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Punisher1528
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Posted - 2010.10.31 02:36:00 -
[1]
Can anyone help me with those? :/
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Aerilis
Gallente Percussive Diplomacy
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Posted - 2010.10.31 03:01:00 -
[2]
I don't like Dramiels, but I love Daredevils. This is my fit:
Originally by: dd [Daredevil, New Setup 1] Damage Control II Coreli C-Type Small Armor Repairer Coreli C-Type Adaptive Nano Plating Magnetic Field Stabilizer II
Coreli C-Type 1MN Afterburner Fleeting Warp Disruptor I Federation Navy Stasis Webifier
Light Ion Blaster II, Antimatter Charge S Light Ion Blaster II, Antimatter Charge S Small Diminishing Power System Drain I
Small Anti-Explosive Pump I Small Hybrid Collision Accelerator I Small Semiconductor Memory Cell I
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Umega
Solis Mensa
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Posted - 2010.10.31 03:07:00 -
[3]
I prefer rails on my DD. Skill intensive to fit, rigs to taste..
[Daredevil, PvP] Magnetic Field Stabilizer II 200mm Reinforced Rolled Tungsten Plates I Coreli C-Type Small Armor Repairer Energized Adaptive Nano Membrane II
Coreli C-Type 1MN Afterburner Dread Guristas Stasis Webifier Faint Warp Disruptor I
125mm Railgun II, Caldari Navy Antimatter Charge S 125mm Railgun II, Caldari Navy Antimatter Charge S [empty high slot]
Small Auxiliary Nano Pump I Small Semiconductor Memory Cell I Small Semiconductor Memory Cell I
---------------------------------------- -Treat the EVE Market like you're a pimp and it is your 'employee'.. freely fondle it as you wish and make it pay you for it- |

Punisher1528
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Posted - 2010.10.31 03:14:00 -
[4]
Thankyou both,For helping this noob out. :D
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Reneg Destir
Caldari Blue Republic
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Posted - 2010.10.31 11:24:00 -
[5]
Edited by: Reneg Destir on 31/10/2010 11:27:54 meh reppers
[Daredevil, Standard Reneg] Damage Control II Tracking Enhancer II Federation Navy Magnetic Field Stabilizer Federation Navy Magnetic Field Stabilizer
Gistii A-Type 1MN Afterburner Federation Navy Stasis Webifier Domination Warp Scrambler
Light Neutron Blaster II, Null S Light Neutron Blaster II, Null S [empty high slot]
Small Hybrid Ambit Extension I Small Hybrid Burst Aerator I Small Anti-Thermal Screen Reinforcer I
and
[Dramiel, My Fit] Internal Force Field Array I Gyrostabilizer II Gyrostabilizer II
Gistii B-Type 1MN Afterburner Fleeting Propulsion Inhibitor I Faint Epsilon Warp Scrambler I Medium F-S9 Regolith Shield Induction
200mm AutoCannon II, Republic Fleet Phased Plasma S 200mm AutoCannon II, Republic Fleet Phased Plasma S [empty high slot]
Small Projectile Burst Aerator I Small Projectile Ambit Extension I Small Core Defence Field Extender I
Hobgoblin II x3
------------------------------ The Duty of brave pod pilots during times of great danger is to suffer , endure great loss and if need be to die, but above all seek out the enemy and fight him. |

Intigo
Amarr Genos Occidere HYDRA RELOADED
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Posted - 2010.10.31 14:30:00 -
[6]
Originally by: Umega I prefer rails on my DD. Skill intensive to fit, rigs to taste..
[Daredevil, PvP] Magnetic Field Stabilizer II 200mm Reinforced Rolled Tungsten Plates I Coreli C-Type Small Armor Repairer Energized Adaptive Nano Membrane II
Coreli C-Type 1MN Afterburner Dread Guristas Stasis Webifier Faint Warp Disruptor I
125mm Railgun II, Caldari Navy Antimatter Charge S 125mm Railgun II, Caldari Navy Antimatter Charge S [empty high slot]
Small Auxiliary Nano Pump I Small Semiconductor Memory Cell I Small Semiconductor Memory Cell I
what skill is that?
terrible at EFT'ing V?
stop using EANMs over DCUs you bloody tool
also, your rigs are trash ___________________
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Idicious Lightbane
Percussive Diplomacy
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Posted - 2010.10.31 15:16:00 -
[7]
I believe this is the fit I used when I had one, works like a charm.
[Daredevil, New Setup 1] Damage Control II Centii C-Type Small Armor Repairer Centii C-Type Adaptive Nano Plating Magnetic Field Stabilizer II
Coreli A-Type 1MN Afterburner Federation Navy Stasis Webifier Warp Scrambler II
Light Ion Blaster II, Caldari Navy Antimatter Charge S Light Ion Blaster II, Caldari Navy Antimatter Charge S Corpii C-Type Small Nosferatu
Small Anti-Explosive Pump I Small Auxiliary Nano Pump I Small Hybrid Burst Aerator I
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Umega
Solis Mensa
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Posted - 2010.10.31 18:20:00 -
[8]
Originally by: Intigo what skill is that?
terrible at EFT'ing V?
stop using EANMs over DCUs you bloody tool
also, your rigs are trash
Awwww poor Intigo. Must not have much on the forums to play the 'angry balding fatman' card on if you're going to flame someone using an EANM on an ARMOR tanker instead of briefcase. I feel sorry for you if thats all you have to assault, I know how bad you need to throw insults at people to feel a smile cross your lips. Before you continue your tangant.. keep in mind this ship fights at **** poor realm of falloff where dps of opposing ships turns to dirt. So having a better SAR rate and armor resists is beneficial to how much dmg this ship can absorb and maintain. But you knew that, right? I know EFT doesn't tell people that strategy and that it works ingame when done right, so I'm sorry if you weren't aware.
---------------------------------------- -Treat the EVE Market like you're a pimp and it is your 'employee'.. freely fondle it as you wish and make it pay you for it- |

Intigo
Amarr Genos Occidere HYDRA RELOADED
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Posted - 2010.10.31 20:16:00 -
[9]
...
 ___________________
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Aerilis
Gallente Percussive Diplomacy
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Posted - 2010.10.31 20:59:00 -
[10]
Originally by: Umega
Originally by: Intigo what skill is that?
terrible at EFT'ing V?
stop using EANMs over DCUs you bloody tool
also, your rigs are trash
Awwww poor Intigo. Must not have much on the forums to play the 'angry balding fatman' card on if you're going to flame someone using an EANM on an ARMOR tanker instead of briefcase. I feel sorry for you if thats all you have to assault, I know how bad you need to throw insults at people to feel a smile cross your lips. Before you continue your tangant.. keep in mind this ship fights at **** poor realm of falloff where dps of opposing ships turns to dirt. So having a better SAR rate and armor resists is beneficial to how much dmg this ship can absorb and maintain. But you knew that, right? I know EFT doesn't tell people that strategy and that it works ingame when done right, so I'm sorry if you weren't aware.
I ran the numbers, you would have to rep for 208.6 seconds before your fit pulls ahead of a DCII fit. But of course, you would run out of cap way before then.
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Umega
Solis Mensa
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Posted - 2010.10.31 22:10:00 -
[11]
Originally by: Aerilis
Originally by: Umega
Originally by: Intigo what skill is that?
terrible at EFT'ing V?
stop using EANMs over DCUs you bloody tool
also, your rigs are trash
Awwww poor Intigo. Must not have much on the forums to play the 'angry balding fatman' card on if you're going to flame someone using an EANM on an ARMOR tanker instead of briefcase. I feel sorry for you if thats all you have to assault, I know how bad you need to throw insults at people to feel a smile cross your lips. Before you continue your tangant.. keep in mind this ship fights at **** poor realm of falloff where dps of opposing ships turns to dirt. So having a better SAR rate and armor resists is beneficial to how much dmg this ship can absorb and maintain. But you knew that, right? I know EFT doesn't tell people that strategy and that it works ingame when done right, so I'm sorry if you weren't aware.
I ran the numbers, you would have to rep for 208.6 seconds before your fit pulls ahead of a DCII fit. But of course, you would run out of cap way before then.
Mmmkay. Show us the calculations, please? Curious what dmg type(s) you selected and if you used EFT ehp or actual ingame ehp.
You know.. cause anyone can fabricate a scenario on paper. What happens when it translates over to actual game play can be an entirely different story. Harder it is to whittle down a ship that dictates range, is below the 40 sig line, flying around at the bad edge or even outside of falloff. DPS drops significantly.. to a point that higher resist numbers, which an EANM achieves over a briefcase in armor on a SAR ship becomes even more profound. Do your numbers account for each point registered on an SAR use with higher resists become more valueable than without those extra resists, hmmm?
My apologizes tho.. I forget that fabricated situations on paper and eft is a true value that accounts for all variables and is the determining factor in what wins fights in the actual game.
---------------------------------------- -Treat the EVE Market like you're a pimp and it is your 'employee'.. freely fondle it as you wish and make it pay you for it- |

Aerilis
Gallente Percussive Diplomacy
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Posted - 2010.10.31 22:57:00 -
[12]
Originally by: Umega My apologizes tho.. I forget that fabricated situations on paper and eft is a true value that accounts for all variables and is the determining factor in what wins fights in the actual game.
Actually it is. The entire game is based on calculations. So let me try to break it down for you. I created 2 EFT fits. One with an EANM, one with a DCII. Here are the tank stats for both, all skills at level V and no overheating:
DCII: 5523 EHP 15 DPS sustained tank 39 DPS reinfoced tank
EANM: 4480 EHP 17 DPS sustained tank 44 DPS reinforced tank
Difference: 1043 EHP 2 DPS sustained tank 5 DPS reinforced tank
What this means is that you have to make the tanked DPS exceed the difference in EHP. Assuming infinite capacitor, this happens after 1043/5 or 208.6 seconds. Of course, you don't have infinite cap. Assuming excellent cap management and pro flying/kiting skills, it'll take you at least 1043/2 or 521.5 seconds of being engaged before an EANM becomes more beneficial than a DCII.
The fact that you bring up issues such as damage types, range dictation, sig radius, etc, proves just how much you fail to grasp the concepts here--these factors help a skilled pilot reduce incoming DPS, but that does not affect the above numbers in any way, shape, or form.
You still have to repair 1043 more EHP with your EANM before it becomes better than a DCII. No other factors can change this.
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Umega
Solis Mensa
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Posted - 2010.10.31 23:41:00 -
[13]
You're still missing the point. Your theory crafting is that you are going to end up fighting in structure. If you don't fall into structure.. where is that DCU ehp now, exactly.. hmmm?
When it takes longer to get through armor.. the values added to structure via the DCU are irrelevent. Which in turn makes the EANM more beneficial. Also what eft doesn't say is people tend to panic, make mistakes, or flee at the first notion of structure. If a fit provides a significant advantage in armor to negate this from arising, it is yet another feather in the cap. Also can cause panic and mistakes to an opposing pilot that notices the armor is a bit more of a brick than originally might have thought, and actually is compared to eanm vs dcu. Higher resists to a repair mod equates to more than just a different ehp buffer.
Again.. eft and ehp does NOT tell the whole story of what actually happens in game.
---------------------------------------- -Treat the EVE Market like you're a pimp and it is your 'employee'.. freely fondle it as you wish and make it pay you for it- |

Captain Nares
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Posted - 2010.11.01 00:06:00 -
[14]
My advice: don't fly daredevil. It is good but not for you yet.
Dual-prop Dramiel is awesome ship for idio... I mean - newbies, who have just finished their rifter crash course and have some spare isk.
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Aerilis
Gallente Percussive Diplomacy
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Posted - 2010.11.01 01:11:00 -
[15]
Originally by: Umega Edited by: Umega on 31/10/2010 23:59:14 You're still missing the point. Your theory crafting is that you are going to end up fighting in structure. If you don't fall into structure.. where is that DCU ehp now, exactly.. hmmm?
When it takes longer to get through armor.. the values added to structure via the DCU are irrelevent. Which in turn makes the EANM more beneficial. Also what eft doesn't say is people tend to panic, make mistakes, or flee at the first notion of structure. If a fit provides a significant advantage in armor to negate this from arising, it is yet another feather in the cap. Also can cause panic and mistakes to an opposing pilot that notices the armor is a bit more of a brick than originally might have thought, and actually is compared to eanm vs dcu. Higher resists to a repair mod equates to more than just a different ehp buffer.
Again.. eft and ehp does NOT tell the whole story of what actually happens in game.
EDIT: Before the inevitable reply.. remember this is a rail fit, not a blaster fit. Blaster fit I see the briefcase. Knowing I'll be taking a significant amount more dps from opposing pilot and structure is more of a possibility.
No, YOU'RE still missing the point. If you don't go into structure, than unless the conditions I laid out in the previous post have been satisfied (fight longer than x seconds), it WON'T MATTER whether you have a DCII or an EANM. That's like saying you killed a rifter with an armor tanked hurricane but you never went into armor, so shield tanking it would've been better. No, shield tanking wouldn't have made a difference. If you panic when you're going into structure, it's not really fair to blame the stats of the ship for that is it? And I would rather have me opponent see me go into structure and get lax than to have him walled by my armor. This does bring up a point though, the only statistic that I did NOT take into consideration is pilot irrationality.
And blaster/rail fit doesn't make a difference. I'll state again. You need to repair 1043 EHP at a rate of 5 EHP every second your repairer is running before the EANM fit outperforms the DCII fit, no matter the circumstances.
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Umega
Solis Mensa
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Posted - 2010.11.01 02:05:00 -
[16]
Originally by: Aerilis
Originally by: Umega Edited by: Umega on 31/10/2010 23:59:14 You're still missing the point. Your theory crafting is that you are going to end up fighting in structure. If you don't fall into structure.. where is that DCU ehp now, exactly.. hmmm?
When it takes longer to get through armor.. the values added to structure via the DCU are irrelevent. Which in turn makes the EANM more beneficial. Also what eft doesn't say is people tend to panic, make mistakes, or flee at the first notion of structure. If a fit provides a significant advantage in armor to negate this from arising, it is yet another feather in the cap. Also can cause panic and mistakes to an opposing pilot that notices the armor is a bit more of a brick than originally might have thought, and actually is compared to eanm vs dcu. Higher resists to a repair mod equates to more than just a different ehp buffer.
Again.. eft and ehp does NOT tell the whole story of what actually happens in game.
EDIT: Before the inevitable reply.. remember this is a rail fit, not a blaster fit. Blaster fit I see the briefcase. Knowing I'll be taking a significant amount more dps from opposing pilot and structure is more of a possibility.
No, YOU'RE still missing the point. If you don't go into structure, than unless the conditions I laid out in the previous post have been satisfied (fight longer than x seconds), it WON'T MATTER whether you have a DCII or an EANM. That's like saying you killed a rifter with an armor tanked hurricane but you never went into armor, so shield tanking it would've been better. No, shield tanking wouldn't have made a difference. If you panic when you're going into structure, it's not really fair to blame the stats of the ship for that is it? And I would rather have me opponent see me go into structure and get lax than to have him walled by my armor. This does bring up a point though, the only statistic that I did NOT take into consideration is pilot irrationality.
And blaster/rail fit doesn't make a difference. I'll state again. You need to repair 1043 EHP at a rate of 5 EHP every second your repairer is running before the EANM fit outperforms the DCII fit, no matter the circumstances.
Blaster or Rail fit makes a HUGE difference. The range at which you fight is going to determine how much dmg you take. This is significant! If you are fighting in close with blasters, you are going to eat more dmg because you are in the butter end of ship's falloff or their optimal in most circumstances. HUGE difference. So the chances of hitting structure in a fight are increased by much more than some minor margin. When you are fighting outside of these ranges with rails.. the dmg you intake drops, which means you sit in the HIGHER armor ehp of a EANM fit longer, and each point coming from the SAR is worth more than it would be in opponents ideal range.
And your nuts if you rather have an opponent become relaxed when you hit structure instead of frustrated by higher armor ehp, better armor rep fit. Yeah.. it is a better armor rep fit, higher resists again.. make each point rep'd better than one with lower resists. Is it what it is. Also remember that EFT ehp is not ingame ehp.
---------------------------------------- -Treat the EVE Market like you're a pimp and it is your 'employee'.. freely fondle it as you wish and make it pay you for it- |

Istvaan Shogaatsu
Caldari Guiding Hand Social Club
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Posted - 2010.11.01 03:08:00 -
[17]
This setup is a bit expensive but the ship deserves it. EHP comes out to around 6.5k in Eve's fitting, or 7.8k in EFT. With MWD overheated, it pushes up to 5.5km/s, which is important for a blaster tub. The only downside is no webber, which is a shame with that sweet bonus, but you can certainly swap one in if you're in a gang with more tackle.
[Daredevil, Hatefang] Internal Force Field Array I Micro 'Vigor' I Core Augmentation Federation Navy Magnetic Field Stabilizer Federation Navy Magnetic Field Stabilizer
Catalyzed Cold-Gas Arcjet Thrusters I Medium F-S9 Regolith Shield Induction Faint Epsilon Warp Scrambler I
Light Neutron Blaster II, Caldari Navy Antimatter Charge S [empty slot] Light Neutron Blaster II, Caldari Navy Antimatter Charge S
Small Anti-EM Pump II Small Core Defence Field Extender II Small Core Defence Field Extender II
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Aerilis
Gallente Percussive Diplomacy
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Posted - 2010.11.01 03:09:00 -
[18]
OK lets try this again.
You need to repair 1043 EHP at a rate of 5 EHP every second your repairer is running before the EANM fit outperforms the DCII fit.
Agree or disagree.
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Fennisair
Tribal Liberation Force
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Posted - 2010.11.01 03:48:00 -
[19]
Yeah but that's s calculation of the EHP including both shield and structure (that the DC2 is helping). Of course the EHP across the "whole ship" will be better with a DC2. But if you took shield and structure out of the equation and just left the armour (or just used the armour resists in DC2 vs EANM (with skills boost)), which is actually better then? If you're just talking about the armour-rep efficiency then you'd better just talk about armour, hadn't you? ------------------------------------------------------------------------------------------------ "If men make war in slavish obedience to rules, they will fail." ~ Ulysses S. Grant |

Omara Otawan
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Posted - 2010.11.01 03:58:00 -
[20]
Edited by: Omara Otawan on 01/11/2010 04:02:46
Originally by: Fennisair
If you're just talking about the armour-rep efficiency then you'd better just talk about armour, hadn't you?
Not necessarily, since your ship doesnt explode when its armor is gone. Your structure EHP will serve as a buffer just as your armor, even if your active tank is armor.
So assuming you are tanking 5 extra dps in exchange for 500 EHP buffer (doesnt matter if its armor or structure), you will break even after 100 seconds of tanking.
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Fennisair
Tribal Liberation Force
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Posted - 2010.11.01 04:51:00 -
[21]
Edited by: Fennisair on 01/11/2010 05:03:03 Edited by: Fennisair on 01/11/2010 05:02:09
Originally by: Omara Otawan Edited by: Omara Otawan on 01/11/2010 04:02:46 So assuming you are tanking 5 extra dps in exchange for 500 EHP buffer (doesnt matter if its armor or structure), you will break even after 100 seconds of tanking.
Yes but doesn't that really mean that with a more efficient repper (while in armour), after that 100 seconds you'd still have your structure left to go (which of course would have no resists and have less tank with an EANM)? So you'd ultimately have survived longer.
Looking at EHP as the overall tank it doesn't really account for the extra survivability of the repping (in between the "buffer" of shield and structure - not taking into account a ship with large natural shield or something like that). Because with a very efficent repper you're actually taking more damage over time than your total EHP.
Did that make sense? Or am I totally getting it wrong? ------------------------------------------------------------------------------------------------ "If men make war in slavish obedience to rules, they will fail." ~ Ulysses S. Grant |

Intigo
Amarr Genos Occidere HYDRA RELOADED
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Posted - 2010.11.01 05:06:00 -
[22]
Did people realize how stupid Umega is yet? ___________________
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Dian Rasd
Blue Republic
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Posted - 2010.11.01 05:18:00 -
[23]
Edited by: Dian Rasd on 01/11/2010 05:20:42
Originally by: Fennisair
Yes but doesn't that really mean that with a more efficient repper (while in armour), after that 100 seconds you'd still have your structure left to go (which of course would have no resists and have less tank with an EANM)? So you'd ultimately have survived longer.
No. Breaking even means after those 100 seconds you will have lost exactly the same amount of EHP as the buffer fit. Which does take shield and structure into account.
Meaning you have to survive 100 seconds longer than the buffer fit to make the repping worthwhile.
Meaning its ****ing useless cause the average fight is long over before that magical point is reached.
It's very, very simple math, people.
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Umega
Solis Mensa
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Posted - 2010.11.01 05:35:00 -
[24]
One can't help but wonder how many actually play this game. Good ole EFT.. how you have warped these minds.
A rail DD in proper hands handles a signficant portion of the frig population well enough that fighting in structure is an irrelevent point. Throw in a counter arguement, idc.. there are some, and even the additional ehp in shield n structure would still be meaningless. Point still remains.. the vast majority of frigs is going to have issues with a rail DD. Sure such fights are quick..
And a fight that lasts more than a minute and a half does infact occur, say vs a larger target like a cruiser.. or small gang roam vs multi or vs trapped missioner BS in low deciding to sic his frigs on 'you'.. there are a variety of situations where a fight goes on longer than 30 second frig v frig fight.
Be its cool. Every fight lasts less than 60 seconds. Everyone reaches structure. All good arguements for use on the forums. Kudos on a job.. done.
---------------------------------------- -Treat the EVE Market like you're a pimp and it is your 'employee'.. freely fondle it as you wish and make it pay you for it- |

Aerilis
Gallente Percussive Diplomacy
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Posted - 2010.11.01 09:45:00 -
[25]
Edited by: Aerilis on 01/11/2010 09:54:28
Originally by: Umega One can't help but wonder how many actually play this game. Good ole EFT.. how you have warped these minds.
A rail DD in proper hands handles a signficant portion of the frig population well enough that fighting in structure is an irrelevent point. Throw in a counter arguement, idc.. there are some, and even the additional ehp in shield n structure would still be meaningless. Point still remains.. the vast majority of frigs is going to have issues with a rail DD. Sure such fights are quick..
And a fight that lasts more than a minute and a half does infact occur, say vs a larger target like a cruiser.. or small gang roam vs multi or vs trapped missioner BS in low deciding to sic his frigs on 'you'.. there are a variety of situations where a fight goes on longer than 30 second frig v frig fight.
Be its cool. Every fight lasts less than 60 seconds. Everyone reaches structure. All good arguements for use on the forums. Kudos on a job.. done.
But your fight needs to last nearly 10 minutes before your fitting becomes better than a DCII. I've laid out the math multiple times, if you still are unable to see how it works than I think you'll find you have a lot in common with these guys.
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TaluxA
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Posted - 2010.11.01 11:29:00 -
[26]
Extra buffer is extra buffer, it doesn't matter if it's in structure or not. On a daredevil you get 1500 extra hit points for a module that has no sig radius or speed penalties and uses almost no powergrid. For a frigate that's huge.
This is ignoring the fact that most small repper fits will end up repping out of structure. Not much point in an eanm if you're going to die almost instantly after you run out of armor. Also you might've noticed that you only have enough cap for 40 seconds of repping.
Having a DCU is especially important for gallente frigates where structure makes up the majority of its hp.
Actually here's a rule since you don't know how to fit a ship - always double click the DCU in EFT before you do anything else.
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Gypsio III
Dirty Filthy Perverts
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Posted - 2010.11.01 14:05:00 -
[27]
Quote: Umega Solis Mensa
ironic lol
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Indeterminacy
THORN Syndicate Controlled Chaos
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Posted - 2010.11.01 17:52:00 -
[28]
Edited by: Indeterminacy on 01/11/2010 17:54:43 So nobody has a dram fit? odd.....
Anyway here's what I use in 0.0. Low sec version has different rigs. But no other differences. I carry phased plasma and fusion to change damage types as required by the target and most often fly with friends. Either use this as tackle or part of a frig gang.
[Dramiel, vanilla] Nanofiber Internal Structure II Damage Control II Micro Auxiliary Power Core I Catalyzed Cold-Gas I Arcjet Thrusters Cold-Gas I Arcjet Thrusters Warp Scrambler II Medium Shield Extender II 200mm AutoCannon II, Republic Fleet EMP S 200mm AutoCannon II, Republic Fleet EMP S Salvager I Small Anti-EM Screen Reinforcer I Small Core Defence Field Extender I Small Projectile Collision Accelerator I Warrior II x3 Light Armor Maintenance Bot I x1
Edit: salvager is offline for overheating purposes.
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Dav Varan
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Posted - 2010.11.01 18:18:00 -
[29]
Originally by: Aerilis
Originally by: Umega My apologizes tho.. I forget that fabricated situations on paper and eft is a true value that accounts for all variables and is the determining factor in what wins fights in the actual game.
Actually it is. The entire game is based on calculations. So let me try to break it down for you. I created 2 EFT fits. One with an EANM, one with a DCII. Here are the tank stats for both, all skills at level V and no overheating:
DCII: 5523 EHP 15 DPS sustained tank 39 DPS reinfoced tank
EANM: 4480 EHP 17 DPS sustained tank 44 DPS reinforced tank
Difference: 1043 EHP 2 DPS sustained tank 5 DPS reinforced tank
What this means is that you have to make the tanked DPS exceed the difference in EHP. Assuming infinite capacitor, this happens after 1043/5 or 208.6 seconds. Of course, you don't have infinite cap. Assuming excellent cap management and pro flying/kiting skills, it'll take you at least 1043/2 or 521.5 seconds of being engaged before an EANM becomes more beneficial than a DCII.
The fact that you bring up issues such as damage types, range dictation, sig radius, etc, proves just how much you fail to grasp the concepts here--these factors help a skilled pilot reduce incoming DPS, but that does not affect the above numbers in any way, shape, or form.
You still have to repair 1043 more EHP with your EANM before it becomes better than a DCII. No other factors can change this.
On a rail devil you use the devils huge webbing bonus to dictate range. Lets say you orbit or keep at range 10km. You effectivelly nerf the dps from a short range boat while doing max damage yourself due to nice range of rails.
Now you have a choice in fittings. EANM or DCU.
DCU has benifit of more buffer. EANM has benifit of higher resists.
Having higher resists means you have to rep less often. Devil is a cap hungry boat esp if you fit with a dissy.
Saving cap by fitting a EANM over a DCU means you can stay and fight longer.
So in short EANM is better against solo targets. DCU is better if you expect to get ganked by multiples and expect to lose anyway.
Winners fit EANM losers fit DCU.
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Intigo
Amarr Genos Occidere HYDRA RELOADED
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Posted - 2010.11.01 20:29:00 -
[30]
Edited by: Intigo on 01/11/2010 20:30:47 Hahaha.
Oh my, this thread is a goldmine.
Just to make it more interesting and to prove what a horrible fit is - would you be willing to 1on1 my Daredevil in the fit you posted, Umega? ___________________
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