stoicfaux
240
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Posted - 2011.09.20 15:36:00 -
[31] - Quote
AureoLion wrote:Post eaten, AGAIN. Sigh. That thread hates me. Anyway: I know perfectely well that a vargur's dps transitions far better in real world dps, but keep in mind that the better transition will hardly overshadow golem's better overall dps, on battleships. A golem firing at 10s rate, instead of his normal 7.x, would've the same dps as a vargur. And that covers more or less any mishappen.
Not really. Checking the logs, Damsel had 13 Mercenary Overlords (aka Sentinels.) My Vargur killed them in 65 shots. 65/13 = 5 volleys per kill. At three seconds per volley that's 15 seconds per battleship. (If I had all skills at V and 5% implants, it would have been 5 * 2.8s = 14.0 seconds per kill on average.)
With skills at V and 5% implants, a Golem can kill a Mercenary Overlord in two volleys, or 14.0 seconds.
I'm continually finding that my Vargur's effective DPS and/or mission completion time is simply better than a Golem's. Again the Golem has TP cycles, large volleys causing overkill, volley counting, ammo swapping, limited range, and the missile launcher/TP cycles are more susceptible to lag, all of which detract from its DPS. Whereas the Vargur's guns can hold 120 volleys, loses less DPS to overkill due to smaller, faster volleys, has longer range, etc..
Quote:RF ammo is ~4mil per hour spent, while Rage ammo is less than 1mil. that's more or less 5% of your profit. May be worth it to use, but still will make a dent in your income, and you have to account for that.
According to my old spreadsheets, Golem ammo costs (CN and Javelin) were running around 1.5% at a 2,000 isk/lp conversion rate plus bounties plus current salvage prices, and current mineral value of loot.
In your case, there's also the time you lose loading and unloading Rage ammo. CN ammo kills as effectively as Rage ammo, works well on cruisers and BCs, and requires less TPs than Rage. Using less TPs means you suffer less delays while waiting for TP cycles (e.g. Rage requires 3 TPs to be competitive, whereas with CN ammo you can slap 2 TPs on BS 1 and the other two TPs on BS 2 and avoid the wait.)
Plus there's Javelin ammo to worry about, which does 30% less damage than CN ammo, requires reloading and is limited to 60km range.
Quote:@Heun: No. Torps take 8 defenders to go down, and do full damage until one is damaged. Cruise take 1 defender to go down. If grouped, the damage of the group lowers by the appropriate part. (1/7 if there's 7 launchers grouped, etc)
Four defenders to kill a Torp. Weapon grouping dev blog (http://www.eveonline.com/devblog.asp?a=blog&bid=596) see table at the end. Partial damage to a torpedo hitting a torp does not reduce damage. Meaning, a single defender hitting a torpedo does not reduce the torpedo to 75% damage. However, there are some NPCs that get a missile damage multiplier which can allow an NPC defender to kill a torpedo. (It's murder on grouped cruise missiles.)
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