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Pottsey
Gallente Enheduanni Foundation
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Posted - 2007.03.13 21:53:00 -
[31]
ôWhy are you fitting LSE IIs on a titan? Fit the Shield rechargers since they'll actually boost the regen. ö HP regen is a waste on a Titan shield extender are better but scarp the SPRÆs and fit PDS. Go for massive shields over 200k with resistance. The idea is get the shield as big as possible with extenders then add on PDS which give a x% to hitpoints this stacks after the extenders. Fit max PDS then look at the shield hitpoints with and without extenders itÆs a decent amount.
SPR's are bad for jump drives as well. Passive shield tanking guide click here |

Malthros Zenobia
Caldari Independent Navy Reserve
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Posted - 2007.03.13 21:53:00 -
[32]
Originally by: Pottsey ôAll your calculations are made by: (Shield HPs / ShieldRecharge) x 2.4 Thats not quiet correct, as the multiplier in the end has to be 2.3 I tested this on a few Ships and different Fittings, and the 2.3 is more close to the reality in EvE.ö No its x2.5. You can use 2.2 or 2.3 as an average over a battle but x2.5 is the peak and if dps is under that your tanks holds.
Not always. You can be hit with an alpha that completely bypasses your peak regen, IE, you may go from 37% to 32%, regen to 36%, then get hit to 31%, then hit to 29, then 27...etc. However with 20k+ shields, and 75+ in resists, you'd have to be hit by something like a POS or seige dread for that to happen since even a gank mega would need multiple wrecking shots to pull it off.
Originally by: kieron The Carrier was never intended to be a solo OMGWTF mission-farming PWNmobile.
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Malthros Zenobia
Caldari Independent Navy Reserve
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Posted - 2007.03.13 22:01:00 -
[33]
Originally by: Pottsey ôWhy are you fitting LSE IIs on a titan? Fit the Shield rechargers since they'll actually boost the regen. ö HP regen is a waste on a Titan shield extender are better but scarp the SPRÆs and fit PDS. Go for massive shields over 200k with resistance. The idea is get the shield as big as possible with extenders then add on PDS which give a x% to hitpoints this stacks after the extenders. Fit max PDS then look at the shield hitpoints with and without extenders itÆs a decent amount.
SPR's are bad for jump drives as well.
You're saying 3k shields is better than 20% more regen? Sorry but that's just not true Pottsey. The difference in tankiong by dropping LSE for sheidl relays on a capship is rather large, considering a LSE II is only a few % of an increase to max shields.
Originally by: kieron The Carrier was never intended to be a solo OMGWTF mission-farming PWNmobile.
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SauronTheMage
Caldari
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Posted - 2007.03.13 22:55:00 -
[34]
I'm looking at some of these setups (full LSE II on mids w/ no resist mods, and man these are dumb unless you happen to...
A) Get a % resist boost per lvl B) Also have a ship running the shield resist mod in gang
Even then, if you have lvl 5 ship skill for 25% em resist.... and get someone with max skills for gang mod... that total is approx 44% em.
Although this would be tolerable, swap out an extender for a T2 shield resist amplifier. The above setups with no resist mods are fine for pve (provided your highest resists are what your enemies do) but for pvp, you need to bring up your lowest resists as that is what the enemy will try to locate.
On my vulture & nighthawk, running 1 x T2 em amplifier (45% @ compensation lvl 4) provides me with approx 58% EM (and 70% ex being next lowest). This is before the gang mod @ ~23%. Running 2 x T1 em hards brings you to approx 72%-74% em.. making explosive your lowest at 70% now.
Since nos is not your friend, you do NOT want to be using active hardeners. Once those hardeners shut off, there goes your resists. This is why you run shield amplifiers instead of active hards (which were being used on previous post setups).
Also, once you activate the shield resist gang mod, your lowest resist goes up to approx 75%-78% explosive depending on your gang bonus. You do have to remember though that once your cap is gone, no more gang mod bonus.
I would rather play with a 70%+ lowest resist buffer, then more regen w/ 25% - 44% em resist buffer.
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xenodia
Gallente RONA Corporation RONA Alliance
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Posted - 2007.03.13 23:56:00 -
[35]
Originally by: VanNostrum I was playing around in Quickfit and i came up with 499.92hp/sec passive shield regen on a Hurricane. Here's the setup
6x 425mm Autocannon II (Barrage M) 2x Heavy Missile Launcher II -------------- 4x LSE II -------------- 6x Shield Power Relay II -------------- 3x Shield recharge rigs
4x Hobgoblin II, 1x Hammerhead II
Shield hp (regen): 18496.25 (92.5 sec) Max Shield regen: 499.92/sec Total raw DPS: 458.386
This shield passive regen seems ridiculously high to me, is there a limit on max shield regen? Is this viable?
I get almost as good a passive shield tank on a myrmidon, with more dps. And yes, its just scary tough.
This signature space for rent |

xenodia
Gallente RONA Corporation RONA Alliance
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Posted - 2007.03.13 23:59:00 -
[36]
Originally by: VanNostrum Edited by: VanNostrum on 13/03/2007 05:26:51
I just came up with 575.4 hp/sec shield regen on a myrmiddon with a similar setup, and since myrmiddon can use drones for dmg it's even more fun 
6x 425mm Autocannon II (Barrage M) 5x LSE II 6x Shield Power Relay II ------------------ 3x Shield recharge rigs
5x Ogre II
Total Raw DPS: 653.775 Total Shield hp (regen): 21288.75 (92.5sec) Max Shield Regen: 575.4 hp/sec
obviously cant pvp without nos, WD and web, but that's hell of a tank & DPS!  any thoughts?
Take out one of the shield extenders and put in a t2 invulnerability field. With good skills, even with the SPR on your natural cap recharge should keep up with the drain from the Invul. field, and your tank will be much tougher with the resists.
Thats basically my ratting myrmidon setup.
This signature space for rent |

Sionide
Panzershrek Privateer Alliance
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Posted - 2007.03.14 05:59:00 -
[37]
I am thinking that after this nano-craze is done with and is hit with the bat (whatever it is), I think passive shield tanking is the next in line.
Some of the possible builds are just unfair compared to their armor tanking counterparts (which are slower, do less repair and take cap). But whatever, I am not going to hold my breath.
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Graalum
Foundation R0ADKILL
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Posted - 2007.03.14 06:10:00 -
[38]
Originally by: Sionide I am thinking that after this nano-craze is done with and is hit with the bat (whatever it is), I think passive shield tanking is the next in line.
Some of the possible builds are just unfair compared to their armor tanking counterparts (which are slower, do less repair and take cap). But whatever, I am not going to hold my breath.
QFT!
how about a preemptive nerf already. This is assinine.
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Graalum
Foundation R0ADKILL
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Posted - 2007.03.14 06:11:00 -
[39]
oh, have fun warping in one of thses setups . Two sysems and your out of cap 
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Vellaron
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Posted - 2007.03.14 06:53:00 -
[40]
Edited by: Vellaron on 14/03/2007 06:55:06
Originally by: VanNostrum
Originally by: Vellaron Edited by: Vellaron on 13/03/2007 08:09:28 Drake can get up to 330 hp/s with 75-85% to all resists (100% passive), which means it can take a lot more damage than your passive hurricane (since you're on default resists) AND it doesnt need cap to fire.
Care to share that setup? I fail to come up with that shield regen and those resists on a drake in Quickfit using maxed skills.
Shield HP (regen) : 16680.0 HP (131.95sec) Max Shield Regen : 316.03 per sec (approx.) Shield EM : 71.5 % Shield Explo : 70.0 % Shield Kinetic : 82.9 % Shield Thermal : 77.2 %
Estamel's Modified Kinetic Deflection Amplifier Estamel's Modified Magnetic Scattering Amplifier Estamel's Modified Heat Dissipation Amplifier Large Shield Extender II Large Shield Extender II Large Shield Extender II Shield Power Relay II Shield Power Relay II Shield Power Relay II Shield Power Relay II Core Defence Field Purger II Core Defence Field Purger II Core Defence Field Purger II
Thats without any other bonsuses like implants. Obviously this would cost a few billion but yeah. If you switch out an LSE2 for Estamel's Modified Invulnerability field:
Shield HP (regen) : 13398.75 HP (131.95sec) Max Shield Regen : 253.86 per sec (approx.) Shield EM : 85.75 % Shield Explo : 85.0 % Shield Kinetic : 91.5 % Shield Thermal : 88.6 %
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Vidar Kentoran
Minmatar Provenance.
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Posted - 2007.03.14 07:00:00 -
[41]
Edited by: Vidar Kentoran on 14/03/2007 07:01:45 It's mainly the battlecruisers(or battlecruiser-based command ships) that produce ridiculous shield tanks, because their base recharge time is quite low vs their total shield hp.
They have the same base shield recharge time as cruisers, with like 3-4x as many shield hp. This doesn't make a whole lot of sense, they should really have a base recharge time somewhere between that of a cruiser and that of a battleship.
If they ever release tier 3 bc-based command ships, without changing the current stats, they will be able to fit insanely invincible passive shield tanks.
It's also good to point out that Shield Power Relay IIs are not cheap :P
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Pottsey
Gallente Enheduanni Foundation
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Posted - 2007.03.14 07:23:00 -
[42]
Edited by: Pottsey on 14/03/2007 07:21:02 ôoh, have fun warping in one of thses setups . Two sysems and your out of cap ô My domi with max relays got 6+ systems on avenge. Fit 1 PDS and you donÆt have a problem. Just have good warp skills and warping is not as much as a problem as people think. I often do 20jumps afk without a problem.
ôYou're saying 3k shields is better than 20% more regen? Sorry but that's just not true Pottsey.ö Yes because 20% more regen is a tiny amount of HP regen and you get more then 3k shields I thought at least it used to be. Work out how much HP regen a recharger would give you then work out how long it would take to heal the same amout of hitpoints as 1 extender gives you with PDS.
You can hit way over 600k shield hitpoints. Then again I havenÆt looked closely since some of the recent changeÆs. I better look at Titans again. Still SPRÆs are a bad idea for other reasons like cap as you need that jump drive.
Passive shield tanking guide click here |

Akita T
Caldari Caldari Navy Volunteer Task Force
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Posted - 2007.03.14 07:29:00 -
[43]
Battlecruisers and Command ships, no question... most (non-Amarr ones) can have incredible passive shield regen tanks.
Out of the Destroyers, the Thrasher makes a half-decent passive shield-tank. The rest of the destroyers are not feasable. Strangely, none of the Interdictors either.
Iteron V is the beast of industrial shield passive tanking. Badger 2 and Mammoth work too, but not so well. Out of the transport ships, the Mastodon has the most impressive all-round passive tank. Occator and even Bustard can work, but the EM hole is a problem.
Vagabond can pack a good passive tank, but only if it sacrifices its advantage (speed), so not very good unless as bait. Ishtar however works like a charm, and to a lesser degree of usefulness the Caracal and Moa too.
Hawk (the DPS ain't so great) and Ishkur can make it work, but the Jaguar has the most impressive AF passive tank while still keeping a decent punch.
Trying to passive tank interceptors, covops and recons kind of defeats their purpose even if they COULD work, so I wouldn't advise it. Well, except for the Curse. That one can and does work as a passive shieldtank.
The only battleship that can get away with a good passive regen shieldtank is Dominix, but only barely... instead, the Dominix (and the Rokh too) can work as mostly HP-based (not regen-based) passive tanks (so PDUs instead of SPRs).
If you try to passive shieldtank anything above a battleship, you have to get your head checked. Sure, you CAN passive-tank them, but no matter how you twist and turn it, the active tank you can get out of them (even under moderate NOSare) is lightyears ahead, so don't even bother. _ MySkills | Module/Rig stacknerfing explained |

Aft Sight
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Posted - 2007.03.15 00:06:00 -
[44]
Having toyed around with a passive set up before losing my ship last night, you CAN get decent DPS on the hurricane and a mix of decent resistances to help tank the damage. Did well in lvl 2 missions(character's not to 3's yet) and didn't get around to testing the set up against corp mates.
The problem is, with the extra SPR's in the low slots, your jumping range IS limited. So if you are at war, and must run from someone i wouldn't recomend this ship set up. But i know my drake can get about 6-8 jumps in(short jumps) before i'm stranded for a good long while.
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Malthros Zenobia
Caldari Independent Navy Reserve
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Posted - 2007.03.15 01:31:00 -
[45]
Originally by: Sionide I am thinking that after this nano-craze is done with and is hit with the bat (whatever it is), I think passive shield tanking is the next in line.
Some of the possible builds are just unfair compared to their armor tanking counterparts (which are slower, do less repair and take cap). But whatever, I am not going to hold my breath.
The solution is to jack up the shield regen time on Gallente ships.
Originally by: kieron The Carrier was never intended to be a solo OMGWTF mission-farming PWNmobile.
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Pottsey
Gallente Enheduanni Foundation
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Posted - 2007.03.15 07:20:00 -
[46]
I agree passive tanking needs rebalancing but there has to be a better option then making the shield recharge slower. Historically Gallente have always had the fastest shield recharge much faster then Caldari but less hitpoints. I would much prefer some sort of + to shield recharge and û to shield hitpoints or - to extenders. That way we can keep our fast shield recharge but shield HP regen goes down. Passive shield tanking guide click here |

Cherab
Minmatar The Marathon Order
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Posted - 2007.03.15 08:37:00 -
[47]
What is the role of this extreme shield ship to hang out with gangs and eat up dps? Well i got to say im about to go in to a hurricane soon and that setup is a bit tempting.
Regarding nerfs & boosts:
Nerf rocks, paper is fine /Scissors |

Zip Gordon
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Posted - 2007.03.17 16:48:00 -
[48]
Originally by: Malthros Zenobia
Originally by: Jackal79 If thats true thats basically a hurricane running a capital shield repper w/o boost amp. Good lord... It might not do much damage - but who cares? Its not like you'd die.
That Hurricane would get utterly destroyed by any damage oriented battleship.
Even a Raven will break that (with Mjolnir torps) tank.
Don't get me wrong, 500shield for a peak regen is huge, but it's not nearly as uber as it seems.
On an interesting note, it would seem that as passive sheild tanks become viable, so will alpha strike damage supercede damage over time due to passive tanking having a threshold for its prime operation. Hmm...missiles and artillery anyone?
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ilah
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Posted - 2007.09.03 21:09:00 -
[49]
Originally by: Akita T Raw regen alone is almost irrelevant, DPS "tankable" is the only thing that matters.
Oh and for the record the max possible passive peak shield regen would be from a maxed-out relevant skills pilot with the 5% Gnome implants plugged in, in a Myrmidon full with T2 LSE/SPR/Purger.
Shield amount : (3906 + 5*2625)*1.25*1.05 = 22353.1875 HP Recharge time : 1250*0.75*0.95 * 0.76^6 * 0.75^3 = 72.403610859 seconds Peak recharge : aprox 771 shield HP / second DPS tanked: 771/1927/1285/963
Extra style points for siege-mindlinked squad commander flying a Vulture running a siege warfare resists link (25.875% resists, wasn't it?), and a wing/fleet commander in a Leviathan with L5 Caldari Titan (+37.5% maxshield). Not like it will happend soon, just saying   
In this "ultrastylish" setup, you'd get 30735.63 shield HP recharge in 72.4 sec. That's a peak recharge of 1061 shield/second. Resists 25.88/70.35/55.53/40.70. DPS tanked : 1431/3578/2385/1789
Aaaand, cut.
Howcome that myrm fitting can be possible ?! I did exactly the same thing, ended up with about 17000 shield hp, 127 sec. recharge time... What am i doing wrong ?!
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Falkrich Swifthand
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Posted - 2007.09.03 22:22:00 -
[50]
1: Old thread. 2: Skills.
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ilah
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Posted - 2007.09.03 22:43:00 -
[51]
i guess its really hard to make some explanations ?
Well, skills. yes; iş heard that. But there is just one skill that changes te recharge rate. Am i wrong ?
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Aaron Mirrorsaver
The Coalition Of Buccaneers Mercenary Services
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Posted - 2007.09.03 23:27:00 -
[52]
try using the rigs which give you shield amount instead of shield recharge. -- Greater Love hath no man than this; that a man lay down his life for his friends.
Mercenary Services Recruiting |

Pottsey
Enheduanni Foundation
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Posted - 2007.09.04 06:09:00 -
[53]
ôWell, skills. yes; iş heard that. But there is just one skill that changes te recharge rate. Am i wrongö One skill changeÆs recharge rate. 3 skills boost shield HP regen.
Passive shield tanking guide click here |

Cpt Cosmic
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Posted - 2007.09.04 06:21:00 -
[54]
Edited by: Cpt Cosmic on 04/09/2007 06:23:34
Originally by: VanNostrum I was playing around in Quickfit and i came up with 499.92hp/sec passive shield regen on a Hurricane. Here's the setup
6x 425mm Autocannon II (Barrage M) 2x Heavy Missile Launcher II -------------- 4x LSE II -------------- 6x Shield Power Relay II -------------- 3x Shield recharge rigs
4x Hobgoblin II, 1x Hammerhead II
Shield hp (regen): 18496.25 (92.5 sec) Max Shield regen: 499.92/sec Total raw DPS: 458.386
This shield passive regen seems ridiculously high to me, is there a limit on max shield regen? Is this viable?
since rigs are stacking penalized with modules those numbers are not correct like some other numbers here and btw necro ftl  |

Akita T
Caldari Navy Volunteer Task Force
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Posted - 2007.09.04 06:24:00 -
[55]
Since SPRs and purgers are not stacking-penalised at all, those numbers are 100% accurate.
_
Complaint vs whine | Char creation guide | Stacknerfs explained |

Cpt Cosmic
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Posted - 2007.09.04 06:24:00 -
[56]
Originally by: Akita T Since SPRs and purgers are not stacking-penalised at all, those numbers are 100% accurate.
l2read |

Dominia Kray
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Posted - 2007.09.04 06:35:00 -
[57]
Of course, a Drake can be fitted thus:
Hi 7 x 'Arbalest' Heavy Missile Launcher 1 x Drone Link Augmentor I
Mid 2 x Invulnerability Field II 1 x Shield Recharger II 3 x Large Shield Extender II
Lo 2 x Beta Reactor Control: Diagnostic System I 2 x Ballistic Control System II
Rigs 2 x Core Defence Field Purger I 1 x Core Defence Field Extender I
Drones 5 x Hobgoblin II
Solid little tank with over 21k shield at ~460 secs regen, and a minimum 65% resist across the board for shield and missile/shield skills to match (all at least III with most at 4 or 5). Scourges were hitting at 285 (not great but tidy) and Widows at 232 in alternating slots. T2 Hobs took care of most frigs/cruisers. Hadn't seen any mission group take it under 54% shield...until I lost it today to 9 BS's throwing Banes at me, along with a dozen or so smaller NPC boats. Yeah I agged the wrong ship, but still took the tree almost 2 mins to finish off poor lil Betcee May. Would have made it out except for the badly timed last 5 secs of being webbed :P
Anyway, point is was a very tidy setup that could still do enough damage to take out 1mill + BS although would have a very difficult time taking down anything over about 1.2 mill ISK BS...would need complete missile skills for that and bigger implants than the 1% I had.
Now, I'm in a Rokh. Let's see them get close enough to do that again ;)
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Akita T
Caldari Navy Volunteer Task Force
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Posted - 2007.09.04 06:41:00 -
[58]
Originally by: Cpt Cosmic
Originally by: Akita T Since SPRs and purgers are not stacking-penalised at all, those numbers are 100% accurate.
l2read
No, YOU learn to read. And I'd suggest to start with the link in my sig explaining how stacknerfs work.
It doesn't matter if a rig WOULD get stacking-nerfed together with a module when the attribute affected by those modules does NOT carry the "stack-nerfable" flag. In this case, the attribute is "shield recharge time bonus %", and it does not have the flag set. No modules NOR RIGS affecting shield recharge time get slapped with any stacking-nerfs.
_
Complaint vs whine | Char creation guide | Stacknerfs explained |

Cpt Cosmic
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Posted - 2007.09.04 07:11:00 -
[59]
Originally by: Akita T
Originally by: Cpt Cosmic
Originally by: Akita T Since SPRs and purgers are not stacking-penalised at all, those numbers are 100% accurate.
l2read
No, YOU learn to read. And I'd suggest to start with the link in my sig explaining how stacknerfs work.
It doesn't matter if a rig WOULD get stacking-nerfed together with a module when the attribute affected by those modules does NOT carry the "stack-nerfable" flag. In this case, the attribute is "shield recharge time bonus %", and it does not have the flag set. No modules NOR RIGS affecting shield recharge time get slapped with any stacking-nerfs.
o rly? then its my fault but then the numbers are not correct anyway. slap the fit on your hurricane and it will have more than 92.5 recharge time (about 103 with max skills)  |

Ather Ialeas
Amarr Space Perverts and Forum Warriors United Cult of War
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Posted - 2007.09.04 07:18:00 -
[60]
My favorite Myrmidon fit:
5* Shield Power Relay II 1* Capacitor Flux Coil II 3* Large Shield Extender II 1* Dread Guristas Invulnerability Field (hey, they're cheap nowadays!) 1* Magnetic Scattering Amplifier II 6* 425mm AutoCannon II (Hail will kill your cap tho') 3* Core Defense Field Purger II
Tanks 967 EM/692 thermal/923 kinetic/1385 explosive/934 uniform damage and does up to 647dps with cap that sustains forever.
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