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Tanking: Difference between revisions

From EVE University Wiki
Hirmuolio Pine (talk | contribs)
Understand Shield Recharge Rate: No more tau in formula
Hirmuolio Pine (talk | contribs)
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=== Passive Shield Tanking ===
=== Passive Shield Tanking ===


Unlike Armor hit points, shields will recharge themselves after taking damage. The Passive Shield tank is designed to maximize this natural recharge rate without the use of active Shield Booster modules. The concept behind the Passive Shield Tank is deceptively simple: find a ship with a relatively high natural recharge rate (Shield HP / Recharge time = Average recharge rate), then add as many additional shield hit points to your ship as possible using shield extenders. Because the recharge time for a given ship is a fixed amount no matter how many points of shields you have, adding multiple shield extenders not only adds a lot of buffer, it indirectly increases the recharge rate because more Hit Points are being recharged in the same amount of time. Now add passive modules that increase the recharge rate even further, such as Shield Rechargers, Shield Power Relays and Power Diagnostic Systems; and you have a monster sized Buffer tank that regenerates very quickly without using any capacitor making your defense invulnerable to weapons that drain the capacitor. Shield Flux Coils also increase recharge rate, but should be avoided because they also lower your shield hit points, which is self defeating for the same reason adding Shield Extenders improves your recharge rate.
Unlike Armor hit points, shields will recharge themselves after taking damage. The Passive Shield tank is designed to maximize this natural recharge rate without the use of active Shield Booster modules. The shields of a ship have two stats that are relevant to passive recharge: Shield capacity and shield recharge time. The shield capacity is simply the maximum HP for the shields while the recharge time tells how long it takes for the shields to recharge.
 
The concept behind the Passive Shield Tank is deceptively simple: find a ship with a relatively high natural recharge rate (Shield HP / Recharge time = Average recharge rate), then add as many additional shield hit points to your ship as possible using shield extenders. Because the recharge time for a given ship is a fixed amount no matter how many points of shields you have, adding multiple shield extenders not only adds a lot of buffer, it indirectly increases the recharge rate because more Hit Points are being recharged in the same amount of time. Now add passive modules that increase the recharge rate even further, such as Shield Rechargers, Shield Power Relays and Power Diagnostic Systems; and you have a monster sized Buffer tank that regenerates very quickly without using any capacitor making your defense invulnerable to weapons that drain the capacitor. Shield Flux Coils also increase recharge rate, but should be avoided because they also lower your shield hit points, which is self defeating for the same reason adding Shield Extenders improves your recharge rate.


As the name implies, a fully passive tank does not require any modules that need to be “turned on” to function, and therefore does not require capacitor. The drawback to Passive Shield tanking is the number of modules required to pull it off, which leaves very little room to fit other useful modules such as damage improvement and tackling equipment, which makes this fitting of limited use outside of mission running and bait ships.
As the name implies, a fully passive tank does not require any modules that need to be “turned on” to function, and therefore does not require capacitor. The drawback to Passive Shield tanking is the number of modules required to pull it off, which leaves very little room to fit other useful modules such as damage improvement and tackling equipment, which makes this fitting of limited use outside of mission running and bait ships.
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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.  
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 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 below 25% capacity. 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.png|400px|thumb|Measured shield HP during passive recharge from zero and theoretical shield HP from formula plotted. Click to enlarge.]]