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Akita T
Caldari Caldari Navy Volunteer Task Force
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Posted - 2007.04.26 06:38:00 -
[1]
Rattlesnake 1x Large Shield Extender II 5x Shield Recherger II 6x Shield Power Relay II 3x Purger II rigs
all max skills 5% gnome implants
Solo, that's a "mere" 785 shield/second peak recharge, granted. Under "REGULAR" circumstances (just a Siege Minlinked fleet leader), 903 shield/second peak "only". With L5 Caldari Titan pilot of a Leviathan, the 1079 shield/second peak mentioned.
...well, I did say "best possible peak recharge", didn't I ? That's not the same as "tankable damage", by the way.
Removing one or even two of those rechargers and adding invuls instead increase DPS tankable... but cap use ain't looking very good. Also, you might want to remove some of that SPRs for BCUs and so on, so for a soloable setup, that's not so hot anymore (still better as a Drake, sure thing, but, well, you get the idea). _ MySkills | Module/Rig stacknerfing explained |

Awox
Infinitus Odium
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Posted - 2007.04.26 06:48:00 -
[2]
No resistances? No EWar?
Sounds a bit stupid to me. - BOOST OUTLAWS (-10.0 and proud of it) |

Akita T
Caldari Caldari Navy Volunteer Task Force
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Posted - 2007.04.26 06:58:00 -
[3]
Mark the bold part and the stuff below. Purely theoretical setup. _ MySkills | Module/Rig stacknerfing explained |

Pottsey
Gallente Enheduanni Foundation
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Posted - 2007.04.26 06:59:00 -
[4]
Edited by: Pottsey on 26/04/2007 06:56:00 Done in quickfit or in game? Just I found quickfit isnÆt matching 100% what I get in game at those extreme rangeÆs. Its not far off mind you just quickfit tends to be a tiny bit to low. Somethings not stacking 100% how we think it does. Not found the problem yet but I think its to do with the gang skills and gang implants.
Awox this isnÆt a setup for combat. Its one of the fun challenges to see how far you can push a number like what I do with shield recharge at 14 seconds or other do with longest range, fastest speed e.c.t
Passive shield tanking guide click here |

Akita T
Caldari Caldari Navy Volunteer Task Force
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Posted - 2007.04.26 07:03:00 -
[5]
Originally by: Pottsey Done in quickfit or in game?
Ingame showinfo plus pocket calculator :) _ MySkills | Module/Rig stacknerfing explained |

MrRookie
Caldari Dark and Light inc. D-L
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Posted - 2007.04.26 07:27:00 -
[6]
Did you try the same thign with the Drake. With the low recharge rate shouldn't the result be bether? Sig removed. Please email us at [email protected] if you would like to know why. -Conuion Meow
May I have pink next time plz? |

Akita T
Caldari Caldari Navy Volunteer Task Force
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Posted - 2007.04.26 07:32:00 -
[7]
In day-to-day "life", I fly a Drake. So trust me, I did try  No, it doesn't get better... close, but not better.
Heck, Rattle starts getting more benefits from a shield recharger instead of a second LSE, the Drake only does that on the 5th or 6th LSE if I remember right. Sure, Drake also has the non-stack-nerfable resists bonus, but it doesn't help much. The base shield HP of a Rattle is much more than double that of a Drake (with only double recharge time), and Rattle has two extra lows to play with. _ MySkills | Module/Rig stacknerfing explained |

l'ga Rathorn
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Posted - 2007.04.26 08:31:00 -
[8]
Have you considered using a mach?
It's got a bit less shields than a snake, but the extra low vs an extra mid might work to it's advantage?
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Akita T
Caldari Caldari Navy Volunteer Task Force
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Posted - 2007.04.26 08:48:00 -
[9]
Machariel has 23.647% less base shield as a Rattlesnake. It gains a lowslot (1/0.76 = 31.5789% recharge rate) but loses a midslot (1/0.85 = 17.647% recharge rate). Overall, around -14% peak recharge.
Add to that the fact that you have to use artillery, or risk not having a chance to get in range to use the autocannons, and you have the Rattlesnake as a better passive tanker overall, no matter how you put it... Machariel has a weaker tank (by at least 14%) and slightly worse chance to bring the available DPS to bear. _ MySkills | Module/Rig stacknerfing explained |

Paigan
Amarr Viziam
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Posted - 2007.04.26 08:56:00 -
[10]
Originally by: Akita T ...well, I did say "best possible peak recharge", didn't I ? That's not the same as "tankable damage", by the way.
This is the same like saying "most civilian lasers on a ship" or "slowest ship ever". It has absolutely no point.
Well okay. This is the theoretical fitting for the highst recharge rate. AND? -- This game is still in beta stage |
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Akita T
Caldari Caldari Navy Volunteer Task Force
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Posted - 2007.04.26 08:59:00 -
[11]
AND if it has the highest possible theoretical peak recharge, it ALSO has the highest possible PRACTICAL peak recharge. The practical one is a bit lower as the maximum, sure, but still the highest out of all practical ones.
You must have not read the rest of the thread, it seems. _ MySkills | Module/Rig stacknerfing explained |

Alaron Giancol
Resurrection R i s e
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Posted - 2007.04.26 09:02:00 -
[12]
Originally by: Paigan
Originally by: Akita T ...well, I did say "best possible peak recharge", didn't I ? That's not the same as "tankable damage", by the way.
This is the same like saying "most civilian lasers on a ship" or "slowest ship ever". It has absolutely no point.
Well okay. This is the theoretical fitting for the highst recharge rate. AND?
except the goal isn't trivial, and the findings could still be useful in a more practical setup.
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Kldraina
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Posted - 2007.04.26 09:14:00 -
[13]
My math tells me a Revalation (Amarr dreadnaught) could hit 1247, before gang bonuses. This is with max skills, 3 Shield recharger IIs, 8 SPR IIs, and 3 T2 shield recharge rigs. 1028 with T1 rigs. ---
Most players have no idea what makes a game good. |

Paigan
Amarr Viziam
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Posted - 2007.04.26 09:25:00 -
[14]
Edited by: Paigan on 26/04/2007 09:22:28
Originally by: Akita T AND if it has the highest possible theoretical peak recharge, it ALSO has the highest possible PRACTICAL peak recharge. The practical one is a bit lower as the maximum, sure, but still the highest out of all practical ones.
You must have not read the rest of the thread, it seems.
i do have read the thread.
above, you flamed someone saying that this setup has no practical use because it is lacking hardeners.
NOW you say it has a oh so good practical use. This is WRONG.
In practical, it is INDEED bull**** what you tinkered together.
PRACTICAL means actual tanked damage. not theoretical recharge rate. You contradict yourself in every post.
maybe you should read your own thread... and answers. And then think. And then post. -- This game is still in beta stage |

Akita T
Caldari Caldari Navy Volunteer Task Force
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Posted - 2007.04.26 09:49:00 -
[15]
Edited by: Akita T on 26/04/2007 09:51:25
"above, you flamed someone saying that this setup has no practical use because it is lacking hardeners."
I corrected him, pointing out the fact that the EXACT setup in the OP is not the best practical setup. Nothing more, nothing less. I'd hardly call that a flame.
NOW you say it has a oh so good practical use.
Yes, it does. But not that EXACT setup from the OP. A slightly modified one, listed in a post below the OP (my 3rd post). What's wrong with a T2-only ship that has same DPS and better tank as a T2/faction Raven, while being a lot less susceptible to NOS and having a much better shield buffer ?
This is WRONG. In practical, it is INDEED bull**** what you tinkered together. PRACTICAL means actual tanked damage. not theoretical recharge rate.
So. Which parts of my THIRD post in this thread were so hard to understand ?
You contradict yourself in every post. maybe you should read your own thread... and answers. And then think. And then post.
Not even in a single one. Show me any actual contradiction in anything I posted so far. _____
My math tells me a Revalation (Amarr dreadnaught) could hit 1247, before gang bonuses. This is with max skills, 3 Shield recharger IIs, 8 SPR IIs, and 3 T2 shield recharge rigs. 1028 with T1 rigs.
Your math is correct :P
Hmm... haven't really given any thought at all to capital ships. In my defence, you get much better results with capital module active tanks on any capital ships  Unless you're under extremely heavy NOSage, that is.
You could use capital projectile turrets on the Amarr dread then, it might actually be a somewhat feasable battle setup.
And, you get a load of other... let's call them... err... "secondary" problems  You could go with lasers, but only be useful on the battlefield a very limited amount of time. And, biggest problem with that fit is that you won't be jumping out of the system easily. Oh, well, all those problems CAN be solved with a dedicated energy transfer companion capital ship (a Carrier preferably). _ MySkills | Module/Rig stacknerfing explained |

l'ga Rathorn
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Posted - 2007.04.26 10:12:00 -
[16]
Originally by: Akita T Machariel has 23.647% less base shield as a Rattlesnake. It gains a lowslot (1/0.76 = 31.5789% recharge rate) but loses a midslot (1/0.85 = 17.647% recharge rate). Overall, around -14% peak recharge.
Add to that the fact that you have to use artillery, or risk not having a chance to get in range to use the autocannons, and you have the Rattlesnake as a better passive tanker overall, no matter how you put it... Machariel has a weaker tank (by at least 14%) and slightly worse chance to bring the available DPS to bear.
Mach: 2x LSE II's, 3x shield recharger II, 7x SPR II's, 3x purger II's 1000.318 recharge - I make that about 7% less "tank".
Snake can fit 6x siege + 2x large gun for damage + 75m3 drones. Mach can fit 4x seige + 4x arties/auto + 75m3 drones (or 6 guns, 2 launchers)
I don't think putting out DPS is an issue :D Mach can also use all of its bonuses, where as a snake cannot realistically fit rails into those gun slots due to the cap use.
Myridom 5x LSE II's, 6x SPR II's, 3x Purger II's 1061.26 recharge and probably does more DPS than the snake for a MUCH lower cost. 2% less tank.
Drake 4x LSE II's, 2x recharger II's, 4x SPR II's, 3x Purger II's 795.5159 recharge. Drake also recieves a default 25% less damage due to resistance bonus over the snake in effect giving it a 1060.688 recharge
Snake is the best non-capital ship in terms of raw shield recharge amount per second. However it's a faction ship and thus very expensive. For a very marginal cost by comparison a Myridom gives up 2% recharge for a significantly better damage potential. Also, depending on damage type, command ships can blow it out of the water.
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WredStorm
Gallente Garoun Investment Bank
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Posted - 2007.04.26 15:30:00 -
[17]
Originally by: l'ga Rathorn Myridom 5x LSE II's, 6x SPR II's, 3x Purger II's 1061.26 recharge and probably does more DPS than the snake for a MUCH lower cost. 2% less tank.
Can you help me with how you got the 1061 result? I'm a Myrmidon passive shield tanking fan (follow the link in my sig), but using QuickFit I'm only seeing a peak recharge rate with your setup (assuming no gang benefit and with the two shield implants) of about 771hp/s.
Wred ----- Think out of the box, consider passive shield tanking your Myrmidon, you'll be pleasantly surprised! |

Pottsey
Gallente Enheduanni Foundation
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Posted - 2007.04.26 15:56:00 -
[18]
Edited by: Pottsey on 26/04/2007 15:54:44 As far as I can tell a maxed out Myridom with gang stuff but excluding Titan buffs would be 882HP/s give or take 1%.
EDIT: I am assuming the 1000dps was got by using the wrong number for the shield recharges. It looks like 25 or 30% was used at a glance (not done the math) when it should be 15%. Passive shield tanking guide click here |

WredStorm
Gallente Garoun Investment Bank
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Posted - 2007.04.26 16:13:00 -
[19]
Pottsey, Which implant is the one that gives a shield bonus when your ganged? Is it a 15% bonus, on top of everthing else, or is the 15% additive with the 5% shield hp implant that doesn't require you to be grouped?
That is to say, would you calculate the +5% shield hp implant's and gang implant's effects as: Shield HP * 1.05 * 1.15 or Shield HP * 1.2
As for the resistance provided by the siege warfare link... it sounds like it gives ~22% additional resistance. Is this stack nerfed with anything at all, or is it an independant 22% to your shields (taking into consideration of course the resistance your shields are at already... if you were at 50% resist the extra 22% would take you to 61%, not 72%).
Thanks, Wred ----- Think out of the box, consider passive shield tanking your Myrmidon, you'll be pleasantly surprised! |

People Eater
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Posted - 2007.04.26 16:43:00 -
[20]
Try using a Storm for the best possible recharge. Sure it has a base of recharge of 3,000 seconds however it does have one extra low slot the Rattlesnake doesnt have. If you utilize that one low slot with a tech II SPR it brings the shield recharge down to 2280 seconds. With still 6 medium and 6 low slots left, and 15,020 base shield hp, it should get more peak recharge if I'm not mistaken 
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People Eater
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Posted - 2007.04.26 16:45:00 -
[21]
Ok scratch what I just wrote, the Storm only has 200 calibration points. Sorry 'bout that 
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Pottsey
Gallente Enheduanni Foundation
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Posted - 2007.04.26 17:24:00 -
[22]
Edited by: Pottsey on 26/04/2007 17:21:40 ôWhich implant is the one that gives a shield bonus when your ganged? Is it a 15% bonus, on top of everthing else, or is the 15% additive with the 5% shield hp implant that doesn't require you to be grouped?ö Siege mindlink gives 15% but it doesnÆt stack with the 10% gang skill so you only end up with a 5% bonus and it only works in gangs.
In quickfit you can make a 20% hitpoint implant and use that to cover both the 5% and 15% mindlink implants Just make sure you turn off the gang box so the 10% hitpoint bonus doesnt work. Or use the gang skill and then two 5% HP implants.
22.5% resistance is stack nerfed. Its more then 22.5% on Caldari command ship. Passive shield tanking guide click here |

Et alii
The Syndicate.
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Posted - 2007.04.26 17:25:00 -
[23]
Leviathan = 1069.78 shield per sec before gang skills and such.
Not a usefull setup in any way but i would assume that's the best actual recharge u can get on any ship.
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l'ga Rathorn
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Posted - 2007.04.26 17:35:00 -
[24]
Originally by: WredStorm Can you help me with how you got the 1061 result? I'm a Myrmidon passive shield tanking fan (follow the link in my sig), but using QuickFit I'm only seeing a peak recharge rate with your setup (assuming no gang benefit and with the two shield implants) of about 771hp/s.
Myridom
Shields = 3,906 Shields with 5x LSE II = 17,031 above + 25% due to skills + 5% implant = 22,353.19
Recharge = 1,250 With 6x SPR II's = 240.8749 above with 3x purger II rigs = 101.6191 above with 25% skills and 5% implant = 72.4036 seconds
No gang = 771.825 recharge Ganged with sieged mindlinked character = 887.599 Ganged with max skill Leviathan = 1061.26
Now the real question is if the Leviathan pilot has siege minlink + skills do they also effect? If so then... 1,220.449 recharge.
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WredStorm
Gallente Garoun Investment Bank
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Posted - 2007.04.26 18:39:00 -
[25]
Originally by: l'ga Rathorn
Originally by: WredStorm Can you help me with how you got the 1061 result? I'm a Myrmidon passive shield tanking fan (follow the link in my sig), but using QuickFit I'm only seeing a peak recharge rate with your setup (assuming no gang benefit and with the two shield implants) of about 771hp/s.
Myridom
Shields = 3,906 Shields with 5x LSE II = 17,031 above + 25% due to skills + 5% implant = 22,353.19
Recharge = 1,250 With 6x SPR II's = 240.8749 above with 3x purger II rigs = 101.6191 above with 25% skills and 5% implant = 72.4036 seconds
No gang = 771.825 recharge Ganged with sieged mindlinked character = 887.599 Ganged with max skill Leviathan = 1061.26
Now the real question is if the Leviathan pilot has siege minlink + skills do they also effect? If so then... 1,220.449 recharge.
Okay, that explains some of it, but how do you go from 887.599 to 1061.26 (an increase of 19.56%)? Isn't the Leviathan's bonus 7.5% to max shield hp per Caldari titan skill level? Wouldn't that give you: Skill level 1 = 887.599*1.075 = 954.16 hp/s regen Skill level 2 = 887.599*1.15 = 1020.73 hp/s regen Skill level 3 = 887.599*1.225 = 1087.31 hp/s regen
I'm still not sure how you get 1061? Is the Leviathan bonus calculated differently in some way or is it not the stated 7.5%?
Thanks, Wred ----- Think out of the box, consider passive shield tanking your Myrmidon, you'll be pleasantly surprised! |

l'ga Rathorn
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Posted - 2007.04.26 19:11:00 -
[26]
add titan and gang you get 1220. titan only (no gang skills) is 1060
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AnKahn
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Posted - 2007.04.27 21:00:00 -
[27]
Hey all,
Of course this is a thread that is more about being bored at work than practical application.
Just wanted to point out that at my low SP level and using mostly tech one stuff (I do use 3 LSE II on my Drake tho) I have found that using more than one shield relay causes the cap to recharge really slooooww. Kinda embarassing to get left behind in a multiple jump fleet op.
My 2 isk.
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Kldraina
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Posted - 2007.04.28 01:41:00 -
[28]
With better skills, that becomes less of a problem. Also, many passive shield tankers will add some power diagnostic systems to help with cap.
BTW, anyone else notice that pretty much all the capital ships have the same base shield recharge rate? ---
Most players have no idea what makes a game good. |
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