Understanding the maths behind shield recharging and rebuilding, also: Bi-Weaves

Undersized Prismatics with enhanced low power work really well. More MJ than A-Rated reinforced shields (even equal to those in next higher class), weigh the same and draw less power. A Python with ELP-Hicap 3A Prismatic that weighs just 5 tons and draws only 2,5 MW will end up with about 800 MJ with 3 boosters.
I've played around a bit in EDSY. Ignoring the recharge time for a bit, I couldn't make prismatics work in my Mandalay unless I switch to an overcharged plant, which I don't really want to. If I did switch the plant, I could get the same shields as now with a size 4 prismatic and one less booster instead of the size 5 bi-weave, freeing up an utility slot for a wake scanner and also upping either the cargo by 16 or a fuel scoop by one size. Seeing as it's primarily a PP runner this might actually be useful. Broken regen time more than triples though, 100% regen time doubles. Pretty much the same story with my V, but that one already runs an overcharged plant.

On my Krait I could actually go down to a size 4 prismatic with one less booster from the size 6 bi-weave and get just a little less shield, which would allow me to install a big ass fuel scoop and again allow me to bring some kind of scanner - wake, KWS, whatever. But again, the rebuilt times...

Eh. I don't know.
 
I wasn't referring to A rated. Prismatics only come in A rated. I meant slot class size.
Sorry, I was specifially mentioning A-rated as in "not bi-weave". I know prismatics are technically A-rated, but that's the distinction in my head - bi-weave, A-rated, prismatics :).

For example, and this is purely as a guide and not RL numbers...
A class 5 A-rated normal shield gives you 500mj of shields. With prismatics you can use a smaller slot, ie a class 4 A-rated prismatic and still get 500mj or shields. So for trading ships this equates to more cargo but with the same shield strength.
Yeah, I know that. Prismatics are basically the same shields in a one-size-smaller package.

I once did this by default for exploration and cold running ships running prismatics...but found for most of these builds you can drop the class size down one then go reinforced hicap for the the same or even better shields. I do have enhanced low power on one or two ships, it has it's place, but for most of my non combat ships dropping the size and going reinforced was better all around, even for exploration and cold running.
Definitely worth having a play with edsy or coriolis ship builder to see if you can improve the build.
See above, I did some theorycrafting in EDSY, and the result is usually being able to make on other module larger and freeing one utility for pretty much the same shields, at the price of less flexibility when recharging (without SCBs).
 
I've played around a bit in EDSY. Ignoring the recharge time for a bit, I couldn't make prismatics work in my Mandalay unless I switch to an overcharged plant, which I don't really want to. If I did switch the plant, I could get the same shields as now with a size 4 prismatic and one less booster instead of the size 5 bi-weave, freeing up an utility slot for a wake scanner and also upping either the cargo by 16 or a fuel scoop by one size. Seeing as it's primarily a PP runner this might actually be useful. Broken regen time more than triples though, 100% regen time doubles. Pretty much the same story with my V, but that one already runs an overcharged plant.

On my Krait I could actually go down to a size 4 prismatic with one less booster from the size 6 bi-weave and get just a little less shield, which would allow me to install a big ass fuel scoop and again allow me to bring some kind of scanner - wake, KWS, whatever. But again, the rebuilt times...

Eh. I don't know.

Explorer Mandalay with 3A prismatic with enhanced low power and armoured PP.
Shield and hull are enough to escape an unwanted gank,..wouldn't want to do this on a combat ship though.
Think I have tweaked this build a little since I saved that link...may have switched the shield and AFMU around to give 800+ shields.
 

Explorer Mandalay with 3A prismatic with enhanced low power and armoured PP.
Shield and hull are enough to escape an unwanted gank,..wouldn't want to do this on a combat ship though.
Think I have tweaked this build a little since I saved that link...may have switched the shield and AFMU around to give 800+ shields.
Yeah sorry, I might not have mentioned it clearly enough - my Mandalay is a power hungry combat fitted power play runner. This is how it is right now, and this would be the version with the modifications above (the fuel scoop in both versions could as well be another cargo rack).
 
I've played around a bit in EDSY. Ignoring the recharge time for a bit, I couldn't make prismatics work in my Mandalay unless I switch to an overcharged plant, which I don't really want to. If I did switch the plant, I could get the same shields as now with a size 4 prismatic and one less booster instead of the size 5 bi-weave, freeing up an utility slot for a wake scanner and also upping either the cargo by 16 or a fuel scoop by one size. Seeing as it's primarily a PP runner this might actually be useful. Broken regen time more than triples though, 100% regen time doubles. Pretty much the same story with my V, but that one already runs an overcharged plant.

On my Krait I could actually go down to a size 4 prismatic with one less booster from the size 6 bi-weave and get just a little less shield, which would allow me to install a big ass fuel scoop and again allow me to bring some kind of scanner - wake, KWS, whatever. But again, the rebuilt times...

Eh. I don't know.

In my opinion OC-PPs are no problem in the Mandalay, but if you change 2 A rated boosters for D rated, it should work with Amoured PP.

 
One misconception about biweaves people have is that 50-100% recharge time matters.

It does not. Only thing with biweaves that matters is recharge rate. The more MJ/s you have, the better. Whether it takes 60s or 120s to get from 50-100% is irrelevant.

Now, broken shield regen matters, but only if you specifically design the ship to have its shield go down and come up again during a fight. Generally, in PvE sizing the shield so that it never has a chance to go down in the first place (ie big enough base health pool) is a better approach, since with the shield down you need to keep the power distro SYS cap topped off constantly, which increases pilot's workload significantly. My biweave builds usually have 1 Heavy Duty booster plus 2 or 3 resistance boosters along with Guardian shield reinforcements if I have the space and power budget. Lately I have become to prefer Low Draw experimental on my shields (both BW and Prismatics) since the new ships (PII, Manda) are somewhat power plant and distro limited compared to Kraits. Low Draw works wonders easing the load on SYS cap and allows max shield recharge rates at 3 or even 2 pips, allowing more power to weapons and engines.
 
I have reached the PP rank where I gain access to Prismatics, which sent me down the rabbit hole of shield mechanics.
LOL, me too!
So part A is the question: Is this documented anywhere? How did the guys from EDSY and Coriolis find out? Can I read up on that, or do I need to study the source code of EDSY :D?
Answer: almost certainly yes, since the mechanics of shields have probably been stable for many years now. So there are probably forum threads with a full write-up on how it all works, but yeah the source code of EDSY is also pretty accessible if you find a niche question.

However, I'll share one particular thing I've recently learned myself, having been exploring how to use the Prismatics on (so far) just one of my own ships - a Python miner (never used for combat, no viable weapons for ship to ship fights).
This ship is just about able to survive reckless encounters with space rocks, especially if I manage to get 4 pips to SYS beforehand, but it would be nice to be a little safer without giving up too much in return (e.g. I don't want to use a larger slot).

So: my mining Python has a 3C bi-weave right now, and a couple of boosters (I can't recall why I went bi-weave - built it years ago!).

When I compared the strength figures with the 3C, the 3A normal (henceforth just 3A ;)) and the Prismatic ("3AP") my first thought was "wow" that's MUCH more energy from the 3AP. Then I tried a larger slot, just for the hell of it and the results were kinda meh, which puzzled me. I then realised that the answer was staring me in the face, because EDSY helpfully supplies a whole bunch of shield stats. I reckon I now understand* what is happening...
(*admittedly what follows is mostly guesswork plus a bit of comparing strength ratios and shield stats for consistency; I will probably get around to reading the EDSY source code to put it beyond doubt at some point)

Basically if you can find a ship with a hull mass just lower than the maximum mass for a given class of shield (e.g. it seems that all class 3 shields have a max mass of 413 t) then you'll get the biggest possible boost from swapping from bi-weave to regular and still more from regular to prismatic if you install the smallest shield module that will work in that ship.
This is because the "minimum strength" shield stat seems to reflect the situation when hull mass = maximum mass for that shield gen, and the variations are dramatically bigger for the min strengths than the max strengths.

The minimum strength values for the 3C/3A/3AP are 40/70/100% - in other words, the Prizzy is 2.5 times stronger than the bi-weave when hull mass = shield max... Wow!
My Python has a mass of 350 t, which for sure is less than 413 t but since the class 3 shields have a minimum mass right down at 83 t (this gets lowered even further to 78 t if you use G5 ELP) it's giving us almost the max possible boost with the Prizzy upgrade. Not actually sure how the interpolation is done, but that'll be easily checked in the EDSY source code :D

If instead you were to choose a larger shield, with minimum mass closer** to the hull mass of your ship, you would be getting a strength ratio corresponding to the maximum strength of the shield gens.
(**or god forbid, larger than the hull mass by more than one class worth - I learned that lesson on my Dolphin! but that's another story)
The maximum strength values for the 3C/3A/3AP are 140/170/200, so in this situation the Prizzy is only 43% stronger than the bi-weave. MEH!!

For my mining Python, this is great, since a mining ship suits a low-class module nicely, and I can make myself happy in the knowledge that I'm getting a hugely increased shield strength without losing any precious space. A combat ship on the other hand... not so quite much I guess?
 
This has some math for you if that's what you're looking for:
Thanks, but I already read that page. The part I am interested in, which is the maths behind the regeneration mechanics, isn't covered.
 
Part B concerns dos and don'ts of shield engineering. This is all in the context of PvE, I don't do PvP. Also this is more about theorycrafting and dogmatism, I know pretty much everything in PvE works, that's not the point. Please bear with me, this might get lengthy and I might question established "rules". Sorry for that.

I'm a Bi-Weave man, and while researching if I want to use Prismatics or keep sticking to Bi-Weaves I read a lot of opinions saying that my way of engineering is "wrong", even for PvE, and engineering Bi-Weaves like normal shields is stupid, and people who do that smell bad. Of course I know the premise of Bi-Weaves is: Low health pool, quick recharge, use them factoring in you might lose them but get them back quickly. Here is how I understood what I read:

Engineering Bi-Weaves with reinforced/hi-cap, which is what I usually do, is apparently "wrong", because with a large health pool and possibly too many boosters you defeat the quick recharging because you drain the capacitor.

Now this is not wrong, when I turn off my shields and then let them rebuild I do drain the capacitor, and charging the shields with a larger health pool from the empty capacitor does of course take longer than charging a small health pool from just the full capacitor.

Now my experience, at least with the ships I fly, is that, even with the issue of the draining cap, the recharging is still significantly quicker than that of normal shields with a comparable health pool and resulting shields after resistances, with the added benefit of lower power consumption. I never really thought about it until I fell into this rabbit hole last night, for me using Bi-Weaves but still building a strong health pool was a no-brainer. We're talking up to halving the recharge time with Bi-Weaves, which I find rather significant. And the higher health pool makes ramming viable with Bi-Weaves too.

Is this working well for me because of the ships I fly? Is my way of doing it disastrous in other ships? For some numbers, we're talking about shields around 1000 to 1500 MJ before resistances and PIPs on ships like the Krait II, the Viper IV, and of course the Mandalay and the Cobra V. These are the ships I do PvE combat in.

I do my pew pew, including reckless ramming, rarely ever lose my shields completely, but have them restored from 25 or 50 percent rather quickly between skirmishes. I had a Frag Mamba I am not using anymore that had normal A-Rated shields with, again, similar raw strength, and that one always took an eternity to recharge.

Am I missing something vital? Or is this just people on YT and Reddit spreading dogmas and doing "this is how you do it, period!" nonsense?

Even though it works well for me (and yes, I know, everything goes in PvE), I feel like I am missing something.

Prismatics allows you to pack more up-front MJs in a given optional slot, at the cost of sacrificing your passive regen. This makes it ideal for trading and mining ships, who will be frequenting stations to recharge if necessary, and potentially assassination ships where your goal is not sustained durations of combat, only short bursts.

Shielding hitpoints can be inflated by stacking shield boosters, SCBs, GSRPs, and engineering. Passive regen can only be improved by use of Bi-weaves and fast charge/lo draw on the engineering special.

Whether to use fast charge or lo draw depends entirely on your distributor size relative to the shield generator (and this will all be presuming you are using charge enhanced + super conduits, as the practical reasons to using anything else on PD are specific & niche in nature). You can try doing the math on recharge rate + distro draw per point of shielding yourself, but the breakdown is that if the shield generator size is greater than your PD, you will require more than 2 pips in SYS to maintain passive regen, whereas same size or lower than your PD, 2 or less pips will sustain your regen.

Lo-draw is worth considering even in the case of PD size being greater, as lowering your SYS distro 'pressure' will open up more pips to put in ENG & WEP as you see fit more of the time - and it also reduces your power draw, on one of the most power-hungry parts of a given combat ship.

The rebuild time is often something I see players over-prioritize and misunderstand; it's not a bad thing for that number to go up, because it means you have more shielding. And with the help of GSRPs, every ship in the game can be turned into a viable shield tank where you can absolutely count on your shields never dropping. If your shields do drop, it's a good case to pause from combat and escape to supercruise to let them rebuild for a bit, if not simply visit a station and come back.

Hi-cap increases the distro draw per point of shielding. That's why it conflicts with the whole point of using biweaves + fast charge/lo-draw in the first place. It matches up with the use cases for Prismatics.

~~

There are essentially 2 ways to set up engineering on shielding + boosters: the "thermal resist shield gen" way, with 50/50 split of HD + resist aug shield boosters, which emphasizes more your effective MJs against thermal/kinetic (explosive damage is not a real threat especially in PvE) and has higher overall resists than the other option, which is the "reinforced shield gen" way with 1 thermal resist shield booster + 1-2 resist aug shield boosters and the rest HD.

The end goal of each method is the same - highest effective up-front MJ amounts, which is very comparable between the two; the difference is the reinforced setup nets you higher raw/absolute, making you more secure against frequent ramming or being hit by PAs, but leaves you with lower overall resists, making your regenerated MJs less valuable.

If you are competent pilot and don't over-use ramming without 4 pips in SYS, I recommend the thermal gen setup, which is also nice and simple to plan for with the 50/50 rule of thumb instead of fiddling on EDSY every time to see what makes sense with how many resist boosters to use.

~~

There could be a couple reasons you are seeing your shielding restore quickly between skirmishes: low shielding amounts (less shielding there for your passive regen to restore => less time taken to restore, i.e., NOT really a good thing), or you are frequenting time in supercruise or at stations (which both greatly increase shield passive regen).

Shield regen rates relative to size class, after a certain point, go up - with normal shields, only size 6 and up start seeing higher regen rate (above 1/s), whereas with Bi-weaves it improves from size 5 on up (above 1.8/s), and prismatics it is size 7 on up (above 1/s).

The other factor remaining here (aside from the amount of your shielding, of course) is simply your PD size and how well it can sustain the SYS draw of your shield's passive regen.

~~

A lot of people on YT, reddit, and discord get this stuff wrong. Shielding is very complicated and it is difficult to pin down, and it is not at all helped out by the great amount of misinformation out there (most infamously is D2EA and his "Cucumber" build based on erroneous conclusions he drew from his own shielding tool, which is very challenging to configure in a way that it displays results that are correct to actual practice in game and has caused a large amount of the confusion around optimal shielding).

It doesn't help either that several Elite community discords are often inhabited by elitists and bad-mannered people who do not communicate by the Golden Rule, and who do not provide fact-based evidence or rationale to help other players reach informed conclusions & choices about what options are present in the game with full opportunity costs in mind. (Or that there's a certain subset of players who get decidedly touchy about advice on mechanical game knowledge, further complicating the whole overall conversation.)

But, there are also a number of good discords to be in, it's not all bad.
 
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Thanks for the input. I'm fine calculating and comparing the strength and resistances. The maths I am primarily interested in is the calculation of the recharge rate and time in combination with the distributor and the PIPs. How the capacitor being full vs. empty influences the resulting recharge rate and all that.

Recharge rate is only determined by your shield generator type (and size, according to aforementioned caveats) and whether fast charge is present, and is not affected by any other factors in the game. It is not lowered by using Reinforced, Hi Cap, or Prismatic - a common misconception owing to the broken regen & distro draw penalties, which are separate entities.

Recharge time is simply determined by your shielding amount, your regen rate, and whether you are sustaining distro draw the entire time.

I know of no direct impact to having SYS full vs near-empty as relates to your recharge rate. I think it may have implications for heat caused by SYS point usage, but I'm not fully confident where I picked up that tidbit, probably while researching the equally complex heat mechanics of the game.

The thing is simply whether you are able to sustain the distro drain rate of your shield's passive regen with your current pips in SYS, each point being 1/4th of your 'full' distro recharge rate (so most commonly 2 pips is the big breakpoint considered to preserve 4 pips to WEP/ENG), which is ultimately really just a factor of your PD's size relative to your shield generator's size; sustaining distro drain rate is, in turn, where Lo Draw often comes in and becomes the significant other option to consider for improving recharge capability.

Compared to figuring out strength & resistances, it's really relatively straightforward.
 
Yeah it might. I am not scared by OC PPs in general, but I try to avoid them.

Speaking of aspects of a ship only having a couple ways to be improved - OC powerplant blueprint has to be one of the biggest 'noob traps' in the game. Heat is such an important factor for so many activities in Elite, and at worst is a QOL issue, and the only way to directly improve the heat efficiency of the ship (with some caveats for weapon/SCB engineering, of course) is the powerplant rating & the engineering blueprint + special - which the OC blueprint, of course, destroys in favor of more spare power.

I have, in every single case I have ever considered, always found a better way to get the spare power required for a build - unless that build is deliberately doing something like throwing GSRPs in every possible optional slot or throwing everything to the wind for the sake of max-range utility scanners, that sort of silly thing.

So yeah, I try to preach avoidance of the OC PP blueprint whenever possible. It causes so many more problems and headaches for unknowing players than it ever solves.
 
Recharge rate is only determined by your shield generator type (and size, according to aforementioned caveats) and whether fast charge is present, and is not affected by any other factors in the game. It is not lowered by using Reinforced, Hi Cap, or Prismatic - a common misconception owing to the broken regen & distro draw penalties, which are separate entities.

Recharge time is simply determined by your shielding amount, your regen rate, and whether you are sustaining distro draw the entire time.

I know of no direct impact to having SYS full vs near-empty as relates to your recharge rate. I think it may have implications for heat caused by SYS point usage, but I'm not fully confident where I picked up that tidbit, probably while researching the equally complex heat mechanics of the game.

The thing is simply whether you are able to sustain the distro drain rate of your shield's passive regen with your current pips in SYS, each point being 1/4th of your 'full' distro recharge rate (so most commonly 2 pips is the big breakpoint considered to preserve 4 pips to WEP/ENG), which is ultimately really just a factor of your PD's size relative to your shield generator's size; sustaining distro drain rate is, in turn, where Lo Draw often comes in and becomes the significant other option to consider for improving recharge capability.

Compared to figuring out strength & resistances, it's really relatively straightforward.
Recharge rate becomes more complicated with large bi-weaves beyond just recharge range when the health pool to be restored is larger than a full cap load. Look at it in EDSY, take a large (in terms of MJ) bi-weave and see it change with PIPs. It's not as simple as taking the draw from the shields and substracting the recharge rate of the distro, and then subtracting that from the capacity, I've done that, and it doesn't work out with the resulting rebuild times. I've done my homework before posting the OP.

It's that edge scenario I am interested in, maths wise. I guess I will have a look at the github and see what EDSY does calculate.

And yeah, the amount of erronous or misinterpreted information out there is difficult to comb through.
 
The rebuild time is often something I see players over-prioritize and misunderstand; it's not a bad thing for that number to go up, because it means you have more shielding.
That's not my issue. Of course recharge time goes up when you enlarge the health pool. My primary issue with the internet opinions is that, even when you drain the cap and your recharge time actually increases for the same amount of shield capacity, bi-weaves with the same capacity as normal shields are still much faster to recharge and don't lose that advantage completely. Yet the internet says "that's wrong, you're stupid, large bi-weaves are bad, mkay". I already found out during this discussion that for my applications, Prismatics would have the advantage of being able to downsize the module and reduce the boosters for the same shield capacity, at the price of vastly increased recharged. And vastly increased recharge for me means either reduced staying power or increased delays between engagements in a HazRes, for example. A large Bi-Weave works very well in that application.

I'll try it out the Prismatics, but I am unsure I'll be totally happy with that. In fact, I've engineered my very first Prismatic shield generator last night and am now test flying it.

One misconception about biweaves people have is that 50-100% recharge time matters.

It does not. Only thing with biweaves that matters is recharge rate. The more MJ/s you have, the better. Whether it takes 60s or 120s to get from 50-100% is irrelevant.

Now, broken shield regen matters, but only if you specifically design the ship to have its shield go down and come up again during a fight. Generally, in PvE sizing the shield so that it never has a chance to go down in the first place (ie big enough base health pool) is a better approach, since with the shield down you need to keep the power distro SYS cap topped off constantly, which increases pilot's workload significantly. My biweave builds usually have 1 Heavy Duty booster plus 2 or 3 resistance boosters along with Guardian shield reinforcements if I have the space and power budget. Lately I have become to prefer Low Draw experimental on my shields (both BW and Prismatics) since the new ships (PII, Manda) are somewhat power plant and distro limited compared to Kraits. Low Draw works wonders easing the load on SYS cap and allows max shield recharge rates at 3 or even 2 pips, allowing more power to weapons and engines.
Bringing the shields back from offline is mostly what I am talking about, but for the aforementioned engagement interval in, for example a haz res, the 50-100 rate still matters, and can take the fun out of it if it takes like 8 minutes to recharge a 1200 MJ shield from 50 to 100, versus charging the same shield capacity in two and a half minutes.
 
Prismatics would have the advantage of being able to downsize the module and reduce the boosters for the same shield capacity, at the price of vastly increased recharged. And vastly increased recharge for me means either reduced staying power or increased delays between engagements in a HazRes, for example. A large Bi-Weave works very well in that application.
Things with Prismatics is, if they're big enough you tend to run out of ammo before running out of shields. Especially if using SCB-s to top the shield up. This is the case with my Paci Python II—I have 30...50% shield left when my guns run dry. On the other hand, large BW-s work very well with ships built for staying power.
Bringing the shields back from offline is mostly what I am talking about, but for the aforementioned engagement interval in, for example a haz res, the 50-100 rate still matters, and can take the fun out of it if it takes like 8 minutes to recharge a 1200 MJ shield from 50 to 100, versus charging the same shield capacity in two and a half minutes.
When the shield capacity is equal, absolutely, faster 50-100% is better because it means more MJ/s. But if you have constant MJ/s, then faster 50-100% just means lower health pool to begin with, which means that your ship will be able to take less fire before the shield drops. Bottom line: with BW-s it all boils down to MJ/s, and secondarily how well you can keep your SYS cap charged (hence low draw experimental has advantage over fast charge if your power distro is limited).
 
Things with Prismatics is, if they're big enough you tend to run out of ammo before running out of shields.
Ammoless builds and plasma slugs would both like to have a talk with you ;).

Especially if using SCB-s to top the shield up. This is the case with my Paci Python II—I have 30...50% shield left when my guns run dry.
I never bring SCBs, I just don't have the space for them. As mentioned above, I've gone off dedicated combat builds and do my massacres and bounty hunting in my PP multirole builds. Ain't no space for stinkin' SCBs in those :D.

On the other hand, large BW-s work very well with ships built for staying power.
Thank you. This is exactly what I want to hear :D.

When the shield capacity is equal, absolutely, faster 50-100% is better because it means more MJ/s. But if you have constant MJ/s, then faster 50-100% just means lower health pool to begin with, which means that your ship will be able to take less fire before the shield drops. Bottom line: with BW-s it all boils down to MJ/s, and secondarily how well you can keep your SYS cap charged (hence low draw experimental has advantage over fast charge if your power distro is limited).
As I am flying large Bi-Weaves for a while now, I've developed the habit and muscle memory to put four PIPs into SYS after each engagement while looking for a new target. Works pretty well for me.
 
Ammoless builds
Obviously BW-s are better for these🙃 Horses for courses and all that.
and plasma slugs would both like to have a talk with you ;).
With plasma slugs, now your fuel is ammo and you're limited by this. I have used full plasma slug PA setup on both PII and Krait Phantom, both tend to run out of fuel surprisingly fast, even the Phantom with just 4 guns and a whopping 32 tons of fuel🤪
As I am flying large Bi-Weaves for a while now, I've developed the habit and muscle memory to put four PIPs into SYS after each engagement while looking for a new target. Works pretty well for me.
Same here; always 4 pips to SYS between engagements. I mostly use large BW-s and only my PII is a prismatic combat ship I regularly use.
 
With plasma slugs, now your fuel is ammo and you're limited by this. I have used full plasma slug PA setup on both PII and Krait Phantom, both tend to run out of fuel surprisingly fast, even the Phantom with just 4 guns and a whopping 32 tons of fuel🤪
I've used a plasma slug PA/Rail Krait with an extra... size 4? tank for a while. Frankly, I ran out of staying power before my ship did :D.
 
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