More actions
No edit summary |
|||
| Line 60: | Line 60: | ||
==Resists== | |||
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%. | 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%. | ||
| Line 72: | Line 72: | ||
It's often more sensible to increase the resistances of your ship than to increase the total number of shield points. The damage reduction of resistance modules is a constant where as the shield buffer reduces with each attack. The fitting requirements for resistance modules are often less than the fitting requirements for Shield Extenders. The one drawback is [[Stacking_penalties|stacking penalties]] these will inhibit the effectiveness of additional resistance modules but do not apply to Shield Extenders. | It's often more sensible to increase the resistances of your ship than to increase the total number of shield points. The damage reduction of resistance modules is a constant where as the shield buffer reduces with each attack. The fitting requirements for resistance modules are often less than the fitting requirements for Shield Extenders. The one drawback is [[Stacking_penalties|stacking penalties]] these will inhibit the effectiveness of additional resistance modules but do not apply to Shield Extenders. | ||
==Armor tanking== | |||
Armor tanking emphasizes the use of the low slot modules described in the previous section 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 has an inherent weakness to explosive damage and plan your resistance modules accordingly. | Armor tanking emphasizes the use of the low slot modules described in the previous section 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 has an inherent weakness to explosive damage and plan your resistance modules accordingly. | ||
| Line 197: | Line 197: | ||
** 10% reduction in cycle time and capacitor usage of reactive armor hardener per level. | ** 10% reduction in cycle time and capacitor usage of reactive 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. | 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. | ||
| Line 250: | Line 250: | ||
Shield recharge rates above ~98% shield is extremely low. For ships with small shield capacity it is essentially non-existant. The shield recharge rate also drops sharply after 25%. Once shields have been damaged beyond 25% the passive tank "breaks" and the ship dies shortly. | Shield recharge rates above ~98% shield is extremely low. For ships with small shield capacity it is essentially non-existant. The shield recharge rate also drops sharply after 25%. 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.]] | |||
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, 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.}} | |||
<br/> | |||
===Formula=== | |||
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. | |||
[[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)} --> | |||
...where:<br /> | |||
'''C''' is your current shield HP.<br /> | |||
'''C<sub>max</sub>''' is your maximum shield HP.<br /> | |||
''dC''/''dt'' is your current shield regeneration in HP/s.<br /> | |||
''τ'' is shield recharge time divided by 5. | |||
;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 – 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. | |||
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 below 25% shield capacity. | |||