan. Once the HP buffer is compromised, an unsupported buffer tank will soon reach the end of its engagement value.

Any damage threat that can overwhelm a ship before it can actively repair itself calls for buffer tanking. PvP fleet combat is a key example as it subjects players to heavy focus fire. In contrast, solo PvE missions have more sustained damage threats that limit the value of solo buffer tanks, though group PvE fleets may use buffer tanks and logistics support together: this is common in Incursions and in wormhole PvE battles.

When expecting remote repairs, a ship planner may focus their build on more damage resistance, at the expense of EHP, to enhance the value of repairs by decreasing damage suffered.

Buffer tanking comes in three flavors: armor buffer tanking, passive shield tanking, and hull tanking.

Active tanking

An "active tank" uses armor repair or shield booster modules to restore the damage done to the ship. Active tanks use energy from the ship's capacitor to run local armor-repairing or shield-boosting modules. So long as the incoming damage never exceeds your restoration capacity and your capacitor never gives out under the pressure, an active tank can last forever ("perma-tanking"). If either of these two things happens, your tank will collapse ("break") under the pressure.

Active tanks can achieve either high burst restoration or sustained restoration over a long (potentially endless) time period. They require more management from the pilot than buffer tanks and are often vulnerable to Capacitor Warfare that drains the ship's capacitor dry.

Sustained active tanks

In PvE, players usually need a permanent tank that can consistently restore a steady stream of moderate damage, forever.

A PvE active tank uses one or more armor repairers or shield boosters, modules to boost either shield or armor resistances to damage, and modules to support the recharging of the ship's capacitor so that the rest of the tank can keep on running. For most PvE combat, players can look up ahead of time what types of damage they are likely to receive, and will fit modules that harden their resistances against that type of damage in particular.

Sustained active tanks are rare in PvP.

Burst active tanks

Though fleet PvP can deliver incoming damage beyond the capacity of any sub-capital sustained active tank, solo and small gang PvP often involves lower incoming damage, which a short-term active tank can fend off. The modules central to this tactic are Ancillary Armor Repairers (AAR) and Ancillary Shield Boosters (ASB). These modules can be loaded with Nanite Repair Paste (armor) and Cap Boosters (shield). While these modules have charges, ancillary armor repairers repair far more hitpoints than any other repair module, and ancillary shield boosters consume 0 capacitor energy to cycle.

However, once their charges run out (in general after 8 cycles for an armor repairer or 9 cycles for a shield booster), the AAR becomes very weak and inefficient, and the ASB becomes prohibitively capacitor-intensive. Ancillary repair modules have a 60 second reload time to refresh their charges from your cargo hold. Only one ancillary armor repairer, or capital ancillary shield booster, can be fitted to a ship.

The size of charges used and the rate at which they are consumed is based on the size of the module. Larger ancillary armor repairers hold more paste but consume more paste per cycle, and larger ancillary shield boosters require larger cap charges to be loaded. While ancillary shield boosters may have multiple different sizes of charges loaded, larger charges offer no benefit over smaller charges (and with their larger volume, allow fewer charges to be loaded at once), and so only the smallest available charge should be used.

Because Overheating repair modules increase both the cycle speed and the number of hitpoints repaired, ancillary repair modules should always be run overheated to maximize the value of their limited cycles. (The overheat damage sustained can then be repaired while the modules are reloading.)

Another module often important to a burst active tank is the capacitor booster. A cap booster uses charges to fire more energy into your capacitor, allowing a ship to exceed its normal power output for a limited time. Ancillary repairers/boosters and cap boosters offer some protection against capacitor warfare, and a burst active tank can achieve a startlingly-high rate of restoration, especially on a ship with bonuses like those found on the Maelstrom or Hyperion.

The drawbacks of a burst active tank are that it requires considerable attention from the pilot, takes up a lot of cargo space, and (most importantly) will eventually give out.

Avoid mixing tanks

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.

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.

Double-tanked ships are usually only used as specially-designed bait.

Resistances

Resistances (or "resists) on a ship reduce the damage taken. A resist figure is a number that tells you by how large a percentage the incoming damage is reduced. For example, 30% thermal resistance on shields means that all incoming thermal damage is reduced by 30%: 100 hit points of shield damage becomes 70.

The T1 ships have almost identical base resists, but many of the T2 ships have so called "T2 Resists" that drastically vary between races. For example, Minmatar ships with T2 resists have massive EM and thermal resists even on shields but have low resists against explosive and kinetic.

The base resists of a ship are almost always modified by modules fitted on the ship. Resistance percentages are calculated in a way that many people find confusing. A module may list itself as having a 30% bonus to resistances, but the only time you'll actually see a 30% increase in resistance when using it is if your current resistance is 0%.

The way the calculations work is that the percentage is applied to the remaining damage after resists. If things didn't work this way, you'd easily get resistances above 100%, and shooting you would cause armor or shields to grow on your ship.

Resistances are easier to figure out if you think in terms of "damage vulnerability" rather than "damage resistance". A ship with 60% EM resist is then going to take 40% EM damage received. Adding a 30% resist module multiplies the damage taken by 0.7, so you now take 0.7*0.4 = 0.28 = 28% of the raw damage.

Because of stacking penalties, and the way resistances multiply together, it is not possible to be 100% resistant to a damage type [Note 1].

For those interested in the math (pilots do not need to know these details if they don't want to), the final resist with multiple modules and stacking penalties can be calculated with the formula

[math] \displaystyle \text{Resist} = 1 - ( 1 - R_0 )( 1 - R_1)( 1-R_2 \times 0.869)( 1 - R_3 \times 0.571)( 1 - R_4 \times 0.283)...[/math]

where R0 is the hull resist and R1, R2, R3,... are module resists in descending order.

Negative resistances

Certain effects will apply negative resists to a ship. These include incursion effects, Abyssal Deadspace effects and phenomena generators. The way these are applied may seem confusing, but they are simpler than they seem. The idea is exactly the same as with normal resists explained above where the percentage change is applied to vulnerability (100% - resist) instead of resist.

A 50% resist penalty means that your ship will take 50% more damage.

Example: You fly your ship with 70% resist into a situation where you receive 50% resist penalty. Your new resist is 55%; how can this make any sense?
Your ship has 70% resistance meaning you will receive 30% of the incoming damage. If 50% resist penalty is applied on your ship you will take 50% more damage. You will be receiving 1.5×30% = 45% damage after your resists. So the new resistance is 100% - 45% = 55%.

The math is:

[math] \displaystyle \text{New resist} = 1 - ( 1 - \text{Original resist} ) \times ( 1 + \text{Penalty} ) [/math]

The resist penalties will never cause the ship to have below 0% resist. If the penalty is big enough that the new resist would be negative, the new resist will simply be 0%.

Negative hitpoints

It is possible that the hitpoints of the shield, armor, and/or hull become a negative value. The game tracks "damaged value" for each layer of hitpoints, changes to max hitpoints will not change the damaged amount of hitpoints, unlike capacitors, which change energy with capacity changes to maintain the same percentage.

When the max hitpoints are reduced and the new max hitpoint minus damaged hitpoints is a negative value, negative hitpoints occur. Common causes are:

  • The pilot is ejected, and the max hitpoints bonus from skills, implants, and boosters are removed.
  • Modules that give extra max hitpoints become offline because either the pilot ejected caused the module to be out of CPW/PWG, burned to overheating, the pilot did not have skills for it, or they were put offline by the pilot or unfitted.
  • Modules that decrease max hitpoints are fitted and brought online.
  • Medical boosters, Command Bursts or system effects (like Pulsar or Wolf Rayet in Wormhole space) caused changes in max hitpoints. Either the effect caused a decrease in max hitpoints, or the ship took too much damage and had the effect that increased max hitpoints wear off.

Negative hitpoints will show 0 hitpoints, but they will absorb some amount of heal from hull repairers, armor repairers and shield boosters, resulting in odds that the ship is repaired but hitpoints are not changed, but with enough fixes eventually bringing hitpoints to a positive value.

If hull hitpoints reach 0 or a negative value via max hull hitpoints decreased instead of damage, the ship won't be destroyed until the next hull damage, allowing the ship to be hull repaired.

Armor tanking

General approach

Armor tanking emphasizes the use of low-slot modules to increase armor hit points, resistance to damage, and gain the ability to repair damage taken by armor. Regardless of the approach taken to armor tanking, understand that armor on T1 hulls has an inherent weakness to Explosive damage, and usually a mild weakness to Kinetic damage, and you should plan your resistance modules accordingly.

Armor-tanked ships generally have much stronger buffers than shield-tanked ships. This is aided by Armor having near-universally higher base damage resistances than shields (albeit with the opposite order of strengths and weaknesses), and several modules which increase armor hitpoints and resistances that have no shield equivalents.

Armor Repairers are more capacitor-efficient than Shield Boosters (in terms of raw HP recovered per GJ of capacitor used), and they repair large amounts of HP on every cycle. However, they also cycle very slowly, meaning that they effectively restore less HP per second than shield boosters; and the HP gained is applied at the end of the module cycle (rather than the beginning as it is for shield boosters), meaning that a pilot must anticipate when the repairs will be needed several seconds in advance.

Armor tanking modules generally do not use nearly as much CPU as shield tanking modules. (Some armor tanking modules even consume no CPU at all!) However, Armor Plates and Armor Repairers use much, much more powergrid than any shield-tanking modules. Because armor tanking modules take up low slots, they leave their ship's mid slots free for capacitor modules, Electronic Warfare modules, and damage application modules, which gives armor-tanked ships much more utility and versatility than shield-tanked ships. However, in exchange, because armor takes up low slots, and damage-increasing modules also take up low slots, armor-tanked ships generally have lower potential damage output than shield-tanked ships.

Once a ship's armor is depleted, only its hull stands between it and death. This means that, in theory, armor-tanked ships have smaller safety margins than shield-tanked ships. However, this is a fact that Gallente ships are designed around: some Gallente ships have bonuses to local armor repair modules, and Gallente ships also have the thickest hulls of any ships.

Armor Plates have a unique penalty to them: increased ship mass. This penalty reduces ship agility (acceleration and alignment time), and reduces the speed bonus gained from Propulsion equipment. Armor Rigs also (usually) reduce ship max speeds. As a result, heavily armored ships tend to be significantly slower than heavily shielded ships.

In short, the advantages of armor tanks are:

  • A wide range of modules available to enhance resistances
  • Armor repairers use less capacitor than shield boosters
  • Relatively limited CPU demand and capacitor burden
  • Mid slots are available for propulsion, tackle, EWAR, and damage-application modules

And the disadvantages of armor tanks are:

  • (active tanks only) armor repairers only repair at the end of their cycle, requiring precise management from pilots
  • Many armor tanking modules and rigs slow the ship down
  • Use of low slots reduces space for damage-boosting modules
  • Relatively greater powergrid demand
  • Armor doesn't repair naturally on its own over time as shields do, so pilots might have to dock up and pay for repairs

Armor tanking is most common in Amarr and Gallente ships, which tend to have lots of low slots and sometimes have bonuses for armor resistance (Amarr) or active armor repairers (Gallente). Minmatar ships and even some Caldari ships are sometimes also given armor tanks: the Hurricane and Blackbird are two examples.

Racial resistances

see also: Natural Resistances#Tech I armor resistances

One major consideration when choosing resistance modules is that different races' Tech 1 ships have slightly different base armor resistances. This is explained in the article on Natural Resistances, however for a discussion of tanking, there are four major takeaways:

  • Amarr ships can generally get sufficient resistances using a combination of Multispectrum Energized Membranes, a Damage Control, and/or a Reactive Armor Hardener.
  • Gallente ships generally need to run one Explosive Membrane, Coating, or Hardener
  • Caldari ships are generally not armor-tanked at all, however on the rare occasion that they are, they generally need an Explosive, and possibly a Kinetic, resist module
  • Minmatar ships generally need to run both an Explosive and a Kinetic resist module, or in extreme cases run full "Rainbow -1"

The reason for these takeaways is that one of the general goals in resistance modules is to have all four of your ship's resistances be at some fairly equal high value; and because different races have different base values, different amounts of effort are required to even the numbers.

Rainbow -1

"Rainbow" tanking refers to an attempt to maximize damage resistance by running one pure resistance module for each of the four damage types. This is generally only done on Battleships or Capital Ships, because of the large number of slots required to do it. However, because of the distribution of base armor resistances, rainbow tanking is generally not quite the most efficient way to maximize resistances. What is generally more efficient is "Rainbow -1": One Membrane or Hardener for each of Explosive, Kinetic, and Thermal, and then a single Multispectrum Energized Membrane. This strategy takes advantage of armor's naturally high EM resistance, improves the other three resistances to match, then uses a single Multispec to further improve everything. This has the added advantage of only applying 1 layer of Stacking Penalties to most resists and no Stacking Penalties at all to the EM resist, and synergizes very well in a fleet setting with Armored Command Bursts.

Armor tanking modules

Icon armor plate.png Armor plates increase armor HP by a flat amount with the cost of increasing ship mass, decreasing ship speed and agility. Oversized plates, those intended for larger ship sizes, can be fitted onto smaller ships if they have adequate power grid.
Icon adaptive nano plating.png Resistance coatings are passive modules that increase armor resistances. They have very low fitting costs.
  • Resistance Coatings come in 5 types: one for each of the four damage elements and one multispectrum model which moderately resists all damage.
  • The Armor Compensation skills further increases bonus resistances.
Icon energized membrane.png Energized membranes are an upgraded version of Resistance Coatings, passively increasing armor resistances by a larger amount. They have higher CPU fitting costs than resistance coatings and are more expensive to produce.
  • Energized Membranes also come in four elemental types and one multispectrum model which moderately resists all damage.
  • The Armor Compensation skills further increases bonus resistances.
Icon armor thermal hardener.png Armor hardeners are active modules that significantly increase one of the four armor resistances, more than Energized Membranes. They consume small amounts of Capacitor energy to run and require slightly more CPU to fit than Energized Membranes. They can also be Overheated for a further increase in strength.
  • (Active) Armor Hardeners come in 4 types: one for each type of damage.
  • Armor Hardeners do not benefit from the Armor Compensation skills.
Icon module damage control.png Damage control is a passive module that increases a ship's shield, armor, and hull resists. This module is not stacking penalized with most other resist modules. Only a Reactive Armor Hardener is stacking penalized with a damage control. As a result, this module is commonly seen as one of the most efficient defensive modules in the game.
Icon assault damage control.png Assault damage control is a variant of the Damage Control which can only be used by Assault Frigates and Heavy Assault Cruisers. Passively, it gives weaker bonuses to shield, armor, and hull resistances than a normal Damage Control. In exchange, the ADC can be activated once every two minutes to give 12 seconds of massive reduction to all incoming damage. Like the normal Damage Control, the ADC is stacking penalized with the Reactive Armor Hardener but not with any other resist modules.
Icon reactive armor hardener.png Reactive armor hardener is an active module that increases armor resists. it gives in total 60% resist bonus split across all four damage types. When first activated, the module gives 15% resistance to each type of damage. As the ship receives armor damage, every time the RAH cycles its resistances will change to become more resistant to the damage which was last sustained, and less resistant to other damage types which were not sustained. The resists shift by up to 6% per cycle per resist. This module is not stacking penalized with other modules except for Damage Control.
Icon armor repairer i.png Armor repairers are modules that consume moderate amount of capacitor and use that to repair the ship's armor.

The capacitor is consumed at the beginning of the cycle but the repair happens at the end of the cycle.

Icon armor repairer i.png Ancillary armor repairers ("Ancils") can consume Nanite Repair Paste to fix armor quickly in short bursts. A loaded Ancil fixes ~1.7x the armor of a comparable T2 armor repairer for the first eight repair cycles. A depleted Ancil repairs much slower, at ~0.6x repair yield. Reloading the module requires 1 minute, and an Ancil cannot be used while reloading. Auto-reload can be disabled to keep the module available until reload is desired.
  • PvP is the primary setting for Ancillary Armor Repairers where they provide strong bursts of active tanking. (Certain types of PvE, such as Abyssal Deadspace, also popularly feature this module.)
  • Overheating a loaded Ancillary Armor Repairer is especially advisable, due to its limited number of activation cycles.
Icon adaptive nano plating.png Layered Coatings are passive modules that increase a ship's armor by a percentage amount, including bonus armor added by Armor Plates. Also, unlike Armor Plates, they do not increase ship mass.
Icon energized membrane.png Layered Energized Membranes are upgraded Layer Coatings that increase armor percentage by a higher amount. They have higher CPU fitting costs and are more expensive to produce.
Icon remote armor repair i.png Remote armor repair systems consume capacitor to remotely repair armor on another ship. Their short range is extended significantly when fit to Logistics class ships.
  • Remote Armor Repairers heal marginally more than their self-repair counterparts over time, and at faster activation speeds.
Icon remote armor repair i.png Ancillary remote armor repair systems are the remote counterpart of local ancillary armor repairers. Like the local ancillary armor repairers These can be loaded with nanite repair paste for 8 cycles of increased repairs. However, once the paste runs out they will repair less than normal remote repairers.
Module icon armor rig tech1.png Rigs
  • Trimark Armor Pumps increases the raw HP by a percentage, at the cost of reduced maximum speed.
  • Anti-damage type rigs increase damage resist to a single damage type, at the cost of reduced maximum speed.
  • Auxiliary Nano Pumps increase a ship's armor repairer repair amount per cycle. Increases the power grid use for local armor reps.
  • Nanobot Accelerator speeds up armor repair module cycle times at the cost of armor repairers' power grid use. In theory, this is more effective for active armor tanks than the Auxiliary Nano Pump, but note that shorter cycle time also results in higher capacitor use.

Tech II Armor Rigs tend to all be very expensive because of the rarity of one component (Intact Armor Plates) which they all use.

Icon implant hardwiring.png Implants
  • Repair Systems RS-6xx series - Slot 6 - reduces armor and hull repair systems duration by 1% to 6%, depending on model number
  • Remote Repair Sustems RA-7xx series - Slot 7 - reduces capacitor need for remote armor repair modules by 1% to 6%, depending on model number
  • Repair Proficiency RP-9xx series - Slot 9 - increases armor repair system amount by 1% to 6%, depending on model number
  • Hull Upgrades HP-10xx series - Slot 10 increases armor hit points by 1% to 6%, depending on model number
  • There are two implant sets that benefit armor tanking. Like most sets, they use implant slots 1-6, are available in three grades (low, medium, and high), and each additional implant amplifies the bonus of the entire set. For both, the bonus from a full set can range from 20.03% with low-grades, to 53.63% with high-grades.
    • The Amulet implant set gives a multiplicative increase to armor hit points.
    • The Asklepian implant set gives a multiplicative increase to armor repair amounts.
    • You can mix & match HG, MG, and LG implants, for a final bonus partway in between.
Icon exile.png Exile medical booster greatly increases the ship's active armor repair amount, however, they carry a chance to reduce your Armor hitpoints, capacitor capacity, turret tracking, or missile damage application.

Armor tanking skills

Shield tanking

Shield tanking employs buffer tanking with passive shield regeneration (aka. passive shield tanking) or active shield boosting to withstand damage. Shields are innately resistant to explosive damage and weak to EM damage.

Note that, like a ship's capacitor, shield regeneration is strongest when shields are at 25% of their capacity, regenerating slower as shield levels rise above or sink below this value. (For more information on shield regeneration, see shield recharge rate.) Note also that damage can bypass shields, and that the amount bypassed increases as shield levels fall.

Shield modules generally fit in mid slots. This leaves low slots for damage modules, fitting modules or piloting modules. As a result, shield ships generally have higher damage output than their armored cousins. But using mid slots for tank can sometimes limit the ship fit into more or less pure damage dealing as the tank competes with tackling, EWAR, and propulsion modules.

Shield extenders and shield rigs apply a penalty to the ship's signature radius: they make it larger, making the ship easier to hit with turrets and easier to damage with missiles. Shields generally also have less buffer than armor ships. This is most notable when fighting against ships larger than your own.

Unlike Armor Repairers, Shield Boosters give the boost at the beginning of the cycle time instead of at the end, meaning you can wait until you need the shields to activate the shield booster instead of activating it in anticipation of needing it, as is commonly done with armor repairers. Shield boosters also repair much faster and more than armor repairers. This comes at cost of using more capacitor.

After shields are exhausted there is still some armor and hull remaining, leaving a little more room for error.

Shields naturally recharge themselves over time, while armor and hull damage remains until it is repaired. This passive regeneration is taken to extreme in "passive shield tanking", described below.

In short, the advantages of shield tanking are:

  • Does not reduce speed or maneuverability.
  • As a first line of defense, leaves you with armor and hull as a fallback if shields go down.
  • Shields recharge on their own - no need to dock and pay for repairs.
  • Shield boosting modules work more quickly than armor repair modules and apply effects immediately.
  • Low slots are available for weapon enhancing modules.

And the disadvantages of shield tanking are:

  • Increases signature radius – ship becomes easier to hit.
  • Fewer kinds of enhancement modules – less choice than with armor.
  • Shield recharge modules use more capacitor than armor repair modules.
  • Mid slots are not available for EWAR, tackle or propulsion modules.

Shield tanks are most common on Caldari ships, followed by Minmatar ships. Both races' ships tend to have adequate numbers of mid slots; some Caldari ships have bonuses to shield resistances, and some Minmatar ships have bonuses to shield boosters. Shield tanks also synergize well with Minmatar ships' emphasis on speed. Some Gallente and Amarr ships are sometimes shield-tanked: one example is the Curse.

Active shield tanking

Active shield tanking is most commonly used in higher-level PvE but also has a place in solo or small-gang PvP. Active shield tanking is based on using a shield booster to recover shield HP faster than incoming damage can deplete it, while also fitting modules to harden the shields' resistances.

Passive shield tanking

See also: Passive shield tanking

Unlike Armor hit points, shields will recharge themselves after taking damage. A passive Shield tank maximizes this natural recharge rate without the use of active booster modules. The shields of a ship have two stats that are relevant to passive recharge: shield capacity and shield recharge time. The shield capacity is simply the maximum HP for the shields while the recharge time tells how long it takes for the shields to recharge.

The concept behind the Passive Shield Tank is deceptively simple: find a ship with a relatively high natural recharge rate (Shield HP / Recharge time = Average recharge rate), then add as many additional shield hit points to your ship as possible using shield extenders. Because the recharge time for a given ship is a fixed amount no matter how many points of shields you have, adding more shield HP indirectly increases the recharge rate, because more HP are being recharged in the same amount of time. Now add passive modules that increase the recharge rate even further, such as Shield Rechargers, Shield Power Relays and Power Diagnostic Systems, and you have a monster sized buffer tank that also regenerates very quickly, without using any capacitor. Shield Flux Coils also increase recharge rate, but should be avoided because they also lower your shield hit points, which is self-defeating.

As the name implies, a fully passive tank does not require any modules that need to be “turned on” to function, and therefore does not require capacitor. The drawback to Passive Shield tanking is the number of modules required to pull it off, which leaves very little room to fit other useful modules such as damage improvement and tackling equipment, which makes this fitting of limited use outside of PvE combat.

Adding resistance modules will greatly increase the effectiveness of passive recharge. Some passive shield tanks also use Multispectrum Shield Hardeners and Shield Hardeners to improve damage resistance. Note that these do put a (gentle) load on the capacitor, and the capacitor's own recharge rate is reduced by the Shield Power Relays that increase shield recharge rates. Careful balancing is therefore necessary to make a passive shield tank work. When done correctly, however, this approach can be used to handle tough missions with a single ship.

It is generally advised NOT to mix modules that increase shield recharge rate (a passive shield tank) rate with modules that repair shield damage (an active shield tank).

Shield recharge rate

All ships have shields, and all shields have a recharge rate.

A ship's information screen, on the attributes tab, under the shield heading, lists the total shield amount of the hull and the shield recharge time. The recharge time expresses how long it will take to go from 0% shields to roughly 98% shields when the ship is sitting idle in space and no one is repairing the shields or damaging them. That last ~2% of your shields will take much longer.

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.

Measured shield HP during passive recharge from zero and theoretical shield HP from formula plotted. Click to enlarge.
Shield recharge rate as function of shield HP according to the formula. Click to enlarge.

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.

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.

The math for shield regeneration is exactly the same as that of the capacitor recharge rate. 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. Note that modules that refer to "recharge rate" modify the recharge time number, not the raw regeneration in HP/s.

[math] \displaystyle \frac{\text{d}C}{\text{d}t} = \frac{ 10C_{\rm{max}}}{T} \left( \sqrt{ \frac{C}{C_{\rm{max}}} } - \frac{C}{C_{\rm{max}}} \right) [/math]

...where:
C is your current shield HP.
Cmax is your maximum shield HP.
dC/dt is your current shield regeneration in HP/s.
T is shield recharge time.

Consequences

The fact that 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" in a passive tank despite reaching its maximum level in the same time.

Calculating Average rate

Fitting a shield tank

In many cases the technical construction of the ship dictates the use of shields (or armor) as its primary defense. Any ship receiving a bonus to shield capabilities would likely use shields. And because most shield modules use medium power slots, a ship with more mid than low slots will tend to use shields. As a shield ships use mainly mid slots for defense, they can fit much higher damage output and are often faster.

Every ship has a shield. Whether or not a pilot decides to expand and improve the shield is his or her choice.
That said, here are the factors that you look for when you are thinking about shields:

  • Shield specific hull bonus.
  • Surplus of mid slots or shortage of low slots.
  • More need to favor modules that improve weapons (which tend to need low slots).
  • Less need for EWAR modules (which tend to need mid slots).
Icon shield extender.png Shield extenders increase ships shield HP by a flat number. The drawback is increased signature radius that makes the ship easier to hit. Oversized modules are often used (Medium size on a Frigate class ship, for example).
Icon resists.png Shield hardeners are active modules that increase ship's shield resists. Multispectrum Shield Hardener increases resist to all damage types but less than type specific modules. The name is misleading and the module does not adapt to damage like the reactive armor hardener. Active shield hardeners are considerably more effective than the passive shield resistance amplifiers.
Icon thermal amplifier.png Shield resistance amplifiers are passive modules that increase ship's shield resists. Easier to fit than active hardeners and do not need any capacitor. Considerably lower resist bonus compared to active hardeners. The resist bonus increases with appropriate shield compensation skill. There is no resistance amplifier that increases all resist types like there is for armor.
Icon module damage control.png Damage control is a passive module that increases the ship's shield, armor and hull resists. This module is not stacking penalized with any other shield resist module.
Icon shield recharger.png Shield power relays are passive modules that increase the ship's shield recharge rate at the cost of reduced capacitor recharge rate. This module defines a passive shield tank. Since the relay modules fit in low slots, this means more Extenders may be fitted alongside them. On the other hand, this also means no low slot weapon upgrade modules for high damage. This will limit the situations where a passive tank may be used. One of the few low slot shield modules.
Icon shield recharger.png Shield flux coils are passive modules that increase ship's shield recharge rate at the cost of reduced shield capacity. The reduced shield capacity reduces the shield recharge rate but the recharge rate bonus on flux coils is larger than on power relays resulting in higher recharge rate.
Icon shield recharger.png Shield rechargers are passive mid slot modules that provide a modest increase to the shield recharge rate. If there is fitting room for shield extender then that may be a better choice.
Icon shield glow.png Shield boosters consume ship's capacitor to repair (or boost, as the name says) the shields in exchange. Note that the repair happens at the beginning of the module cycle. Shield boosters generally have short cycle time and mediocre capacitor:hitpoint rate compared to Armor Repairers.
Icon ancillary shield booster.png Ancillary shield booster provides a capacitor-free method of active shield tanking for limited time. They can be loaded with Capacitor Booster Charges, and will consume the loaded charges upon activation. When no charges are loaded, it will consume quite a large amount of capacitor instead. They will reload in 1 minute (60 seconds). Capacitor Booster Charges of different sizes can be fitted, however it is recommended to use the Navy variant of the smallest charge available (the accepted charge size is displayed on the Show Info tab). Using larger charges offers no benefits. Ancillary shield boosters are almost exclusively used in PvP situations to provide repairs without consuming the precious capacitor. Usage in PvE is not recommended due to the long reload time, the cost of Capacitor Booster Charges and burst tanking nature.
Icon shield boost amplifier.png Shield boost amplifiers are passive mid slot modules that increase shield booster repair amount without increasing the capacitor usage. They are completely passive and use only 1 powergrid, however they require quite a bit of CPU. This makes these impractical for smaller hulls due to the limited med slots and fitting resources. However, Boost Amplifiers double the heat damage from overheating.
Icon shield transporter i.png Remote shield boosters use capacitor to repair shields of a single target. Moderately short Optimal range and long Falloff range. Note that the repair is delivered at the start of the cycle.
Icon shield transporter i.png Ancillary remote shield boosters are remote shield boosters that can be loaded with cap boosters. They behave exactly the same with local Ancillary Shield Boosters except they repair other ships instead. Usage without Cap Booster Charges are highly discouraged due to the large Capacitor usage.
Icon powergrid.png Power diagnostics systems are low slot engineering modules. Small percentage increase to shield capacity, capacitor capacity, powergrid output, shield recharge rate and capacitor recharge rate.
Icon capacitor recharger.png Capacitor power relays are not exactly a shield modules, but an engineering module. They are a passive low slot module that increase capacitor recharge rate at the expense of reduced shield booster repair amount. These are generally avoided on active shield tanked ships. The penalty does not apply to remote shield boosters.
Module icon shield rig tech1.png Rigs
  • Core defense field extenders increase shield capacity by a percentage amount. They are popular on PvP fits, and thus are a bit more expensive due to the high demand.
  • Core defense field purgers increase the shield recharge rate. It is however, a lot more effective than a Shield Recharger, and is a staple on almost all passively-tanked ships.
  • Screen reinforcers increases a ship resistance to single type of damage. The most commonly used is the anti-EM and anti-thermal reinforcers as the shields are naturally vulnerable to these damage types.
  • Core defense capacitor safeguards make a shield booster run more efficiently reducing the cap requirement.
  • Core defense operational solidifiers make the shield boosters run faster, increasing tank but also capacitor use. Unlike its armor equivalent, usually ignored in favour of a boost amplifier module.
  • Core defense charge economizers reduce the powergrid need of shield extenders. Rarely used except in some very large buffers to pvp fits. They are much cheaper than the general PG upgrade rig
Icon implant hardwiring.png Implants
  • Slot 6: Zainou 'Gnome' Shield Upgrades SU-6XX series reduces shield extender powergrid needs by a few %. Rarely used.
  • Slot 7: Zainou 'Gnome' Shield Management SM-7XX series bonus to shield capacity. Useful for buffer and passive tanks.
  • Slot 8: Zainou 'Gnome' Shield Emission Systems SE-8XX series reduced capacitor need for remote shield repair equipment. Useful for logistics fits.
  • Slot 9: Zainou 'Gnome' Shield Operation SP-9XX series increases shield recharge rate. useful for passive tanks.
  • Like with armor tanking, there are two implant sets that benefit shield tanking. Like most sets, they use implant slots 1-6, are available in three grades (low, medium, and high), and each additional implant amplifies the bonus of the entire set. For both, the bonus from a full set can range from 20.03% with low-grades, to 53.63% with high-grades.
    • The Crystal implant set gives a multiplicative increase to shield boost amounts.
    • The Nirvana implant set gives a multiplicative increase to shield hit points.
    • You can mix & match HG, MG, and LG implants, for a final bonus partway in between.
Icon blue pill.png Blue Pill medical booster greatly increases the ship's active shield boosting amount, however they have a chance to penalize your ship's Capacitor and Shield capacity, your turret's optimal range, or your missile's explosion velocity.

Shield skills

The following skills are required to field a full Tech 2 Shield tank:

  • Shield Management
    • 5% increase in shield capacity per level.
    • Required for shield boost amplifiers.
  • Shield Upgrades
    • 5% reduction in shield extener PG usage.
    • Required for resistance amplifier, shield recharger modules.
  • Shield Operation
    • 5% reduction in shield recharge time per level.
    • Required for shield boosters and maximize shield recharge.
  • Tactical Shield Manipulation
    • Reduces damage bleeding to armor through shields-.
    • Required for shield hardeners. No good reason for training beyond IV unless you want to use certain capital modules.

Hull tanking

Hull Tanking is a rare and dangerous art employed only by the pilots with either the most bravery or the thickest of skulls. With hull tanking there is no safety buffer. Once your hull tank is gone your ship goes out in glorious explosion. Additionally, incoming hull damage slowly bleeds into the ship's modules, causing them to artificially burn out and making it unwise to hull tank for long period of time. Hull tanking is also very much an 'all or nothing' affair: it is nearly impossible to repair hull damage without docking in a starbase.

Regardless of these disadvantages, hull tanking is sometimes done unironically, as with certain ships their base hull HPs are so high that a hull tank is actually the best way to maximize their HP buffer. A bait ship with hull tank can lull attackers into a false sense of victory as they see the shields and armor vanish, only to spend ages grinding down the hull. Gallente ships like Hecate, Brutix, and Megathron have notably thick hulls (and very high damage Blaster turrets), making them viable at hull tanking.

One advantage that hull tanking has, however is access to Damage Control modules, which gives significant bonus to hull resistances, usually bringing it to the most damage resisting layer of ship hitpoints.

As all the practically useful hull tanking modules are passive, a hull tank is resistant to neuting and other forms of capacitor warfare.

The only scenario that hull logistics are required, are repair unmanned hull damaged ships, as hull damaged ships cannot be board.

Icon reinforced bulkhead.png Reinforced bulkheads give a percentage bonus to hull HP. These are the only modules that increase hull HP.
Icon module damage control.png Damage control increases ship's hull resist to all damage.
Icon hull repairer i.png Hull repairers use capacitor to repair hull. These modules are extremely slow and can not be practically used in combat.
Icon remote hull repair i.png Remote hull repairers allow you to remotely repair another ship's hull. These modules are extremely slow and can not be practically used in combat. No ship is bonused for using these modules.
Module icon armor rig tech1.png Transverse bulkheads give a large percentage bonus to hull HP. No other rig gives any bonuses to hull.
Icon implant hardwiring.png Implants
  • Repair Systems RS-6xx series - Slot 6 - reduces armor and hull repair systems duration by 1% to 6%, depending on model number
  • Mechanic MC-8xx series - Slot 8 - increases hull hit points by 1% to 6%, depending on model number
Hobgoblin.png Hull Repair Bots allow a logistics ship to remotely repair another ship's hull. These are the only form of hull logistics that are commonly used, as they count as Logistics Drones and thus receive bonuses from certain Logistics Cruisers. They are commonly used as an emergency backup, to patch up the hull of an allied ship that recently took a little too much heat.

Hull tanking is improved by only a single skill:

  • Mechanics
    • 5% hull HP per level. Required for damage control.

Remote repair

Main article: Logistics

Remote repairing refers to the use of modules to restore the shields or armor of another ship. Typically this involves a wing of dedicated logistics ships, which have bonuses for the range and effectiveness of remote shield boosters and remote armor repairers.

A remote repair tactic allows the main fleet to fit large buffer tanks that makes them able to survive the alpha of enemy fleet, secure in the knowledge that their logistics wing will repair damage. This also allows the logi wing to focus the repping power of whole fleet on single ship.

Spider tanking

While normal logistic fleet configuration outsources repairing to specialized logistics ships, "spider tanking" shares the repairing and combat duty between the whole fleet. Most or all of the ships in the fleet fit one or more remote restoration modules, and the fleet as a whole repairs whichever member comes under attack.

This is an advanced tactic that requires a good deal of coordination to function effectively. It is most commonly used with battleships, particularly the Dominix, which has no weapon bonuses (only drone bonuses), and so can mount remote restoration modules in its free high slots if pilots do not want to use those slots for weapons.

Burst resistance modules

See also: Capital Ship Modules#Capital Emergency Hull Energizer

There are also a couple of modules that can be activated to give a short burst of high resistances. Assault Frigates and Heavy Assault Cruisers can equip an Assault Damage Control (or ADC), which gives lower passive resists compared to a regular Damage Control, but can be activated to give a burst of 95% omni resistance to shield, armor, and hull for up to 14.4 seconds with a 150 second reactivation delay. Capital Ships can equip a Capital Hull Emergency Energizer (or CEHE), which only gives a 95% omni resistance bonus to structure, has no passive benefit, and burns out after a single use. Both modules take the place of a regular Damage Control.

Notes

  1. ^ It is possible to have over 100% resist by overheating either an x-type or one of the best or second best officer hardeners on a Deep Space Transport in a class 6 red giant wormhole system. This will result in immediate destruction of the ship if any damage is taken—so don't do it.