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God forbid
Amarr POllUtIoN Privateer Alliance
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Posted - 2007.01.06 20:52:00 -
[121]
Edited by: God forbid on 06/01/2007 20:49:58 Edited by: God forbid on 06/01/2007 20:49:07 Aight.. 2 Setups Here, I like em both..
Dominix Nr.1
3 Heavy Diminishing 3 Medium Diminishing
100MN MicroWarpdrive II Medium Capacitor Booster II [2xCap Booster 800] Fleeting Propulsion Inhibitor I Faint Warp Prohibitor I Tracking Disruptor II
1 Large Armor Repairer II 1 Medium Armor Repairer II 3 Hardeners Exp II,Kin II Therm II 1 Damage Control II 1 1600mm Reinforced Rolled/ 1 EANM T2
Drone Bay: 7 Wasp T2 7 Berserk T2 5 Hornet T2
11963 armor, E/T/K/Ex=65/74 75/81 75/81 65/73 1091.0 m/s
Dominix Nr.2
4 Heavy Diminishing Power System Drain I 2 Medium Unstable Power Fluctuator I
Medium Capacitor Booster II [2xCap Booster 800] Fleeting Propulsion Inhibitor I Faint Warp Prohibitor I Target Painter II Tracking Disruptor II
1 Large Armor Repairer II 2 Medium Armor Repairer II 3 Hardeners Exp II,Kin II Therm II 1 Damage Control II
Drone Bay: 5 Wasp T2 5 Berserk T2 4 Hornet II 4 Berserker SW-900
7763 armor, E/T/K/Ex = 65/75/75/65 150.0 m/s
Dont Know What I should go for but thinking about Nr.2 would be better, But it is so good to have a Mwd when you are solo atleast for me it have saved me many times. 
Quote: "Try hard to stop us which you can't, Outnumbered by the ********* camps"
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Deathbarrage
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Posted - 2007.01.06 21:54:00 -
[122]
Originally by: God forbid Edited by: God forbid on 06/01/2007 20:49:58 Edited by: God forbid on 06/01/2007 20:49:07 Aight.. 2 Setups Here, I like em both..
Dominix Nr.1
3 Heavy Diminishing 3 Medium Diminishing
100MN MicroWarpdrive II Medium Capacitor Booster II [2xCap Booster 800] Fleeting Propulsion Inhibitor I Faint Warp Prohibitor I Tracking Disruptor II
1 Large Armor Repairer II 1 Medium Armor Repairer II 3 Hardeners Exp II,Kin II Therm II 1 Damage Control II 1 1600mm Reinforced Rolled/ 1 EANM T2
Drone Bay: 7 Wasp T2 7 Berserk T2 5 Hornet T2
11963 armor, E/T/K/Ex=65/74 75/81 75/81 65/73 1091.0 m/s
Dominix Nr.2
4 Heavy Diminishing Power System Drain I 2 Medium Unstable Power Fluctuator I
Medium Capacitor Booster II [2xCap Booster 800] Fleeting Propulsion Inhibitor I Faint Warp Prohibitor I Target Painter II Tracking Disruptor II
1 Large Armor Repairer II 2 Medium Armor Repairer II 3 Hardeners Exp II,Kin II Therm II 1 Damage Control II
Drone Bay: 5 Wasp T2 5 Berserk T2 4 Hornet II 4 Berserker SW-900
7763 armor, E/T/K/Ex = 65/75/75/65 150.0 m/s
Dont Know What I should go for but thinking about Nr.2 would be better, But it is so good to have a Mwd when you are solo atleast for me it have saved me many times. 
well the second one is definetly the most terrible setup I've ever seen, first one seems mwah
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Leo Balthur
Interstellar Starbase Syndicate
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Posted - 2007.01.07 02:18:00 -
[123]
hi: 2x hvy dimini 4x med t2 (nos) med: 100mn t2 ab, hvy cap booster, 2x balmer's, 1x 20km scram lows: DB LAR 2x, EANM II, DC II, KINETIC, THERMAL, EXPLO hards t2
drones of taste
fire up pretty much everything and just watch your target die ^^ 
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God forbid
Amarr POllUtIoN Privateer Alliance
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Posted - 2007.01.07 09:36:00 -
[124]
well the second one is definetly the most terrible setup I've ever seen, first one seems mwah
Aight Good to hear that.. 
Quote: "Try hard to stop us which you can't, Outnumbered by the ********* camps"
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Segmentor
Hunters Agency Firmus Ixion
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Posted - 2007.01.07 15:58:00 -
[125]
2x E500 NOS 2x E50 NOS 1x 50W Energy Destabilizer 1x Salvager I
1x Quad LiF MWD 1x X5 Web 1x J5 Scrambler 2x Med Electrochemical w/800u charges
2x LAR II 1x Explosive Hardener II 1x N-Type Thermic Hardener I 1x N-Type Kinetic Hardener I 1x Pseudoelectron DCU 1x 1600mm RT Plate
5x Ogre II 5x Berserker I 10x Valkyrie II 5x Hobgoblin II
-----
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El Torrent
Gallente Paxton Industries
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Posted - 2007.02.02 06:17:00 -
[126]
I like this one, but you will burn through Cap charges like crazy:
6x 350mm Prototype I Gauss Gun [80xAntimatter Charge L]
2x V-M15 Braced Multispectral Shield Matrix 1x Heavy Electrochemical Capacitor Booster I 1x X-Large C5-L Emergency Shield Overload I 1x Shield Boost Amplifier I
3x Magnetic Field Stabilizer II 1x DC 3x Power Diagnostic System I -- Paxton Industries Recruiting. Paxtonian Forums. |

Samuel Havrez
Minmatar Seekers of Lost Eden
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Posted - 2007.02.02 10:40:00 -
[127]
Dominix have damn large drone bay, but you can deploy only 5 heavy drones, cause Advenced Drone Interfacing should be "carrier only skill", 325m3 drone bay is useless and it is only benefit of Dominix. So isnt megatron simply better choice?
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El Torrent
Gallente Paxton Industries
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Posted - 2007.02.02 11:57:00 -
[128]
Originally by: Samuel Havrez Dominix have damn large drone bay, but you can deploy only 5 heavy drones, cause Advenced Drone Interfacing should be "carrier only skill", 325m3 drone bay is useless and it is only benefit of Dominix. So isnt megatron simply better choice?
Double damage bonus for the win. Got drone skills maxed, damage wise (spec at IV). Working more on gunnery skills.
Drones + Guns on the setup I posted will bring cou close to 800 dps @ 25km-40km. More once I have finally tech2 turrets :) Great for gang fights.
About the drone bay. Have choices and replacements for the win! 10x Heavy drone max, some smalls, some meds etc  -- Paxton Industries Recruiting.
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MelIian
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Posted - 2007.02.25 03:58:00 -
[129]
One thing I am wondering is why many of you seem to equip two adaptive nano membranes yet states that there is penalty for putting more than one of the same type? Is it because the penalty is big enough to make a difference the additional bonus?
-mellian
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Tulisin Dragonflame
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Posted - 2007.02.25 05:59:00 -
[130]
Originally by: MelIian One thing I am wondering is why many of you seem to equip two adaptive nano membranes yet states that there is penalty for putting more than one of the same type? Is it because the penalty is big enough to make a difference the additional bonus?
-mellian
Second module with stacking penalty is still like 85 % effectiveness, which is still 17 % to all resists with no extra resist skills and T2 EANM, for very little fitting stuff, and no cap. EANMs are great, they can survive the stacking penalty once or twice.
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Alley Cat
Gallente DEATH'S LEGION
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Posted - 2007.04.11 20:51:00 -
[131]
Loaded Quickfit what yall think? This is for gate camps with tacklers.
Highs : [2000 | 43] E500 Prototype Energy Vampire [2000 | 43] E500 Prototype Energy Vampire [2000 | 43] E500 Prototype Energy Vampire [2000 | 43] E500 Prototype Energy Vampire [ 175 | 21] E50 Prototype Energy Vampire [ 175 | 21] E50 Prototype Energy Vampire
Meds : [ 1 | 40] 'Hypnos' Multispectral ECM I [ 1 | 40] 'Hypnos' Multispectral ECM I [ 1 | 40] 'Hypnos' Multispectral ECM I [1750 | 40] Heavy F-RX Prototype I Capacitor Boost [ 1 | 8] F-90 Positional Sensor Subroutines
Lows : [2300 | 55] Large Armor Repairer II [ 173 | 28] Medium Armor Repairer II [ 1 | 32] N-Type Thermic Hardener I [ 1 | 32] N-Type Kinetic Hardener I [ 1 | 32] N-Type Explosive Hardener I [ 1 | 19] Pseudoelectron Containment Field I [ 0 | 15] Reactor Control Unit II
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Strill
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Posted - 2007.04.12 00:22:00 -
[132]
Originally by: Olixia Castitatis
Originally by: Horza Otho nos domi: (i wont give you mine but this is the usual setup) 3x hvy nos 3x med 1x AB 1x web 1x scramb 1x injector 1x multispec/eccm 2x LAR II 3x eanm 1x dcu 1x RCU II 5x ogreII 5x zerker II 5x valkyrie II 5x hammerhead II 5x warrior II
rail domi: 6x dual 250 II 1x injector 1x 20k/eccm 3x multispec/racials 1x LAR II 2x eanm II 1x dcu 3x mfs II same drones as b4
blaster domi: 6x electron II 1x quad lif 1x web 1x injector 1x 20k 1x ecm/eccm/sensor booster/another scrambler 1x LAR II 3x eanm II 1x dcu 1x mfs II 1x rcu II same drones as b4
Why do people put 3x EANM on their ships? Sure, it gives higher overall resists, but it gives lower explosive, Kinetic and Thermic resists than 3x active hardeners. People don't do EM damamge much, so I don't see why people like to tank it so extensively.
I can't believe people don't understand how these resists work. With the resistance penalty, one EANM is equal to a hardener, two EANMs are better than two active hardeners overall (assuming you don't have any other resistance buffs), but three or more EANMs are inferior to three or more hardeners.
Consider the following: One active hardener gives 50% resists. That effectively doubles your hp vs that resist. math: 1 / (1 - .5) = 2
One T2 EANM gives 20% resists to all stats. That effectively increases your hp vs all weapons by 25% math: 1 / (1 - .8) = 1.25
Assuming that each damage type is used equally, the active hardener gives an average hp increase of 1.25 (2 + 1 + 1 + 1)/4 = 1.25
So they're equal. Now what happens when we compare 4 EANMs to 4 active hardeners, each for a different resist?
The hardeners double your hp versus all weapon types
The EANMs are subject to stacking penalties so it comes out to
The EANMs give you 1.79 times your hp. Hardly useful compared to the hardeners which can double it. I'll spare the math, but with two EANMs your hp is 1.51 times more effective. In this case, the EANMs are just barely more effective than the hardeners. so, to summarize, no, EANMs do not give overall higher resists except in a rare case, and by an extremely slight margin. Active hardeners are, for most practical purposes, vastly superior to EANMs
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Kaylee Kaitlen
Gallente Phoenix Wing
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Posted - 2007.04.12 17:34:00 -
[133]
Originally by: Strill So, in conclusion, EANMs are better than hardeners if you have the armor compensation skills maxed out, and inferior if you don't.
So, have anyone done the math to determine where the break-even point is? Mine are all at three, so hardeners are still probably the best bet (although being able to run the LAR/MAR longer complicates the issue), but I wonder if at level 4 if it would be a toss-up?
Damage is king, Speed kills, Style is everything Burn with passion, Kill with rage, Live with hope, Die with honor |

Strill
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Posted - 2007.04.12 21:05:00 -
[134]
Edited by: Strill on 12/04/2007 21:02:41
Originally by: Kaylee Kaitlen
Originally by: Strill So, in conclusion, EANMs are better than hardeners if you have the armor compensation skills maxed out, and inferior if you don't.
So, have anyone done the math to determine where the break-even point is? Mine are all at three, so hardeners are still probably the best bet (although being able to run the LAR/MAR longer complicates the issue), but I wonder if at level 4 if it would be a toss-up?
With level 3 to all armor comp skills, EANMs are better in numbers less than four, equal to four active hardeners, and inferior to five harders.
(Four EANMs with level 3 to all armor comp skills gives you 1.9965x more hp vs all.)
here, I'll make some lists: armor comp level 1: 3 EANMs give 1.75893x more hp, 3 hardeners give 1.75x more hp armor comp level 2: 3 EANMs give 1.81236x more hp, 3 hardeners give 1.75x more hp armor comp level 3: 3 EANMs give 1.86801x more hp, 3 hardeners give 1.75x more hp armor comp level 4: 3 EANMs give 1.92600x more hp, 3 hardeners give 1.75x more hp armor comp level 5: 3 EANMs give 1.98647x more hp, 3 hardeners give 1.75x more hp
armor comp level 1: 4 EANMs give 1.86882x more hp, 4 hardeners give 2x more hp armor comp level 2: 4 EANMs give 1.93133x more hp, 4 hardeners give 2x more hp armor comp level 3: 4 EANMs give 1.99659x more hp, 4 hardeners give 2x more hp armor comp level 4: 4 EANMs give 2.06475x more hp, 4 hardeners give 2x more hp armor comp level 5: 4 EANMs give 2.13599x more hp, 4 hardeners give 2x more hp
Also: something I didn't note is that if you use hardeners for resistances you already have alot of, you'll get more average survivability than if you used them on your weak resistances. For example, if I get an explosive hardener for shield, I already have 60% = 2.5x more hp vs explosive. Doubling that gives me 5x more hp for a difference of 5 - 2.5 = +2.5 times your hp. If you were to get a hardener for EM, however, it would double your original resistance of one, giving you +1 times your hp. That means that you can get much higher average survivability by putting hardeners on your strong resistances instead of your weak ones, assuming you have the same chance of being hit by one type of weapon as any other. This is why I'm not making a list for two or fewer EANMS vs hardeners. The resistance you choose could drastically skew the average increase from the hardener, and I'ld have to make a big table of every possible combination of hardener, which I don't feel like doing at the moment. On top of that, damage controls and non-standard base resistances would change it up even further, so it's best for anyone who wants the information to calculate it for themselves. I'll let it slide for the 3 EANM vs hardener list, however, because even though the increase from the hardeners could be different, chances are you'll put a hardener on your weakest resistance, which should be enough to keep the hardener value lower than the EANM value.
For anyone that missed it, these values are done for the T2 EANM (i.e. the one with +20% to all resistances.) These numbers are NOT correct for any other EANM and could have drastically different results.
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Hans Angry
Caldari FM Corp Insomnia.
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Posted - 2007.05.01 05:07:00 -
[135]
ive worked out a fairly good domi setup... comments suggestions?
High: 2x Modal Mega Electron 2x Modal Neutron 2x Heavy Diminishing
Medium: 1x 100mn AB II 1x Fleeting Scram 20km 1x Fleeting Web 2x Medium Electrochem (800's)
Low: 2x Large 'Accom' Reps 1x Damage Control II 2x Energized Reactive Membrane II 1x Energized Magnetic Membrane II 1x Energized Thermic Membrane II
Drones: 13x Ogre II 5x Medium Armor Rep Drones "for your own ogres"
Rigs: 1x Anti-Explosive Pump 1x Anti-Kinetic Pump 1x Anti-Thermal Pump
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Mamede
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Posted - 2007.06.21 16:11:00 -
[136]
a forever running setup:
mids all cap rechargers II lows 2 CPRII 3(yes 3 and always running)xLAR II 2 active hardeners
RIGS: 2 cap control units and a explosive armor pump!!
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ELYANAAR
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Posted - 2007.10.13 22:08:00 -
[137]
So how do guys think will be the changes on Domis due to Nos Nerf. Still efective to fit more than one or two Nos in the highs ? |
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