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Chessur
Life of lively full life thx to shield battery
53
|
Posted - 2013.04.17 23:58:00 -
[331] - Quote
Well here is my feed back coupled with some math so i hope you enjoy:
Old phoon, no implants, no heat, no rigs, Lv5 skills, T2 launchers, CN cruise.
DPS: 384
Now lets look at damage application. All ships shown have level 5 skills, are unfit except for an MWD. No other effects
Merlin: 22 DPS Thrasher: 43 DPS Thorax: 78 DPS Brutix: 236 DPS Drake: 307 DPS Tempest: 343 DPS (Still not applying full damage to an MWD BS) Please explain to me why the proposed changes include a 10% decrease to explosion velocity? Cruise missile already cannot apply full DPS to an MWD BS.
Now that we have that established, lets look at the drake. Again with 2BCS HML II launchers, CN scourge no implants, no rigs, no drugs shoot at the same targets:
Drake HML DPS: 341
Merlin: 69 Thrasher: 118 Thorax: 186 (Cruiser sized weapon applying barely half of on paper DPS) Brutix: 341 Drake: 341 Tempest: 341
I simply cannot understand what CCP is doing with missiles. Right now the best missile ships in the game are the 6 launcher RLM tengu, and the RLM cerberus / RLM Caracal. They both apply more damage to cruiser and smaller ships, while having comparable damage to BC / BS than HML currently have (after the nerf). Your current proposed cruise changes will help the PvE environment. However in the PvP environment, the current iteration of cruise missiles are in fact superior to the proposed- simply because they don't have to deal with that 10% decrease in explosion velocity.
Please look at the simple maths I am providing. It doesn't matter how much of a damage bonus you give missiles, if you are not willing to look at the application of the damage. Cruise / torps / HML / HAM can already do very little in the PvP environment because these weapon systems apply so little damage, unless the target is hard tackled. However hard tackling a target is difficult when you are flying small gang / kiting / solo. So other than using 2/3 ships, how is a pilot going to apply any meaningful damage to targets?
For those of you that are not as versed in missile damage, there are two deciding factors that determine missile damage:
Explosion radius vs target radius Explosion velocity vs target velocity
Both of these components are not equal. Explosion radius has a much more marginal effect on missile damage, than a comparable decrease in explosion velocity / target velocity. Because of the way missile damage is calculated and coded into EvE- giving a missile that already struggles to apply damage a HUGE 10% explosion velocity decrease, is going to turn any 'dps buff' into a joke when observed in the PvP area.
Because the facts of the matter are this: Most ships carry an MWD. And while they do increase signature, this is not nearly enough to offset the fact that the same increase seen in the ship speed when compared to missile explosion velocity- throws damage application out the window. As I have stated before: If you increase the target velocity and the target signature radius by the same margin, target speed and explosion velocity play a much much larger role in deciding applied DPS to target than the same increase in explosion radius / target radius.
So CCP please clarify this for me.
1. Are you planning on adding addition modules to the game that will allow a pod pilot to choose to decrease explosion radius / increase explosion velocity apart from rigs?
2. Are you currently happy with RLM missiles having superior damage application when compared to HAM's / HMLs against cruisers?
3. What are your thoughts on the difficulty faced by missile uses when attempting to apply full 'on paper' DPS to PvP ships with out using hard tackle? Please provide an answer that is relevant to solo / small gang or kiting play styles. (Not all of us have friends in rapiers, huginns, arazus that fly around with us on call.)
Thank you for your time, and I await your response. |

Hans Momaki
State War Academy Caldari State
27
|
Posted - 2013.04.18 00:34:00 -
[332] - Quote
Chessur wrote:Well here is my feed back coupled with some math so i hope you enjoy:
Old phoon, no implants, no heat, no rigs, Lv5 skills, T2 launchers, CN cruise.
DPS: 384
Now lets look at damage application. All ships shown have level 5 skills, are unfit except for an MWD. No other effects
Merlin: 22 DPS Thrasher: 43 DPS Thorax: 78 DPS Brutix: 236 DPS Drake: 307 DPS Tempest: 343 DPS (Still not applying full damage to an MWD BS) Please explain to me why the proposed changes include a 10% decrease to explosion velocity? Cruise missile already cannot apply full DPS to an MWD BS.
Now that we have that established, lets look at the drake. Again with 2BCS HML II launchers, CN scourge no implants, no rigs, no drugs shoot at the same targets:
Drake HML DPS: 341
Merlin: 69 Thrasher: 118 Thorax: 186 (Cruiser sized weapon applying barely half of on paper DPS) Brutix: 341 Drake: 341 Tempest: 341
I simply cannot understand what CCP is doing with missiles. Right now the best missile ships in the game are the 6 launcher RLM tengu, and the RLM cerberus / RLM Caracal. They both apply more damage to cruiser and smaller ships, while having comparable damage to BC / BS than HML currently have (after the nerf). Your current proposed cruise changes will help the PvE environment. However in the PvP environment, the current iteration of cruise missiles are in fact superior to the proposed- simply because they don't have to deal with that 10% decrease in explosion velocity.
Please look at the simple maths I am providing. It doesn't matter how much of a damage bonus you give missiles, if you are not willing to look at the application of the damage. Cruise / torps / HML / HAM can already do very little in the PvP environment because these weapon systems apply so little damage, unless the target is hard tackled. However hard tackling a target is difficult when you are flying small gang / kiting / solo. So other than using 2/3 ships, how is a pilot going to apply any meaningful damage to targets?
For those of you that are not as versed in missile damage, there are two deciding factors that determine missile damage:
Explosion radius vs target radius Explosion velocity vs target velocity
Both of these components are not equal. Explosion radius has a much more marginal effect on missile damage, than a comparable decrease in explosion velocity / target velocity. Because of the way missile damage is calculated and coded into EvE- giving a missile that already struggles to apply damage a HUGE 10% explosion velocity decrease, is going to turn any 'dps buff' into a joke when observed in the PvP area.
Because the facts of the matter are this: Most ships carry an MWD. And while they do increase signature, this is not nearly enough to offset the fact that the same increase seen in the ship speed when compared to missile explosion velocity- throws damage application out the window. As I have stated before: If you increase the target velocity and the target signature radius by the same margin, target speed and explosion velocity play a much much larger role in deciding applied DPS to target than the same increase in explosion radius / target radius.
So CCP please clarify this for me.
1. Are you planning on adding addition modules to the game that will allow a pod pilot to choose to decrease explosion radius / increase explosion velocity apart from rigs?
2. Are you currently happy with RLM missiles having superior damage application when compared to HAM's / HMLs against cruisers?
3. What are your thoughts on the difficulty faced by missile uses when attempting to apply full 'on paper' DPS to PvP ships with out using hard tackle? Please provide an answer that is relevant to solo / small gang or kiting play styles. (Not all of us have friends in rapiers, huginns, arazus that fly around with us on call.)
Thank you for your time, and I await your response.
The whole issue is created by the lack of dmg-application modules for missiles. Imagine turrets without tracking enhancers and you would face the same issues (not to such a degree, but still...).
CCP Rise has said he will adress this, so I'm going to be a little patient.
|

Chessur
Life of lively full life thx to shield battery
54
|
Posted - 2013.04.18 00:55:00 -
[333] - Quote
Hans Momaki wrote:Chessur wrote:Well here is my feed back coupled with some math so i hope you enjoy:
Old phoon, no implants, no heat, no rigs, Lv5 skills, T2 launchers, CN cruise.
DPS: 384
Now lets look at damage application. All ships shown have level 5 skills, are unfit except for an MWD. No other effects
Merlin: 22 DPS Thrasher: 43 DPS Thorax: 78 DPS Brutix: 236 DPS Drake: 307 DPS Tempest: 343 DPS (Still not applying full damage to an MWD BS) Please explain to me why the proposed changes include a 10% decrease to explosion velocity? Cruise missile already cannot apply full DPS to an MWD BS.
Now that we have that established, lets look at the drake. Again with 2BCS HML II launchers, CN scourge no implants, no rigs, no drugs shoot at the same targets:
Drake HML DPS: 341
Merlin: 69 Thrasher: 118 Thorax: 186 (Cruiser sized weapon applying barely half of on paper DPS) Brutix: 341 Drake: 341 Tempest: 341
I simply cannot understand what CCP is doing with missiles. Right now the best missile ships in the game are the 6 launcher RLM tengu, and the RLM cerberus / RLM Caracal. They both apply more damage to cruiser and smaller ships, while having comparable damage to BC / BS than HML currently have (after the nerf). Your current proposed cruise changes will help the PvE environment. However in the PvP environment, the current iteration of cruise missiles are in fact superior to the proposed- simply because they don't have to deal with that 10% decrease in explosion velocity.
Please look at the simple maths I am providing. It doesn't matter how much of a damage bonus you give missiles, if you are not willing to look at the application of the damage. Cruise / torps / HML / HAM can already do very little in the PvP environment because these weapon systems apply so little damage, unless the target is hard tackled. However hard tackling a target is difficult when you are flying small gang / kiting / solo. So other than using 2/3 ships, how is a pilot going to apply any meaningful damage to targets?
For those of you that are not as versed in missile damage, there are two deciding factors that determine missile damage:
Explosion radius vs target radius Explosion velocity vs target velocity
Both of these components are not equal. Explosion radius has a much more marginal effect on missile damage, than a comparable decrease in explosion velocity / target velocity. Because of the way missile damage is calculated and coded into EvE- giving a missile that already struggles to apply damage a HUGE 10% explosion velocity decrease, is going to turn any 'dps buff' into a joke when observed in the PvP area.
Because the facts of the matter are this: Most ships carry an MWD. And while they do increase signature, this is not nearly enough to offset the fact that the same increase seen in the ship speed when compared to missile explosion velocity- throws damage application out the window. As I have stated before: If you increase the target velocity and the target signature radius by the same margin, target speed and explosion velocity play a much much larger role in deciding applied DPS to target than the same increase in explosion radius / target radius.
So CCP please clarify this for me.
1. Are you planning on adding addition modules to the game that will allow a pod pilot to choose to decrease explosion radius / increase explosion velocity apart from rigs?
2. Are you currently happy with RLM missiles having superior damage application when compared to HAM's / HMLs against cruisers?
3. What are your thoughts on the difficulty faced by missile uses when attempting to apply full 'on paper' DPS to PvP ships with out using hard tackle? Please provide an answer that is relevant to solo / small gang or kiting play styles. (Not all of us have friends in rapiers, huginns, arazus that fly around with us on call.)
Thank you for your time, and I await your response. The whole issue is created by the lack of dmg-application modules for missiles. Imagine turrets without tracking enhancers and you would face the same issues (not to such a degree, but still...). CCP Rise has said he will adress this, so I'm going to be a little patient.
However if they go that far, then wouldn't it be probable that TD's would start effecting all weapon systems? I hope they don't walk down that path- because if so every ship will have a TD on it, and things will become quite stupid.
|

Liang Nuren
Heretic Army Atrocitas
3360
|
Posted - 2013.04.18 01:19:00 -
[334] - Quote
Chessur wrote: Old phoon, no implants, no heat, no rigs, Lv5 skills, T2 launchers, CN cruise.
DPS: 384
Now lets look at damage application. All ships shown have level 5 skills, are unfit except for an MWD. No other effects ... Now that we have that established, lets look at the drake. Again with 2BCS HML II launchers, CN scourge no implants, no rigs, no drugs shoot at the same targets:
Drake HML DPS: 341 ... Thank you for your time, and I await your response.
This is an utterly bullshit comparison.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Bad Messenger
Nasranite Watch
431
|
Posted - 2013.04.18 01:53:00 -
[335] - Quote
and this is supposed to make cruise missiles valid on pvp? |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
6
|
Posted - 2013.04.18 01:59:00 -
[336] - Quote
Hans Momaki wrote:
The whole issue is created by the lack of dmg-application modules for missiles. Imagine turrets without tracking enhancers and you would face the same issues (not to such a degree, but still...).
CCP Rise has said he will adress this, so I'm going to be a little patient.
Dont get your hopes up, if you look at the formula for missiles dmg it doesnt matter if you missiles goes faster or your enemy goes slower. The only thing thats matter is the radio of explosion velocity and ship speed. Its the same for explosion radius and ship signature. Currently we can use TP and webifier. TP increase signature about 30% [even more with skills] and web reduce speed by 60%.
The new modules have to be at least as good as a TP otherwise it wont work and thats something i cant image, because currenty Tracking Computer increase your Trackling only about 15 % (30% with script). Its something i would call: good idea but it wont work. |

Nikon Evenstar
Blue Republic RvB - BLUE Republic
2
|
Posted - 2013.04.18 02:07:00 -
[337] - Quote
You know what would make missiles even more awesome (in PvP and PvE): reduced target painter cycle time. I suggest decreasing its cycle time and activation cost by 50%. Currently it is a PITA to use target painters against multiple squishy targets. |

Chessur
Life of lively full life thx to shield battery
54
|
Posted - 2013.04.18 02:13:00 -
[338] - Quote
Liang Nuren wrote:Chessur wrote: Old phoon, no implants, no heat, no rigs, Lv5 skills, T2 launchers, CN cruise.
DPS: 384
Now lets look at damage application. All ships shown have level 5 skills, are unfit except for an MWD. No other effects ... Now that we have that established, lets look at the drake. Again with 2BCS HML II launchers, CN scourge no implants, no rigs, no drugs shoot at the same targets:
Drake HML DPS: 341 ... Thank you for your time, and I await your response.
This is an utterly bullshit comparison. -Liang
I am not comparing the 2BCS drake vs 2BCS phoon. I was simply showing damage application of missiles. Your a confused person. |

Liang Nuren
Heretic Army Atrocitas
3360
|
Posted - 2013.04.18 02:15:00 -
[339] - Quote
So why bother putting the BCUs on the Drake if you aren't trying to compare actual damage? And if you're not trying to compare actual damage... why not? Is that not what actually matters? :)
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Chessur
Life of lively full life thx to shield battery
54
|
Posted - 2013.04.18 02:17:00 -
[340] - Quote
Bucca Zerodyme wrote:Hans Momaki wrote:
The whole issue is created by the lack of dmg-application modules for missiles. Imagine turrets without tracking enhancers and you would face the same issues (not to such a degree, but still...).
CCP Rise has said he will adress this, so I'm going to be a little patient.
Dont get your hopes up, if you look at the formula for missiles dmg it doesnt matter if you missiles goes faster or your enemy goes slower. The only thing thats matter is the radio of explosion velocity and ship speed. Its the same for explosion radius and ship signature. Currently we can use TP and webifier. TP increase signature about 30% [even more with skills] and web reduce speed by 60%. The new modules have to be at least as good as a TP otherwise it wont work and thats something i cant image, because currenty Tracking Computer increase your Trackling only about 15 % (30% with script). Its something i would call: good idea but it wont work.
I bolded the part that is wrong. A ship moving slower has a lower velocity, allowing your missiles to apply more damage. This is true 100% of the time. TP's are only good on bonused hulls. Bellicose / vigil does it best imo Again, this still doesn't answer my questions or fix the current problems facing missile ships. |
|

Chessur
Life of lively full life thx to shield battery
54
|
Posted - 2013.04.18 02:18:00 -
[341] - Quote
Liang Nuren wrote:So why bother putting the BCUs on the Drake if you aren't trying to compare actual damage? And if you're not trying to compare actual damage... why not? Is that not what actually matters? :)
-Liang
Im comparing damage application based on realistic low slot fittings for ships. Both ships have 2 BCS |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
6
|
Posted - 2013.04.18 02:24:00 -
[342] - Quote
Chessur wrote: I bolded the part that is wrong. A ship moving slower has a lower velocity, allowing your missiles to apply more damage. This is true 100% of the time. TP's are only good on bonused hulls. Bellicose / vigil does it best imo Again, this still doesn't answer my questions or fix the current problems facing missile ships.
Even without Bonus TP's can increase your DMG, its a good choice to get at least 5%-20% more dmg on NPC's. Dunno about TP's in PvP, never used them in PvP except on a stealth bomber. |

Liang Nuren
Heretic Army Atrocitas
3360
|
Posted - 2013.04.18 02:42:00 -
[343] - Quote
Chessur wrote:Liang Nuren wrote:So why bother putting the BCUs on the Drake if you aren't trying to compare actual damage? And if you're not trying to compare actual damage... why not? Is that not what actually matters? :)
-Liang Im comparing damage application based on realistic low slot fittings for ships. Both ships have 2 BCS
Did you use 5 launchers and current missiles by chance? Because the Raven's fully capable of applying 840 DPS to a Drake at 200km. The Phoon shouldn't be too far behind that, even if you account for its armor tank.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Chessur
Life of lively full life thx to shield battery
54
|
Posted - 2013.04.18 03:14:00 -
[344] - Quote
Bucca Zerodyme wrote:Chessur wrote: I bolded the part that is wrong. A ship moving slower has a lower velocity, allowing your missiles to apply more damage. This is true 100% of the time. TP's are only good on bonused hulls. Bellicose / vigil does it best imo Again, this still doesn't answer my questions or fix the current problems facing missile ships.
Even without Bonus TP's can increase your DMG, its a good choice to get at least 5%-20% more dmg on NPC's. Dunno about TP's in PvP, never used them in PvP except on a stealth bomber.
This is for PvP discussion only. I really don't care that much about PvE. TP's are pretty much useless unless they are on bonused hulls anyway.
|

Chessur
Life of lively full life thx to shield battery
54
|
Posted - 2013.04.18 03:21:00 -
[345] - Quote
Liang Nuren wrote:Chessur wrote:Liang Nuren wrote:So why bother putting the BCUs on the Drake if you aren't trying to compare actual damage? And if you're not trying to compare actual damage... why not? Is that not what actually matters? :)
-Liang Im comparing damage application based on realistic low slot fittings for ships. Both ships have 2 BCS Did you use 5 launchers and current missiles by chance? Because the Raven's fully capable of applying 840 DPS to a Drake at 200km. The Phoon shouldn't be too far behind that, even if you account for its armor tank. -Liang
Raven, all level 5 skills, 2BCS, T2 launchers, CN scourge cruise missile
On paper: 460 DPS
MWD drake: 368
Raven, all level 5 skills, 2BCS, T2 launchers, Scourge Fury Cruise
On paper: 560 DPS
MWD drake: 232 DPS
That is with the old raven and old missiles. But you get the point. Even with the 30% damage increase (assuming that you could actually apply that with the 10% decrease in explosion velocity- CN cruise raven is only doing 368 X 30% = 478 DPS (which is not all going to be applied anyway thanks to the decreased explo velocity.)
Your numbers are crazy, or if they are real require so much low slot / rig space that its not viable for any normal PvP situation- and certainly not for solo / small gang. |

Liang Nuren
Heretic Army Atrocitas
3360
|
Posted - 2013.04.18 03:29:00 -
[346] - Quote
You PVP fit your Ravens with 2 BCUs? Well, I think I found the ******* problem.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Chessur
Life of lively full life thx to shield battery
54
|
Posted - 2013.04.18 04:14:00 -
[347] - Quote
Liang Nuren wrote:You PVP fit your Ravens with 2 BCUs? Well, I think I found the ******* problem.
-Liang
I don't PvP fit ravens in the first place. Phoon could be possible, but any more than 2BCS and the stacking penalty is pretty nasty at that point. Better to place something else in most cases. |

Curb Your Enthusiasm
Vatican Assassins
0
|
Posted - 2013.04.18 05:22:00 -
[348] - Quote
shut up moron you're getting owned here |

Naomi Knight
Imperial Academy Amarr Empire
298
|
Posted - 2013.04.18 06:01:00 -
[349] - Quote
Chessur wrote:Bucca Zerodyme wrote:Chessur wrote: I bolded the part that is wrong. A ship moving slower has a lower velocity, allowing your missiles to apply more damage. This is true 100% of the time. TP's are only good on bonused hulls. Bellicose / vigil does it best imo Again, this still doesn't answer my questions or fix the current problems facing missile ships.
Even without Bonus TP's can increase your DMG, its a good choice to get at least 5%-20% more dmg on NPC's. Dunno about TP's in PvP, never used them in PvP except on a stealth bomber. This is for PvP discussion only. I really don't care that much about PvE. TP's are pretty much useless unless they are on bonused hulls anyway. 37.5% signature rad increase is useless ? sure....
well tp optimal should be increased and its activation time decreased ,but thats all |

Reaver Glitterstim
Dromedaworks inc Tribal Band
440
|
Posted - 2013.04.18 06:59:00 -
[350] - Quote
Fonac wrote:What does signature resolution mean?
Signature resolution is a weapon's "anchor point" for signature radius calculations. When numbers on the weapon rely on the target's signature radius (such as tracking), then when the target's signature radius is equal to the weapon's signature resolution, the number is the listed value. For instance, a large turret has a signature resolution of 400m. If it fires at a target with a 400m signature radius, it gets 100% of the listed tracking value. If it fires at a target with a 2000m signature radius, it gets 500% of listed tracking.
I don't think missiles use signature resolution. Mittani, where have you gone to? I miss you :( |
|

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
654
|
Posted - 2013.04.18 07:15:00 -
[351] - Quote
Chessur wrote:Well here is my feed back coupled with some math so i hope you enjoy:
Old phoon, no implants, no heat, no rigs, Lv5 skills, T2 launchers, CN cruise.
DPS: 384
Now lets look at damage application. All ships shown have level 5 skills, are unfit except for an MWD. No other effects
Merlin: 22 DPS Thrasher: 43 DPS Thorax: 78 DPS Brutix: 236 DPS Drake: 307 DPS Tempest: 343 DPS (Still not applying full damage to an MWD BS) Please explain to me why the proposed changes include a 10% decrease to explosion velocity? Cruise missile already cannot apply full DPS to an MWD BS.
Er, why are you giving feedback based on the old Typhoon firing old cruise? This is stupid and you should feel stupid. A dual BCS Typhoon will deal 605 DPS with CN. Seriously, put some thought into what you're doing and you'll spot stupid mistakes like this.
Chessur wrote:Because the facts of the matter are this: Most ships carry an MWD. And while they do increase signature, this is not nearly enough to offset the fact that the same increase seen in the ship speed when compared to missile explosion velocity- throws damage application out the window. As I have stated before: If you increase the target velocity and the target signature radius by the same margin, target speed and explosion velocity play a much much larger role in deciding applied DPS to target than the same increase in explosion radius / target radius.
No, you don't understand the missile damage formula. If you double both a target's speed and its sig, applied missile damage will not change. MWDs give a 500% sig bloom and a roughly 625% speed increase, but large ships in particularly take a long time to accelerate up to the critical sig bloom/speed increase ratio of 1. |

Debora Tsung
The Investment Bankers Guild
97
|
Posted - 2013.04.18 07:29:00 -
[352] - Quote
Bucca Zerodyme wrote:[quote=Debora Tsung] Because there is no Pirate-BS who primary use Torps and the Golem has no dmg bonus for torps. Dont compare ships from different classes.
Doesn't matter. maybe You should've read the part I quoted, too. There's nothing a million chinese guys can't do cheaper. |

Shingorash
S T R A T C O M Critical-Mass
46
|
Posted - 2013.04.18 07:41:00 -
[353] - Quote
Chessur wrote:Liang Nuren wrote:You PVP fit your Ravens with 2 BCUs? Well, I think I found the ******* problem.
-Liang I don't PvP fit ravens in the first place. Phoon could be possible, but any more than 2BCS and the stacking penalty is pretty nasty at that point. Better to place something else in most cases.
Its 3 for bcu's to be fair, as it is for most modules. |

Shingorash
S T R A T C O M Critical-Mass
46
|
Posted - 2013.04.18 07:45:00 -
[354] - Quote
Chessur wrote:Liang Nuren wrote:Chessur wrote:Liang Nuren wrote:So why bother putting the BCUs on the Drake if you aren't trying to compare actual damage? And if you're not trying to compare actual damage... why not? Is that not what actually matters? :)
-Liang Im comparing damage application based on realistic low slot fittings for ships. Both ships have 2 BCS Did you use 5 launchers and current missiles by chance? Because the Raven's fully capable of applying 840 DPS to a Drake at 200km. The Phoon shouldn't be too far behind that, even if you account for its armor tank. -Liang Raven, all level 5 skills, 2BCS, T2 launchers, CN scourge cruise missile On paper: 460 DPS MWD drake: 368 Raven, all level 5 skills, 2BCS, T2 launchers, Scourge Fury Cruise On paper: 560 DPS MWD drake: 232 DPS That is with the old raven and old missiles. But you get the point. Even with the 30% damage increase (assuming that you could actually apply that with the 10% decrease in explosion velocity- CN cruise raven is only doing 368 X 30% = 478 DPS (which is not all going to be applied anyway thanks to the decreased explo velocity.) Your numbers are crazy, or if they are real require so much low slot / rig space that its not viable for any normal PvP situation- and certainly not for solo / small gang.
This is what rigor and flare rigs are for, I suggest you use them.
|

Caitlyn Tufy
Bene Gesserit ChapterHouse Sanctuary Pact
243
|
Posted - 2013.04.18 07:58:00 -
[355] - Quote
Chessur wrote:TP's are pretty much useless unless they are on bonused hulls anyway.
Good lord, just stop posting right now, please. |

Carniflex
StarHunt Intrepid Crossing
75
|
Posted - 2013.04.18 08:38:00 -
[356] - Quote
Interesting. I will have to think about it some - might be actually good enough to consider switching from using Tengus to Navy Ravens with cruise missiles.
Currently its not worth it as the raw damage difference is so small its entirely negated by the limited effectivity of cruise missiles against smaller than BC size NPC's. But with the RoF increase, Alpha increase and increased missile speed ... will have to test it how much does the increased missile exp radius affect cruise missile effectivity in PvE against cruiser and frigate size rats. Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... *THWONK!* GOT the bastard. |

SongSinger
BlitzStrike
5
|
Posted - 2013.04.18 09:44:00 -
[357] - Quote
here are approximate figures, raven +4 caldari bcu 1rigor 2flare, Implants gp-805 tn-905 http://imageshack.us/photo/my-images/221/damagefromraven.jpg/
|

Karah Serrigan
AQUILA INC Verge of Collapse
84
|
Posted - 2013.04.18 10:16:00 -
[358] - Quote
Liang Nuren wrote:You PVP fit your Ravens with 2 BCUs? Well, I think I found the ******* problem.
-Liang
Lol you fit PvP Ravens. Hahaha.
-Karah |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
6
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Posted - 2013.04.18 10:40:00 -
[359] - Quote
Reaver Glitterstim wrote:Fonac wrote:What does signature resolution mean?
Signature resolution is a weapon's "anchor point" for signature radius calculations. When numbers on the weapon rely on the target's signature radius (such as tracking), then when the target's signature radius is equal to the weapon's signature resolution, the number is the listed value. For instance, a large turret has a signature resolution of 400m. If it fires at a target with a 400m signature radius, it gets 100% of the listed tracking value. If it fires at a target with a 2000m signature radius, it gets 500% of listed tracking. I don't think missiles use signature resolution.
See for yourself, this how missiles damage is calculated:
Damage = Base_Damage * MIN(sig/Er, 1, (Ev/Er * sig/vel)^(log(drf) / log(5.5)))
Where sig = ship's signature vel = ship's velocity Er = Explosion Radius of missile Ev = Explosion Velocity of missile drf = Damage Reduction Factor of missile
DRF is a value based on missile type which is visible on the charge info page: Rocket = 3.0 Light Missile = 2.8 Assault Missile = 4.5 Heavy Missile = 3.2 Torpedo = 5.0 Cruise Missile = 4.5 Citadel Torpedo = 5.5 Citadel Cruise Missile = 4.5
Obviously its good to use TP, it increase your DPS a lot. Explosion velocity increase your DPS too, but the primary dmg indicator is the signature of the ship. |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
6
|
Posted - 2013.04.18 10:56:00 -
[360] - Quote
Carniflex wrote:Interesting. I will have to think about it some - might be actually good enough to consider switching from using Tengus to Navy Ravens with cruise missiles.
Currently its not worth it as the raw damage difference is so small its entirely negated by the limited effectivity of cruise missiles against smaller than BC size NPC's. But with the RoF increase, Alpha increase and increased missile speed ... will have to test it how much does the increased missile exp radius affect cruise missile effectivity in PvE against cruiser and frigate size rats.
use flare and rigor rigs + TP, then you do full dmg on cruisers too with previous cruise. |
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