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- Oct 17, 2015
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I was thinking about shield recharge rate and its dependency on remained shields. Many people know that the less remained shields you have - the higher recharge rate you got. Not so many people know that that's the reason why rapid-fire weapons are more preferable than alpha-strike weapons against shields.
And i thought that it ll be interesting to see actual difference(in numbers) in their anti-shield effectivness.
So, the first formula for shield recharge is: V=0.25*R*(1-0.5*S/T) where
V - actual regcharge rate
S - current shields (they depend on time, obviously)
T - total shields
R - recharge rate which is stated in stats
since V is, literally, 'speed' of shields, then S'(t)=V=0.25*R*(1-0.5*S(t)/T)
solving this differential equation and considering that we begin from fully depleted shields ( S(0)=0)
we will get our main formula, which describes dependency of shields on time:
S(t)= -2T*e^(-0.125*R*t/T) +2T
So, how can we use it? Well, you can calculate actual amount of time your ship will need to fully regenerate shields back from zero. Paste this: -2T*e^(-0.125*R*t/T) +2T = T for example in wolfram alpha, replace T and R with actual values from your ship and get your value.
But i wanted to compare effectivness of rapid-fire and alpha-strike weapons.
So, for example we have a ship with T=10^6, R=10^5, and it gots hit from two different weapons -
first deals 5*10^5 damage(half of the ship's shields) and has a cooldown of 10 seconds
second deals 5*10^4 and has a cooldown of 1 second
so, the question was - how much shields will ship have after 10 seconds of unceasing fire from first and second weapons respectively. I will not write here all the math, because it's even more useless than the one that was here before. Straight to the answers - after one shot from 1st weapon and 10 seconds of its cooldown - ship will have ~676255 shields VS ~632098 shields after 1 shots per second for 10 seconds from 2nd weapon. Thats 44k difference, and this difference will rise nicely as we get closer to zero.
I hope this would be useful for someone
And i thought that it ll be interesting to see actual difference(in numbers) in their anti-shield effectivness.
So, the first formula for shield recharge is: V=0.25*R*(1-0.5*S/T) where
V - actual regcharge rate
S - current shields (they depend on time, obviously)
T - total shields
R - recharge rate which is stated in stats
since V is, literally, 'speed' of shields, then S'(t)=V=0.25*R*(1-0.5*S(t)/T)
solving this differential equation and considering that we begin from fully depleted shields ( S(0)=0)
we will get our main formula, which describes dependency of shields on time:
S(t)= -2T*e^(-0.125*R*t/T) +2T
So, how can we use it? Well, you can calculate actual amount of time your ship will need to fully regenerate shields back from zero. Paste this: -2T*e^(-0.125*R*t/T) +2T = T for example in wolfram alpha, replace T and R with actual values from your ship and get your value.
But i wanted to compare effectivness of rapid-fire and alpha-strike weapons.
So, for example we have a ship with T=10^6, R=10^5, and it gots hit from two different weapons -
first deals 5*10^5 damage(half of the ship's shields) and has a cooldown of 10 seconds
second deals 5*10^4 and has a cooldown of 1 second
so, the question was - how much shields will ship have after 10 seconds of unceasing fire from first and second weapons respectively. I will not write here all the math, because it's even more useless than the one that was here before. Straight to the answers - after one shot from 1st weapon and 10 seconds of its cooldown - ship will have ~676255 shields VS ~632098 shields after 1 shots per second for 10 seconds from 2nd weapon. Thats 44k difference, and this difference will rise nicely as we get closer to zero.
I hope this would be useful for someone