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Capacitor warfare: Difference between revisions

From EVE University Wiki
Energy Nosferatu: Minor stat correction. Noted Blood Raider Nos Bonus.
Move duplicate Optimal/Falloff descriptions up to the General section
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The goal of capacitor warfare is to use enough neutralization to overcome the peak recharge rate of the target's capacitor. If a ship removes less then that amount, it will make it more difficult for the target ship to be [[Capacitor_Management_101#What_is_.22cap_stable.22.3F_Do_I_want_it.3F|cap stable]], but if this is the case then it may be more effective to switch the energy weapon(s) for a different module.  The basic rule of thumb is that a good capacitor warfare setup has a neutralization rate ''much'' higher than any conceivable recharge rate.
The goal of capacitor warfare is to use enough neutralization to overcome the peak recharge rate of the target's capacitor. If a ship removes less then that amount, it will make it more difficult for the target ship to be [[Capacitor_Management_101#What_is_.22cap_stable.22.3F_Do_I_want_it.3F|cap stable]], but if this is the case then it may be more effective to switch the energy weapon(s) for a different module.  The basic rule of thumb is that a good capacitor warfare setup has a neutralization rate ''much'' higher than any conceivable recharge rate.
Like many other Electronic Warfare modules, Capacitor Warfare modules have both Optimal and Falloff ranges. Using modules outside their Optimal range results in reduced effectiveness. The formula for effectiveness loss is the same as Turret falloff:
*at 100% Optimal + 0% Falloff = 100% Effectiveness
*at 100% Optimal + 100% Falloff = ~50% Effectiveness
*at 100% Optimal + 200% Falloff = ~6% Effectiveness
*at 100% Optimal + 300% Falloff, the module shuts down as the target is considered 'out of range'.


==Energy Neutralizers==
==Energy Neutralizers==
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|| Deadspace || 16 || Corpus X-Type Heavy Energy Neutralizer    || <font color=lightblue>24 sec</font> || <font color=lightgreen>32 km</font> || <font color=lightgreen>16 km</font>  || <font color=lightblue>500 GJ</font> || <font color=red>600 GJ</font> || 120% || 25.0 GJ/s || 2800 MW || 40 tf
|| Deadspace || 16 || Corpus X-Type Heavy Energy Neutralizer    || <font color=lightblue>24 sec</font> || <font color=lightgreen>32 km</font> || <font color=lightgreen>16 km</font>  || <font color=lightblue>500 GJ</font> || <font color=red>600 GJ</font> || 120% || 25.0 GJ/s || 2800 MW || 40 tf
|}
|}
Falloff works by reducing the effectiveness of the module when in falloff range. The formula is the same as gun falloff:
*at 100% Optimal + 0% Falloff = 100% Effectiveness
*at 100% Optimal + 100% Falloff = ~50% Effectiveness
*at 100% Optimal + 200% Falloff = ~6% Effectiveness


When activating an Energy Neutralizer on a target, the activation cost will immediately be deducted from the neutralizer's capacitor and the neutralization amount (modified, if in falloff range or if the target has some form of resistance) will be immediately deducted from the target's capacitor.  This will be repeated each cycle time for as long as the neut is activated.
When activating an Energy Neutralizer on a target, the activation cost will immediately be deducted from the neutralizer's capacitor and the neutralization amount (modified, if in falloff range or if the target has some form of resistance) will be immediately deducted from the target's capacitor.  This will be repeated each cycle time for as long as the neut is activated.
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|| Deadspace || 16 || Corpus X-Type Heavy Energy Nosferatu || <font color=lightblue>10 sec</font> || <font color=lightgreen>32 km</font> || <font color=lightgreen>16 km</font>  || <font color=red> 120 GJ</font> || 12 GJ/s || 2800 MW || 50 tf
|| Deadspace || 16 || Corpus X-Type Heavy Energy Nosferatu || <font color=lightblue>10 sec</font> || <font color=lightgreen>32 km</font> || <font color=lightgreen>16 km</font>  || <font color=red> 120 GJ</font> || 12 GJ/s || 2800 MW || 50 tf
|}
|}
Falloff works by reducing the effectiveness of the module when in falloff range. The formula is the same as gun and neut falloff:
*at 100% Optimal + 0% Falloff = 100% effectiveness
*at 100% Optimal + 100% Falloff = ~50% 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 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.  
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.