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Shields: Difference between revisions

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m Formula: formatting - avoiding italics on single latin symbols
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Formula: Fix last edit as database was misleading
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===Formula===
===Formula===


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.
Shield regeneration is exactly the same as the [[capacitor recharge rate]] calculation. 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 (see [[#What Is a Shield?]] section - some out of game databases may not display this). Note that modules that refer to "recharge rate" modify the recharge time number, not the raw regeneration in HP/s.
 
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 – 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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''τ'' is shield recharge time divided by 5.
''τ'' is shield recharge time divided by 5.


;Average rate
;Consequences
 
The fact 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 &ndash; 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.
 
;Calculating Average rate


The average shield regeneration per second can be computed by dividing the shield capacity by its recharge time.
The average shield regeneration per second can be computed by dividing the shield capacity by its recharge time.