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Capacitor warfare: Difference between revisions

From EVE University Wiki
Rynnik (talk | contribs)
Rynnik (talk | contribs)
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Capacitor Warfare can only be understood if you first understand capacitors.  Capacitors are a self recharging reasource with a [[Capacitor Recharge Rate]] that changes relative to the level of the capacitor.  Accordingly, there is a 'peak' recharge 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 identical to the recharge mechanism on shields, and EVE university folks are very lucky to have access to the [[Capacitor Management 101]] class that Neville Smit teaches.
Capacitor Warfare can only be understood if you first understand capacitors.  Capacitors are a self recharging reasource with a [[Capacitor Recharge Rate]] that changes relative to the level of the capacitor.  Accordingly, there is a 'peak' recharge 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 identical to the recharge mechanism on shields, and EVE university folks are very lucky to have access to the [[Capacitor Management 101]] class that Neville Smit teaches.


Since cap warfare deals in the removal of capacitor it opposes the recharge rate.  And since the recharge rate is lowest at 100% and 0%, cap warfare will have the greatest effect (defined as amount of cap removed) at these levels.  Cap warfare will have the least effect at 25% (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 there - 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.  (It is also easy to see when selecting the cap booster charge that you obviously 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 cap warfare deals in the removal of capacitor it opposes the recharge rate.  And since the recharge rate is lowest at 100% and 0%, cap warfare will have the greatest effect (defined as amount of cap removed) at these levels.  Cap warfare will have the least effect at 25% (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 there - 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 it is also easy to see when selecting the cap booster charge that you obviously always want to try 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.)


With this simple information tucked away we can discuss the particulars of how the individual cap warfare systems work.   
With this simple information tucked away we can discuss the particulars of how the individual cap warfare systems work.   
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[[image:Heavyneut.jpg]]
[[image:Heavyneut.jpg]]


All neutralizers have a similar set of attributes.  The different sizes of neutralizer differ significantly, but they are fairly consistent across meta levels.  Besides fitting considerations, the only attributes that change from meta 0 all the way to commander modules is the range and the amount of energy neutralized.  The cycle time is consistent (6 seconds for small neuts, 12 seconds for medium, and 24 seconds for heavy) as well as the energy 'cost' to neutralize (45 GJ for small, 150 GJ for medium, and 500 GJ for heavy).  Therefore, at each size higher meta modules are more efficient: meta 0 modules destabilize as much as their activation cost (100% efficiency), and it trends up to meta 5 (tech II) and higher modules at 120% efficiency.  Using the heavy neut example a Tech II neut would neutralize 600GJ with its 500GJ activation cost.  The range for modules from meta 0 to the highest are: small from 5,250m - 7,350m; medium from 10,500m - 14,000m; and heavy from 21,000m - 39,200m.
All neutralizers have a similar set of attributes.  The different sizes of neutralizer differ significantly, but for each size tier they are fairly consistent across meta levels.  Besides fitting considerations, the only attributes that change from meta 0 all the way to commander modules is the range and the amount of energy neutralized.  The energy 'cost' to neutralize is consistent (45 GJ for small, 150 GJ for medium, and 500 GJ for heavy).  Therefore, at each size higher meta modules are more efficient: meta 0 modules destabilize as much as their activation cost (100% efficiency), and it trends up to meta 5 (tech II) and higher modules at 120% efficiency.  Using the heavy neut example a Tech II neut would neutralize 600GJ with its 500GJ activation cost.  The cycle time is also consistent (6 seconds for small neuts, 12 seconds for medium, and 24 seconds for heavy) and the range for modules from meta 0 to the highest are: small from 5,250m - 7,350m; medium from 10,500m - 14,000m; and heavy from 21,000m - 39,200m.
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Stats for Small Neuts 0 - 5 meta level and a couple of higher meta examples
{| border="1"
{| border="1"
! Meta Level !! Name !! Cost !! Cycle Time !! Neuted !! Neuting per Sec
! Meta Level !! Name !! Cycle Time !! Range !! Energy Cost !! Energy Neuted !! Neut Efficiency !! Neuting per Sec
|-
|-
|| 0 || Small Energy Neutralizer I || 45 GJ || 6 sec || 45 GJ || 7.5 GJ/sec
|| 0 || Small Energy Neutralizer I || 6 sec || 5,250m || 45 GJ || 45 GJ || 100% || 7.5 GJ/sec
|-
|| 1 || Small Energy Neutralizer I || 6 sec || 5,250m || 45 GJ || 45 GJ || 100% || 7.5 GJ/sec
|-
|| 2 || Small Energy Neutralizer I || 6 sec || 5,250m || 45 GJ || 45 GJ || 100% || 7.5 GJ/sec
|-
|| 3 || Small Energy Neutralizer I || 6 sec || 5,250m || 45 GJ || 45 GJ || 100% || 7.5 GJ/sec
|-
|| 4 || Small Energy Neutralizer I || 6 sec || 5,250m || 45 GJ || 45 GJ || 100% || 7.5 GJ/sec
|-
|| 5 || Small Energy Neutralizer I || 6 sec || 5,250m || 45 GJ || 45 GJ || 100% || 7.5 GJ/sec
|-
|| eg 6 || Small Energy Neutralizer I || 6 sec || 5,250m || 45 GJ || 45 GJ || 100% || 7.5 GJ/sec
|-
|| eg 7 || Small Energy Neutralizer I || 6 sec || 5,250m || 45 GJ || 45 GJ || 100% || 7.5 GJ/sec
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|-
|}
|}
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Stats for Medium Neuts 0 - 5 meta level and a couple of higher meta examples
{| border="1"
! Meta Level !! Name !! Cycle Time !! Range !! Energy Cost !! Energy Neuted !! Neut Efficiency !! Neuting per Sec
|-
|| 0 || Medium Energy Neutralizer I || 12 sec || 10,500m || 150 GJ || 150 GJ || 100% || 12.5 GJ/sec
|-
|| 0 || Medium Energy Neutralizer I || 12 sec || 10,500m || 150 GJ || 150 GJ || 100% || 12.5 GJ/sec
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|| 0 || Medium Energy Neutralizer I || 12 sec || 10,500m || 150 GJ || 150 GJ || 100% || 12.5 GJ/sec
|-
|| 0 || Medium Energy Neutralizer I || 12 sec || 10,500m || 150 GJ || 150 GJ || 100% || 12.5 GJ/sec
|-
|| 0 || Medium Energy Neutralizer I || 12 sec || 10,500m || 150 GJ || 150 GJ || 100% || 12.5 GJ/sec
|-
|| 0 || Medium Energy Neutralizer I || 12 sec || 10,500m || 150 GJ || 150 GJ || 100% || 12.5 GJ/sec
|-
|| 0 || Medium Energy Neutralizer I || 12 sec || 10,500m || 150 GJ || 150 GJ || 100% || 12.5 GJ/sec
|-
|}
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Stats for Heavy Neuts 0 - 5 meta level and a couple of higher meta examples
{| border="1"
! Meta Level !! Name !! Cycle Time !! Range !! Energy Cost !! Energy Neuted !! Neut Efficiency !! Neuting per Sec
|-
|| 0 || Heavy Energy Neutralizer I || 24 sec || 21,000m || 500 GJ || 500 GJ || 100% || ~20.8 GJ/sec
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|| 0 || Heavy Energy Neutralizer I || 24 sec || 21,000m || 500 GJ || 500 GJ || 100% || ~20.8 GJ/sec
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|| 0 || Heavy Energy Neutralizer I || 24 sec || 21,000m || 500 GJ || 500 GJ || 100% || ~20.8 GJ/sec
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|| 0 || Heavy Energy Neutralizer I || 24 sec || 21,000m || 500 GJ || 500 GJ || 100% || ~20.8 GJ/sec
|-
|| 0 || Heavy Energy Neutralizer I || 24 sec || 21,000m || 500 GJ || 500 GJ || 100% || ~20.8 GJ/sec
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|| 0 || Heavy Energy Neutralizer I || 24 sec || 21,000m || 500 GJ || 500 GJ || 100% || ~20.8 GJ/sec
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|| 0 || Heavy Energy Neutralizer I || 24 sec || 21,000m || 500 GJ || 500 GJ || 100% || ~20.8 GJ/sec
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|| 0 || Heavy Energy Neutralizer I || 24 sec || 21,000m || 500 GJ || 500 GJ || 100% || ~20.8 GJ/sec
|-
|}
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So with these capabilities in mind, if you are within range of a target and activate an energy neutralizer the activation cost will immediately be deducted from your capacitor and the neutralization amount will be deducted from the targets capacitor (test and verify).  Each cycle time if still within range this will be repeated for as long as you have capacitor to run it.  Pretty simple, right?
So with these capabilities in mind, if you are within range of a target and activate an energy neutralizer the activation cost will immediately be deducted from your capacitor and the neutralization amount will be deducted from the targets capacitor (test and verify).  Each cycle time if still within range this will be repeated for as long as you have capacitor to run it.  Pretty simple, right?