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Arcane
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Posted - 2004.01.22 19:17:00 -
[1]
How much damage can I avoid/cover with one XLarge booster and 2 hardeners (EM and Thermal)?
Is it possible to survive 2 BS (average PVP setup) shooting at me with everything they have as long as I do not run out of cap or would they be able to get my shields down within a few minutes? |
Kaylon Syi
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Posted - 2004.01.22 20:04:00 -
[2]
What ship you flying ? Scorpion ?
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Siddy
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Posted - 2004.01.22 20:11:00 -
[3]
u can tank sorpinn so well, that Large guns will feel like Small sivilinas ... tikles -------------------------------------------
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Arcane
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Posted - 2004.01.23 00:28:00 -
[4]
Given the listed equipment I think it does not matter what ship one is sitting in as every BS has the 3 med slots required in the above example. As this setup only includes the 2 most important ward I think the key question is: how many BS does it need to deal more damage than one XLarge booster can compensate (including the 50% minimum resistances)?
FYI: the specific setup I have in mind is for a Typhoon. With 7 low slots and all relevant engeneering skills at level 5 the wards and the booster can run forever |
j0sephine
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Posted - 2004.01.23 01:13:00 -
[5]
Edited by: j0sephine on 23/01/2004 01:33:00
"How much damage can I avoid/cover with one XLarge booster and 2 hardeners (EM and Thermal)?"
Will depend on the guns, but:
XLarge Shield Booster recovers 400 hp of shield every 5 seconds. (base stats)
Hitting against combination of EM and Thermal hardened shield, large turret will do about 15 hp damage per second (blasters do about 20-25 hp depending on what ship is running them) That means single turret will do ~75 hp every 5 seconds. it takes the shield booster to cycle.
Meaning, the xlarge shield booster can keep up with max 5 turrets, if it's running non-stop.
The xlarge shield booster takes 400 cap units per cycle. Average size of battleship capacitor (with skills) is about 5 k. It means, not accounting for recharge and cap usage for hardeners and weapons, you will be able to run it continuously for slightly above a minute.
If you are being shot by two battleships, let's say the number of turrets is 10 (a low estimate) So the damage dealt to you, shield hardeners nonwithstanding, will be roughly 750 hp each 5 seconds, i.e. 350 more than your shield booster can generate. So each 5 seconds your shield is getting 350 hp smaller.
So after those estimated 60 seconds it'll take the shield booster to dry your cap, your shield will be reduced by ~4.2 k (not accounting for natural recharge which is typically minimal)
The average size of the shield (with skills) is ~4.8 k. Meaning, after a minute you'll be left with nearly no shield, and no cap. (except for the cap you can recharge during that minute, obviously)
Hope that helps. :s
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Hallinskide
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Posted - 2004.01.23 10:06:00 -
[6]
Quote: Meaning, after a minute you'll be left with nearly no shield, and no cap. (except for the cap you can recharge during that minute, obviously)
Don't underestimate the cap recharge if the skills and fitting are right. Remember: the cap does not recharge linear, so you come to a point where the recharge rate can almost cover all the energy drained by the med slots. I did test a setup wich is very similar to the above on Chaos and I was able to run the XL booster and 3 hardeners for about 10 minutes. I am very curious to see how things go once I have all engeneering skills at 5
It's always fun to see people being very surprised if their ship is taken down by a trashcan in a 1vs1
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Lily Savage
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Posted - 2004.01.23 10:39:00 -
[7]
I'm at work so can't check the numbers, but how much damage do 6 or 7 heavy neutron blasters with AM do? Add to that number the damage done by 9 heavy combat drones of your choice. Yes, it's our friend the "up close and personal" Megathron. I assume the Typhoon setup includes projectiles and no MWD, so a blaster equipped Megathron with web and -2 warp is quite a threat (assuming it can survive long enough to get close)?
Out of interest, what happens to a shield tank if the player logs off? Do the hardeners and booster continue to run for the rest of their current cycle, then stop leaving the ship naked?
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Sable Moran
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Posted - 2004.01.23 11:25:00 -
[8]
Quote: Out of interest, what happens to a shield tank if the player logs off? Do the hardeners and booster continue to run for the rest of their current cycle, then stop leaving the ship naked?
The boosters and hardeners keep going until the cap runs out or the 2 minute timeout expires which ever comes first. ----- Sable's Ammo Shop at Alentene 5, Moon 4, Duvolle Laboratories Factory. Ammo at affordable prices. |
j0sephine
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Posted - 2004.01.23 12:04:00 -
[9]
"Don't underestimate the cap recharge if the skills and fitting are right. Remember: the cap does not recharge linear, so you come to a point where the recharge rate can almost cover all the energy drained by the med slots."
Yup, i think you can get the recharge time down to something close to 2 minutes with the Typhoon? So obviously, with the non-linear recharge and weapons that use practically no cap it can run and run. :s
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j0sephine
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Posted - 2004.01.23 12:08:00 -
[10]
Edited by: j0sephine on 23/01/2004 12:11:39
"I'm at work so can't check the numbers, but how much damage do 6 or 7 heavy neutron blasters with AM do? Add to that number the damage done by 9 heavy combat drones of your choice."
7 blaster cannons + 9 Wasp drones, gunnery and battleship skills at 4, EM and Therm hardener on the target ship... comes down to ~1000 hp of damage every 5 seconds. (1 turret less means about 900 hp of damage instead)
(if you actually did mean 7 cruiser sized blasters, then with drones it's ~750 hp each 5 seconds)
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