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Overheating Micromanagment

Author
Gibbo3771
AQUILA INC
Verge of Collapse
#1 - 2012-05-10 23:16:06 UTC
I am in general pretty decent when it comes to micro managing my cap but for some reason I lack in the overheating managment. I do not burn out my mods often but when I do it tends to be the MWD itself or MWD + spread onto something, say MWD + point or MWD + scram or web. Never tanking mods like shield extenders.

If someone would be so kind to clear up the mechanics a little.

Limited 1mn MWD generates 14.75 heat damage per cycle, effectively killing it on the third cycle, fourth if you cycle it off afte the first for 1 cycle.

In the meantime your scrambler and web will most likely take a 30-45% heat spread from it.

However when you are overheating a scram, it only takes 3.75 damage per cycle meaning it gets around 40 seconds of perma overheating and the heatspread will be very little to other mods.

So what is the heatspread mechanic? I am just a little stumped on the overloading percentage bar below the hull/above the capacitor and how it effects heat spread, if it does at all or if its just for bling.

Like 4 years playing this game and I have been overloading in pvp and never understood that damn bar the the spread mechanics lol.
Dare Knight
Bandwagoners
#2 - 2012-05-10 23:22:07 UTC  |  Edited by: Dare Knight
TL;DR
Heat spreads sideways, with the least residual damage occuring on the modules farthest out from the overheated module. There is an algorithm to it, but nobody knows what exactly what it is. The total heat indicator for each rack above the capacitor acts as a multiplyer. When it's lower, your modules don't take as much heat damage. The higher it is, the more damage they take.

Quote:
The position of an overloaded module in the rack affects the chances of the other modules in the rack to take damage from heat. The further away from the overloaded module they are, the smaller the chances are for the other modules to become damaged.

Damage will not spread in a totally random way over the rack. It will most probably hit the overloaded module(s) generating heat. There is less chance of damage being done to modules equipped next to them, with further reductions in chance to modules further away from the overloaded one. The exact formula can be found and discussed in the "Ships & Modules" section of the forums.

The damage spreading "sideways" also depends of the heat dissipation of the different modules :

•Module Groups have specific behavior towards overloading, an afterburner will produce more heat than one missile launcher or a shield booster for instance.
•Tech Levels are getting different heat sustenance levels, some can take the heat better, such as the run of the mill Tech 1 modules that don't suffer from the delicate construction of specialized modules.
•Shield Boost Amplifiers are one of a kind, has they passively double the heat damage for the amplified Shield boosters.
Having the Thermodynamics skill at a high level and clever fittings won't let you overload your modules forever, but it might give you those several additional cycles's advantage that can make the difference between an expensive repair bill and a whole new ship purchase.

You can thereby create heat sinks or buffers by putting less critical modules on the sides of the to-be-overloaded module


From this Uni wiki page:

Quote:
Whilst modules are active and overheating, they, and other modules in the same section, will take heat damage. The amount of heat damage taken is a set amount, and can be seen in a module's Show Info. This is the amount of damage a module has a chance to suffer per overheated cycle. The structure HP of a module can also be seen, and this is universally 40 HP. Well, some Titan-only modules like Clone Vat Bays and Jump Portal Generators have 99,999HP (just to ensure you can't burn them out), but apart from them, it's all 40HP. Once a modules damage exceeds its structure HP, it will be forcibly offlined (also known as burn out).


However, heat damage is not the same every time you overheat. Whether a module takes damage or not each cycle is a random chance, presumably using some kind of algorithm that CCP won't tell us about. Although we can't know exactly how heat damage is applied, we can do some experiments and draw our own conclusions. Something to point out is that because heat damage is random, it's impossible to be certain about anything related to how heat damage is distributed. All these tests were with Thermodynamics at level 1.


Quote:
As you can see from the bottom row, the end result is that once the red sections completely surround the module image, the active turret burns out with 8 rounds remaining. All of the other turrets also took significant heat damage. The two modules adjacent to the active turret were damaged the most, but the other four took varying amounts of heat damage.

The conclusions are that:

1.every module in the whole rack takes heat damage from a single overheating module,
2.the active module takes the most heat damage, and
3.the closer a module is to an active overheating module, the more damage it takes.

Note that heat damage does not spread over other racks (high slot modules cannot damage mid or low slot modules, for example).

Heat damage appears to be applied at the beginning of a module's cycle. In theory therefore, skills that make your modules cycle faster will correspondingly cause them to burn out faster, although the number of cycles should not change. Another interesting feature is that a module that burns out will cycle one last time despite being offlined at the beginning of the cycle due to heat damage. You can accomplish a lot with this final hero cycle!


In regards to the heat dial above the capacitor:

Quote:
This heat acts as a sort of multiplier, as your ship gets hotter stuff gets damaged faster. Technically, I think it gives you a higher chance for your modules to be damaged.

_It's very simple, really. If you see Tengus on scan, they are ratting. If you see a shitload of Tengus, the Russians are blobbing. If you see Proteuses on scan, they will be on top of you in about a second. If you see a shitload of Proteuses, the big boys are having a goodfight. _

Jack Miton
School of Applied Knowledge
Caldari State
#3 - 2012-05-11 01:08:47 UTC
http://jestertrek.blogspot.com.au/2011/12/guide-overheating.html

^best overloading guide you're going to find anywhere, have a read.

There is no Bob.

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Xi 'xar
Rift Watch
#4 - 2012-05-11 08:00:27 UTC
Jack Miton wrote:
http://jestertrek.blogspot.com.au/2011/12/guide-overheating.html

^best overloading guide you're going to find anywhere, have a read.


QFT

http://herdingwolves.wordpress.com/