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Shields: Difference between revisions

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Telinchei (talk | contribs)
Shield Recharge Rate: expanding explanation
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[[File:Shield recharge rate.png|400px|thumb|Shield recharge rate as function of shield HP according to the formula. 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.]]


It takes a certain amount of time to recharge a fully depleted shield. This figure is given as the Shield Recharge Time in the ship's Attribute window. Recharging, however, does not tick along like the numbers on a clock. The speed varies depending on how full the shields are.
It takes a certain amount of time to recharge a fully depleted shield. This figure is given as the ''Shield Recharge Time'' in the ship's Attribute window. Recharging, however, does not tick along like the numbers on a clock. The speed of actual HP recovery ''due to'' recharge, given in HP/sec, varies depending on how full the shields are (the current shield level). This may be referred to as "regeneration," to avoid confusion with the attribute on certain modules (see below).


As the shield takes damage, and it's capacity goes '''''down''''', the rate at which it rebuilds itself goes '''''up'''''. The increase in shield recharge rate continues until it peaks at 25% shield capacity. At this point a buzzer 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 recharge rate will drop off quickly, and the capacity of the shield will fall towards zero.
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.}}


The shield recharge rate depends on shield maximum capacity and shield recharge time.
<br/>
===Formula===


Shield recharge rate follows same formula as [[capacitor recharge rate]].
Shield regeneration is exactly the same as the [[capacitor recharge rate]] calculation. Two numerical attributes are required: shield capacity, and shield recharge time. While the first is fairly obvious, the latter number is more muddied.
 
Unlike capacitor time, which is displayed in the ship's "show info" attributes panel ([http://games.chruker.dk/eve_online/item.php?type_id=583 web example]), the shield recharge time is hidden. Similarly, modules in game often refer to "recharge rate" - this modifies the recharge time number, not the raw regeneration in HP/s. This has some interesting consequences. Note directly that for this calculation &ndash; recharge time is ''not'' dependent on maximum shield capacity, as you might intuitively expect.
 
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 HP/s regeneration, and appear to 'repair faster'. In other words, recharge is calculated ''by percentage'' first; which is then translated into HP/s of regeneration.


[[File:EVE Cap Recharge Rate Diff Formula.png|center|300px]]<!-- TeX: {\color{White}{dC\over dt}={2C_\mathrm{max}\over\tau}\left(\sqrt{C\over C_{\mathrm{max}}}-{C\over C_\mathrm{max}}\right)} -->
[[File:EVE Cap Recharge Rate Diff Formula.png|center|300px]]<!-- TeX: {\color{White}{dC\over dt}={2C_\mathrm{max}\over\tau}\left(\sqrt{C\over C_{\mathrm{max}}}-{C\over C_\mathrm{max}}\right)} -->
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''C'' is your current shield HP.<br />
''C'' is your current shield HP.<br />
''C<sub>max</sub>'' is your maximum shield HP.<br />
''C<sub>max</sub>'' is your maximum shield HP.<br />
''dC''/''dt'' is your current shield recharge rate in HP/s.<br />
''dC''/''dt'' is your current shield regeneration in HP/s.<br />
''τ'' is shield recharge time divided by 5.
''τ'' is shield recharge time divided by 5.


The average shield recharge rate can be computed by dividing the shield capacity by its recharge time.
;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
Average HP/s = Shield maximum / Recharge time


Recharge time does not depend on shield capacity. This means that if two ships have the same recharge time and one has more shield capacity, then the one with the larger capacity will recharge faster.
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 below 25% shield capacity.
 
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 below 25% shield capacity.


== Fitting Multiple Modules with Stacking Penalties ==
== Fitting Multiple Modules with Stacking Penalties ==