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zamorab
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Posted - 2008.01.31 20:12:00 -
[1]
DonÆt know if someone could explain the recharge attributes fit in with say shield booster attributes.
What I mean is, I fitted a small shield booster to Ship 1 and I can keep it permanently activated in a fight. I then fitted it to Ship 2 but if I keep it on it drains the capacitor until it finally turns off.
I can see that Ship 1 has a recharge rate of 117 while Ship 2 is much higher at 187, so I guess Ship 1 can recharge capacitors quicker than the shield booster drains them, while Ship 2 canÆt 'cause of the higher recharge time.
SO, at the end of all that, how can I tell when looking through the attributes of ship equipment whether its capacitor usage will be within my shipÆs recharge rate. I can see the Shield Booster has an Activation Cost of 20 Energy and Activation Time of 2secs but canÆt work out how this relates to the ships capacitor recharge rate.
Sorry, that was all a bit long winded; not even sure if IÆm asking the right question
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Kahega Amielden
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Posted - 2008.01.31 20:13:00 -
[2]
You don't need to keep it activated the whole fight...just when your shield starts taking some hits.
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Tzar'rim
Minmatar Reckless Corsairs
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Posted - 2008.01.31 20:19:00 -
[3]
It's a bit difficult.
First of all it's not just the recharge time, but it also depends on total amount of cap. If you have 100 cap and a 100 second recharge time that means you regen (on average) 1 cap/sec. If you have 300 cap and 200 second regen, then your regen time might be longer but since your total cap is more you still regen (on average) 1.5 cap/sec
Thing is, cap regen isn't linear. I don't know the exact equation (and frankly, I'm not nerdy enough to care :P ) but your cap regen is best around 30% and if I remember correctly at that point it regens twice as fast as the average regen (or 4 times, someone correct me please).
Also, if you increase your total cap by using a battery your regen time doesn't change, so apart from being a direct boost to your total amount of cap it also helps with the regen. Hence why BOTH cap skills are so important.
You're best off to try a fitting using EFT, the fitting program. It's cap check isn't as good as the old Quickfit but at least it's updated.
Reckless Corsairs is looking for a few aspiring team PVPers |
ZerKar
Caldari Zen'Tar
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Posted - 2008.01.31 20:22:00 -
[4]
Not exactly 100% on the calculation, what I do know is this: If you want better recharge rate then use a Power Diagnostic System. That will give you more Cap, More Shields, and faster Recharge on both Cap & Shields. Very useful little piece of equipment.
Also because Shields recharge fastest JUST below the half-way mark you would do best to only run your booster to keep them right about there. Do not run it all the time. For that reason go with the largest Booster you can fit to your ship. +++++++++++++++ I saw the Sign...!
O.o |
Matalino
Gallente Ki Tech Industries
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Posted - 2008.01.31 20:26:00 -
[5]
If you simply want a quick way to estimate your ship's cap regen and usage, use a tool like EFT.
As for doing the math yourself, the first thing to understand is how capacitor (and shield) recharge works. Your ships recharge attribute is how many seconds it takes to fully recharge, so lower is better.
Your average recharge is your capacity divided by your recharge. So if your ship had 300 cap and a recharge of 300 seconds, your average cap recharge would be 10 cap/sec.
The actual rate of recharge is non-linear. You get the fastest recharge at around 30% capacity. Below that your recharge drops off quickly. Your recharge will also drop off as it approaches 100%. Your peak recharge is approx 2.4x your average recharge. So with the above sample of 300 capacity and a 300 second recharge, your peak recharge would be approx 24 cap per second.
The rest if fairly strait forward, if the Activation Cost is 20 and the Activation Time is 2 seconds, it would draw about 10 cap per second, so you could easily sustain that with a peak recharge of 24.
It can get a bit more complicated if you are running modules that draw a large chunk of your cap at once. If these modules push your cap below 30%, you will skip over your peak recharge and might run out, even if it might appear that those modules could be sustained by your peak recharge.
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zamorab
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Posted - 2008.01.31 21:00:00 -
[6]
Thanks for all the great responses, they all make sense (I think).
As far as using the booster all the time I generally don't, it was more just something I'd seen and couldn't work out what I should be looking out for when adding equipment so this has all helped. Gonna play with EFT as suggested.
I'm also currently training Energy Systems Op to get the recharge rate down.
Thanks again
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Letouk Mernel
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Posted - 2008.01.31 21:25:00 -
[7]
Yeah, shield boosters and armor repairers typically require some form of enhanced capacitor recharge; most ships can't really keep one of these going forever.
You can enhance the recharge rate by using: cap recharger, power diagnostic system, or capacitor power relay. You can also use capacitor batteries (they make the capacitor bigger, so instead of a 500 capacitor recharging in 100 seconds, you have an 800 capacitor recharging in 100 seconds, thus faster).
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Falka Lakadaka
Gallente
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Posted - 2008.02.01 02:09:00 -
[8]
There are also 2 modules I'd recommend that you can fit to lower your cap recharge rate:
1) Cap recharger - middle slot required - no real drawback, other than using a valuable mid-slot. 2) Cap flux coil - low slot, but has a drawback - it reduces your total amount of cap, so this is best used on larger ships with plenty of cap to start with.
Cap boosters can also work, but these require charges that can be expensive in both ISK and cargo space.
If you're close to your enemy, a Nosferatu can steal his cap and use it for your own, but these were recently nerfed and now only work if your cap is less than the enemy's.
Cheers Falka
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Check out the Guides Sticky for answers to many questions |
Haurian Commando
Gallente Cursed Souls Axiom Empire
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Posted - 2008.02.01 02:18:00 -
[9]
Originally by: Falka Lakadaka There are also 2 modules I'd recommend that you can fit to lower your cap recharge rate:
1) Cap recharger - middle slot required - no real drawback, other than using a valuable mid-slot. 2) Cap flux coil - low slot, but has a drawback - it reduces your total amount of cap, so this is best used on larger ships with plenty of cap to start with.
Cap boosters can also work, but these require charges that can be expensive in both ISK and cargo space.
If you're close to your enemy, a Nosferatu can steal his cap and use it for your own, but these were recently nerfed and now only work if your cap is less than the enemy's.
you forgot: Cap Power Relay Lowslot, also has a drawback: it reduces you shield HP iirc (or is it recharge?) Improves capacitor recharge rate better than cap rechargers. Since you are using a shield booster (active tanking) you dont really need too much shield hp/recharge, although particularly high damage shots may wipe out your shield if your shield HP is low enough --- My Mod autograph collection. Mods, please sign here! --- Please transfer the agreed amount to my Swiss bank account - Mitnal |
Tzar'rim
Minmatar Reckless Corsairs
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Posted - 2008.02.01 02:30:00 -
[10]
CPR's reduce shield boosting amount and are thus useless on active shield tanks but can work great for armor tankers.
Reckless Corsairs is looking for a few aspiring team PVPers |
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Falka Lakadaka
Gallente
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Posted - 2008.02.01 02:48:00 -
[11]
Edited by: Falka Lakadaka on 01/02/2008 02:51:21 I didn't forget the CPR, I just don't recommend it for an active shield tank, or any shield tank really.
For an armour tank, where you don't want to boost shields these are great.
For an Active Shield Tank, reducing shield boost rate is suicide.
For a Passive Shield Tank, they're generally useless. What are you going to do with extra capacitor you're not using anyway. I say generally useless, Amarr (or other laser users) could use these to keep capacitor up while using a passive shield, but generally even this isn't required.
Edit: my reasoning - CPRs reduce shield boost rate, not shield HP or recharge rate. As active shield tankers generally use a shield boost amp to INCREASE shield boost rate, using something that LOWERS this is counterproductive.
Cheers Falka
________________________________________
Check out the Guides Sticky for answers to many questions |
Miss Domination
GoonFleet GoonSwarm
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Posted - 2008.02.20 09:24:00 -
[12]
Anyone know where exactly the shield is at max recharge rate? Someone in here suggested the shield recharge rate is non-linear and best around 50%. tia. _________________
Eagerly awaiting the phoenix called String of Sisters |
Sandeep
Brutally Clever Empire
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Posted - 2008.02.20 09:41:00 -
[13]
Originally by: Miss Domination Anyone know where exactly the shield is at max recharge rate? Someone in here suggested the shield recharge rate is non-linear and best around 50%. tia.
33% is the peak, i.e. your max passive hp/s.
50% is 82% of the maximum hp/s.
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Miss Domination
GoonFleet GoonSwarm
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Posted - 2008.02.20 09:59:00 -
[14]
Originally by: Sandeep
33% is the peak, i.e. your max passive hp/s.
50% is 82% of the maximum hp/s.
cool, thanks for the quick response. I'll assume then that the passive shield recharge rate curve looks similar to the cap one then. _________________
Eagerly awaiting the phoenix called String of Sisters |
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