TLDR : the idea is to nerf shield and cap modules stacking. For this, I introduce a new ship attribute, which is modified linearly by the modules instead of exponentially, and replace the present multiplicative reduction in time of the modules with an equivalent linear increase in this new attribute. I provide formula to get the same effect based on the number of modules at which the effect is even, and the relative effect of one module that comes from that value.
I will only talk about shield recharge, cap recharge is the same
Shield recharge formula
ATM the shield recharge follows the following formula :
regen (point/s) = max_capacity Ă— intensity Ă— c / regen_time
- max_capacity depends on the capacity of the ship(after skills) and increases linearly with the module installed and exponentially with the “extender” rigs installed.
- intensity is a variable that is 1 when the % of shield is 25%, and decreases the further we are from that peak value
- c is a constant (around 2.5 for shield)
- regen_time is the time of regen, base from ship (after skills) and is decreased exponentially with the modules.
This means that the peak recharge (at 25% max shield) increases linearly with the shield HP modules, and exponentially with the shield regen modules.
Shield recharge comparison
Typically, a purger T2 gives a -25% in shield recharge time, so multiplies the regen by 100/(100/75) = 4/3 : an increase in +33% per rig installed.
In the same way, a shield power relay T2 gives -25% bonus to shield recharge time, so increases the regen by +33% per module installed.
WRT mid slots, a shield recharger provides -15% recharge time, so +17.6% regen (those are very bad).
On the other hand, a drake with base 7.2k shield hp reaches 10.6 k hp with a LSE T2, which is a gain of +47% ; but then the next LSE makes it reach 14k, so a gain of +32%, and a third one
This means that after adding one LSE, it’s better to use low and rig regen modules ( assuming regen only is the only important part).
Generally, that means that shield regen ships are bad with few modules, but are very good with enough modules. A passive shield drake reaches 200 HP/s with 3 LSE, 3 purger and 3 power relay, while still being cap stable. An active shield drake, with a large SB, Large cap battery, two shield boost amplifiers, solidifiers T1+T2, CCC T2, and two capacitor flux coils, can reach 181 HP/s but with much less fitting (need to fit compact HM), and can be neuted.
Shield Recharge Velociy
I propose to add the Shield Recharge Velocity(SRV) attribute to the ship. The base value is 100 for evey ship. It is increased by a linear amount by modules, eg a module that should give +33% regen will give +33 points of SRV.
The “opposite” attribute would be the Shield Recharge Inertia (SRI), which would also be 100 on each ship. This attribute makes sense for the cap part, because the shield flux coil has a negative effect on the capacitor that could lead ot a division by 0 if enough are installed.
The formula thus become :
regen (point/s) = max_capacity Ă— intensity Ă— c / regen_time Ă— SRV / SRI
The regen_time would not be impacted by the modules, only by skills and eg implants that directly affect this attribute.
This formula would make each regen module stack LINEARLY.
Of course, each module/fit should be modified in order to provide a correct amount of SRV.
Modification of modules
This formula would mean that each effect would decrease in relative efficiency, as more are installed. There still need to convert the present bonus to shield regen time into SRV.
I propose a formula that balances the SRV of a module so that the effect is the same when a given number are installed, stronger before, weaker after.
with
- B the breakpoint number of modules that we want installed for same effect. (eg 3)
- X the current bonus to shield regen (eg -25 for the shield power relay)
- Y the amount of SRV that module provides
The equation is thus,
(100/(100+X))^B = (100+SRVĂ—B)/100
which becomes
Y = 100^(B+1) /B /(100+X)^B -100/B
here are the values for a few modules and B
module name | effect | B | 1 | 1.5 | 2 | 2.5 | 3 | |
---|---|---|---|---|---|---|---|---|
shield power relay II, purger II | -25 | 33.33333333 | 35.97338119 | 38.88888889 | 42.11203828 | 45.67901235 | ||
shield power relay I, purger I | -20 | 25 | 26.5028324 | 28.125 | 29.8771243 | 31.77083333 | ||
cap recharger | -15 | 17.64705882 | 18.40410111 | 19.20415225 | 20.04995372 | 20.94443314 |
with B = 3, a single purger T2 would go from +33% regen to +45%, but after 3 modules installed the effect would be lower than it is ATM.
Rebalancing
I think, there is another constraint to ensure : the effect of a regen module must be stronger than the effect of a buffer module, because buffer modules provide both rep and … well, buffer.
I propose that the shield regen module be increased to put it more on line with rigs. as it is now, it provides a bit more regen than half a purger . I think setting its gain to -19% wouldmake more sense.