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Mogrin
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Posted - 2007.04.07 22:15:00 -
[1]
So I put on some sheild extenders and the sheild recharge time does not go up. Does this mean that sheild extenders actually increase the amount of shield regenerated per second? _______________ Rokh vs. Hyperion |
Nifel
Caldari Reikoku Band of Brothers
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Posted - 2007.04.07 22:15:00 -
[2]
Yes.
"When I die I want to die peacefully in my sleep like my grandpa. Not yelling and screaming like the passengers in his car." RKK Ranking: Sama |
Fallaize
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Posted - 2007.04.07 22:15:00 -
[3]
Yes
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Fallaize
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Posted - 2007.04.07 22:16:00 -
[4]
Damn it. Beaten to it.
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Altrex Stoppel
SniggWaffe Pandemic Legion
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Posted - 2007.04.07 22:18:00 -
[5]
Only on Tuesdays...
Originally by: ISD Mod-hango (talking about SNOWY) It's a pirate corp, deployed near the amarr gates.
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Mogrin
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Posted - 2007.04.07 22:19:00 -
[6]
Does this apply to capacitor as well? The more capacitor capacity, the more capacitor recharge per second? _______________ Rokh vs. Hyperion |
Porphyro
Coreli Corporation Corelum Syndicate
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Posted - 2007.04.07 22:36:00 -
[7]
Yes
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wierchas noobhunter
Abdul-Ba'ith
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Posted - 2007.04.07 22:41:00 -
[8]
Originally by: Mogrin Does this apply to capacitor as well? The more capacitor capacity, the more capacitor recharge per second?
yes
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Bangoura
Privateers Privateer Alliance
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Posted - 2007.04.07 22:43:00 -
[9]
It's a Templar, an
Oh wait, I mean yes
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Lanu
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Posted - 2007.04.07 22:53:00 -
[10]
Originally by: Bangoura It's a Templar, an
Oh wait, I mean yes
I'm not obsessing. I'm just curious. |
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Mogrin
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Posted - 2007.04.07 23:03:00 -
[11]
damn... you really need a lot of skills to passive tank don't ya :\ _______________ Rokh vs. Hyperion |
Nitrogendixoide
The 5 Amigo's LLC. NxT LeveL
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Posted - 2007.04.07 23:06:00 -
[12]
Yes it does. It also has the added benefit of making that ship more resistant to "bursty" damage. Let's look at an example.
Suppose you had 10,000 hp of shields. You come across another ship which sets up it's weapons to all fire at the same time, in total, this ship can deal 1000 damage with a full salvo. Now, if it were to happen that you were taking damage from other sources such that the average dps is near to what you can tank with passive regeneration. This ship would normally be unable to add the damage per second needed to overcome that recharge rate, however because of how his firing is done, it allows him to bring your shields down below the level at which they recharge the fastest (about 30%). This lowers the recharge rate of your shields, and we might presume for the sake of our example, that it is now less than the damage you are taking in. Of course, this means your tank has been broken.
Simply increasing the recharge rate would help, but not as much as an increase in the shield hp total would. Suppose once again that you had the choice of increasing your shield recharge rate by 2 times, or doubling the amount of hp your shield has. In the case of the former, while it would double the total tankable dps, it would do nothing to help prevent that 1000 burst of damage from bringing you below that magic 30%.
Let us once again imagine that you are taking damage at a rate near what your ship can repair. Again, another opponent comes along and unloads a salvo of 1000 damage which brings you down below your 30% level. Once again your shield fails and you die.
Now, imagine that you doubled your shield total, while keeping the recharge rate the same as it was in the first example. The amount you will recharge per second at the maximum recharge shield level will be exactly the same as in our previouls example. However, that 1000 points of damage will now only bring down your shields by 5 percentiles, rather than the 10 percentiles it would with the first two examples. So, if we imagine once again that you're taking nearly as much damage as you can, and along comes this fellow who unloads his 1000 points of damage all at once, we might find in this case that you manage to keep your shield percentage above 30% and as such, your tank remains intact.
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Mogrin
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Posted - 2007.04.08 02:19:00 -
[13]
1x engineering 5 1x electronics 5 2x weapon upgrades 5 6x advanced weapon upgrades 4 2x shield upgrades 4 2x energy grid upgrades 4 2x evasive maneuvering 5 1x navigation 5 1x spaceship command 5 1x energy systems operation 5 3x energy management 4 3x shield management 5 1x shield operation 5 2x jury rigging 3 3x shield rigging 5
_______________ Rokh vs. Hyperion |
Athanasios Anastasiou
Elite Storm Enterprises
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Posted - 2007.04.08 02:27:00 -
[14]
The unofficial guide to passive shield tanking:
http://oldforums.eveonline.com/?a=topic&threadID=131367&page=1
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Akita T
Caldari Caldari Navy Volunteer Task Force
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Posted - 2007.04.08 12:28:00 -
[15]
Edited by: Akita T on 08/04/2007 12:28:55 COMMON SET (basic needs for a "more than adequate" passive shieldtank):
Engineering III (you just need it) Shield Operation IV (you really, really want that as soon as possible) Shield Upgrades IV (T2 LSExtender, T2 passive resistance amps) Shield Management III ++ (the higher the better but not urgent) Energy Grid Upgrades IV (T2 PDU/SPR) Jury Rigging III -> Shield Rigging I (you will have a huge sig anyway, and T2 rigs are too much of a luxury) Cybernetics II (relevant 3% 'Gnome' implants)
ACTIVE HARDNER SET: Engineering IV (required for TSM) Tactical Shield Manipulation I, then IV (might want to train that anyway) Energy Management III+ Energy System Operation IV+
FULL PASSIVE SET: EM/Th/Ki and even Exp Shield Compensation IV, any you can afford/need to train up to V, but IV is mandatory. (no, really, that's it)
OPTIONAL / "advanced" :
Shield Operation V (get this first) Engineering V (extra grid never hurts) Electronics V (you need that on full T2 Drake for instance) Shield Management V (yay even more shield) Energy Management IV + Energy System Operation V (for active hardners setup only) Cybernetics IV (5% gnomes) Weapon Upgrades V -> Advanced Weapon Upgrades IV (mostly for full T2, active T2 hardner Drake again) ____
It's not that hard to get a GOOD passive tank, but it's a lot of work to get BOTH a great passive tank *and* good damage at the same time. _ MySkills | Module/Rig stacknerfing explained |
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