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Martine DeVu (talk | contribs) m →Shield recharge rate: Typo corrected |
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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. | 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 [[ | 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. | 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. | ||
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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. | 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 | Because of [[stacking penalties]], and the way resistances multiply together, it is not possible to be 100% resistant to a damage type. | ||
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 | 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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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. | 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. | ||
=== Over 100% resistance === | |||
A ship with any resistance above 100% is '''destroyed upon any damage taken'''. | |||
Over 100% resist can be achieved by active an overheated one of the best or second best officer or either X-Type single damage type hardeners on a [[Deep Space Transport]] in a Class 6 [[Wormhole space|wormhole system]] with [[Wormhole_space#Red_Giant|Red Giant]] effect, or Class 5 if the hardener is the best officer one. Due to the consequences, don't do it. | |||
== Armor tanking == | == Armor tanking == | ||
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{|class=wikitable style="width: 900px;" | {|class=wikitable style="width: 900px;" | ||
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|[[File:Icon armor plate.png|link= | |[[File:Icon armor plate.png|link=]] | ||
|'''{{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. | |'''{{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. | ||
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|[[File:Icon adaptive nano plating.png|link= | |[[File:Icon adaptive nano plating.png|link=]] | ||
|'''{{co|wheat|Resistance coatings}}''' are passive modules that increase armor resistances. They have very low fitting costs. | |'''{{co|wheat|Resistance coatings}}''' are passive modules that increase armor resistances. They have very low fitting costs. | ||
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|[[File:Icon energized membrane.png|link= | |[[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. | |'''{{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. | ||
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|[[File:Icon armor thermal hardener.png|link= | |[[File:Icon armor thermal hardener.png|link=]] | ||
|'''{{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 [[ | |'''{{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. | ||
* (Active) Armor Hardeners come in 4 types: one for each type of damage. | * (Active) Armor Hardeners come in 4 types: one for each type of damage. | ||
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|[[File:Icon module damage control.png|link= | |[[File:Icon module damage control.png|link=]] | ||
|'''{{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. | |'''{{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. | ||
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|[[File:Icon assault damage control.png|link= | |[[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 [[ | |'''{{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. | ||
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|[[File:icon_reactive_armor_hardener.png|link= | |[[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. | |'''{{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. | ||
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|[[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. | ||
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|[[File:Icon armor repairer i.png|link= | |[[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. | |'''{{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. | ||
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|[[File:Icon adaptive nano plating.png|link= | |[[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. | |'''{{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. | ||
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|[[File:Icon energized membrane.png|link= | |[[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. | |'''{{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. | ||
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|[[File:Icon remote armor repair i.png|link= | |[[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. | |'''{{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. | ||
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|[[File:Icon remote armor repair i.png|link= | |[[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. | |'''{{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. | ||
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|[[File:Module icon armor rig tech1.png|link= | |[[File:Module icon armor rig tech1.png|link=]] | ||
|'''{{co|wheat|Rigs}}''' | |'''{{co|wheat|Rigs}}''' | ||
* Trimark Armor Pumps increases the raw HP by a percentage, at the cost of reduced maximum speed. | * Trimark Armor Pumps increases the raw HP by a percentage, at the cost of reduced maximum speed. | ||
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|[[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 | ||
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|[[File:Icon exile.png|link= | |[[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. | |'''{{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. | ||
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To get a crude measure of recharge rate, you can simply divide the shield HP by the time listed for recharging. But shields do not recharge at a constant rate: this only calculates an average rate. The ''actual'' behavior is that when the shield is near 0% or 100% it replenishes slower. The ''peak recharge'' rate will be 2.5x the average rate and will occur when the shields are damaged to 25% of shield maximum capacity. | To get a crude measure of recharge rate, you can simply divide the shield HP by the time listed for recharging. But shields do not recharge at a constant rate: this only calculates an average rate. The ''actual'' behavior is that when the shield is near 0% or 100% it replenishes slower. The ''peak recharge'' rate will be 2.5x the average rate and will occur when the shields are damaged to 25% of shield maximum capacity. | ||
Shield recharge rates above ~98% shield | Shield recharge rates above ~98% shield are extremely low. For ships with small shield capacity it is essentially non-existent. The shield recharge rate also drops sharply below 25% capacity. Once shields have been damaged beyond 25% the passive tank "breaks" and the ship dies rapidly. | ||
[[File:Shield_recharge.png|400px | [[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|400px | [[File:Shield recharge rate.png|thumb|400px|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. | 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. | ||
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{|class=wikitable style="width: 900px;" | {|class=wikitable style="width: 900px;" | ||
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|[[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). | ||
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|[[File:Icon resists.png|link= | |[[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. | |'''{{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. | ||
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|[[File:Icon thermal amplifier.png|link= | |[[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. | |'''{{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. | ||
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|[[File:Icon module damage control.png|link= | |[[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. | |'''{{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. | ||
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|[[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 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. | ||
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|[[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. | ||
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|[[File:Icon shield recharger.png|link= | |[[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. | |'''{{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. | ||
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|[[File:Icon shield glow.png|link= | |[[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. | |'''{{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. | ||
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|[[File:Icon ancillary shield booster.png|link= | |[[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. | |'''{{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. | ||
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|[[File:Icon shield boost amplifier.png|link= | |[[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]]. | |'''{{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]]. | ||
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|[[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. | ||
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|[[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. | ||
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|[[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. | ||
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|[[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. | ||
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|[[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. | ||
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|[[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 %. Rarely used. | * Slot 6: Zainou 'Gnome' Shield Upgrades SU-6XX series reduces shield extender powergrid needs by a few %. Rarely used. | ||
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|[[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. | ||
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{|class=wikitable style="width: 900px;" | {|class=wikitable style="width: 900px;" | ||
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|[[File:Icon reinforced bulkhead.png|link= | |[[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= | |[[File:Icon module damage control.png|link=]] | ||
|'''{{co|wheat|Damage control}}''' increases ship's hull resist to all damage. | |'''{{co|wheat|Damage control}}''' increases ship's hull resist to all damage. | ||
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|[[File:Icon hull repairer i.png|link= | |[[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. | |'''{{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:Icon remote hull repair i.png|link= | |[[File:Icon remote hull repair i.png|link=]] | ||
|'''{{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. | |'''{{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. | ||
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|[[File:Module icon armor rig tech1.png|link= | |[[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. | |'''{{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: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 | ||
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|[[File:Hobgoblin.png|link= | |[[File:Hobgoblin.png|link=]] | ||
|'''{{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. | |'''{{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. | ||
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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. | 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 | 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 == | == Burst resistance modules == | ||
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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. | ||
[[Category:Combat]] | [[Category:Combat]] | ||