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==Shield tanking==
==Shield tanking==


Shield Tanking: Focuses on maximizing your 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: Focuses on maximizing your 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. It should be remembered that shields on T1 hulls are naturally weak to EM damage.


When you fit shield extenders and shield rigs, this makes you bigger.
The range 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 neuting.


Shields heal themselves over time at a natural recharge rate. Armor and Hull damage taken is going to sit there until it is repaired.  
Shield modules generally fit on 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 on the other hand using mid slots for tank limits the ship fitt into more or less pure damage dealing as the tank competes with tackling, EWAR, and propulsion modules.


After shields are exhausted there is still some armor and hull remaining, leaving a little more room for error.  
Shield extenders and shield rigs have penalty to the ship's signature radius. This makes it easier to hit shield ships. Shields generally also have less buffer than armor ships. This is most notable when fighting against ships larger than your own.


Active shield boosters repair faster than active armor repairers, meaning you can effectively tank more incoming DPS
Unlike Armor Repairers, Shield Boosters give the boost at the beginning of the cycle time instead of at the end, meaning you can wait until you need the shields to activate the shield booster instead of activating it in anticipation of needing it, as is commonly done with armor repairers. Shield boosters also repair much faster and more than armor repairers. This comes at cost of using more capacitor.


Shield tank modules & rigs don't affect your speed or maneuverability, thus keeping you fast and agile.
After shields are exhausted there is still some armor and hull remaining, leaving a little more room for error.  
 
Low slots are left free for damage modules, etc.
 
There's a smaller range of different modules to choose from when shield tanking than when armor tanking, giving you less choice in how to fit your ship.
 
Although shield boosters repair faster than armor repairers, they are also less capacitor efficient.
 
Shield tank modules & rigs can increase your signature radius, that attribute of every ship that affects how fast other people target you, and how easy it is to hit you with turrets & missiles.
 
Passive resistance modules are less effective than the armor equivalents, and there is no single passive resistance module that boosts all shield resistances at once.
 
Shield tanking modules are almost exclusively fit in mid slots, competing with tackling, EWAR, and propulsion modules.
 
Unlike Armor Repairers, Shield Boosters give the boost at the beginning of the cycle time instead of at the end, meaning you can wait until you need the shields to activate the shield booster instead of activating it in anticipation of needing it, as is commonly done with armor repairers.  


Shields heal themselves over time at a natural recharge rate. Armor and Hull damage taken is going to sit there until it is repaired. This passive regeneration is taken to extreme on passive shield fits described below.


=== Passive Shield Tanking ===
=== Passive Shield Tanking ===
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As the name implies, a fully passive tank does not require any modules that need to be “turned on” to function, and therefore does not require capacitor. The drawback to Passive Shield tanking is the number of modules required to pull it off, which leaves very little room to fit other useful modules such as damage improvement and tackling equipment, which makes this fitting of limited use outside of mission running and bait ships.
As the name implies, a fully passive tank does not require any modules that need to be “turned on” to function, and therefore does not require capacitor. The drawback to Passive Shield tanking is the number of modules required to pull it off, which leaves very little room to fit other useful modules such as damage improvement and tackling equipment, which makes this fitting of limited use outside of mission running and bait ships.


Passive Shield Tank relies on the fact that shields will naturally recharge themselves over time. This is achieved by increasing the resistance to various damage types, increasing the natural recharge rate (by adding recharge rate bonuses), and increasing the overall size of the shield (because recharge rate is proportional to shield capacity).
While this fitting is more about raw hit points than it is damage resistance adding resit modules will greatly increase the effectiveness of passive recharge. Shield resistance amplifiers can be added to provide a little damage reduction. Some people use Adaptive Invulnerability Fields and Shield Hardeners to improve damage resistance, but these are active modules that require capacitor, thus making your Passive Shield tank not quite passive any more. This can be problematic because the Shield Power Relays you depend on to increase your shield recharge rate also totally gimp your capacitor recharge rate. For this reason careful balancing is necessary to make the Passive Shield Tank effective. When done correctly, however, Passive Shield tanking can be used to handle tough missions with a single ship.
 
Note: This fitting is more about raw hit points than it is damage resistance, but if you have enough fitting room, Shield resistance amplifiers can be added to provide a little damage reduction. Some people use Adaptive Invulnerability Fields and Shield Hardeners to improve damage resistance, but these are active modules that require capacitor, thus making your Passive Shield tank not quite passive any more. This can be problematic because the Shield Power Relays you depend on to increase your shield recharge rate also totally gimp your capacitor recharge rate. For this reason careful balancing is necessary to make the Passive Shield Tank effective. When done correctly, however, Passive Shield tanking can be used to handle tough missions with a single ship.


It is generally advised '''NOT''' to mix modules that increase shield recharge rate with modules that repair shield damage.
It is generally advised '''NOT''' to mix modules that increase shield recharge rate with modules that repair shield damage.


==== Understand Shield Recharge Rate ====
==== Understand Shield Recharge Rate ====
It is valuable to understand the mechanics for shield recharge rate before you continue. All ships have some shields, and all shields have a recharge rate so this concept applies to every ship shuttle and pod in Eve, and thus to every pilot who undocks, and is similar to the recharge rate of a ship's energy capacitor.  In fact it is the same as your capacitor's recharge rate.
It is valuable to understand the mechanics for shield recharge rate. All ships have some shields, and all shields have a recharge rate so this concept applies to every ship shuttle and pod in Eve, and thus to every pilot who undocks, and is similar to the recharge rate of a ship's energy capacitor.  In fact it is the same as your capacitor's recharge rate.


In a ship's information screen, on the attributes tab, under the shield heading, is listed the total shield amount of the hull, and the shield recharge time. The recharge time expresses how long it will take to go from 0% shields to roughly 98% shields when the ship is sitting idle in space and no one is repairing the shields or damaging them. That last ~2% of your shields will take much longer.
In a ship's information screen, on the attributes tab, under the shield heading, is listed the total shield amount of the hull, and the shield recharge time. The recharge time expresses how long it will take to go from 0% shields to roughly 98% shields when the ship is sitting idle in space and no one is repairing the shields or damaging them. That last ~2% of your shields will take much longer.
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That is close but not quite correct. The ''average'' shield recharge rate is going to be 1.0 shields per second but sometimes it will be higher, and sometimes it will be lower.  
That is close but not quite correct. The ''average'' shield recharge rate is going to be 1.0 shields per second but sometimes it will be higher, and sometimes it will be lower.  


The ''actual'' behavior is that when the shield is near 0% or 100% it replenishes slower. The ''peak recharge'' rate will be 2.5 times the average rate and will occur when the shields are damaged to 25% of shield maximum capacity.  
The ''actual'' behavior is that when the shield is near 0% or 100% it replenishes slower. The ''peak recharge'' rate will be 2.5x the average rate and will occur when the shields are damaged to 25% of shield maximum capacity.  


Shield recharge rates above ~98% shield is extremely low. For ships with small shield capacity it is essentially non-existant. The shield recharge rate also drops sharply after 25%. Once shields have been damaged beyond 25% the passive tank "breaks" and the ship dies shortly.
Shield recharge rates above ~98% shield is extremely low. For ships with small shield capacity it is essentially non-existant. The shield recharge rate also drops sharply after 25%. Once shields have been damaged beyond 25% the passive tank "breaks" and the ship dies shortly.
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[[File:Shield_recharge.png|400px|thumb|Measured shield HP during passive recharge from zero and theoretical shield HP from formula plotted. Click to enlarge.]]
[[File:Shield_recharge.png|400px|thumb|Measured shield HP during passive recharge from zero and theoretical shield HP from formula plotted. Click to enlarge.]]
[[File:Shield recharge rate.png|400px|thumb|Shield recharge rate as function of shield HP according to the formula. Click to enlarge.]]
[[File:Shield recharge rate.png|400px|thumb|Shield recharge rate as function of shield HP according to the formula. Click to enlarge.]]
It takes a certain amount of time to recharge a fully depleted shield. This figure is given as the ''Shield Recharge Time'' in the ship's Attribute window. Recharging, however, does not tick along like the numbers on a clock. The speed of actual HP recovery ''due to'' recharge, given in HP/sec, varies depending on how full the shields are (the current shield level). This may be referred to as "regeneration," to avoid confusion with the attribute on certain modules (see below).


As the shield takes damage, its level goes '''''down'''''. In response, the rate at which it rebuilds itself goes '''''up'''''. The increase in shield recharge rate continues until it peaks at 25% of shield capacity. At this threshold, the default ship Health Alert noise will sound, to warn the pilot that the shield is at its recharging limit. If it continues to take more damage than it can hold, the regeneration will drop off quickly. This means if constant damage is applied, the shield will regenerate less as it becomes empty, thus making it easier to shoot the armor below it.
As the shield takes damage, its level goes '''''down'''''. In response, the rate at which it rebuilds itself goes '''''up'''''. The increase in shield recharge rate continues until it peaks at 25% of shield capacity. At this threshold, the default ship Health Alert noise will sound, to warn the pilot that the shield is at its recharging limit. If it continues to take more damage than it can hold, the regeneration will drop off quickly. This means if constant damage is applied, the shield will regenerate less as it becomes empty, thus making it easier to shoot the armor below it.
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{{ note box | THE MAIN POINT: In combat the shield will recharge at an increasing rate until 25% of its capacity remains; then the rate will fall off quickly towards zero.}}
{{ note box | THE MAIN POINT: In combat the shield will recharge at an increasing rate until 25% of its capacity remains; then the rate will fall off quickly towards zero.}}


<br/>
The math for shield regeneration is exactly the same as for the [[capacitor recharge rate]]. Two numerical attributes are required: shield capacity, and shield recharge time. These are both displayed in the ship's "show info" attributes panel in-game, below its capacity. Note that modules that refer to "recharge rate" modify the recharge time number, not the raw regeneration in HP/s.
===Formula===
 
Shield regeneration is exactly the same as the [[capacitor recharge rate]] calculation. Two numerical attributes are required: shield capacity, and shield recharge time. These are both displayed in the ship's "show info" attributes panel in-game, below its capacity (see [[#What Is a Shield?]] section - some out of game databases may not display this). Note that modules that refer to "recharge rate" modify the recharge time number, not the raw regeneration in HP/s.


[[File:EVE Cap Recharge Rate Diff Formula.png|center|300px]]<!-- TeX: {\color{White}{dC\over dt}={2C_\mathrm{max}\over\tau}\left(\sqrt{C\over C_{\mathrm{max}}}-{C\over C_\mathrm{max}}\right)} -->
[[File:EVE Cap Recharge Rate Diff Formula.png|center|300px]]<!-- TeX: {\color{White}{dC\over dt}={2C_\mathrm{max}\over\tau}\left(\sqrt{C\over C_{\mathrm{max}}}-{C\over C_\mathrm{max}}\right)} -->
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;Consequences
;Consequences


The fact these attributes are both set has some interesting consequences. Notably for this calculation, recharge time is ''not'' dependent on anything else, including maximum shield capacity &ndash; as you might have intuitively expected. This has the effect that if two ships have the same "recharge time" attribute, and one has more capacity, then the one with the larger capacity will get more raw HP/s regeneration, and appear to 'repair faster', despite reaching its maximum level in the same time. In simple terms, recharge is calculated ''by percentage'' first; which is then translated into HP/s of regeneration. So maximum capacity indirectly affects the amount of HP/sec regenerated, having the effect that Extender modules increase regeneration, and flux coils become much less useful compared to Rechargers or Power Relays.
The fact these attributes are both set has some interesting consequences. Notably for this calculation, recharge time is ''not'' dependent on anything else, including maximum shield capacity as you might have intuitively expected. This has the effect that if two ships have the same "recharge time" attribute, and one has more capacity, then the one with the larger capacity will get more raw HP/s regeneration, and appear to 'repair faster', despite reaching its maximum level in the same time. In simple terms, recharge is calculated ''by percentage'' first; which is then translated into HP/s of regeneration. So maximum capacity indirectly affects the amount of HP/sec regenerated, having the effect that Extender modules increase regeneration, and flux coils become much less useful compared to Rechargers or Power Relays.


;Calculating Average rate
;Calculating Average rate
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The peak recharge Rate is 250% of average shield recharge. It occurs when the capacity of the shield is at 25% of its maximum value. Shield recharge rate drops rapidly below 25% shield capacity.
The peak recharge Rate is 250% of average shield recharge. It occurs when the capacity of the shield is at 25% of its maximum value. Shield recharge rate drops rapidly below 25% shield capacity.


=== Shield tanking modules ===
=== Shield tanking modules ===
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*{{sk|Hull Upgrades}}
*{{sk|Hull Upgrades}}
** 5% hull HP per level. Required for damage control.
** 5% hull HP per level. Required for damage control.


==Hull tanking==
==Hull tanking==