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Tanking: Difference between revisions

From EVE University Wiki
Hirmuolio Pine (talk | contribs)
Resists: text math to <math>
Hirmuolio Pine (talk | contribs)
m indent math
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Because of [[stacking penalties]], and the way resistances multiply together, it is not possible to be 100% resistant to a damage type<ref name="100%resist">It is possible to have over 100% resist by overheating a deadspace hardener on a [[Deep Space Transport]] in a red giant wormhole system. This will result in '''immediate destruction''' of the ship if any damage is taken so don't do it.</ref>. The final resist with multiple modules and stacking penalties can be calculated with formula<br>
Because of [[stacking penalties]], and the way resistances multiply together, it is not possible to be 100% resistant to a damage type<ref name="100%resist">It is possible to have over 100% resist by overheating a deadspace hardener on a [[Deep Space Transport]] in a red giant wormhole system. This will result in '''immediate destruction''' of the ship if any damage is taken so don't do it.</ref>. The final resist with multiple modules and stacking penalties can be calculated with formula<br>


<math> \text{Resist} = 1 - ( 1 - R_0 )( 1 - R_1)( 1-R_2 \times 0.869)( 1 - R_3 \times 0.571)( 1 - R_4 \times 0.283)...</math>
:<math> \text{Resist} = 1 - ( 1 - R_0 )( 1 - R_1)( 1-R_2 \times 0.869)( 1 - R_3 \times 0.571)( 1 - R_4 \times 0.283)...</math>


where R0 is the hull resist and R1, R2, R3,... are module resists in descending order.
where R0 is the hull resist and R1, R2, R3,... are module resists in descending order.
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The math is simply:
The math is simply:


<math> \text{New resist} = 1 - ( 1 - \text{Original resist} ) \times ( 1 + \text{Penalty} ) </math>
:<math> \text{New resist} = 1 - ( 1 - \text{Original resist} ) \times ( 1 + \text{Penalty} ) </math>


The resist penalties will never cause the ship to have below 0% resist. If the penalty is big enough that the new resist would be negative the new resist will simply be 0%.
The resist penalties will never cause the ship to have below 0% resist. If the penalty is big enough that the new resist would be negative the new resist will simply be 0%.
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The math for shield regeneration is exactly the same as that of 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.
The math for shield regeneration is exactly the same as that of 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.


<math> \displaystyle\frac{\text{d}C}{\text{d}t} = \frac{ 10C_{\rm{max}}}{T} \left( \sqrt{ \frac{C}{C_{\rm{max}}} } - \frac{C}{C_{\rm{max}}} \right) </math>
:<math> \displaystyle\frac{\text{d}C}{\text{d}t} = \frac{ 10C_{\rm{max}}}{T} \left( \sqrt{ \frac{C}{C_{\rm{max}}} } - \frac{C}{C_{\rm{max}}} \right) </math>


...where:<br />
...where:<br />