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Arthur Aihaken
CODE.d
4745
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Posted - 2015.11.16 22:13:22 -
[1] - Quote
Obviously faster is better, but how much of a difference does warp speed and inertia actually make? For the average mission jump (say 10 AU), the results are not always apparent. I used a Rattlesnake as it's on the slower end of the spectrum, and what I was able to ascertain is that Ascendanct implants are key. You will want to augment these with a combination of at least 1-2 Hyperspacial rigs and/or Prototype Hyperspacial accelerators and one inertia or nanofiber module (I prefer the nanofiber as it doesn't bloom your signature). Ultimately you'll arrive at around 4.0 AU/s warp speed and under 0.75 inertia for optimal travel times (about 30 seconds per jump). Beyond 4.0-4.5 AU/s the law of diminishing returns comes into play, and you'll find that a warp speed above 7.0 AU/s only shaves 3-4 seconds off typical jumps. You save between 1-2 seconds with the nano or inertia module, and this also boosts your speed and acceleration in-mission - so it's definitely worth fitting.
I am currently away, traveling through time and will be returning last week.
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Chainsaw Plankton
Signal Cartel EvE-Scout Enclave
2031
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Posted - 2015.11.17 01:30:06 -
[2] - Quote
this is a really nice chart http://i.imgur.com/NFp6c2y.png I just cleaned it up by removing the "old" stuff as it is no longer relevant, as a bonus it fits on screen much better! Sorry if there is some pixel abuse, did it in ms paint. Could probably do some analysis on it, but I really cba. just knowing something like going from 3 to 8 au/s on a 50au warp saves 26 seconds is more or less all I care to know. Also figuring out the formula for say 14 au/s warps might be nice for some of those lv3 blitz threads, as my intuition said I could drop some hyperspatial rigs in favor of application rigs. Saving single digit seconds on warp is probably something that would be better spent on saving more than single digit time in combat.
based on: http://cdn1.eveonline.com/www/newssystem/media/65418/1/numbers_table.png taken from a devblog http://community.eveonline.com/news/dev-blogs/warp-drive-active
@ChainsawPlankto
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Hasikan Miallok
Republic University Minmatar Republic
1649
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Posted - 2015.11.17 02:34:40 -
[3] - Quote
The simplest way would be build two ships one warp optimized and one damage application optimized and run them over a week or two and then document the results :D
With regard to warp speeds in general:
Intuitively warp savings are not going to be significant if you are low SP, take more than 30 minutes per mission and do full loot and salvage. especially if your agent tends to give you missions close to station.
On the other hand if you always blitz with no loot or salvage, run multiple short missions per hour, have an agent that sends you longish distances and make more than a mill/minute (120 mill per hour) you may get substantial gains. |
Chainsaw Plankton
Signal Cartel EvE-Scout Enclave
2032
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Posted - 2015.11.17 03:37:32 -
[4] - Quote
there is also the whole minute+ warp times are just boring part. Obviously the old warp speed system didn't make sense and needed some changes for a number of reasons and I'm glad they changed it, but 2 au/s warps suck.
and for low sp fits yea adding more tank or dps is usually more important than adding some warp speed. but at the min/max point I like my warp speed.
@ChainsawPlankto
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Arthur Aihaken
CODE.d
4746
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Posted - 2015.11.17 17:17:34 -
[5] - Quote
Chainsaw Plankton wrote:this is a really nice chart http://i.imgur.com/NFp6c2y.png I just cleaned it up by removing the "old" stuff as it is no longer relevant, as a bonus it fits on screen much better! Sorry if there is some pixel abuse, did it in ms paint. Could probably do some analysis on it, but I really cba. just knowing something like going from 3 to 8 au/s on a 50au warp saves 26 seconds is more or less all I care to know. Also figuring out the formula for say 14 au/s warps might be nice for some of those lv3 blitz threads, as my intuition said I could drop some hyperspatial rigs in favor of application rigs. Saving single digit seconds on warp is probably something that would be better spent on saving more than single digit time in combat. based on: http://cdn1.eveonline.com/www/newssystem/media/65418/1/numbers_table.png taken from a devblog http://community.eveonline.com/news/dev-blogs/warp-drive-active Thanks for posting the chart. I believe the values exclude alignment times, so you need may need to factor that in as well. I used three differently fit Rattlesnakes in my tests ranging from 3.48 AU/sec to 7.33 AU/sec. There was a perceptible difference once you dropped below a threshold of 4 and not much of difference once you broke the 4.5 barrier. If you're travelling over 10.0 AU/sec on a regular basis a higher warp speed will obviously be more beneficial.
What I found on my Rattlesnake fits is that instead of running 3 damage application rigs and 6 damage application modules it was more advantageous to run a single Hyperspacial rig with a pair of damage application rigs and a single nanofiber and Prototype Hyperspacial module instead of the 3rd drone damage and ballistic control modules. You can run 3 Hyperspacial Rigs, it's just that the perceived benefit on most standard Lv4 missions is negligible.
What I cannot emphasize enough is that the only implants that are important for any kind of serious missioning is the Ascendancy set.
I am currently away, traveling through time and will be returning last week.
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