Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Capacitor warfare: Difference between revisions

From EVE University Wiki
Energy Nosferatu: Minor stat correction. Noted Blood Raider Nos Bonus.
Line 170: Line 170:
==Energy Nosferatu==
==Energy Nosferatu==


[[File:Vamp.png|left]]'Energy Nosferatu (also called "'''nos'''" or "'''Energy Vampires'''") remove small amounts of capacitor from their target and use it to recharge the user's capacitor, and cycle more quickly than Energy Neutralizers. However, Energy Nosferatu are far more restricted in their effectiveness due to the double upside inherent in their use. Energy Nosferatu share the limited range of Energy Neutralizers, and drain much less capacitor. Most importantly, Energy Nosferatu only transfer capacitor when the user's capacitor is less than the target's capacitor. This is measured in terms of absolute capacitor amount, ''not'' capacitor percentage, e.g. a capacitor with 120 GJ of capacitor will always be able to transfer capacitor from a ship with 2000 GJ, regardless of what percentage of each ship's capacitor those amounts represent.
[[File:Vamp.png|left]]'Energy Nosferatu (also called "'''nos'''" or "'''Energy Vampires'''") remove small amounts of capacitor from their target and use it to recharge the user's capacitor, and cycle more quickly than Energy Neutralizers. However, Energy Nosferatu are far more restricted in their effectiveness due to the double upside inherent in their use. Energy Nosferatu share the limited range of Energy Neutralizers, and drain much less capacitor. Most importantly, Energy Nosferatu only transfer capacitor when '''the user's capacitor is less than the target's capacitor.''' This is measured in terms of absolute capacitor amount, ''not'' capacitor percentage, e.g. a capacitor with 120 GJ of capacitor will always be able to transfer capacitor from a ship with 2000 GJ, regardless of what percentage of each ship's capacitor those amounts represent.
 
[[Pirate Faction Ship Overview#Blood Raiders|Blood Raider]] ships have a unique interaction with Energy Nosferatus: Nosferatus used by Blood Raider ships ''ignore'' the target's capacitor level, and ''always'' transfer energy. This means that, for a Blood Raider ship, a Nosferatu is functionally both an indefinitely sustainable Neutralizer with a lower strength but a much shorter cycle time, and a Cap Booster that does not consume cap charges. This also means that a Blood Raider-run Nosferatu can be used to test whether or not a target ship's capacitor is dry: that Nos will only start draining 0GJ/cycle if the target ''has'' 0GJ available.


All nosferatus have a similar set of attributes.  The different sizes of nosteratus differ significantly, but for each size tier they are fairly consistent across meta levels.  Aside from fitting consideration, the only attributes that change from meta 0 all the way to commander modules is the range and the amount of energy transferred to the user.
All nosferatus have a similar set of attributes.  The different sizes of nosteratus differ significantly, but for each size tier they are fairly consistent across meta levels.  Aside from fitting consideration, the only attributes that change from meta 0 all the way to commander modules is the range and the amount of energy transferred to the user.
* Cycle time is consistent (<font color=lightblue>3 seconds</font> for small nos, <font color=lightblue>6 seconds</font> for medium, and <font color=lightblue>12 seconds</font> for heavy).
* Cycle time is consistent (<font color=lightblue>2.5 seconds</font> for small nos, <font color=lightblue>5 seconds</font> for medium, and <font color=lightblue>10 seconds</font> for heavy).
* Small nosferatu will transfer from <font color=red>8 - 10 GJ</font> across the meta levels, medium from <font color=red>30 - 36 GJ</font>, and heavy from <font color=red>100 - 120 GJ</font>.
* Small nosferatu will transfer from <font color=red>8 - 10 GJ</font> across the meta levels, medium from <font color=red>30 - 36 GJ</font>, and heavy from <font color=red>100 - 120 GJ</font>.
* Optimal ranges for all the modules from meta 0 to the highest are between: small from <font color=lightgreen>4,000m - 8,000m</font>; medium from <font color=lightgreen>8,000m - 16,500m</font>; and heavy from <font color=lightgreen>16,000m - 32,000m</font>.
* Optimal ranges for all the modules from meta 0 to the highest are between: small from <font color=lightgreen>4,000m - 9,000m</font>; medium from <font color=lightgreen>8,000m - 16,500m</font>; and heavy from <font color=lightgreen>16,000m - 32,000m</font>.


{| class="wikitable collapsible collapsed sortable" style="text-align:left; font-size:90%; margin: 1em auto 1em auto;"
{| class="wikitable collapsible collapsed sortable" style="text-align:left; font-size:90%; margin: 1em auto 1em auto;"
Line 298: Line 300:
*at 100% Optimal + 200% Falloff = ~6% effectiveness
*at 100% Optimal + 200% Falloff = ~6% effectiveness


When within range of a target, and the target's capacitor amount (not percentage) is higher than your cap amount, then an activated Nosferatu acts much like a neut. The difference is that the transfer amount is added to the user's capacitor and removed from the target's capacitor. A nos will stay activated as long as the target is in range and pull cap when the cap level condition is met, so there is no downside to keeping a Nosferatu activated at all times. The primary caveat to using Nosferatu is that a nos is highly likely to be effective when fighting bigger targets, but not likely to work when fighting smaller targets.  
When within range of a target, and the target's capacitor amount (not percentage) is higher than your cap amount, then an activated Nosferatu acts similarly to a neut. However, the capacitor drain occurs at the ''end'' of the cycle rather than the beginning, and rather than consuming the user's capacitor to reduce the target's, the energy which is removed from the target's capacitor is added to the user's. A nos will stay activated as long as the target is in range and pull cap when the cap level condition is met, so there is no downside to keeping a Nosferatu activated at all times. The primary caveat to using Nosferatu is that a nos is highly likely to be effective when fighting bigger targets, but not likely to work when fighting smaller targets.  


A Nos is easier to effectively employ in a gang situation with multiple targets.  While neuting the main target, a pilot can nos an alternative target (ideally a bigger ship) to maintain the Nosferatu's effectiveness. Properly employed, this synergy between neuts and nos is extremely effective.
A Nos is easier to effectively employ in a gang situation with multiple targets.  While neuting the main target, a pilot can nos an alternative target (ideally a bigger ship) to maintain the Nosferatu's effectiveness. Properly employed, this synergy between neuts and nos is extremely effective.