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Passive shield tanking: Difference between revisions

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Hirmuolio Pine (talk | contribs)
Hirmuolio Pine (talk | contribs)
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===Initial Fit===
===Initial Fit===
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, stacking penalties 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, stacking penalties and other considerations, but it is a good place to start.
[[Stacking_penalties|Stacking penalties]] are particularly troublesome. In short, some kinds of modules are reduced progressively in effectiveness if they affect the same attribute. For shield attributes:
*Penalized: Shield resistances; Shield boost
*Not Penalized: Shield recharge rate; Shield hit points
The penalty will only apply to the module's impact on the affected attribute, and will progress as follows:
:1st mod: 100.0% effectiveness
:2nd mod: 86.9% effectiveness
:3rd mod: 57.1% effectiveness
:4th mod: 28.3% effectiveness
... and so on – the weakest module is penalized first, the strongest is not penalized at all.


With that in mind, although <span style="color:#eeffcc">Shield Power Relays</span> 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 <span style="color:#eeffcc">Shield Power Relays</span> reduce capacitor recharge rate, they have no stacking penalties, and they are the most powerful modules in terms of increasing shield regeneration.


<span style="color:#eeffcc">Shield Extenders</span> 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.
<span style="color:#eeffcc">Shield Extenders</span> 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,<span style="color:#eeffcc"> Defense Field Purger rigs</span> 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,<span style="color:#eeffcc"> Defense Field Purger rigs</span> 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.