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Capacitor warfare: Difference between revisions

From EVE University Wiki
Djavin novienta (talk | contribs)
Djavin novienta (talk | contribs)
General Principles: Revised section.
Line 24: Line 24:
==General Principles==
==General Principles==


Capacitor warfare 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.  The 'peak' recharge takes place 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 recharge mechanism as shields use.  EVE university folks are lucky to have access to the [[Capacitor Management 101]] class that Neville Smit teaches.
Understanding capacitor warfare requires an understanding of capacitor mechanics. Capacitors are a self-recharging resource measured in gigajoules (GJ), with a [[capacitor recharge rate]] determined both by the specific ship and the percentage level of the capacitor, measured in gigajoules per second (GJ/sec).  The 'peak' recharge rate occurs at 25% capacity, with the recharge rate sharply decreasing below this amount, and more gradually decreasing above it. Therefore, the rate of recharge is lowest when the capacitor is full (100%) or empty (0%). This is the same principle that governs the recharge rate of shields, though the values are slightly different.


Since capacitor warfare deals in the removal of capacitor it works in opposition to the recharge rate. Since the recharge rate is lowest at 100% and 0%, capacitor warfare will have the greatest effect (defined as amount of cap removed over the time of a 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. Capacitor 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 capped out - 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 when selecting cap booster charges you always want 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.)
Since capacitor warfare deals in the removal of capacitor it works in opposition to the recharge rate. Since the recharge rate is lowest at 100% and 0%, capacitor warfare will have the greatest relative effect at these levels. Capacitors recharge continuously over time, while energy weapons remove capacitor in chunks at the end of the weapon cycle. Energy weapons removed a base amount of capacitor per cycle, but their effectiveness is often also expressed in GJ/sec to facilitate easier comparison to the target's recharge rate. Capacitor warfare will have the smallest relative effect at peak recharge, as the amount of capacitor removed will be countered by the highest recharge rate the target's capacitor is capable of. Thus, it is often more difficult to "cap out" a target than it is to keep them capped out, i.e. it may require three neuts on a target to drain their capacitor as quickly as possible, but once fully depleted only one may be required to keep their capacitor empty. Because of this, it is recommended that ships utilizing cap boosters us charges that will bring their capacitor to 25%, so that maximum recharge is reached after each booster cycle.
 
Understanding this information we can discuss the particulars of how the individual capacitor warfare systems work.


==Energy Neutralizers==
==Energy Neutralizers==