Best fused clapton set up ??

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Asbestos4004

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It doesn't really matter what wire you use. If you can build and you learn how power/airflow/coil placement/wicking/equipment/etc... learn how these affect your vape and you'll be on the right track. There is no magic wire....especially since you're using a regulated mod
 
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Jeezus187

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It doesn't really matter what wire you use. If you can build and you learn how power/airflow/coil placement/wicking/equipment/etc... learn how these affect your vape and you'll be on the right track. There is no magic wire....especially since you're using a regulated mod
Hmmm ok so it's kind of like a learn as you go type of thing do you know why it's better to build super low on mech mods but not on reg mods??
 

Jeezus187

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Alright so I'm new to building so far I've done a 24 g dual parralell 7 wrap and noticed it was just to big a coil and wouldn't even heat up the whole coil efficiently on a reg mod finally ended up with a 22g dual parralell I tried a triple coil again 22g dual parralell 5 wrap and it was just way too hot damn near burned my mouth ...using the drop rda on a reg mod ..the mod is a paranormal 166 but I also have the alien 220 with some vtc5a .....and yea just been on a cloud chasing Bing lately..... thinking of doing a fused clapton triple coil but I'm trying to figure out which wire I most efficient with what I got.....sorry for the long ... reply
 

Asbestos4004

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Dude, just try 2 24ga spaced coils in the Drop. Maybe 5 wraps ea on a 2.5 or 3mm mandrel. You're building silly builds in an attempt to create alot of vapor. It's working against you. The more metal you use, the slower the ramp up time. I can tell you first hand, that build will vape like a champ in a drop rda. Want more vapor? Add more juice and turn the power up a little....
 

Baditude

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do you know why it's better to build super low on mech mods but not on reg mods??
That's misinformation. I wouldn't say its better using a mech. A mech just allows you to use any build on it regardless of the consequences.

Before high wattage regulated mods became commonplace, the only way to sub-ohm was to build subohm coils on a mech. The lower you built, the more clouds you could create. The early regulated mods just didn't have the wattage power for subohm. However, batteries have their amp limits and using super low coil builds on a mech could be considered dangerously abusing your batteries to the point of catastrophic failure.

The lower the amp draw of a coil, the more amps (converted into watts needed) are required from the battery:

1.0 ohm = 4.2 amp draw
0.9 ohm = 4.6 amp draw
0.8 ohm = 5.2 amp draw
0.7 ohms = 6 amp draw
0.6 ohms = 7 amp draw
0.5 ohms = 8.4 amp draw
0.4 ohms = 10.5 amp draw
0.3 ohms = 14.0 amp draw
0.2 ohms = 21.0 amp draw
0.15 ohms = 28 amp draw
0.1 ohms = 42.0 amp draw
0.0 ohms = dead short = battery goes into thermal runaway​

Today, we're fortunate to have very high wattage regulated mods and somewhat more powerful batteries. If the regulating chipset can handle super sub ohm builds, the protection circuitry of the regulated mods should help keep you out of harm's way. The protection circuity will warn you "ohms too low" for the processor and disable the mod.

You won't have that protection circuitry with a mech mod. It will allow you to attempt any dangerous build you throw at it and you'll suffer the consequences.

The facts are, in this day and age we don't need super low ohm coils to create huge clouds of vapor. You can use higher ohm coils at a high wattage on a regulated mod and get more vapor than you could with super low ohm coils on a mech.
 
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