Difference between revisions of "Shield recharge"
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Peak Recharge Rate = 2.4 x Maximum Shield Hitpoints / Shield Recharge Time | Peak Recharge Rate = 2.4 x Maximum Shield Hitpoints / Shield Recharge Time | ||
− | Peak recharge occurs at aproximately one third of shield hitpoints. As long as a ship does not sustain damage at a rate greater than its peak recharge and has more than one third shields, its shields will not go below the point of maximum damage. The recharge rate drops | + | Peak recharge occurs at aproximately one third of shield hitpoints. As long as a ship does not sustain damage at a rate greater than its peak recharge and has more than one third shields, its shields will not go below the point of maximum damage. The recharge rate drops off to either side of the point of peak recharge. |
Shield recharge is sometimes exploited to [[tanking|tank]] ships in what is known as [[passive tanking]]. | Shield recharge is sometimes exploited to [[tanking|tank]] ships in what is known as [[passive tanking]]. |
Latest revision as of 20:45, 16 December 2010
Shields, unlike armor and structure have the property that they regenerate naturally.
The peak shield recharge rate is aproximately given by:
Peak Recharge Rate = 2.4 x Maximum Shield Hitpoints / Shield Recharge Time
Peak recharge occurs at aproximately one third of shield hitpoints. As long as a ship does not sustain damage at a rate greater than its peak recharge and has more than one third shields, its shields will not go below the point of maximum damage. The recharge rate drops off to either side of the point of peak recharge.
Shield recharge is sometimes exploited to tank ships in what is known as passive tanking.