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Bald Rikk
The Legendary Fleet
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Posted - 2008.10.03 19:22:00 -
[1]
I've been tinkering with EFT (I know...) and it looks like the standard 3x Cap Control Circuit fit you see on so many ships isn't the best setup for cap recharge.
Looking at the numbers it seems to me like a better fit, for a BS at least, would be 2x CCC and 1x Semiconductor Memory cell (Increase cap capcity).
I've fitted this on a couple of ships and I'm sure I get better cap rate - but has anyone else done this? Or does anyone know for definite which is best?
TIA Rikk
-- Baldrikk
Originally by: CCP Explorer You can still steal their stuff.
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Malcanis
RuffRyders Axiom Empire
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Posted - 2008.10.03 19:25:00 -
[2]
Edited by: Malcanis on 03/10/2008 19:24:52 EDIT 3x CCC = more cap/s a;lways
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Liang Nuren
No Salvation
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Posted - 2008.10.03 19:28:00 -
[3]
Edited by: Liang Nuren on 03/10/2008 19:35:33 Hmm, I think we're looking at another case of:
X * (1 + <<SMC VALUE>>) ----- Y * (1 - <<CCC VALUE>>)
Ergo, in the same way that ROF is better than Damage, CCCs are better than SMCs.
-Liang
Ed: grammar (rate vs way) --
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Naiary
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Posted - 2008.10.03 19:28:00 -
[4]
depends on it do you need perma run and short peek operation or tapping your cap useing mods.
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DubanFP
Caldari Kylia Inc.
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Posted - 2008.10.03 19:33:00 -
[5]
Edited by: DubanFP on 03/10/2008 19:35:33 the 15% max cap will help it last a bit longer under stress, but I can guarentee you the CCC recharge is higher. Mathmatically here are the effets of cap mods
Semiconductor Memory Cell: Increases maximum cap 15% and recharge gets increased proportionately with cap.
Base cap recharge * 1.15 = 115% cap recharge
Cap Control Circuit: Decreases recharge time by 15%. However this isn't a straitfoward 15% bonus. it's subtracting 15% recharge time from the original 100% or 85% recharge time.
Base Cap recharge / .85 = 118% cap recharge. Dividing this way gives a larger number then adding 15%.
Now if you're in a situation where your cap is bottoming out very quickly the extra cap of the memory cell may be worth it. Then where cap recharge and not capacity matter "over the long term" your recharge rate is that much less. _______________
"Cheap" and "Lame" are words created by people who refuse to admit they have been completely and utterly outclassed. |

Beltantis Torrence
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Posted - 2008.10.03 19:40:00 -
[6]
The other bit to note is that you want peak recharge over peak capacity in general even if peak capacity might appear to give you a longer period of time until empty in some rare EFT scenarios.
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Karl Luckner
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Posted - 2008.10.03 20:26:00 -
[7]
Well, I guess the recharge rate isn't linear. (Same as with shields) Could it be possible, that the larger comfort zone from 20-40% capacity help to overcome the theoretical better max recharge rate ?
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DubanFP
Caldari Kylia Inc.
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Posted - 2008.10.03 20:31:00 -
[8]
Edited by: DubanFP on 03/10/2008 20:31:53
Originally by: Karl Luckner Well, I guess the recharge rate isn't linear. (Same as with shields) Could it be possible, that the larger comfort zone from 20-40% capacity help to overcome the theoretical better max recharge rate ?
Actually the peak recharge more or less maintains itself even up to 0%. So even if you pass the golden zone you'll be recharging faster so you'll always win out in an extended fight. Like I said though, if you cap out in 30 seconds the recharge rate doesn't have a chance to even come into play and the larger overall cap will win out. _______________
"Cheap" and "Lame" are words created by people who refuse to admit they have been completely and utterly outclassed. |

Liang Nuren
No Salvation
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Posted - 2008.10.03 20:31:00 -
[9]
Originally by: Karl Luckner Well, I guess the recharge rate isn't linear. (Same as with shields) Could it be possible, that the larger comfort zone from 20-40% capacity help to overcome the theoretical better max recharge rate ?
Yes, it can make a difference in a few situations: - Guns, Hardeners, Remote reps, and other modules that are all activated together will "hit" together and alpha strike your capacitor. At the wrong time, this can push you below the magic percentage. - Oversized modules which require more than 20% of your base capacitor (etc)
These situations are most notable when your fit is right on the edge of being cap stable (-22.1 / +23.0)
The place I notice them most is with the 6 Lg RR Basilisk and Log 4.
-Liang --
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Xavier Zedicus
Zardoz Incorporated
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Posted - 2008.10.04 00:08:00 -
[10]
Edited by: Xavier Zedicus on 04/10/2008 00:09:40 thats true with the mid slot cap recharging too. one battery instead f that last cap charger is more efficient on most ships.
its because when the cap size goes up the recharge still stays the same, so you get more cap recharging in the same time. tho more recharge mods /rigs is better than more size one. |
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Forge Lag
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Posted - 2008.10.04 00:25:00 -
[11]
Edited by: Forge Lag on 04/10/2008 00:25:21 Cap battery is quite different from SMC. One is flat amount, one is percentage.
What the OP is possibly reffering to is that non-cap-stable fits can last longer with SMC instead of CCC, particulary shield tanks tend to have huge cap drains only made worse by oversized booster. Still, once the cap buffer is depleted, it takes longer for SMC fit to replenish.
What does SMC give you is good recharge boost combined with buffer increase - in a lot of cases, even missions can be ran on large buffer tank with small sustained regen instead of permatank (for PvE use I would call injected fits buffer tanks too); for ratting the use is obvious but SMC there is unncessary and expensive.
While SMC may have uses I would not combine CCC and SMC (in the same - and more obvious - vein I would not combine extenders and purgers).
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Mithrantir Ob'lontra
Gallente Ixion Defence Systems
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Posted - 2008.10.04 01:10:00 -
[12]
Originally by: Forge Lag Edited by: Forge Lag on 04/10/2008 00:25:21 Cap battery is quite different from SMC. One is flat amount, one is percentage.
What the OP is possibly reffering to is that non-cap-stable fits can last longer with SMC instead of CCC, particulary shield tanks tend to have huge cap drains only made worse by oversized booster. Still, once the cap buffer is depleted, it takes longer for SMC fit to replenish.
The percentage increase still gives as a side effect the increase of the cap replenished per second. Which is a very useful side effect if i may say so. |

Forge Lag
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Posted - 2008.10.04 01:39:00 -
[13]
Edited by: Forge Lag on 04/10/2008 01:40:01
Originally by: Mithrantir Ob'lontra The percentage increase still gives as a side effect the increase of the cap replenished per second. Which is a very useful side effect if i may say so.
...which is mentioned right at the start of the next paragraph after you cut the quote.
The cap regen is obvious. It is still less then CCC though for double the price.
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Avalira
Caldari Tau Ceti Green Card Free Trade Zone.
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Posted - 2008.10.04 03:03:00 -
[14]
You also have to look at how much of a difference it does on your ship. If the difference is only a few seconds then having a bigger cap buffer helps, especially with cap warfare like neuts. You can always mix 2 CCC with 1 SMC or vica versa.
For PVE the best is having the fastest cap recharge rate, thus 3xCCC as mentioned above with the maths. For PVP I tend to prefer 3xSMC (if I have all three rigs dedicated to cap).
------------- Selling the following: Ark Jump Freighter
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BiggestT
Caldari Space Oddysey Pupule 'Ohana
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Posted - 2008.10.04 03:25:00 -
[15]
Originally by: Liang Nuren
Ergo, in the same way that ROF is better than Damage, CCCs are better than SMCs.
-Liang
Ed: grammar (rate vs way)
Hmm, intersting, i always thought damage was better, simply viewed on an ammo use perspective. e.g. i think i know what ppl wld prefer for small clipped projectiles heh |
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