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Cap war can only be understood if you first understand capacitors. Capacitors are a self recharging resource with a [[Capacitor Recharge Rate]] that changes relative to the level of the capacitor. Accordingly, there is a 'peak' recharge at ~25% with the recharge rate decreasing from either side of this peak. Therefore, the rate of recharge is lowest when the capacitor is full (100%) or empty (0%). Shield tankers should inherrently understand this principle as it is the same as the recharge mechanism on shields. EVE university folks are lucky to have access to the [[Capacitor Management 101]] class that Neville Smit teaches. | Cap war can only be understood if you first understand capacitors. Capacitors are a self recharging resource with a [[Capacitor Recharge Rate]] that changes relative to the level of the capacitor. Accordingly, there is a 'peak' recharge at ~25% with the recharge rate decreasing from either side of this peak. Therefore, the rate of recharge is lowest when the capacitor is full (100%) or empty (0%). Shield tankers should inherrently understand this principle as it is the same as the recharge mechanism on shields. EVE university folks are lucky to have access to the [[Capacitor Management 101]] class that Neville Smit teaches. | ||
Since cap war deals in the removal of capacitor it works in opposition to the recharge rate. And since the recharge rate is lowest at 100% and 0%, cap warfare will have the greatest effect (defined as amount of cap removed per cycle) at these levels. Cap warfare will have the least effect at | Since cap war deals in the removal of capacitor it works in opposition to the recharge rate. And since the recharge rate is lowest at 100% and 0%, cap warfare will have the greatest effect (defined as amount of cap removed per cycle) at these levels. The cap will be removed in a 'chunk' each cycle and will start being refilled by the recharge rate until the next chunk is removed. Cap warfare will have the least effect at peak recharge as the amount of cap removed will be countered by the highest recharge the capacitor is capable of. Therefore, we know that it is more difficult to cap out an enemy than it is to keep them there - ie. you may have three neuts on them to drain their cap as quickly as possible but only need 1 to keep them capped out. (Incidentally it is also easy to see when selecting the cap booster charge that you obviously always want to try to select a charge at least 25% of the size of your capacitor to push you instantly to the 'good' side of your peak recharge rate.) | ||
With this simple information tucked away we can discuss the particulars of how the individual cap warfare systems work. | With this simple information tucked away we can discuss the particulars of how the individual cap warfare systems work. | ||
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==Energy Destabilizers== | ==Energy Destabilizers== | ||