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Mr KittenMittens
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Posted - 2007.04.13 17:38:00 -
[1]
I'm flying a Punisher with a Cap of 340 and recharge time of 225 seconds. Thats roughly 1.511 energy / sec. If a Cap recharger I is only giving me a .85% bonus to my rate (thats less than 1 percent) thats a new rate of only 1.524. So my recharge is only reduced 2 seconds (340 / 1.524)???? That seems like a waste of a module.
Or does the bonus mean its added to the rate? (1.511 + .85). That would be around 2.361 energy / sec and reduce my recharge by 144 seconds. That seems like too much of a reduction?
Are one of these two correct, or am I miscalculating something.
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GC13
Caldari Derelik Trading Company
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Posted - 2007.04.13 17:44:00 -
[2]
It's noted oddly. What it does is multiply your recharge rate by 0.85, without a stacking penalty if you use more than one.
--
Science and Industry guide plus A Newbie's Guide to Caldari Ships Eve and RPG blog |

Randolf Sightblinder
Ex Coelis
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Posted - 2007.04.13 17:49:00 -
[3]
Miscalculating.
The recharge rate bonus is .85 * recharge time so with a recharge of 225 seconds this would lower your rechage to 191.25 seconds or increase the rate to 1.7777 a second.
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Mr KittenMittens
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Posted - 2007.04.13 17:50:00 -
[4]
Edited by: Mr KittenMittens on 13/04/2007 17:50:29
Originally by: Randolf Sightblinder Miscalculating.
The recharge rate bonus is .85 * recharge time so with a recharge of 225 seconds this would lower your rechage to 191.25 seconds or increase the rate to 1.7777 a second.
If this is true I don't know why they use the term "rate" as in "capacitor recharge rate bonus". Maybe they like confusing new people.
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John Dante
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Posted - 2007.04.13 17:52:00 -
[5]
A cap recharger I reduces recharge time by 15% which makes your punisher recharge 191.25 seconds
Old recharge time - 1.51 cap per second new recharge time - 1.77 cap per second
Hope that helps.
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Mr KittenMittens
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Posted - 2007.04.13 17:57:00 -
[6]
Originally by: John Dante A cap recharger I reduces recharge time by 15% which makes your punisher recharge 191.25 seconds
Old recharge time - 1.51 cap per second new recharge time - 1.77 cap per second
Hope that helps.
This makes more sense. Thank you.
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Dark Shikari
Caldari Imperium Technologies Firmus Ixion
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Posted - 2007.04.13 17:57:00 -
[7]
Also note that your cap recharge is best at around 30% cap, at which the cap recharge rate is about 2.4 times what you stated it was.
--23 Member--
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Easy Target
Minmatar Black Nova Corp Band of Brothers
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Posted - 2007.04.13 19:06:00 -
[8]
also get used to the descriptions, some are sketchy at best, misleading at worst
If in doubt ask. :)
Easy Target -----------------------------------------------
No i'm not good... but i have never claimed to be -------------------- |

Tkar vonBiggendorf
Gallente
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Posted - 2007.04.13 20:53:00 -
[9]
As a side note, Cap Recharger modules take a mid slot. There's another set of modules called Capacitor Power Relays. These take low slots, and provide the same type of bonus.
Look for the named variants of these items, too. A Cap Recharger I provides a 15% bonus, while the named variants provide up to 18% (at a higher cost). QuickFit's cap simulator is great for determining just how much help your cap needs, and which modules you can get away with. (http://elegance-corp.net/quickfit/)
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Moe deLawn
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Posted - 2007.04.14 03:12:00 -
[10]
If you're going to use a midslot up anyway, why not a cap charger? It does have high fitting requirements, but it's the only way to inject massive amounts of cap in a short time.... that is until you get to battleships. The largest charges you can get are 800's. My Raven cap is 6375, so an 800 every boost every 12 seconds isn't that much really :(
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Tkar vonBiggendorf
Gallente
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Posted - 2007.04.16 22:36:00 -
[11]
Depends on what you're doing.
If I fill the mids and lows of a Dominix with Fixed Parallel Link Capacitor I and Local Power Plant Manager: Capacitor Power Relay I modules, I can get the recharge time down in the neighborhood of 80 seconds. 5,000 points of cap (5750 with my current skills). Not so good by itself, but as a support ship in a group with someone else tanking, it can run large shield transporters, remote armor repairers, and energy transfers. Pretty much 2 of anything continuously, indefinitely, and 3 or 4 in short bursts. It's a big hit on the group level 4 missions.
The downside to cap boosters is that you can eventually run out of them in the middle of a mission.
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