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EVE New Citizens Q&A

 
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EFT Cap question

Author
Tza Omi
Viziam
Amarr Empire
#1 - 2017-04-28 15:52:08 UTC
I've been eft warrioring and trying out a Hawk fit. It has a shield booster because I wanted to take advantage of that bonus, a long point an em hardener and a mwd. Not surprizingly this led to Cap issues. I slapped on a small cap booster with a capacity of 12.

With Navy Cap booster 400, it can hold 1 at a time I'm cap stable at 88%.

With Navy Cap booster 200 (next smaller size, it can hold 2 and my cap lasts 4 mins 55 secs.

A. What does it mean when it says I'm cap stable in the first example? Presumably the cap will degrade and I will need to boost it again at some point provided I have more charges and I reload the booster.

B. What does it mean in the 2nd example that my cap will last 4 mins and 55 secs? Is that the amount of time before I need to boost it again or have they calculated my cargo hold capacity and I will run out of charges in that time or will the booster no longer be able to keep up with the cap drain after that amount of time?
Caterpil
Amanina Avada Corporation
#2 - 2017-04-28 17:21:19 UTC
In EFT and Pyfa, the cap stability calculation takes into account all modules which you have marked as running. This includes those that give cap (such as boosters and Nosferatus) as well as those that take cap.

A. It means that with the cap booster permanently running and reloading when empty, then you will be stable at around 88% cap.

B. With the cap booster permanently running and reloading whenever empty, your cap will last 4 minutes and 55 seconds.

The calculation does not take into account your cargo size, (otherwise it would almost never give a stable cap for cap-boosted ships). In general you should run the largest possible charge for best cap/time ratio. The only situations where you wouldn't want this if your vessels total capacity is less than the amount boosted.
Memphis Baas
#3 - 2017-04-28 17:43:50 UTC
Cap charges (pills) have huge volume; most ships won't be able to hold more than 3-4 reloads of the bigger sizes. So at 3 reloads you're cap-stable for only a few minutes tops; EFT and pyfa assume you have infinite cargo and display you as "stable" based on having infinite cap booster pills.

MWD + shield booster will give you issues. Both modules have HUGE cap drain, which forces people to choose one or the other, so you'll see typically afterburner+shield booster, or MWD+ancillary booster fittings.

If you want to turn on modules and forget them on (cap stability), then afterburner + shield booster + cap recharge rigs and modules is the way to go. Or, you can do MWD + ancillary booster, but both of these modules have to be micromanaged and turned on/off as the need arises.

In addition, typical PVP fights last 30 seconds - couple minutes tops. If your target doesn't die fast, you're doing it wrong, and face the possibility of their friends arriving to kill you. As a consequence, cap stability isn't that important for PVP.