
Perani
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Posted - 2006.11.16 15:21:00 -
[2]
There are actually more problems than just using up loads of cap, if the repairer was the only thing that used cap, I wouldn't care so much. But I have 6 power hungry lasers each draining my precious cap, I am seriously thinking about fitting artillery instead.
While it is true that my racial ships have large grids and large caps, the grid requirement on the large repairer is also hideously high, and just taking these basic stats
xlarge shield booster ii: 400 energy, 600 HP every 5 seconds = 120 HP/s and 80 energy/s large armor repairer ii: 400 energy, 800 HP every 15 seconds = 53.3 HP/s and 26.7 energy/s
and so if I fit two of these repairers (there goes my extra low slot), I would get 106.7 HP/s and 53.3 energy/s
With max skills, the efficiency of the above booster is 1.67 HP/cap, and the armor repairer is 2HP/cap, and while armor repair efficiency may seem higher, it by no means offset the extra slot, the huge amount of grid requirement (on top of those horrendously designed lasers), and as well as the slow repair rate. This is not even considering the passive regen on the shields.
What would these number look like with maxed skills? Shield compensation V = -10% cap use Shield management V = +25% shield capacity Shield opearations V = -25% cycle time
xlarge shield booster ii: 360 energy, 600 HP every 3.75 seconds = 160 HP/s and 96 energy/s
Adding the very basic raven passive recharge 6000 shield base HP * 1.25(Shield management V) = 7500 HP 7500/2000(shield recharge time) * 2.5 (max recharge multiplier) = 10.3 HP/s passive at about 30%~50% max shield capacity
This translates to 170 HP/s and 96 energy/s
Now let's look at the apoc, or the gedden, it makes no difference as there is no armor passive repair. But let's say apoc
The relevant skills are hull upgrades V = +25% armor HP repair systems V = -25% cycle time
The apoc ends up with 7500 armor HP, ok.
large armor repairer ii: 400 energy, 800 HP every 11.25 seconds = 71.1 HP/s and 35.6 energy/s
Fitting two, I get
142 HP/s and 71.1 energy/s
One shield booster repairs roughly 20% faster than two armor reparirers, but takes 35% more energy Fitting, one mid-slot, 550 grid, 230 CPU
Two large repairs take two low slot, 4600 grid, 110 CPU
I tried to calculate the energy consumption of large lasers over torpedo launchers, but my calculator said division by 0 is not allowed. One mid slot > two lows? Should I use artillery?
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