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Passive shield tanking: Difference between revisions

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m Add category.
Change background color to design-token. Remove fixed widths. Remove "More example fits" section, those fits are no longer on the wiki.
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{{hatnote|This page covers the use of shields as a passive tanking strategy. As such, it focuses on the advantages of passive tanking and the process of fitting a ship to use a passive tank. For basic information about how shields work, see [[Shields]].}}
{{hatnote|This page covers the use of shields as a passive tanking strategy. As such, it focuses on the advantages of passive tanking and the process of fitting a ship to use a passive tank. For basic information about how shields work, see [[Shields]].}}
'''Passive shield tanking''' (often shortened to simply ''passive tanking'') is a method of tanking that relies on the ability of shields to recharge without the need for active modules. Instead, passive shield tanks rely on modules that increase this recharge rate, as well as the absolute amount of shield hit points a ship has.
'''Passive shield tanking''' (often shortened to simply ''passive tanking'') is a method of tanking that relies on the ability of shields to recharge without the need for active modules. Instead, passive shield tanks rely on modules that increase this recharge rate, as well as the absolute amount of shield hit points a ship has.


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For example, these are all Caldari ships. Many Caldari ships prefer shield tanks.
For example, these are all Caldari ships. Many Caldari ships prefer shield tanks.


{| class="wikitable sortable" style="text-align: center; text-size: 90%"
{| class="wikitable sortable" style="text-align: center;"
|- style="background-color:#222222;"
|- style="background-color: var(--background-color-warning-subtle);"
! scope="col" style="width: 150px; text-align:left;" | Ship Type
|-
! scope="col" style="width: 100px;" | Shield Capacity (hp)
! scope="col"| Ship Type
! scope="col" style="width: 100px;" | Shield Regeneration Time (sec)
! scope="col" style="width: 9em" | Shield Capacity (hp)
! scope="col" style="width: 100px;" | Average Regeneration Rate (C/T)
! scope="col" style="width: 9em;" | Shield Regeneration Time (sec)
|-  
! scope="col" style="width: 9em;" | Average Regeneration Rate (C/T)
|-
|style="text-align: left;"|{{sh|Kestrel}} (frigate)|| 500 || 650 || 1.3  
|style="text-align: left;"|{{sh|Kestrel}} (frigate)|| 500 || 650 || 1.3  
|-  
|-  
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These cruisers and battlecruisers provide a representative sample comparison of ships by faction.
These cruisers and battlecruisers provide a representative sample comparison of ships by faction.


{| class="wikitable sortable" style="text-align: center; text-size: 90%;"
{| class="wikitable sortable" style="text-align: center;"
|- style="background-color: #222222;"
|- style="background-color: var(--background-color-warning-subtle);"
! scope="col" style="width: 100px; text-align:left"| Faction
! scope="col" | Faction
! scope="col" style="width: 100px;" | Ship Type
! scope="col" | Ship Type
! scope="col" style="width: 100px;" | Shield Capacity (hp)
! scope="col" style="width: 9em;" | Shield Capacity (hp)
! scope="col" style="width: 100px;" | Shield Regeneration Time (sec)
! scope="col" style="width: 9em;" | Shield Regeneration Time (sec)
! scope="col" style="width: 100px;" | Average Regeneration Rate (C/T)
! scope="col" style="width: 9em;" | Average Regeneration Rate (C/T)
|-  
|-  
|style="text-align:left"|{{sh|Drake}} || Battlecruiser || 5250 || 1400 || 3.8
|style="text-align: left;"|{{sh|Drake}} || Battlecruiser || 5250 || 1400 || 3.8
|-  
|-  
|style="text-align:left"|{{sh|Hurricane}} || Battlecruiser || 4250 || 1400 || 3.0  
|style="text-align: left;"|{{sh|Hurricane}} || Battlecruiser || 4250 || 1400 || 3.0  
|-  
|-  
|style="text-align:left"|{{sh|Brutix}} || Battlecruiser || 4000 || 1400 || 2.8
|style="text-align: left;"|{{sh|Brutix}} || Battlecruiser || 4000 || 1400 || 2.8
|-  
|-  
|style="text-align:left"|{{sh|Harbinger}} || Battlecruiser || 3000 || 1400 || 2.1
|style="text-align: left;"|{{sh|Harbinger}} || Battlecruiser || 3000 || 1400 || 2.1
|-  
|-  
|style="text-align:left"|{{sh|Moa}} || Cruiser || 2500 || 1250 || 2.0  
|style="text-align: left;"|{{sh|Moa}} || Cruiser || 2500 || 1250 || 2.0  
|-  
|-  
|style="text-align:left"|{{sh|Stabber}} || Cruiser || 1600 || 1250 || 1.3  
|style="text-align: left;"|{{sh|Stabber}} || Cruiser || 1600 || 1250 || 1.3  
|-  
|-  
|style="text-align:left"|{{sh|Thorax}} || Cruiser  || 1200 || 1250 || 1.0
|style="text-align: left;"|{{sh|Thorax}} || Cruiser  || 1200 || 1250 || 1.0
|-  
|-  
|style="text-align:left"|{{sh|Omen}} || Cruiser || 1200 || 1250 || 1.0
|style="text-align: left;"|{{sh|Omen}} || Cruiser || 1200 || 1250 || 1.0
|}
|}


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== Combat situations ==
== Combat situations ==
Because a passive tank depends on the shield's recharging, it works best in situations where the damage is constant or builds slowly over time. It works least well in situation where the shield will take a large amount of damage in a very short time. Passive tanking can be used, then in situations where the pilot can "kite" the enemies to control how much damage comes in – or in situations where the pilot is using long range weapons and depending on speed to keep away from enemy fire.
Because a passive tank depends on the shield's recharging, it works best in situations where the damage is constant or builds slowly over time. It works least well in situation where the shield will take a large amount of damage in a very short time. Passive tanking can be used, then in situations where the pilot can "kite" the enemies to control how much damage comes in – or in situations where the pilot is using long range weapons and depending on speed to keep away from enemy fire.


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The following influence the passive shield tank.
The following influence the passive shield tank.


{| class="wikitable sortable" style="margin: 1em auto 1em auto; text-align: center;"
{| class="wikitable sortable" style="margin-left: 1em;"
|- style="background-color: var(--background-color-warning-subtle);"
! scope="col" | Unit
! scope="col" | Unit
! scope="col" | Slot
! scope="col" | Slot
! scope="col" style="width: 100px;" | Capacitor Drain
! scope="col" | Capacitor Drain
! scope="col" style="width: 100px;" | Effect
! scope="col" | Effect
! scope="col" | Notes
! scope="col" | Notes
|-  
|-  
|{{co|wheat|Shield Extender}} || mid || - || Capacity ||  increases Signature Radius
|{{co|wheat|Shield Extender}} || mid || style="text-align: center;" | - || Capacity ||  increases Signature Radius
|-  
|-  
|{{co|wheat|Power Diagnostic System}} || low || low || Recharge Rate and Capacity || small benefit
|{{co|wheat|Power Diagnostic System}} || low || style="text-align: center;" | low || Recharge Rate<br> Capacity || small benefit
|-  
|-  
|{{co|wheat|Shield Power Relay}} || low || - || Recharge Rate || reduces capacitor recharge rate
|{{co|wheat|Shield Power Relay}} || low || style="text-align: center;" | - || Recharge Rate || reduces capacitor recharge rate
|-  
|-  
|{{co|wheat|Shield Flux Coil}} || low || -  || Recharge Rate || lowers capacity
|{{co|wheat|Shield Flux Coil}} || low || style="text-align: center;" | -  || Recharge Rate || lowers capacity
|-  
|-  
|{{co|wheat|Shield Recharger}} || mid || - || Recharge Rate || small benefit
|{{co|wheat|Shield Recharger}} || mid || style="text-align: center;" | - || Recharge Rate || small benefit
|-   
|-   
|{{co|wheat|Damage Control}} || low || small || Resistances || limit of one per ship
|{{co|wheat|Damage Control}} || low || style="text-align: center;" | small || Resistances || limit of one per ship
|-  
|-  
|{{co|wheat|Shield Resistance Amplifier}} || mid || small  || Resistances || stacking penalty
|{{co|wheat|Shield Resistance Amplifier}} || mid || style="text-align: center;" | small  || Resistances || stacking penalty
|-  
|-  
|{{co|wheat|Shield Hardener}} || mid || small || Resistances || stacking penalty
|{{co|wheat|Shield Hardener}} || mid || style="text-align: center;" | small || Resistances || stacking penalty
|-  
|-  
|{{co|wheat|Core Defense Field Purger}} || rig ||  - || Recharge Rate || increases Signature Radius
|{{co|wheat|Core Defense Field Purger}} || rig || style="text-align: center;" |  - || Recharge Rate || increases Signature Radius
|-  
|-  
|{{co|wheat|Core Defense Field Extender}} || rig || -  || Capacity || increases Signature Radius
|{{co|wheat|Core Defense Field Extender}} || rig || style="text-align: center;" | -  || Capacity || increases Signature Radius
|-  
|-  
|{{co|wheat|Screen Reinforcer}} || rig || -  || Resistances || increases Signature Radius, stacking penalty
|{{co|wheat|Screen Reinforcer}} || rig || style="text-align: center;" | -  || Resistances || increases Signature Radius, stacking penalty
|}
|}


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The usual starting point is to try to fill several low slots with Shield Power Relay modules, several mid slots with Shield Extender modules, and to fit all three rig slots with Defense Field Purger rigs. Of course, this will need to be modified to fit slot availability, resists and other considerations, but it is a good place to start.
The usual starting point is to try to fill several low slots with Shield Power Relay modules, several mid slots with Shield Extender modules, and to fit all three rig slots with Defense Field Purger rigs. Of course, this will need to be modified to fit slot availability, resists and other considerations, but it is a good place to start.


With that in mind, although {{Co|#EEFFCC|Shield Power Relays}} reduce capacitor recharge rate, they have no stacking penalties, and they are the most powerful modules in terms of increasing shield regeneration.
With that in mind, although Shield Power Relays reduce capacitor recharge rate, they have no stacking penalties, and they are the most powerful modules in terms of increasing shield regeneration.


{{Co|#EEFFCC|Shield Extenders}} increase the capacity of the shield, and, because recharge ''time'' is a constant, this in turn increases the recharge rate. These modules have a Signature Radius penalty associated with them, and they impact on the power grid, but they have no stacking penalties, and their benefits outweigh these costs. In addition, it is often possible to "upsize" Shield Extenders ... putting Large Shield Extenders on a Cruiser, for example, or Medium Extenders on a Frigate. The increased buffer will also allow the ship to survive for a while even if incoming dps is higher than the recharge. This way the pilot can kill the dps enough to survive further.
Shield Extenders increase the capacity of the shield, and, because recharge ''time'' is a constant, this in turn increases the recharge rate. These modules have a Signature Radius penalty associated with them, and they impact on the power grid, but they have no stacking penalties, and their benefits outweigh these costs. In addition, it is often possible to "upsize" Shield Extenders ... putting Large Shield Extenders on a Cruiser, for example, or Medium Extenders on a Frigate. The increased buffer will also allow the ship to survive for a while even if incoming dps is higher than the recharge. This way the pilot can kill the dps enough to survive further.


Finally, {{Co|#EEFFCC|Defense Field Purger rigs}} are almost always more effective than Defense Field Extender rigs in a passive shield fit. The extender increases the capacity of the shield, which does have the effect of also increasing its recharge rate. However, the Purger directly increases the recharge rate by enough to make a difference. The Purger does, however, have a larger impact on Signature Radius.
Finally, Defense Field Purger rigs are almost always more effective than Defense Field Extender rigs in a passive shield fit. The extender increases the capacity of the shield, which does have the effect of also increasing its recharge rate. However, the Purger directly increases the recharge rate by enough to make a difference. The Purger does, however, have a larger impact on Signature Radius.


{{Color box
{{Color box
| color= #222222
| color= var(--background-color-neutral)
| border= #FFEEEE
| border= #FFEEEE
| A tank built from these modules will greatly increase the shield recharge rate, will somewhat increase the shield capacity, will have no stacking penalties, will increase the ship's Signature Radius, and will reduce the Capacitor's recharge time (but will not draw directly on the Capacitor for power).
| A tank built from these modules will greatly increase the shield recharge rate, will somewhat increase the shield capacity, will have no stacking penalties, will increase the ship's Signature Radius, and will reduce the Capacitor's recharge time (but will not draw directly on the Capacitor for power).
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* It has six low slots – 3 for Shield Power Relays and 3 for offensive modules
* It has six low slots – 3 for Shield Power Relays and 3 for offensive modules
* For mission running the mid slots can be dedicated to propulsion and shields
* For mission running the mid slots can be dedicated to propulsion and shields
* Bonuses to medium projectile turrets and six turret hardpoints support artillery for PVE
* Bonuses to medium projectile turrets and six turret hardpoints support artillery for PvE
* Increases in signature radius matter less in PVE
* Increases in signature radius matter less in PvE


=== Shield Power Relays ===
=== Shield Power Relays ===
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{| class="wikitable" style="margin: 1em auto;  text-align: center;"
{| class="wikitable" style="margin: 1em auto;  text-align: center;"
|- style="background-color:#222222;"
|- style="background-color: var(background-color-warning-subtle);"
! scope="col" | Modules
! scope="col" | Modules
! scope="col" style="width: 50px;" | 1
! scope="col" style="text-align: center;" | 1
! scope="col" style="width: 50px;" | 2
! scope="col" style="text-align: center;" | 2
! scope="col" style="width: 50px;" | 3
! scope="col" style="text-align: center;" | 3
! scope="col" style="width: 50px;" | 4
! scope="col" style="text-align: center;" | 4
! scope="col" style="width: 50px;" | 5
! scope="col" style="text-align: center;" | 5
! scope="col" style="width: 50px;" | 6
! scope="col" style="text-align: center;" | 6
|-  
|-  
|Recharge Time|| 1064.0 || 808.6 || 614.3 || 466.9 || 354.9 || 269.7
| style="text-align: left;" | Recharge Time || 1064.0 || 808.6 || 614.3 || 466.9 || 354.9 || 269.7
|-  
|-  
|Peak Regeneration Rate <small>(rounded)</small>|| 10.0 || 13.1 || 17.3 || 22.8 || 30.0 || 39.3
| style="text-align: left;" | Peak Regeneration Rate <small>(rounded)</small> || 10.0 || 13.1 || 17.3 || 22.8 || 30.0 || 39.3
|}
|}


While this illustrates the power of the module, fitting six of them to a ship would be unrealistic. Three modules is a common fit, with the other slots used for other purposes. Thus, with no other skills or fittings, three Shield Power Relays would increase the ''{{Co|#fFFEEEE|Peak}}'' Recharge Rate to 17.3 hitpoints per second.  
While this illustrates the power of the module, fitting six of them to a ship would be unrealistic. Three modules is a common fit, with the other slots used for other purposes. Thus, with no other skills or fittings, three Shield Power Relays would increase the ''Peak'' Recharge Rate to 17.3 hitpoints per second.  


For comparison, a medium Phased Plasma projectile does about 18 hp base shield damage plus 24 hp type damage; a medium Lead Hybrid charge does about 10 hp base shield damage plus 16 hp type damage.
For comparison, a medium Phased Plasma projectile does about 18 hp base shield damage plus 24 hp type damage; a medium Lead Hybrid charge does about 10 hp base shield damage plus 16 hp type damage.
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  Base recharge time: 1400 sec
  Base recharge time: 1400 sec
  Shield Capacity: 4250 + 2600 = {{Co|#EEFFCC|6850}} hp
  Shield Capacity: 4250 + 2600 = 6850 hp
  Average regeneration Rate = 6850 / 1400 =  4.9 hp/s
  Average regeneration Rate = 6850 / 1400 =  4.9 hp/s
  Peak Recharge Rate = 2.5 x 4.9 = 12.3 hp/s
  Peak Recharge Rate = 2.5 x 4.9 = 12.3 hp/s
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After one Large Shield Extender II (see above):  
After one Large Shield Extender II (see above):  
* Shield capacity: {{Co|#EEFFCC|6850 hp}}
* Shield capacity: {{Co|green|6850 hp}}


Three Power Shield Relay II (see above):
Three Power Shield Relay II (see above):
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* Peak Recharge Rate = Shield Capacity/Recharge Time x 2.5
* Peak Recharge Rate = Shield Capacity/Recharge Time x 2.5


{| class="wikitable" style="margin: 1em auto 1em auto; " style="text-align: center"
{| class="wikitable" style="margin-left: 1em; text-align: center;"
! scope="col" | Modules
! scope="col" | Modules
! scope="col" width="50" | 1
! scope="col" style="text-align: center;" | 1
! scope="col" width="50" | 2
! scope="col" style="text-align: center;" | 2
! scope="col" width="50" | 3
! scope="col" style="text-align: center;" | 3
|-  
|-  
|Recharge Time || 1064 || 808.6 || {{Co|#EEFFCC|614.3}}
| style="text-align: left;" | Recharge Time || 1064 || 808.6 || {{Co|Green|614.3}}
|-  
|-  
|Peak Regeneration Rate || 16.1 || 21.2 || 27.9
| style="text-align: left;" | Peak Regeneration Rate || 16.1 || 21.2 || 27.9
|}
|}


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Three Core Defense Purger Rigs:
Three Core Defense Purger Rigs:
* Rigs reduce recharge time @ -20%
* Rigs reduce recharge time @ -20%
* Shield capacity: {{Co|#eeffcc||6850}} hp
* Shield capacity: {{Co|Green||6850}} hp
* Starting Recharge Time: {{Co|#EEFFCC|614.3}} sec
* Starting Recharge Time: {{Co|Green|614.3}} sec
* Peak Recharge Rate = Shield Capacity/Recharge Time x 2.5
* Peak Recharge Rate = Shield Capacity/Recharge Time x 2.5


{| class="wikitable" style="margin: 1em auto; text-align: center;"
{| class="wikitable" style="margin-left: 1em; text-align: center;"
! scope="col" | Rigs
! scope="col" | Rigs
! scope="col" style="width: 50px;" | 1
! scope="col" style="text-align: center;" | 1
! scope="col" style="width: 50px;" | 2
! scope="col" style="text-align: center;" | 2
! scope="col" style="width: 50px;" | 3
! scope="col" style="text-align: center;" | 3
|-  
|-  
|Recharge Time || 491.4 || 393.1 || 314.4  
| style="text-align: left;" | Recharge Time || 491.4 || 393.1 || 314.4  
|-  
|-  
|Peak Regeneration Rate|| 34.8 || 43.6 || 54.4
| style="text-align: left;" | Peak Regeneration Rate|| 34.8 || 43.6 || 54.4
|}
|}


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'''Shield Management @ Level IV'''
'''Shield Management @ Level IV'''
[[File:QSG hurricane passive fit.png |thumb|upright=3.0]]*20% increase in Shield Capacity
* 20% increase in Shield Capacity
 
[[File:QSG hurricane passive fit.png |thumb|upright=3]]
This would increase the Base Shield Capacity to: 4250 + 0.20 x 4250 = 5100 hitpoints
This would increase the Base Shield Capacity to: 4250 + 0.20 x 4250 = 5100 hitpoints


''It would also increase the benefit of the Large Shield Extender II by 20%: 2600 + 0.20 x 2600 = 3120''
''It would also increase the benefit of the Large Shield Extender II by 20%: 2600 + 0.20 x 2600 = 3120''


Making the total shield capacity: 5100 + 3120 = {{Co|#EEFFCC|8220 hitpoints}}
Making the total shield capacity: 5100 + 3120 = {{Co|Green|8220}} hitpoints


'''Shield Operation @ Level IV'''
'''Shield Operation @ Level IV'''
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:393.2, 314.5, 251.6
:393.2, 314.5, 251.6


giving a final Recharge Time of: {{Co|#EEFFCC|251.6 seconds}}
giving a final Recharge Time of: {{Co|Green|251.6}} seconds


These two values compute the final Peak Recharge Rate.
These two values compute the final Peak Recharge Rate.
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{{Clear}}
{{Clear}}
{{Color box
{{Color box
| color= #222222
| color= var(--background-color-neutral)
| border=#FFEEEE
| border=#FFEEEE
|  If you have come this far, it may be worthwhile pausing to think about what all this might mean. Keep in mind, first, that the shield begins recharging at the Average Rate and then builds towards the Peak Rate, which it only achieves when the shield is 75% gone. That means that these numbers are not very helpful in combat, they simply give a way of comparing a passive fit against a more active one, or against armor.
|  If you have come this far, it may be worthwhile pausing to think about what all this might mean. Keep in mind, first, that the shield begins recharging at the Average Rate and then builds towards the Peak Rate, which it only achieves when the shield is 75% gone. That means that these numbers are not very helpful in combat, they simply give a way of comparing a passive fit against a more active one, or against armor.
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* Low slot modules can be replaced by Auxiliary Power Controls, Capacitor Flux Coils, and/or Power Diagnostic Systems as needed.
* Low slot modules can be replaced by Auxiliary Power Controls, Capacitor Flux Coils, and/or Power Diagnostic Systems as needed.


=== More example fits ===
Certain ships are often fit out with passive tank. Rather than copy those fits here, this article links to their Wiki pages, where you can see the full information for each ship.
* Caldari [[Drake]]: battlecruiser - level 3 mission runner, wormhole pve explorer
* Caldari [[Caracal]]: cruiser - level 2 mission runner
* Gallente [[Myrmidon]]: battlecruiser - level 3 mission runner
* Minmatar [[Hurricane]]: battlecruiser - level 3 mission runner
* Minmatar [[Rupture]]: cruiser - level 2 mission runner
* Minmatar [[Stabber]]: cruiser - level 2 mission runner
* Minmatar [[Rifter]]: frigate - level 1/2 mission runner


[[Category:Fitting]][[Category:Fittings]]
[[Category:Fitting]]
[[Category:Fittings]]