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====Shield Boost Amplifiers====
 
====Shield Boost Amplifiers====
Shield boost amplifiers increase the amount of shield repaired with each cycle. Below is a listing of shield boost amplifiers:
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Shield boost amplifiers increase the amount of shield repaired with each cycle. Below is a listing of shield boost amplifiers:<br><br>
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''Note: Only Meta 0-5 equipment listed. Please check the variations menu inside of the module page for a full listing of equipment.''
 
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Revision as of 01:57, 23 January 2009

Please note: All content on this page is for personal testing purposes. Please do not edit this page.

Ideas

  • War and Major Conflict Timeline

To Do List

(Ongoing) Cleaning up alliance and corporation pages as much as possible with the information I have.
(Ongoing) Expanding stubs as much as possible
Defense Guide
Weapons Guide
Figure out problem with linking from ItemDB. Link shows red, but still works - Ex: Shield Recharger II (Thanks YARR!)
Create Contributor and Character page

Created Pages

Conflict Timeline Idea

Possibly split up by section of 0.0.

Defense Guide

Terminology

  • Active Tanking - Utilizes components which require capacitor to run. Active tanking relys heavily on the amount of capacitor and capacitor recharge the user has.
  • Buffer - A simple build up of hitpoints used to absorb damage
  • Damage Per Second (DPS) - The amount of damage a ship can do per second, taking all types of weapons a ship has into consideration
  • Effective Hitpoints - The total amount of hitpoints your ship has, including mitigation due to resistances, buffer, passive, and active devices.
  • Efficiancy - Often a number; assigned by Eve Fitting Tool (EFT) to represent how effective your tank is in total
  • Hitpoints - The amount of armor, shield, and hull a ship has.
  • Passive Tanking - Utilizes modules that use no capacitor and therefore can be run forever.
  • Resistance - Protection from a specific damage type (EM, explosive, kinetic, thermal)
  • Tank - A ships defenses, including modules, in general
  • Tanking - Defined as the ability to withstand damage

Tanking Overview

Shield

Shields are the first line of defense on all starships. Every ship has shields, even though some are not meant to use shields as their primary form of defense. In general, Caldari ships are renown for their shield bonuses and abilities, while Amarr and Gallente specialize in armor tanking. Minmatar have ships that specialize in one, the other, or both. Shields generally have a high resistance to explosive damage, but have a rather large weakness to EM damage. Amarr ships tend to be most effective against shield tankers because of the high EM damage in energy turrets.

Armor

Armor plating is the second line of defense on all starships. As with shields, every ship has armor plating, even though some ships may not primarily tank with them. As stated above, Amarr and Gallente ships specialize in armor tanking, with Minmatar having ships that specialize either way. Armor plating has a high resistence to EM damage, while having a large weakness to explosive. Missile ships are the most effective against armor tankers due to the ability to pick a pure damage type to counteract whatever tank the enemy may have.

Hull

The ship hull is the absolute last line of defense on any starship. The hull offers no resistance to any damage and is easily the weakest part of the ship. There are modules made for tanking with the hull, but hull tanking is not recommended for any player due to lack of resistance and inadequecy of repair modules. Hull tanking is known as a 'surprise fit' because most players expect to cut through a ship hull in no time. Adding hull defenses can take players by surprise, but most times, will not end well for the user.

Range

Range can be a great defense for a player to use. If your ship allows you to hit from a great distance, range becomes your main defense due to modules being geared more for distance combat. Range is often considered the best form of defense simply because your enemy will most likely not reach you in time to do damage. However, range has a major drawback: minimized damage. At long ranges, most ships tend to do 50% or less damage, due to module and ammunition restrictions.

Speed

Speed is a viable form of tanking for smaller ship types. Small ships equipped with speed modules, if fast enough, can mitigate 90%+ of the damage being dealt to them. The ability to fly fast allows you to outrun tracking speed of turrets and the speed of missiles in general. One should be cautious when speed tanking because if the enemy has a stasis webifier equipped, you can easily be left defenseless.

Buffer

Buffer tanking is a technique whereby a user focuses on increasing the amount of shield, armor, or hull they have as to absorb damage, rather than mitigate it. For example, an armor buffer tanked battleship may have multiple armor plates equipped to raise their amount of armor in order to absorb incomming shots. Buffer tanking is commonly used to survive high damage situations, such as a Titan Doomsday Device.

Damage Types Overview

There are four damage types: Electromagnetic, Thermal, Kinetic, and Explosive. EM does the most damage to shields, Explosive does the most damage to armor. Thermal does moderate damage to both, but more against shields. Kinetic is the same, but does more damage to armor. See the below graph for a slightly better explanation:

More Armor Damage - - - - - - - - - - - - - - - More Shield Damage
Explosive - - - Kinetic - - - - Thermal - - - Electromagnetic (EM)

More information on damage types can be found at this page.

Defense Module Overheating

Overheating a defensive module is essentially to take that module beyond it's normal capability to provide extra bonuses. Doing so does damage your module at the same time, but this damage can be mitigated by using Nanite Repair Paste. Overheating requires basic skilling into Thermodynamics. You can read more about heat damage at the article located here. Each different module has a different bonus that you can gain from overheating it. There is also a heat damage amount and an HP amount assigned to the device. Every cycle of the device will cause the listed damage to the device until the device HP runs out, at which point the device will need to be repaired either at a station or using Nanite Repair Paste. Overheating a rack has many advantages, namely the ability to mitigate more damage and help you survive longer in order to defeat your enemy.

Shield Defenses

When shield tanking, you are provided with three different ways to tank: Actively, Passively, or using a Buffer. Active tanking utilizes components which require capacitor to run. Active tanking relys heavily on the amount of capacitor and capacitor recharge the user has. Passive tanking modules use no capacitor and therefore can be run forever.

Active Tanking

Shield Boosters

Shield boosters repair your shield with each activation cycle. Shield boosters are available in five different sizes: Small, Medium, Large, Extra Large (X-Large), and Capiltal. The table below lists all available shield boosters in the game:

Note: Only Meta 0-5 equipment listed. Please check the variations menu inside of the module page for a full listing of equipment.

Small Shield Boosters
Name
Activation Cost
Activation Duration
Meta Level
Shield Restored
CPU Need
Power Need
Small Shield Booster I
20 Energy
2.00 Sec
0
23 HP
25 tf
2 MW
Small Converse I Deflection Catalyzer
20 Energy
2.00 Sec
1
24 HP
23 tf
2 MW
Small Neutron Saturation Injector I
20 Energy
2.00 Sec
2
25 HP
22 tf
2 MW
Small Clarity Ward Booster I
20 Energy
2.00 Sec
3
26 HP
20 tf
2 MW
Small C5-L Emergency Shield
20 Energy
2.00 Sec
4
27 HP
21 tf
2 MW
Small Shield Booster II
20 Energy
2.00 Sec
5
30 HP
29 tf
3 MW
Medium Shield Boosters
Name
Activation Cost
Activation Duration
Meta Level
Shield Restored
CPU Need
Power Need
Medium Shield Booster I
60 Energy
3.00 Sec
0
68 HP
50 tf
12 MW
Medium Converse I Deflection Catalyzer
60 Energy
3.00 Sec
1
71 HP
47 tf
12 MW
Medium Neutron Saturation Injector I
60 Energy
3.00 Sec
2
74 HP
45 tf
12 MW
Medium Clarity Ward Booster I
60 Energy
3.00 Sec
3
78 HP
40 tf
12 MW
Medium C5-L Emergency Shield Overload I
60 Energy
3.00 Sec
4
81 HP
42 tf
12 MW
Medium Shield Booster II
60 Energy
3.00 Sec
5
90 HP
58 tf
13 MW
Large Shield Boosters
Name
Activation Cost
Activation Duration
Meta Level
Shield Restored
CPU Need
Power Need
Large Shield Booster I
150 Energy
4.00 Sec
0
180 HP
100 tf
150 MW
Large Converse I Deflection Catalyzer
160 Energy
4.00 Sec
1
189 HP
95 tf
150 MW
Large Neutron Saturation Injector I
160 Energy
4.00 Sec
2
198 HP
90 tf
150 MW
Large Clarity Ward Booster I
160 Energy
4.00 Sec
3
207 HP
80 tf
150 MW
Large C5-L Emergency Shield Overload I
160 Energy
4.00 Sec
4
216 HP
85 tf
150 MW
Large Shield Booster II
160 Energy
4.00 Sec
5
240 HP
115 tf
165 MW
X-Large Shield Boosters
Name
Activation Cost
Activation Duration
Meta Level
Shield Restored
CPU Need
Power Need
X-Large Shield Booster I
400 Energy
5.00 Sec
0
450 HP
200 tf
500 MW
X-Large Converse I Deflection Catalyzer
400 Energy
5.00 Sec
1
473 HP
190 tf
500 MW
X-Large Neutron Saturation Injector I
400 Energy
5.00 Sec
2
495 HP
180 tf
500 MW
X-Large Clarity Ward Booster I
400 Energy
5.00 Sec
3
518 HP
160 tf
500 MW
X-Large C5-L Emergency Shield Overload I
400 Energy
5.00 Sec
4
540 HP
170 tf
500 MW
X-Large Shield Booster II
400 Energy
5.00 Sec
5
600 HP
230 tf
550 MW
Capital Shield Boosters
Name
Activation Cost
Activation Duration
Meta Level
Shield Restored
CPU Need
Power Need
Capital Shield Booster I
2400 Energy
10.00 Sec
0
7,200 HP
300 tf
75,000 MW

Shield Boost Amplifiers

Shield boost amplifiers increase the amount of shield repaired with each cycle. Below is a listing of shield boost amplifiers:

Note: Only Meta 0-5 equipment listed. Please check the variations menu inside of the module page for a full listing of equipment.

Shield Boost Aplifiers
Name
Shield Boost Bonus
Meta Level
CPU Need
Power Need
Shield Boost Amplifier I
30%
0
50 tf
1 MW
Ionic Field Accelerator I
30%
1
48 tf
1 MW
5a Prototype Shield Support I
30%
2
45 tf
1 MW
'Stalwart' I Particle Field Magnifier
30%
3
43 tf
1 MW
'Copasetic' I Particle Field Acceleration
30%
4
40 tf
1 MW
Shield Boost Amplifier II
36%
5
55 tf
1 MW

Shield Hardeners

Shield hardeners actively increase your resistance to which ever the module covers. The difference between resistance amplifiers and hardeners is that hardeners use capacitor and therefore provide a higher amount of resistance.

Passive Tanking

Shield Flux Coils

Shield flux coils increase shield recharge rate at the expense of maximum shield capacity.

Shield Power Relays

Shield power relays increase shield recharge rate at the expense of capacitor recharge rate.

Shield Rechargers

Shield rechargers increase shield recharge rate with no negative side affects.

Shield Resistance Amplifiers

Shield resistance amplifiers increase your resistance to which ever the module covers. The difference between resistance amplifiers and hardeners is that hardeners use capacitor and therefore provide a higher amount of resistance.

Buffer Tanking

Shield Extenders

Shield extenders do just as the name implies: extend the amount of shielding, therefore increasing your shield hitpoints. Shield extenders are available in four different sizes: Micro, Small, Medium, and Large.

Active Shield Rigs

Certain shield rigs deal with optimizing active shield tanking, whether it be by reducing capacitor usage of modules or speed up boosting modules. Below is a chart of available active shield tanking rigs with their bonuses and drawbacks:

Core Defence Capacitor Safeguard

This ship modification is designed to reduce the capacitor need of modules which require the shield operations skill at the expense of increased signature radius.

Name
Capacitor Reduction
Signature Radius Penalty
Calibration
Core Defence Capacitor Safeguard I
-10%
+10%
50
Core Defence Capacitor Safeguard II
-15%
+10%
75

Core Defence Charge Economizer

This ship modification is designed to reduce the power need of all shield upgrade modules at the expense of increased signature radius.

Name
Power Need
Signature Radius Penalty
Calibration
Core Defence Charge Economizer I
-10%
+10%
50
Core Defence Charge Economizer II
-15%
+10%
75

Core Defence Operational Solidifier

This ship modification is designed to reduce the duration of shield booster cycles at the expense of increased signature radius.

Name
Duration Bonus
Signature Radius Penalty
Calibration
Core Defence Operational Solidifier I
-15%
+10%
100
Core Defence Operational Solidifier II
-20%
+10%
150

Passive Shield Rigs

Certain shield rigs deal with optimizing passive shield tanking, whether it be by increasing resistances or increasing shield recharging capability. Below is a chart of available passive shield tanking rigs with their bonuses and drawbacks:

Core Defence Field Extender

This ship modification is designed to increase shield capacity at the expense of increased signature radius.

Name
Shield Capacity Bonus
Signature Radius Penalty
Calibration
Core Defence Field Extender I
+15%
+10%
50
Core Defence Field Extender II
+20%
+10%
75

Core Defence Field Purger

This ship modification is designed to improve shield recharge rate at the expense of increased signature radius.

Name
Shield Recharge Bonus
Signature Radius Penalty
Calibration
Core Defence Field Purger I
-20%
+10%
50
Core Defence Field Purger II
-25%
+10%
75

Screen Reinforement

This ship modification is designed to increase resistances of a ship's shields at the expense of increased signature radius.

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.

Name
Resistance Increase
Signature Radius Penalty
Calibration
Anti-EM Screen Reinforcer I
+30%
+10%
50
Anti-EM Screen Reinforcer II
+35%
+10%
75
Anti-Explosive Screen Reinforcer I
+30%
+10%
50
Anti-Explosive Screen Reinforcer II
+35%
+10%
75
Anti-Kinetic Screen Reinforcer I
+30%
+10%
50
Anti-Kinetic Screen Reinforcer II
+35%
+10%
75
Anti-Thermal Screen Reinforcer I
+30%
+10%
50
Anti-Thermal Screen Reinforcer II
+35%
+10%
75

Armor Defenses

Hull Defenses

Speed Defenses

Buffer Defenses

Example Fits

Active Shield Tank - Raven

Low Power Slots
2x Capacitor Power Relay II
3x Ballistic Control Device II


Mid Power Slots
2x Capacitor Recharger II
1x Shield Boost Amplifier II
1x X-Large Shield Booster II
1x Ballistic Deflection Field II
1x Heat Dissipation Field II


High Power Slots
6x 'Malkuth' Cruise Missile Launcher I
2x Heavy Diminishing Power System Drain I


Rig Slots
3x Capacitor Control Circuit I

A setup like this provides the user with a good amount of shield HP restored per cycle of the booster, while being able to maintain capacitor stability.

Passive Shield Tank - Drake

Low Power Slots
4x Shield Power Relay II

Mid Power Slots
2x Large Shield Extender II
2x Kinetic Deflection Amplifier II
2x Heat Dissipation Amplifier II


High Power Slots
7x Heavy Missile Launcher II

Rig Slots
3x Core Defence Field Purger I

Buffer Shield Tank - Rokh

Low Power Slots
3x Magnetic Field Stabilizer II
2x Power Diagnostic System II


Mid Power Slots
4x Large Shield Extender II
2x Invulnerability Field II


High Power Slots
8x 425mm Railgun II

Rig Slots
3x Core Defence Field Extender I

At all skill levels of five, this setup provides the user with 39,823 shield and over 160,000 effective HP. This setup is a true buffer tank.

Active Armor Tank - Abaddon

Low Power Slots
1x Large Armor Repairer II
1x Damage Control II
1x Capacitor Power Relay II
2x Heat Sink II
2x Energized Adaptive Nano Membrane II


Mid Power Slots
4x Cap Recharger II

High Power Slots
8x Mega Pulse Laser II

Rig Slots
2x Capacitor Control Circuit I
1x Nanobot Accelerator I


Buffer Armor Tank - Dominix

Low Power Slots
4x 1600mm Reinforced Steel Plates II
1x Power Diagnostic System II
2x Energized Adaptive Nano Membrane II


Mid Power Slots
3x Cap Recharger II
1x Warp Disruptor II
1x Stasis Webifier II


High Power Slots
4x Neutron Blaster Cannon II
2x Medium Energy Neutralizer II


Rig Slots
3x Trimark Armor Pump I

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