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Tanking: Difference between revisions

From EVE University Wiki
Lodemai (talk | contribs)
Mieh (talk | contribs)
Rewrote intro and start of page up to buffer tanking, for trimming and readability. Placed some key shield facts at the top of the shield tanking heading.
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{{Merge|Passive shield tanking|target= Tanking}}
{{Merge|Passive shield tanking|target= Tanking}}


The modules fitted to a ship to bolster its defences are often called its '''tank'''. '''Tanking''' means fitting a ship with modules in order to improve its defensive capabilities to resist, absorb, or mitigate incoming damage, thus preventing or delaying the ship's destruction.
In EVE Online, '''Tanking''' is the combat science of resisting, absorbing, or mitigating incoming damage. A player upgrades their ship's defense grid, commonly called its '''tank''', to prevent or delay their ship's destruction.


Tanking is a core part of most ship combat in EVE Online, important to both PvP and PvE activities—though the two types of combat require broadly different tank approaches. Understanding how your ship and other ships avoid or deal with damage is an important part of successful play for anyone involved in combat, and new players usually learn about tanking gradually as they settle into the game. This page details the main approaches to tanking; if you're new, don't be daunted by the details! You don't have to learn it all at once. [[EVE University]] members should feel encouraged to ask more experienced corpmates questions about tanking in game or in the #fitting-chat channel on the University discord.
Tanking is a core part of most ship combat in EVE Online. Ships may specialize in different variations of shield, armor, or hull tanking, each with its own resistance to different [[damage types]]. Damage-type resistances reduce damage by a percentage and can be improved by fitting modules and rigs. Shields regenerate over time, while armor and hull do not, though with the right equipment each defense pool can be repaired by the self or remotely repaired by other ships. Even a basic understanding of tanking can greatly increase survivability in EVE, while more advanced knowledge and optimization can give competitive pilots and ship planners an edge. [[EVE University]] members are encouraged to direct questions to experienced corporation mates or to the #fitting-chat channel on the University [[Discord]].


Fittings and styles of piloting which avoid damage are sometimes called tanking: pilots might refer, for instance, to "speed tanking" and "signature tanking". It is worth growing to understand these techniques, but this page focuses on dealing with damage which has affected your ship's hitpoints, rather than avoiding damage altogether.
Note that while evading damage is also commonly called tanking, as in "speed tanking" and "signature tanking," this page focuses on reducing inflicted damage.


==Basic concepts==
==Basic concepts==
[[file:402status panel.jpg|thumb|450px|right|Ship Status Panel]]
[[file:402status panel.jpg|thumb|450px|right|Ship Status Panel]]
The amount of hitpoints on your ship is represented by the Ship Status Panel. The three rings on the top of the status panel represent, from outermost to the innermost semicircle,
The Ship Status Panel shows the hitpoints of the player's ship with three rings, from outside to inside:
* shield (outermost semicircle)
# shield (outer semicircle)
* armor (middle semicircle)
# armor (middle semicircle)
* and structure (also called "hull"; inner semicircle)
# and structure (also called "hull"; inner semicircle)
As you incur damage, each ring will fill with red coloring, starting with your shields, then your armor, and finally your structure. When the structure ring is completely red, your hull has been breached, and your ship is destroyed—and you'll find yourself floating in space in a pod.
Ship defenses suffer damage in this order, marked by red coloring filling in each ring. When the last ring, the structure ring is completely red, the ship's hull has been breached and the ship is destroyed, ejecting the pilot into space as an escape pod.  


To avoid finding yourself floating in your pod, you need to be able to tank the damage. This is generally achieved through one of three approaches:
Increasing damage survivability follows one of two tactical approaches:
* Increasing the ship's raw HP. This is generally known as "buffer tanking".
* Buffer tanking – raising the ship's raw HP
* Repairing damage received. This is known as "active tanking".
* Active tanking – repairing damage received
* Increasing damage resists. Higher resistance to damage strengthens any type of tank.
One special subtype of the "repair" approach, passive shield tanking, falls somewhat outside of this categorization, and will be discussed in more detail below.


Discussions of tanking often invoke "EHP". This means "effective hit points", and refers to the effective hit points that your ship has when its resistance to damage is taken to account alongside its raw hit points.
Buffer tanking involves fitting passive armor, shield, or hull HP modules. These passive modules do not require control, but generally come paired with negative side effects. In contrast, active tanking employs equipment that requires capacitor energy or specialized ammunition.  
 
Damage-type resistances reduce incoming energy, thermal, kinetic, or explosive damage by a percentage, increasing a ship's effective hit points, or EHP. Shields, armor, and hull have their own innate type resistances, and modules can further increase specific resistances for each.  


=== Buffer tanking ===
=== Buffer tanking ===
A "buffer tank" tries to have high damage resistances and as many hit points as possible, thus increasing the EHP of the ship. The concept behind this is simple: outlast your opponent through the use of modules which boost your raw hit points, and modules which increase your resistance to damage.
Buffer tanking boosts raw HP to increase a ship's survivability between repairs, at the expense of self-repairing capability. In fleet battles, a buffer tank can survive heavier bursts of damage between remote repairs. Note that a ship's hull is far slower to remote repair than armor or shields.
 
Buffer tanking has low or nonexistent capacitor demands, freeing up the capacitor for other tactical equipment. In the same way, having no active modules to manage liberates a pilot's attention for other challenges. However, a buffer tank without repair support has a set lifespan. Once the HP buffer is compromised, an unsupported buffer tank must retreat or be destroyed.


This type of tank uses either no capacitor at all, or a minimal amount of capacitor used to run hardeners. This makes it easily sustainable. It also puts a lower cognitive load on pilots in combat: very little module management is necessary, freeing up a pilot's attention for other matters. The primary drawback to Buffer Tanking is that you have no way to repair yourself, so when you run out of hit points you are toast.
Any damage threat that could overwhelm a ship before it can actively repair itself calls for buffer tanking. PvP fleet combat is a key example as it subjects players to focus fire. Solo PvE [[missions]] have high sustained damage threats that limit the value of buffer tanks, though group PvE fleets may use buffer tanks and [[Logistics|logistics]] support together: this is common in [[Incursions]] and in [[Wormholes|wormhole]] PvE battles.


Buffer tanks are most commonly fitted for PvP combat. In fleet PvP, the rate of incoming damage can often exceed any possible active tank, making a buffer tank a more useful option. Since buffers cannot sustain damage over a long period, they are ill-suited to the kind of PvE combat found in [[missions]] and in challenges such as [[Abyssal Deadspace]]. In some forms of group PvE, however, players use buffer tanks and [[Logistics|logistics]] support together: this is common in [[Incursions]] and in [[Wormholes|wormhole]] PvE battles.
Note that damage resistance increases the mileage of remote repairs. Pilots not concerned with repairs can focus on optimizing EHP through the most effective spread of resistance and raw HP.


In general, if you are expecting to have logistics support, then you want to tilt your buffer tank more towards resistance rather than raw HP, because the higher your resistances, the more effective logistics reps are. While if you don't expect logistical support, you only care about the EHP, so whatever combination of raw HP and resistances gives you more effective hit points is the best option.
Buffer tanking comes in three flavors: [[Tanking#Armor tanking|armor buffer tanking]], [[Tanking#Passive shield tanking|passive shield tanking]], and [[Tanking#Hull tanking|hull tanking]].


=== Active tanking===
=== Active tanking===


An "active tank" uses armor repair or shield booster modules to restore damage done to the ship, "actively". Active tanks use energy from the ship's capacitor to run local armor-repairing or shield-boosting modules. So long as the incoming damage never exceeds your restoration capacity and your capacitor never gives out under the pressure, an active tank can last forever ("perma-tanking"). If either of these two things happens, your tank will collapse ("break") under the pressure.
An "active tank" uses armor repair or shield booster modules to restore damage done to the ship. Active tanks use energy from the ship's capacitor to run local armor-repairing or shield-boosting modules. So long as the incoming damage never exceeds your restoration capacity and your capacitor never gives out under the pressure, an active tank can last forever ("perma-tanking"). If either of these two things happens, your tank will collapse ("break") under the pressure.


Active tanks can achieve either high burst restoration or sustained restoration over a long (potentially endless) time period. They require more management from the pilot than buffer tanks, and are often vulnerable to [[Capacitor Warfare]] that drains the ship's capacitor dry.
Active tanks can achieve either high burst restoration or sustained restoration over a long (potentially endless) time period. They require more management from the pilot than buffer tanks, and are often vulnerable to [[Capacitor Warfare]] that drains the ship's capacitor dry.
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==Shield tanking==
==Shield tanking==


A shield tank increases 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 employs buffer tanking with passive shield regeneration (aka. passive shield tanking) or active shield boosting to withstand damage. Shields are innately resistant to explosive damage and weak to EM damage.


The versatility of shield modules is somewhat more limited than that of armor modules. Most notable is the lack of good passive shield hardeners. As a result, even buffer fit shield ships are often vulnurable to suficiently large number of [[Capacitor warfare|energy neutralizers]].
Note that, like a ship's capacitor, shield regeneration is strongest when shields are at 25% of their capacity, regenerating slower as shield levels rise above or sink below this value. (For more information on shield regeneration, see [[Tanking#Shield recharge rate|shield recharge rate]].) Note also that damage can bypass shields, and that the amount bypassed increases as shield levels fall.  


Shield modules generally fit in mid slots. This leaves low slots for damage modules, fitting modules or piloting modules. As a result, shield ships generally have higher damage output than their armored cousins. But using mid slots for tank can sometimes limit the ship fit into more or less pure damage dealing as the tank competes with tackling, EWAR, and propulsion modules.
Shield modules generally fit in mid slots. This leaves low slots for damage modules, fitting modules or piloting modules. As a result, shield ships generally have higher damage output than their armored cousins. But using mid slots for tank can sometimes limit the ship fit into more or less pure damage dealing as the tank competes with tackling, EWAR, and propulsion modules.
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It is generally advised '''NOT''' to mix modules that increase shield recharge rate (a passive shield tank) rate with modules that repair shield damage (an active shield tank).
It is generally advised '''NOT''' to mix modules that increase shield recharge rate (a passive shield tank) rate with modules that repair shield damage (an active shield tank).


==== Understand Shield Recharge Rates ====
==== Shield recharge rate ====
All ships have shields, and all shields have a recharge rate.  
All ships have shields, and all shields have a recharge rate.