
Manic Smile
Federal Navy Academy
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Posted - 2007.06.27 08:40:00 -
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Edited by: Manic Smile on 27/06/2007 08:39:30
Originally by: Strill Edited by: Strill on 11/04/2007 19:53:29 I find it extremely hard to believe that any of you can adequitely measure the survivability of your ship by looking at percentages.
Though useful at looking solely at resistances, your formula is just as lacking in providing an indicator for survivability. The reason being is that there are two major parts to tanking. Damage negation, in the form of speed, sig radius reduction, resistances, defender missiles; and tank hp regeneration, be it a shield or armor tank. The perfect example for this case is either a passive Drake with 0% shields or an active Armor/Shield tank without cap, you could have 99% resists across the board but since you are regaining no hp an attacker would kill you, all be it slowly. Now speed and sig radius can be difficult to quantify, at least I don't have any hard breakpoint numbers, but resistance is quite doable. The problem is that in most cases resistance and hp regen are inversely proportional, because they share the same limited resources, module space and energy cap. There are a few tanking guides in the forums and all use the same general concept of damage per second soak/tankability/etc.
For passive shield tanking the max DPS soak of a given resistance is as such:
(Max shield hp) / (total shield recharge time) * ~2.5 / (1 - resistance type)
For active shield/armor tanks the max DPS soak of a give resistance is:
(Module boost ammount) / (Module activation time) / (1 - resistance type) the one difference being that active shields do benefit natural passive regen
if you want to know why, or see more rigorous proof you can use the search function.
Generally it's best to know the individual DPS for each resistance type as most NPCs and real players do not do all damage types. Now if you must have an aggregate you can simply average all the resistances.
Also armor tends to have less regeneration of hp but higher resistances while shield tanks, especially passive(the NightHawk is not a fair example of anything) have a much higher hp regen with lower resists. If you take a look at the most popular builds on the boards many have found am equilibrium with the resist/regen balance where to add more regen or more resists would result in an overall weaker tank due to diminishing returns...stacking, stacking nerf, etc.
Some things to keep in mind. Going fast with lower resists + hp regen may equal a better tank overall. Being smaller with less hp regen does not always mean a weaker tank...this is usually true with AFs/HACs/Command ships. Sometimes being able to kill off the damage is better then trying to tank everything. Sometimes it is more beneficial to max out the max tank hp and resistances and not focus on regen in the hopes of outlasting the opponent...or to fit more regen/resists mods then cap regen and again hope to outlast the opponent...often with a cap booster in the mids.
*courtesy of www.flickr.com
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