More actions
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| 4000 | | 4000 | ||
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∗ ''Calculated using [[Basic_Skills#Minimum_recommended_skillplan|UniWiki minimum recommended skillplan]], plus Shield Emissions Systems III.'' | ∗ ''Calculated using [[Basic_Skills#Minimum_recommended_skillplan|UniWiki minimum recommended skillplan]], plus {{sk|Shield Emissions Systems|III|icon=yes}}.'' | ||
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| 6800 | | 6800 | ||
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∗ ''Calculated using [[Basic_Skills#Minimum_recommended_skillplan|UniWiki minimum recommended skillplan]], plus Remote Armor Repair Systems III.''<br /><br /> | ∗ ''Calculated using [[Basic_Skills#Minimum_recommended_skillplan|UniWiki minimum recommended skillplan]], plus {{sk|Remote Armor Repair Systems|III|icon=yes}}.''<br /><br /> | ||
As these tables show, a Tech I logistics frigate can repair the damage caused by one or two opponents at most, at short range. (These tables shows HP repaired, rather than eHP repaired. HP can be converted to eHP by dividing by the resist remainder; so, if a {{sh|Burst}} was boosting the shields of a fleetmate {{sh|Svipul}} that had 75% resists across the board, you would be providing [73 / 0.25] = 292 eHP/sec. That means that the repair rate numbers shown above are not as low as they may appear. | As these tables show, a Tech I logistics frigate can repair the damage caused by one or two opponents at most, at short range. (These tables shows HP repaired, rather than eHP repaired. HP can be converted to eHP by dividing by the resist remainder; so, if a {{sh|Burst}} was boosting the shields of a fleetmate {{sh|Svipul}} that had 75% resists across the board, you would be providing [73 / 0.25] = 292 eHP/sec. That means that the repair rate numbers shown above are not as low as they may appear. | ||