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Tanking: Difference between revisions

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m Spider tanking: Corrected typo, "hat" to "that"
m Shield recharge rate: Typo corrected
 
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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 <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>.
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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To get a crude measure of recharge rate, you can simply divide the shield HP by the time listed for recharging. But shields do not recharge at a constant rate: this only calculates an average rate. The ''actual'' behavior is that when the shield is near 0% or 100% it replenishes slower. The ''peak recharge'' rate will be 2.5x the average rate and will occur when the shields are damaged to 25% of shield maximum capacity.  
To get a crude measure of recharge rate, you can simply divide the shield HP by the time listed for recharging. But shields do not recharge at a constant rate: this only calculates an average rate. The ''actual'' behavior is that when the shield is near 0% or 100% it replenishes slower. The ''peak recharge'' rate will be 2.5x the average rate and will occur when the shields are damaged to 25% of shield maximum capacity.  


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


[[File:Shield_recharge.png|thumb|400px|Measured shield HP during passive recharge from zero and theoretical shield HP from formula plotted. Click to enlarge.]]
[[File:Shield_recharge.png|thumb|400px|Measured shield HP during passive recharge from zero and theoretical shield HP from formula plotted. Click to enlarge.]]
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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.
== Notes ==
<references group=Note />


[[Category:Combat]]
[[Category:Combat]]