Ships & Modules

 
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Can someone please clarify the "Cap Battery" benefits for me please?

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#1 - 2017-01-11 19:05:32 UTC
As per the title, can someone please confirm the benefit of Cap Batteries? I've been using them in WH space to good effect but I'm still not 100% sure on this.

It says "Capacitor Warfare Resistance Bonus = 25%" in Pyfa and "Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects" in-game.

So, does this mean that neuts are 25% less effective? OR does this mean that you cannot be neuted below a particular threshold? For example. if I have 2000GJ of cap and I have a Large Cap Battery II giving me an extra 500GJ of cap (just as an example), totaling 2500GJ - does this mean I cannot be neuted below 500GJ? OR can I still be neuted dry with a cap battery?


I'd appreciate some clarification on this so I can better understand the module and make appropriate fits around it.
#2 - 2017-01-11 19:17:02 UTC
Pretty sure you can still be neuted dry, it just makes the neuts remove 25% less of your cap per cycle. So it takes them longer to neut you out.
#3 - 2017-01-11 19:32:58 UTC
It means that nos and neut only drain 1-.25 =.75 = 75% of the amount they normally do. You can still go dry.

Also worth noting: high level wormhole folks absolutely swear that the protection doesn't work against NPCs. I have no evidence either way but they're pretty damn insistent.
#4 - 2017-01-11 19:47:17 UTC  |  Edited by: Eddala
Okay thanks for the clarification.

Interesting about them not working on NPCs. I've been running a few C3 sites in a Typhoon with 2 cap batteries fitted and I've never run dry on cap. I've never gone below 30% cap.

*edit* I'll have to try without them and see what difference it makes.
#5 - 2017-01-11 20:03:44 UTC
Eddala wrote:
Okay thanks for the clarification.

Interesting about them not working on NPCs. I've been running a few C3 sites in a Typhoon with 2 cap batteries fitted and I've never run dry on cap. I've never gone below 30% cap.

*edit* I'll have to try without them and see what difference it makes.


The extra cap pool they grant is also a huge benefit. The total recharge time stays the same, so the relative recharge rate increases with an increased cap pool. So there's that.

Note that the way to test would be to watch how much your cap drops when a neut hits, both with and without a battery fit. Just noting a general trend of "not capping out" really isn't sufficient due to the above. I'd think Sisi would be the place for this; I just haven't done it yet.
#6 - 2017-01-11 20:28:03 UTC
Eddala wrote:
Okay thanks for the clarification.

Interesting about them not working on NPCs. I've been running a few C3 sites in a Typhoon with 2 cap batteries fitted and I've never run dry on cap. I've never gone below 30% cap.

*edit* I'll have to try without them and see what difference it makes.


Peak cap passive recharge is around 30%
#7 - 2017-01-12 05:28:04 UTC
I use them on any ship that needs cap and I can fit one on (For PVE).

They will in many cases give you a bigger Recharge buff than a recharge (at least for Cruiser sized ships ) and the extra buffer is useful as well. Just like having more EHP buffer gives you room to move so does Cap, even if you are taking Nuets that are well above your regen you have time to kill the Nueting ships before you go to low .
#8 - 2017-01-13 12:40:40 UTC  |  Edited by: Lugh Crow-Slave
Boozbaz wrote:
Eddala wrote:
Okay thanks for the clarification.

Interesting about them not working on NPCs. I've been running a few C3 sites in a Typhoon with 2 cap batteries fitted and I've never run dry on cap. I've never gone below 30% cap.

*edit* I'll have to try without them and see what difference it makes.


Peak cap passive recharge is around 30%



if you want to be more exact it's just above 25% then your recharge starts to drop fast (fun fact shields work this way too)
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