Difference between revisions of "Shields"

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This article explains the functional process of spaceship shielding. It does not cover the various tactical applications of shields. These can be found in such as:
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#REDIRECT [[Tanking#Shield tanking]]
 
 
[[Shield Tanking]] /
 
[[Passive Shield Tank|Passive Shield Tanking]] /
 
[[Logistics]]
 
 
 
Nor does it cover the detailed fitting of shields to specific ships. This can be found in such as:
 
 
 
[[Fitting 101]] /
 
[[Fitting 102]] /
 
[[Fitting Guidelines]] /
 
[[Fitting_Modules_and_Rigs_Guide|Fitting Modules and Rigs Guide]]
 
 
 
The descriptions of the various ships include shield fits as appropriate to the hull. (See [[Hurricane]], for example.)
 
 
 
==What Is a Shield?==
 
 
 
You can think of a shield as a sphere, completely enclosing the ship at a location just inside its [[Signature_radius|Signature Radius]]. Since the Signature Radius is the effective size of the ship – the area that is targeted by weapons – the shield intercepts any damage that occurs before it can reach the ship.
 
 
 
[[File:QSG_shieldR.gif|center|alt=animation showing damage rejection]]
 
 
 
Each ship has four separate, overlapping spheres, called <span style="color:#ccffee">resistance layers</span>, each of which protects against a different kind of damage. This means that the ship has a different shield resistance value for each of: [[Damage_types|thermal, kinetic, EM, and explosive]] damage.
 
 
 
[[File:QSG_shield_type.png|thumb|upright=1.0|alt=shield damage types (layers)]]
 
 
 
Resistance indicates how much of that kind of damage will be rejected by the shield when the ship is hit by that kind of weapon. Resistance values are always shown in percentages – for example, "30% Thermal Resistance" means that the shield will reject 30% of the damage from any weapons hit that does thermal damage.
 
 
 
The shield also has a <span style="color:#ccffee">capacity"</span> which shows how many hitpoints of damage it would take to destroy, or "drop", the shield. In combat this shows as the first of three red rings on the pilot's dashboard display.
 
 
 
[[File:QSG_shieldcapacity_dashboard.png|center|300px|alt=heads up display showing shield about half destroyed]]
 
 
 
A ship's shield also has a <span style="color:#ccffee">recharge rate</span> which shows how fast the shield rebuilds itself while damaged.
 
 
 
The base values for all of these can be found in the "Attributes" panel of the ship's Get Info window.
 
 
 
{{Example |  Example 1: Here are the shield values for a Caldari Kestral Frigate:
 
 
 
[[File:QSG.png|center|300px|alt=shield get info attributes for caldari kestral]]
 
 
 
Shield Capacity in Hitpoints: 500
 
Shield Recharge Time in Seconds: 625 (10.4 minutes)
 
Shield Resistance: EM–0% Thermal–20% Kinetic–40% Explosive–50%}}
 
 
 
{{Example |  Example 2: A much bigger ship, the Minmatar Hurricane Battlecruiser:
 
 
 
[[File:QSG_hurricane_shield.png|center|300px|alt=shield get info attributes for minmatar hurricane]]
 
 
 
Shield Capacity in Hitpoints: 4250
 
Shield Recharge Time in Seconds: 1400 (23.3 minutes)
 
Shield Resistance: EM–0% Thermal–20% Kinetic–40% Explosive–50%}} 
 
 
 
Notice that both ships have the same four shield resistance values. This is because the resistances are expressed in percentages. Because the Hurricane starts out with almost three times as many hitpoints, each percentage absorbs considerably more damage than will the Kestrel.
 
 
 
In each case the shield recharge time is an average of what might happen in practice. The actual shield recharge rate varies quite a bit in combat – this is discussed in the [[#Shield Recharge Rate|Shield Recharge Rate]] section, below.
 
 
 
====Shield Capacity====
 
 
 
Shield capacity indicates how many hitpoints of damage it will take to drop the ''shields''. (The ship itself is also protected by Armor and Hull defenses, and so it will take considerably more than than that to destroy the entire ship.) In general, the larger the ship, the larger the base shield capacity.
 
 
 
Whenever the shield takes damage of any kind, its capacity drops. So while hits that do thermal, kinetic, EM, and/or explosive damage may be mitigated by the shield's resistance layers, any damage that does get through will be subtracted from the Shield Capacity value. This reduction will appear on the pilot's dashboard as a red mark in the outer "shield" ring.
 
 
 
[[File:QSG_shieldcapacity_dashboard.png|center|300px|alt=heads up display showing shield about half destroyed]]
 
 
 
{{ note box | '''IMPORTANT''': When shield capacity drops below 25%, the shield will begin to "leak" damage through to the armor and/or the hull of the ship. A buzzer will sound when the 25% limit is reached.}}
 
 
 
Shield [https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Shield:Shield_Boosters Boosters] and [https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Shield:Shield_Extenders Extenders] add hitpoints to the capacity of the shield and increases the total amount of damage that the shield can take before it is destroyed. This is an absolute increase in shield strength, and it applies to all damage types.
 
 
 
{{Example |  Example: [https://wiki.eveonline.com/en/wiki/Small_Shield_Extender_I Small Shield Extender I]
 
 
 
[[File:QSG_shieldextenderI.png|thumb|upright=1.0|alt=shield extender I get info attributes]]
 
 
 
This module adds 400 hitpoints to the shield's total capacity. It does not have a damage type; it applies to all damage. }}
 
 
 
====Shield Recharge Rate====
 
 
 
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 varies depending on the amount of damage the shield has already taken.
 
 
 
In the beginning, the shield charges at its [[Technical Section: Shield Recharge Rate|average rate]]. As the shield takes damage, and it's ''capacity goes down'', the rate it which it rebuilds itself goes ''up''. If you want, you can think of this as the shield storing energy from the hits that it is taking and feeding the stored energy back into itself.
 
 
 
But then, when the shield capacity has dropped to about 25% (in other words, when the shield is three-quarters gone), the recharge rate peaks and begins to fall off. At its peak, the shield will be recharging about twice as fast as it was in the beginning.
 
 
 
At this point a buzzer 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 recharge rate will drop off quickly, and the capacity of the shield will fall towards zero ... at that point the shield will fail.
 
 
 
[[File:QSG_shieldsimplegraph.png|thumb|upright=1.0|right|alt=simplified shield recharge rate graph]]
 
 
 
This is a simplified version of the [[Technical Section: Shield Recharge Rate|Shield Recharge Rate Graph]]. A ship's shield begins at 100% full capacity ... the left side of the graph. As the shield takes damage, the ''rate at which it recharges'' slowly grows, until, when the shield is at about 25% of its capacity, the rate is more than twice what it was at the start.
 
 
 
{{ note box | THE 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.}}
 
 
 
[https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Shield:Shield_Flux_Coils Flux Coils], [https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Shield:Shield_Power_Relays Power Relays] and [https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Shield:Shield_Rechargers Shield Rechargers] all increase the Recharge Rate of the shield and so decrease the amount of time it takes to rebuild lost shield capacity. This applies to the absolute strength of the shield; it applies to all damage types.
 
 
 
{{Example |  Example: [https://wiki.eveonline.com/en/wiki/Shield_Recharger_I Shield Recharger I]
 
 
 
[[File:QSG_shieldrechargerI.png|thumb|upright=1.0|alt=shield recharger I get info attributes]]
 
 
 
This module increases the recharge rate of the shield by 10%. Note that a ship can use multiple modules of this type.}}
 
 
 
{{Example |  Example: [https://wiki.eveonline.com/en/wiki/Basic_Shield_Flux_Coil Basic Shield Flux Coil]
 
 
 
[[File:QSG_fluxcoilI.png|thumb|upright=1.0|alt=shield flux coil I get info attributes]]
 
 
 
This module increases the recharge rate of the shield by 20%, but at the same time it decreases the hitpoint capacity of the shield by 10%.}}
 
 
 
Both of these modules affect the entire shield; they do not favor one damage type or another.
 
 
 
====Shield Damage Type Resistances====
 
 
 
There are four types of damage, and a shield will deal with each differently. As illustrated here, a ship begins with a base Damage Resistance value for each type:
 
 
 
[[File:QSG_hurricane_shield.png|center|300px|alt=shield get info attributes for minmatar hurricane]]
 
 
 
Each of these resistances also represents a corresponding "vulnerability" number that shows how much damage will ''get through the shield'' for each hit of that kind of weapon. The Vulnerabilities are always 100% minus the resistances. So, for example, a ship with these resistances:
 
 
 
Shield Resistance: EM–0% Thermal–20% Kinetic–40% Explosive–50%
 
 
 
would have these vulnerabilities:
 
 
 
Shield Vulnerability: EM–100% Thermal–80% Kinetic–60% Explosive–50%
 
 
 
This is the damage that would get through if the ship flew with its base shields, with no benefits from skills, modules or rigs. ''Because of the way the shield enhancement modules and rigs work, it is easier to focus on the shield's Vulnerabilities rather than its Resistances.''
 
 
 
Shield Damage Type modules are quite useful because each new module works on the remaining vulnerability from other modules installed earlier. The best way to explain this is to show an example. Suppose a ship's base Kinetic damage resistance is 40%. This means that it's base Kinetic vulnerability is 60%
 
 
 
Now suppose that the pilot installs a module that reduces Kinetic vulnerability by 10%. The reduction amount is 10% of 60%, or 6%. Since this is a reduction, it is subtracted from the original vulnerability to give a new Kinetic vulnerability of 54%.
 
 
 
{{ note box | '''IMPORTANT''': Shield modules usually express their value as a "bonus" – for example, "10% bonus to thermal damage reduction". This reduction applies to the ''Shield Damage Vulnerability'', not the Shield Damage Resistance. | italics = no }}
 
 
 
Now suppose that second module is installed, and that this module reduces Kinetic vulnerability by 20%. This new reduction is applied to the existing Kinetic vulnerability of 54%. So the updated Kinetic vulnerability change is 20% of 54% or 11% <small>(rounded up)</small>. The updated Kinetic vulnerability is 54% - 11% or 43%. Here is a summary:
 
 
 
<div style="width: 75%; height:10em; overflow:auto; border: 2px solid #088">
 
{| class="wikitable" style="margin: 1em auto 1em auto; " style="text-align: center"
 
! scope="col" width="100px" |
 
! scope="col" width="100px" | Base Kinetic Resistance
 
! scope="col" width="100px" | First Module
 
! scope="col" width="100px" | Second Module
 
|-
 
|Module Bonus|| - || 10% || 20%
 
|-
 
|Current Vulnerability|| 60% || 60% || 54%
 
|-
 
|Change|| none || 6% || 11%
 
|-
 
|Updated Vulnerability|| 60 || 54% || 43%
 
|}
 
</div>
 
 
 
And of course, if needed, this can easily be converted into a Kinetic Damage Resistance of 57%.
 
 
 
Various modules and rigs have differing benefits and penalties. Among the most important of these are the [[Stacking_penalties|Stacking Penalties]] which reduce the effectiveness of a module if other modules of the same general type are already installed. Choosing the proper equipment for a ship comes under the heading of "[[fitting]]" which is not covered in any detail in this article.
 
 
 
[https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Shield:Shield_Hardeners Shield Hardeners] and [https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Shield:Shield_Resistance_Amplifiers Resistance Amplifiers] reduce the Damage Type Vulnerabilities of the shield.
 
 
 
{{Example |  [https://wiki.eveonline.com/en/wiki/Kinetic_Deflection_Field_I Kinetic Deflection Field I]
 
 
 
[[File:QSG_kineticdeflection.png|center|300px|alt=kinetic deflection I attributes]]
 
 
 
This module will reduce the Kinetic Damage Vulnerability of the shield by 50%.}}
 
 
 
Since you need a different module for each type of damage, and since most ships do not have enough medium level power slots to handle more than a few modules, it is difficult to use these kinds of modules to protect against all types of damage. One solution is to load the kind of module you need for the expected encounter. Another is to use a "multi-type" module that protects against all damage types.
 
 
 
{{Example | [https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Shield:Shield_Hardeners:Adaptive_Shield_Hardeners Adaptive Shield Hardener]
 
 
 
[[File:QSG_adaptiveshield_module.png|thumb|upright=1.0|alt=adaptive shield hardener attributes]]
 
 
 
This module reduces the Damage Vulnerability of all types of damage, but by considerably less than the specific shield hardener does. Nonetheless, these kinds of modules are very widely used.}}
 
 
 
==Using Shields==
 
 
 
In some cases the technical construction of the ship dictates the use of Shields (or Armor) as its primary defense. Any ship receiving a bonus to shield capabilites would likely use shields. And because most shield modules use medium level power slots, a ship with more mid than low slots will tend to use shields.
 
 
 
For example, these ships will usually use shields:
 
 
 
*The ORE [[Procurer]], a mining ship, receives a 5% bonus to shield hitpoints.
 
*The Caldari [[Moa]], a cruiser, receives a 4% bonus to all shield resistances.
 
*The Caldari [[Kestrel]], a frigate, has four mid slots and only two low slots.
 
 
 
On the other hand, these ships will usually use armor:
 
 
 
*The Amarr [[Prophecy]], a battlecruiser, has seven low slots and four medium slots.
 
*The Gallente Incursus, a frigate, has a 7.5% bonus to Armor Repairer amount.
 
 
 
It is worth noting that many ships can use either shields or armor. In these cases the choice is a matter of fitting ... what is the goal of the fit, and what are the skills or the pilot.
 
 
 
{{ note box | '''IMPORTANT''': Ships should use ''either'' shields ''or'' armor ... but never both. Some shield modules increase the Signature Radius of a ship and make it easier to target. Some armor modules decrease the speed of a ship and make it easier to catch. While there are benefit trade-offs that make this acceptable for one kind of defense or the other, there are few, if any, trade-offs that accomodate both.  | italics = no }}
 
 
 
The argument as to which approach is best never ends. Every type of defense has advantages and disadvantages, and it is always best to fit the ship to match its characteristics, the pilots skills, and the goals of the encounter.
 
 
 
===Advantages of Shields===
 
 
 
*Do not reduce speed or maneuverability
 
*As a first line of defense, leaves you with Armor and Hull as a fallback if shields go down
 
*Recharge on their own – no need to dock for repairs
 
*Shield recharge modules work more quickly than armor repair modules
 
*Low slots are available for weapon enhancing modules
 
 
 
===Disadvantages of Shields===
 
 
 
*Increase signature radius – ship becomes easier to target
 
*Not possible to fully protect against all damage types
 
*Fewer kinds of enhancement modules – less choice than with armor
 
*Shield recharge modules use more capacitor power than armor repair modules
 
*Mid slots are not available for EWAR, propulsion and scanning modules
 
 
 
===Shield Tanking===
 
 
 
The term "shield tanking" refers to the use of shields as a ships primary defensive mechanism. There are three general approaches to Shield Tanking:
 
 
 
*Active – use modules that draw on the ship's capacitor to improve shield performance
 
*Passive – use modules that do not draw on the ship's capacitor; mostly to improve shield recharge rate
 
*Buffer – use modules that do not draw on the ship's capacitor; mostly to increase the shield's capacity and resistance
 
 
 
This topic is covered in depth in the E-UNI [[Shield_tanking|Shield Tanking Course]], and in the document on [[Passive_Shield_Tank|Passive Shield Tanking]].
 
 
 
===Logistical Shielding===
 
 
 
Logistical shielding is the use of one ship's modules to apply shield protection to a different ship. This is covered in the E-UNI courses [[Logistics_101:_Introduction_to_Logistics|Logistics 101: Introduction to Logistics]] and the document [[Guide_to_Logistics|Guide to Logistics]].
 
 
 
==Shield Skills==
 
 
 
A [[Skills:Shields|variety of skills]] improve a pilot's use of shields. Some of these are important to all pilots, while others are most important to pilot's who "shield tank" their ships and depend on shields as the primary means of defense.
 
 
 
===Basic Shield Skills===
 
 
 
These will be useful to any pilot and should be trained as soon as possible at least to Level III.
 
 
 
{{sk | Shield Management }} – 5% bonus to shield capacity per skill level
 
 
 
{{sk | Shield Operation }} – 5% reduction in shield recharge time per skill level
 
 
 
{{sk | Shield Upgrades }} – 5% reduction in shield upgrade powergrid needs
 
 
 
{{sk | Tactical Shield Manipulation }} – Reduces the "bleed through" of damage when the shield falls below 25% by 5% per skill level
 
 
 
===Shield Tanking Skills===
 
 
 
These are of most use to pilots who depend on shields as their primary defense. Refer to the article on [[Shield_Tanking|Shield Tanking]] for detailed information.
 
 
 
{{sk | Shield Compensation }} – 2% less capacitor need for shield boosters per skill level
 
 
 
{{sk | Thermic Shield Compensation }}, {{sk | Kinetic Shield Compensation }}, {{sk | Explosive Shield Compensation }}, {{sk | EM Shield Compensation }} – 5% bonus to damage resistance per level for Shield Amplifiers of the type listed
 
 
 
===Other Shield Skills===
 
 
 
These require advanced training and are of little use to newer players.
 
 
 
{{sk | Shield Emission Systems }} – providing shield capacity to other players ... used in [[Logistics]].
 
 
 
{{sk | Capital Shield Operation }} – 2% reduction in capacitor need for capital shield boosters per skill level
 
 
 
{{sk | Capital Shield Emission Systems }} – 5% reduced capacitor need for capital shield emission system modules per skill level
 
 
 
==Technical Section: Shield Recharge Rate==
 
 
 
The Average Shield Recharge Rate can be computed by dividing the Shield Capacity by its Recharge Time.
 
 
 
ARR = SC / RT
 
 
 
The Peak Recharge Rate is approximately 2.5 times the Average Recharge Rate. It occurs when the capacity of the shield reaches approximately 25% of its maximum value.
 
 
 
[[File:QSG.png|thumb|center|upright=1.0|alt=graph: shield recharge rate]]
 
 
 
This graph is supplied as part of the  [[Shield_Tanking#Understand_Shield_Recharge_Rate|EVE University Course, Shield Tanking]] supporting [[http://eveuni.org/shieldtanking101|course material]].
 
 
 
There does not seem to be any way to use this information effectively in combat. When the shield is under attack, the changing value of the shield capacity makes it difficult to do a computation, let alone to make use of the results.
 

Latest revision as of 16:49, 19 January 2023