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Ultra Yeti
KA-BOOM Inc. legion of extraordinary Idi0ts
4
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Posted - 2013.07.08 20:43:00 -
[1] - Quote
Ok, so I basically have an alt toon that I have been skill training, and still am, for a daredevil to use in FW and PvP (solo, to the best I can). The downside is I can't find any fits that look like they would be able to do these mythical "500 DPS" output, unless I am missing something.
Could ya'll help me with figuring out some fits to allow me to either do a tanky DPS (basically able to produce like 200(?) DPS) or high burst/DPS at the cost of tank (say around like 400 DPS?)....?
Thanks to any help :) |

Uppsy Daisy
Perkone Caldari State
512
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Posted - 2013.07.08 20:58:00 -
[2] - Quote
http://i.imgur.com/3YdcefI.png
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Syrias Bizniz
Carnivore Company
184
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Posted - 2013.07.08 22:04:00 -
[3] - Quote
Have fun flying this thing, toasting everything that is stupid enough to stay when you warp in, and die horribly to everything that is staying because it knows it will kill you. |

Ultra Yeti
Caldari Provisions Caldari State
4
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Posted - 2013.07.09 15:58:00 -
[4] - Quote
No other possible fits to obtain that kind of damage o.O?
and by "All Level V" area, what all skills is it referring to? The one's used to train into the weapons and ship or other skills? |

Whitehound
1512
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Posted - 2013.07.09 16:20:00 -
[5] - Quote
You can use faction mag stabs, which will get you 505 DPS when overheated:
[Daredevil]
Damage Control II Small Armor Repairer II Federation Navy Magnetic Field Stabilizer Federation Navy Magnetic Field Stabilizer
Limited 1MN Microwarpdrive I Fleeting Propulsion Inhibitor I Faint Epsilon Warp Scrambler I
Light Neutron Blaster II, Void S Light Neutron Blaster II, Void S [Empty High slot]
Small Hybrid Burst Aerator II [Empty Rig slot] [Empty Rig slot]
It is a stupid amount of ISKs (~280m ISKs) and two cycles (20-24 secs) with a medium neut will turn it off.
"All level 5" means all the skills effecting the ship with all fitted modules. Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1093
|
Posted - 2013.07.09 16:35:00 -
[6] - Quote
Rail DD is better.
Blaster DD is fun as **** though. BYDI recruitment closed-ish |

Ultra Yeti
Caldari Provisions Caldari State
4
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Posted - 2013.07.09 20:45:00 -
[7] - Quote
Whitehound wrote:You can use faction mag stabs, which will get you 505 DPS when overheated:
[Daredevil]
Damage Control II Small Ancillary Armor Repairer, Nanite Repair Paste Federation Navy Magnetic Field Stabilizer Federation Navy Magnetic Field Stabilizer
Limited 1MN Microwarpdrive I Fleeting Propulsion Inhibitor I Faint Epsilon Warp Scrambler I
Light Neutron Blaster II, Void S Light Neutron Blaster II, Void S [Empty High slot]
Small Hybrid Burst Aerator II [Empty Rig slot] [Empty Rig slot]
It is a stupid amount of ISKs (~280m ISKs) and two cycles (20-24 secs) with a medium neut will turn it off.
When you use implants in addition can you get this to 576 DPS overheated (501 DPS w/o overheat):
Zainou 'Deadeye' Small Hybrid Turret SH-606 Pashan's Turret Customization Mindlink
No idea what the prices of those two implants are. They will likely put the bill above 1b - 1.5b ISK.
"All level 5" means all the skills effecting the ship with all fitted modules.
Interesting, so basically all the skills that would affect the modules at lvl 5 would provide the 500+ dps...guess it'll take me a few to get the character fully ready for the ship. |

Tsukino Stareine
The Red Circle Inc.
470
|
Posted - 2013.07.09 21:03:00 -
[8] - Quote
Whitehound wrote:You can use faction mag stabs, which will get you 505 DPS when overheated:
[Daredevil]
Damage Control II Small Ancillary Armor Repairer, Nanite Repair Paste Federation Navy Magnetic Field Stabilizer Federation Navy Magnetic Field Stabilizer
Limited 1MN Microwarpdrive I Fleeting Propulsion Inhibitor I Faint Epsilon Warp Scrambler I
Light Neutron Blaster II, Void S Light Neutron Blaster II, Void S [Empty High slot]
Small Hybrid Burst Aerator II [Empty Rig slot] [Empty Rig slot]
It is a stupid amount of ISKs (~280m ISKs) and two cycles (20-24 secs) with a medium neut will turn it off.
When you use implants in addition can you get this to 576 DPS overheated (501 DPS w/o overheat):
Zainou 'Deadeye' Small Hybrid Turret SH-606 Pashan's Turret Customization Mindlink
No idea what the prices of those two implants are. They will likely put the bill above 1b - 1.5b ISK.
"All level 5" means all the skills effecting the ship with all fitted modules.
so you didnt bother to look at the other fit posted with 514 heated DPS without faction stabs and +6% implants? |

Whitehound
1512
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Posted - 2013.07.09 21:23:00 -
[9] - Quote
Tsukino Stareine wrote:so you didnt bother to look at the other fit posted with 514 heated DPS without faction stabs and +6% implants? Yes, I did see it. OP then posted and asked for another one.
Is there a problem? Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling. |

Syrias Bizniz
Carnivore Company
184
|
Posted - 2013.07.09 22:04:00 -
[10] - Quote
Whitehound wrote:
It is a stupid amount of ISKs (~280m ISKs) and two cycles (20-24 secs) with a medium neut will turn it off.
It's 10-12 seconds. Just fyi. And if you're really just up for insane glasscannon, the Enyo is better in this field. It just can't enter a novice. |
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Whitehound
1512
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Posted - 2013.07.09 22:42:00 -
[11] - Quote
Syrias Bizniz wrote:Whitehound wrote:
It is a stupid amount of ISKs (~280m ISKs) and two cycles (20-24 secs) with a medium neut will turn it off.
It's 10-12 seconds. Just fyi. And if you're really just up for insane glasscannon, the Enyo is better in this field. It just can't enter a novice. No, it is 20-24 for two cycles. Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling. |

Muad 'dib
The Imperial Fedaykin Amarrian Commandos
1207
|
Posted - 2013.07.10 13:21:00 -
[12] - Quote
Whitehound wrote:Syrias Bizniz wrote:Whitehound wrote:
It is a stupid amount of ISKs (~280m ISKs) and two cycles (20-24 secs) with a medium neut will turn it off.
It's 10-12 seconds. Just fyi. And if you're really just up for insane glasscannon, the Enyo is better in this field. It just can't enter a novice. No, it is 20-24 seconds for two cycles.
They are nuets not armor reps, they do the full effect at the start of the cycle, so its 12. 24 seconds would be third cycle.
The rail setups do pretty great with a point and a navy web, but if you got that ganking feeling (wwoooooa) blasters are the only way to get the grin factor above 11 :) Cosmic signature detected. . . . http://i.imgur.com/Z7NfIS6.jpg
I got 99 likes, and this post aint one.
|

Whitehound
1512
|
Posted - 2013.07.10 14:09:00 -
[13] - Quote
Muad 'dib wrote:Whitehound wrote:Syrias Bizniz wrote:Whitehound wrote:
It is a stupid amount of ISKs (~280m ISKs) and two cycles (20-24 secs) with a medium neut will turn it off.
It's 10-12 seconds. Just fyi. And if you're really just up for insane glasscannon, the Enyo is better in this field. It just can't enter a novice. No, it is 20-24 seconds for two cycles. They are nuets not armor reps, they do the full effect at the start of the cycle, so its 12. 24 seconds would be third cycle. It is irrelevant. Two cycles are two cycles and these take 20-24 seconds from start to end. You need to realize that you cannot instantly run a third cycle after only 10-12 seconds.
Its Blasters and its other modules then have different cycle times and you do not exactly know when these started and when these will end. Therefore can you not be sure to have turned it off after only 10-12 seconds.
The ship has got a capacitor size of about 400 (with MWD), while two cycles with a medium neut destroy only 360 or 90%. Even when cap stable will the ship very likely not have 90% capacitor, but it is not impossible, just very unlikely. You then will need to run a third cycle, which takes 30-36 cycles for three cycles from start to end.
In other words have I already been cutting corners, and you are trying to cut them further. There are then only so many corners to cut.
So trust me when I say two cycles take 20-24 seconds and that this is the time to turn off a ship that costs a quarter of a billion ISKs. Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling. |

Asa Shahni
Tainted Dragons Drunk 'n' Disorderly
0
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Posted - 2013.07.10 15:00:00 -
[14] - Quote
dont think the guy need a 200+ mill DD ..normal fit will be enough  |

Bastion Arzi
Militant Mermen LEGIO ASTARTES ARCANUM
27
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Posted - 2013.07.10 15:17:00 -
[15] - Quote
Is this really gonna turn into another whitehound vs the world thread? I do enjoy these |

Chessur
Life of lively full life thx to shield battery
117
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Posted - 2013.07.10 17:41:00 -
[16] - Quote
[Daredevil, Kite Rail Devil] Internal Force Field Array I Co-Processor II Magnetic Field Stabilizer II Magnetic Field Stabilizer II
Limited 1mn MIcrowarpdrive I Faint Warp Disruptor I Federation Navy Stasis Webifier
150mm Railgun II, Caldari Navy Uranium Charge S 150mm Railgun II, Caldari Navy Uranium Charge S [empty high slot]
Small Hybrid Locus Coordinator II Small Ionic Field Projector I Small Polycarbon Engine Housing I
270DPS at the edge of your web range. over 4k/s unheated, 4.1kEHP
Stay away from rail harpy / arty wolves / slicers (Slicers can go either way in this fight) Otherwise kill all of the things. |
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ISD Tyrozan
ISD Community Communications Liaisons
96

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Posted - 2013.07.10 18:17:00 -
[17] - Quote
A trolling post has been removed.
Forum rule 5. Trolling is prohibited. ISD Tyrozan Captain Community Communication Liaisons (CCLs) Interstellar Services Department |
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Taoist Dragon
The Church of Awesome Caldari State Capturing
496
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Posted - 2013.07.10 21:22:00 -
[18] - Quote
Whitehound wrote:Muad 'dib wrote:Whitehound wrote:Syrias Bizniz wrote:Whitehound wrote:
It is a stupid amount of ISKs (~280m ISKs) and two cycles (20-24 secs) with a medium neut will turn it off.
It's 10-12 seconds. Just fyi. And if you're really just up for insane glasscannon, the Enyo is better in this field. It just can't enter a novice. No, it is 20-24 seconds for two cycles. They are nuets not armor reps, they do the full effect at the start of the cycle, so its 12. 24 seconds would be third cycle. It is irrelevant. Two cycles are two cycles and these take 20-24 seconds from start to end. You need to realize that you cannot instantly run a third cycle after only 10-12 seconds. Its Blasters and its other modules then have different cycle times and you do not exactly know when these started and when these will end. Therefore can you not be sure to have turned it off after only 10-12 seconds. The ship has got a capacitor size of about 400 (with MWD), while two cycles with a medium neut destroy only 360 or 90%. Even when cap stable will the ship very likely not have 90% capacitor, but it is not impossible, just very unlikely. You then will need to run a third cycle, which takes 30-36 seconds for three cycles from start to end. In other words have I already been cutting corners, and you are trying to cut them further. There are then only so many corners to cut. So trust me when I say two cycles take 20-24 seconds and that this is the time to turn off a ship that costs a quarter of a billion ISKs.
Not irrelevant. The neuts apply at the START not the end of a cycle. As you say the cap is about 400 and the neuts will do 360 with 2 APPLICATIONS of neuting, this takes about 12 sec. The First application is instant (well within about 1 sec as server ticks etc) and then the SECOND application kicks in at the START of the neut cycle about 10-12 sec later. Therefore the required time to 90% probability of capping them out is only 11-13 secs.
This is EXACTLY the same principle as ALPHA vs DPS and why a lot of ships with seemingly low dps but decent ALPHA outperform similar DPS ships.
Neuts are are an ALPHA weapon not a DPS weapon to the cap of their target. That is the Way, the Tao.
Balance is everything. |

Whitehound
1514
|
Posted - 2013.07.10 22:08:00 -
[19] - Quote
Taoist Dragon wrote:Not irrelevant. Yes, it is and I have given the reasons above, but I will explain it again.
If for instance the MWD starts a new cycle just before the second cycle of the medium neuts sets in, then the MWD will run for another 10 seconds. The same happens when the armor repairer starts a new cycle before then. Therefore would the ship not be off after only the first cycle. Rather does this make for an uncertainty and you cannot say for certain that the ship is off.
Further, because of the slightly larger capacitor do you have another uncertainty where the ship may not be disabled after only two cycles, but would require a third cycle.
Because of these uncertainties can one at best only say with certainty that the ship will be off after two cycles or 20-24 seconds.
It then has little to do with alpha damage. "alpha" is the first of the Greek letters and "alpha damage" means "the damage of the first shot". What you really wanted to say is that it is the same as omega damage - the last shot. However, it is not the same. Omega damage "disables" (destroys) a ship instantly even when the ship has active modules and does not only set in after all modules have finished their current cycle.
In short, damage effects an entire ship instantly. Neuts effect the capacitor instantly, but not the entire ship. The effect of a drained capacitor requires time to set in.
Why does this need to be explained? Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling. |

Taoist Dragon
The Church of Awesome Caldari State Capturing
496
|
Posted - 2013.07.10 23:31:00 -
[20] - Quote
Whitehound wrote:Taoist Dragon wrote:Not irrelevant. Yes, it is and I have given the reasons above, but I will explain it again. If for instance the MWD starts a new cycle just before the second cycle of the medium neuts sets in, then the MWD will run for another 10 seconds. The same happens when the armor repairer starts a new cycle before then. Therefore would the ship not be off after only the first cycle. Rather does this make for an uncertainty and you cannot say for certain that the ship is off. Further, because of the slightly larger capacitor do you have another uncertainty where the ship may not be disabled after only two cycles, but would require a third cycle. Because of these uncertainties can one at best only say with certainty that the ship will be off after two cycles or 20-24 seconds. It then has little to do with alpha damage. "alpha" is the first of the Greek letters and "alpha damage" means "the damage of the first shot". What you really wanted to say is that it is the same as omega damage - the last shot. However, it is not the same. Omega damage "disables" (destroys) a ship instantly even when the ship has active modules and does not only set in after all modules have finished their current cycle. In short, omega damage effects an entire ship instantly. Neuts effect the capacitor instantly, but not the entire ship. The effect of a drained capacitor on a ship requires time to set in. Why does this need to be explained?
If you are using a MWD in a DD and you will effectively cap out (yes you may still have cap left but any useful amount) from 2 cycles of med nuet. The cap draw of the active modules will pretty much render you useless very very quickly.
And Cap warfare i.e. neuts ARE EXACTLY like alpha combat with normal weapons. (get over yourself with the greek aplhabet **** it has no place in the fictional world of eve ) If you don't understand the idea of Alpha damage in combat and how it works v dps then I suggest you do some reading as neuts are effectively cap artillery even my 10 year old figured that out! That is the Way, the Tao.
Balance is everything. |
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Whitehound
1514
|
Posted - 2013.07.10 23:47:00 -
[21] - Quote
Taoist Dragon wrote:If you are using a MWD in a DD and you will effectively cap out ... Yes, the MWD will then not be able to run another cycle, because it needs 34 GJ. However the blasters can still shoot as they only need 1-2 GJ.
Please, go ahead and think it is disabled after only a cycle. I have explained it more than enough. I do not think you are capable of understanding the consequences.  Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling. |

Taoist Dragon
The Church of Awesome Caldari State Capturing
497
|
Posted - 2013.07.11 00:01:00 -
[22] - Quote
Whitehound wrote:Taoist Dragon wrote:If you are using a MWD in a DD and you will effectively cap out ... Yes, the MWD will then not be able to run another cycle, because it needs 34 GJ. However the blasters can still shoot as they only need 1-2 GJ. Please, go ahead and think it is disabled after only a cycle. I have explained it more than enough. I do not think you are capable of understanding the consequences. 
LOL
EFT warrior'ing with no idea how it applies to the actual fight FTW! As someone who use cap warfare (both neuts and nos) is frig combat a great deal I can tell you that a DD that has engaged a cruiser capable of field a med nuet comfortably in combat has only one hope - to hold tackle and get his buddies there to kill it. Hell you could kill off DD's with tormentors fitted with a small neut before they gave them 3 turrets pretty easily. That is the Way, the Tao.
Balance is everything. |

Whitehound
1514
|
Posted - 2013.07.11 00:30:00 -
[23] - Quote
Taoist Dragon wrote:I can tell you that a DD that has engaged a cruiser capable of field a med nuet comfortably in combat has only one hope - to hold tackle and get his buddies there to kill it. Sure, but this was never in question. You still cannot tell when it happens. Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling. |

Taoist Dragon
The Church of Awesome Caldari State Capturing
497
|
Posted - 2013.07.11 00:45:00 -
[24] - Quote
Whitehound wrote:Taoist Dragon wrote:I can tell you that a DD that has engaged a cruiser capable of field a med nuet comfortably in combat has only one hope - to hold tackle and get his buddies there to kill it. Sure, but this was never in question. You still cannot tell when it happens.
Of course you can if you have your eye's open and paying attention (and lets face it if you're not you deserve to die anyways)
His modules start random cycling and his damage output becomes sporadic.....duh! That is the Way, the Tao.
Balance is everything. |

Whitehound
1514
|
Posted - 2013.07.11 00:49:00 -
[25] - Quote
Taoist Dragon wrote:Of course you can if you have your eye's open and paying attention (and lets face it if you're not you deserve to die anyways)
His modules start random cycling and his damage output becomes sporadic.....duh! This is not what I meant. I am still talking about the time it takes until this happens. It is 20-24 seconds. Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling. |

Leopold Caine
Stillwater Corporation
218
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Posted - 2013.07.11 11:30:00 -
[26] - Quote
If you're planning on fitting blasters and a scrambler on your solo Daredevil, you're flying the wrong ship.
Go railguns + ab + warp disruptor + faction web, I believe someone already posted a viable fit like that.
If you want a blasters + scrambler setup, get an Enyo or a Fed Navy comet if you don't have the skills. - Leopold Caine, Domination Malakim ___________________________ Angels are never far... Stillwater Corporation recruitment open. |

Muad 'dib
The Imperial Fedaykin Amarrian Commandos
1209
|
Posted - 2013.07.11 11:54:00 -
[27] - Quote
Leopold Caine wrote:If you're planning on fitting blasters and a scrambler on your solo Daredevil, you're flying the wrong ship.
Go railguns + ab + warp disruptor + faction web, I believe someone already posted a viable fit like that.
If you want a blasters + scrambler setup, get an Enyo or a Fed Navy comet if you don't have the skills.
This is good advice, its not that the DD isnt super happy fun time with blasters, its that you can do basicly the exact same thing in those other ships suggested.
An enyo kitted out for speed and dps with a DCU has the same ehp (roughly) to a plated DD with a DCU, yeah you dont get the strong as balls web bonus but you also have enough spare change for 10 more enyos - for example.
Buts heys its yours moneys, yous enjoys itses
Cosmic signature detected. . . . http://i.imgur.com/Z7NfIS6.jpg
I got 99 likes, and this post aint one.
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Major Killz
SniggWaffe
223
|
Posted - 2013.07.11 21:42:00 -
[28] - Quote
Pirate ships are not worth it, unless you're bored or are insanely wealthy. Especially frigate class ships. I've been saying this since the increase in effectiveness of Navy and tech 1 frigates BOOSTS. Apart from assault frigates being ALOT more effective at 1/4 - 1/5 the cost of pirate frigates.
With that said. If you do decide to use pirate faction ships. Go with Serpentis ships PERIOD. Unless in specialized fleets where you need something like a Bhaalgorn or Macharial. Otherwise, ships like the Cynabal, Dramiel, Worm are not worth it. The ability to dictate range is TOO effective in this game. Which is what Serpentis ships excel in because of the 90% bonus to stasis webifier strength and INSANE damage which is another VERY IMPORTANT FACTOR in-game.
There are other exceptions like the Rattlesnake and maybe the Gila but otherwise. No!
Its a bored and want to fly something new thing.
Mind you, a Comet can and will **** Daredevils in oral raping range. In fact I find the Comet better close range period as well as less susceptible to electronic warfare because of drones. As well as being able to pull 9,000 effective hit points while doing 220 damage per second. The Comet is more like a cheap assault frigate. Not sure why CCP made it so strong BUT v0v
I'll even go as far as to say a Scythe fleet issue is too strong and to in-line with a Cynabal in terms of performance, if not also a stabber fleet issue in armour format too.In fact I have sold all my stabber fleet issues to multiple scythe fleet issue set-up different. Augoror Navy and Vexor Navy issue can have silly 80 - 90k EHP set-ups while doing 500dps easily.
Mind you. A shield or Armour vigilant can dominate most of the said ships if not being capable of disengaging all of them and or taking on multiples of them with proper piloting.
Anyway.
Every time I've used and lost a pirate ship it was never worth it and often the killz I've gotten with them I could do with a CHEAPER ship worth 1/3 - 1/9th the cost. Mind you can make these arguments for using a Destroyer over a assault frigate or battle-cruiser over assault cruisers.
P much. Tech 2 frigate> Navy frigate > Pirate pirate... Strange huh!? - Killz
Combat Video Log: http://www.youtube.com/user/kdsalmon/videos
- Pantaloon (June 13, 2013) - Pantaloon II: Violins (Jun 23, 2013) |

Captain Nares
O3 Corporation
56
|
Posted - 2013.07.13 17:56:00 -
[29] - Quote
Well, if you are going to fly on DD and ask for a fit on forums, I wouldn't recommend you to use it.
3 years ago, when lowsec was full of dualprop dramiels, DD fitting was extremly tight and DD fits - elite, it was right time to fly it.
Now, when lowsec is full of buffed T1 frigs, destroyers, AFs, navy frigs - all cheap and powerful, time of DD is a bit gone...
Speaking about fits:
DD cant be tanky. DD is bad against cruisers.
There two types of good fits, first is nulls+ambits, second is rails. Both exist in AB and MWD version. AB rail fit coupled with fn web and bonuses is the most popular among lowsec piwates.
PS funny guy posted above me. |

Desiderya
Pyre Falcon Defence and Security Pyre Falcon Defence Combine
418
|
Posted - 2013.07.15 14:39:00 -
[30] - Quote
Just make sure to fly it like the regular DD pilot: Load Void, approach. What can possibly go wrong.
Ruthlessness is the kindness of the wise. |
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