Pages: 1 2 3 4 5 6 [7] 8 9 10 11 12 13 14 15 16 17 18 19 20 .. 23 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Murina
Gallente The Scope
|
Posted - 2009.02.06 23:26:00 -
[181]
Edited by: Murina on 06/02/2009 23:41:30
Originally by: Captator
Gangs are little more than maths if you extrapolate from your own statement, just a few extra variables to plug in, if you want to extrapolate even further, the entire game is basically maths.
Sum involving 10-20+ numbers plus the variety of fits and abilities they bring has considerably more variables than one involving 2 numbers.
Originally by: Captator Out of interest, what ship were they talking about?
It was a discussion about several SOLO gank ships and the available targets they could beat and the various fits they needed to do so (lol its all skill at solo hey pal), but that particular comment may have been about a crusader i think but i am not 100% sure. |
hobo deluxe
|
Posted - 2009.02.07 11:50:00 -
[182]
Murina could you please comment on the fact that practically ALL armor omni tanks (2eanm,1dcu) have around 75% EM resist and 66% therm as their 2 HIGHEST resists?
Geddon , apoc and abaddon more often then not face armor resistances that are considerably higher (em/therm) then hybrid using ships, EM 75% while kinetic is often just 55%-60% atmost on armor ships that means a 15-20% damage difference.
Anyhow i really dont see how you dare say medium slots arent that important in gang.. sure battleships shouldnt tackle but there are things like eccm (very important these days) sensor boosters,cap boosters, tracking disruptors wich are all very usefull in gangs.
To be honest i think you missed several VERY important points in your explanation mainly because you only look at raw dps , raw range , just ehp , etc.
Finaly , regarding tach's i agree they could use a nerf on damage or tracking BUT reduce their PG requirements coz they are utterly impossible to fit without fitting mods.
|
NightmareX
Celtic Anarchy Force Of Evil
|
Posted - 2009.02.07 12:03:00 -
[183]
Edited by: NightmareX on 07/02/2009 12:06:12
Originally by: hobo deluxe Murina could you please comment on the fact that practically ALL armor omni tanks (2eanm,1dcu) have around 75% EM resist and 66% therm as their 2 HIGHEST resists?
Geddon , apoc and abaddon more often then not face armor resistances that are considerably higher (em/therm) then hybrid using ships, EM 75% while kinetic is often just 55%-60% atmost on armor ships that means a 15-20% damage difference.
LOL, do you think Murina cares about that?, hah, as long his EFT stats shows that Amarr BS'es / Tachs have the highest stats, they are teh bestest.
My Tempest have 80% EM and 67% Thermal resists. So yeah, Lasers aren't the thing that hurt me much tbh.
Check out my new flash web page 'Dark Paradise' |
Murina
Gallente The Scope
|
Posted - 2009.02.07 12:09:00 -
[184]
Edited by: Murina on 07/02/2009 12:12:12
I fitted the Myrm, using 2 EANMs. Stats are:
Shield: 4883 (12.5, 30, 47.5. 56.3) Armor: 11110 (75.1, 67.6, 67.6, 55.1) Hull: 5371 (60, 60, 60, 60)
Average resists: 66, 61, 63, 57 Compared to the standard Tempest numbers of: 74, 63, 60, 56
When not using Minmatar EM bonuses, and the shift in weighting, the 74 to 66 will increase EM damage by 30%. I.E. we are a lot closer to omni-resists. Here is the graph, including drones, and the Myrm resists.
Amarr are kings from 14km-50+km against armor tanks and due to the naturally low speeds of BC/BS and webs they hit hard and well under 14km as well, almost matching blasters....
Please visit your user settings to re-enable images. |
Pr1ncess Alia
Caldari Perkone
|
Posted - 2009.02.07 12:16:00 -
[185]
hai guyz is this the i.c. RP thread? |
Murina
Gallente The Scope
|
Posted - 2009.02.07 12:16:00 -
[186]
And since we have always compared a BC that is magically orbiting with a transveral of 188m/s at (worst case) all times, let's consider a scenario where transversal is low - zero (best case).
Now lasers win from 9km, and never lose the lead. 9 km pal, with lasers firing upon a ship with good EM resists.
Please visit your user settings to re-enable images. |
7shining7one7
|
Posted - 2009.02.07 13:20:00 -
[187]
Edited by: 7shining7one7 on 07/02/2009 13:24:06 Edited by: 7shining7one7 on 07/02/2009 13:22:45
Originally by: Murina
The Myrm fitted using 2 EANMs. Stats are:
Shield: 4883 (12.5, 30, 47.5. 56.3) Armor: 11110 (75.1, 67.6, 67.6, 55.1) Hull: 5371 (60, 60, 60, 60)
[Myrmidon, myrm] Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II Damage Control II Armor EM Hardener II Armor Kinetic Hardener II Medium Armor Repairer II
armor resists: 87.2% 67.6% 83.3% 55.1%
|
Murina
Gallente The Scope
|
Posted - 2009.02.07 13:23:00 -
[188]
Edited by: Murina on 07/02/2009 13:24:51
Originally by: 7shining7one7
Originally by: Murina
The Myrm fitted using 2 EANMs. Stats are:
Shield: 4883 (12.5, 30, 47.5. 56.3) Armor: 11110 (75.1, 67.6, 67.6, 55.1) Hull: 5371 (60, 60, 60, 60)
[Myrmidon, myrm] Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II Damage Control II Armor EM Hardener II Armor Kinetic Hardener II Medium Armor Repairer II
armor resists: 87.2% 67.6% 83.3% 55.1%
Gratz you know how to fit active hardeners that will help if you ever need to fight 1 v 1 against a amarr ship, wanna cookie?.
Whats next "how to fire your guns" 101....?. |
fuxinos
Caldari Guys 0f Sarcasm
|
Posted - 2009.02.07 13:27:00 -
[189]
Edited by: fuxinos on 07/02/2009 13:27:41
Originally by: Murina Edited by: Murina on 05/02/2009 12:30:30
Originally by: fuxinos
1. Gayllentes would need to give up a ship then, Megathron or Hyperion. Hyperion as sniper looks ugly and who wants to lose his OMGWTFBBQBLASTERTHRON?
Looks aint everything and both ships bonuses and stats can be reworked very easily.
Originally by: fuxinos 2. Since Minmatar have a lot of damagebonis on their ships and to lose one of them to optimalbonus on Maelstrom or Tempest, would kick their dps into Frigateclass.
Cos bonuses to ships modules or ammo cannot be adjusted?....
Yea, the one who speaks out the obvious stuff...
But will CCP do all that, just to give 2 Races longrange capability, even if their not supposed to have longrange ships?
It would be quite a lot of balancework to do.
... Think before you talk... |
Murina
Gallente The Scope
|
Posted - 2009.02.07 13:31:00 -
[190]
Edited by: Murina on 07/02/2009 13:32:18
Originally by: fuxinos
But will CCP do all that, just to give 2 Races longrange capability, even if their not supposed to have longrange ships?
Who says they are not supposed to have long range ships?, nobody decides that and if they do they can easily change their mids as they did when they gave the apoc a range bonus.
Its odd how ppl say these available "ranges" and "roles" are set in stone AFTER their race ships get the buff.... |
|
7shining7one7
|
Posted - 2009.02.07 13:32:00 -
[191]
Edited by: 7shining7one7 on 07/02/2009 13:34:36 nah what's next is this:
the raw paper dps is an argument you can toss straight out the window
the actual inflicted damage is what matters.. so on paper some amarr ships do more dps than gallente but in actuality gallente has more overall inflicted damage, due to kin/therm... they also have the most powerful drones (hob II, ogre II, garde II, firbolg)
gallente is a pretty good race.. i can fly their cmd ships and hac's.. and they're quite neat and have awesome tanking.
i would even venture to say that gallente are some of the strongest armor tankers in game.. due to them skipping explosive dmg and having higher em therm and kin as base, thus gaining an edge.
the only ones who have serious issues against amarr are shield tankers with their low EM..
armor tankers have natural high em.. gallente does the best inflicted damage type in game.. they then have range issues when it comes to their blasters in order to compensate, but that hasn't stopped gallente from being king of the hill in pvp for what.. 3 years?
then combat starts to favour mid range, and ppl start flying amarr more.. or they become more viable.. not cause they do more actual inflicted dmg than gallente but because their range is more appropriate for the combat style now, thus the lower inflicted damage becomes a smaller factor.
and here you are pointing out what exactly? |
Murina
Gallente The Scope
|
Posted - 2009.02.07 13:38:00 -
[192]
Edited by: Murina on 07/02/2009 13:44:39
Originally by: 7shining7one7 nah what's next is this:
the raw paper dps is an argument you can toss straight out the window
the actual inflicted damage is what matters.. so on paper some amarr ships do more dps than gallente but in actuality gallente has more overall inflicted damage, due to kin/therm... they also have the most powerful drones, that also do kin/therm. (hob II, ogre II, garde II, firbolg)
So in your game of eve only gallente can use gallente drones or you think gallente get special bonuses to gallente drones in particular?, and the tanking idea is lame cos every tank plugs the resistance holes in its Armour/shields even plated setups do so. Maybe when ccp lets you shoot the unfitted ships on the market your ideas on resists will have some basis in reality.
Originally by: 7shining7one7 but that hasn't stopped gallente from being king of the hill in pvp for what.. 3 years?
You slept through the whole nano era with the vaga and rapier owning all did ya?. Gallente have always been middle of the road but with the web nerf and the boost to pulse tracking BS AC and blasters have fallen to far behind.
|
7shining7one7
|
Posted - 2009.02.07 13:47:00 -
[193]
Edited by: 7shining7one7 on 07/02/2009 13:55:04 Edited by: 7shining7one7 on 07/02/2009 13:52:26
Originally by: Murina
So in your game of eve only gallente can use gallente drones or you think gallente get special bonuses to gallente drones in particular?, and the tanking idea is lame cos every tank plugs the resistance holes in its Armour/shields even plated setups do so. Maybe when ccp lets you shoot the unfitted ships on the market your ideas on resists will have some basis in reality.
Originally by: 7shining7one7 but that hasn't stopped gallente from being king of the hill in pvp for what.. 3 years?
You slept through the whole nano era with the vaga and rapier owning all did ya?.
i can fly gallente cmd ships and hacs, so i actually have flown gallente ships..
the base resists are important cause they make the achievable resists that much higher.
the gallente resists are even more viable now that the nano era is over.
now if you want to talk against explosive dmg then gallente might have slight issues.
but vs amarr.. they are simply sublime.. the irony of gallente whining about facing amarr is just mindblowing..
there's a reason why per the storyline the gallente federation stopped the amarr empire from taking over eve..
there's a reason why gallente skips explosive resists in order to get high em and good kin/therm resists.. that's cause that's exactly what is good to do against amarr.. and the kin covers the other two races.. the explo is a marginal issue that only is rough when facing minny or caldari pilots who focus solely on explo aka are fit purely to combat gallente (and that's more the exception than the rule).
gallente have it easy against amarr.. even more so than amarr/minny.. minny's got their asses kicked by amarr.. they used to be slaves of the amarr.. amarr has higher explo resists and lowered kin/therm in order to combat minny..
and in comes gallente exploiting that amarr has minny as their natural enemy and thus has higher explo but lower kin/therm, and literally tears them apart..
complain all you want about the apoc being viable as sniper, gallente is still the king of actual inflicted damage when being within optimal. |
Murina
Gallente The Scope
|
Posted - 2009.02.07 13:57:00 -
[194]
Originally by: 7shining7one7
Now unless ccp are gonna enforce storyline mechanics and make it imposable for certain ships to fire at others you will be facing a variety of ships and races in combat so i suggest you omni tank.
PPL plug the holes they have in resist...FACT, just because they have a hole in explosive does not mean gallente are weak against it cos its the first area they will plug.
The graphs i posted cover the most popular omni gang tanks in the game, and body can fit race specific resist and as such base dmg types vs market/unfitted reststs is a worthless way of balancing systems. |
7shining7one7
|
Posted - 2009.02.07 14:12:00 -
[195]
Edited by: 7shining7one7 on 07/02/2009 14:13:12
Originally by: Murina Edited by: Murina on 07/02/2009 13:59:17
Originally by: 7shining7one7
Now unless ccp are gonna enforce storyline mechanics and make it imposable for certain ships to fire at others you will be facing a variety of ships and races in combat so i suggest you omni tank.
PPL plug the holes they have in resists...FACT, just because they have a hole in explosive on a unfitted ship does not mean gallente are weak against it cos its the first area they will plug.
The graphs i posted cover the most popular omni gang tanks in the game, anybody can fit race specific resists, and as such base dmg types vs market/unfitted resists is a worthless way of balancing systems.
you use a myrm where you only fit 2 eanm II's and a dc II in the low and nothing else, leaving 3 low slots unattended to.
you then use those resists to market your idea that amarr is superior
i fill out the rest of the low slots showing how tough a deal amarr is being cut with their primary/secondary dmg types against gallente.. and you backtrack saying it's erroneous cause you need to omni fit.. guess what.. the fit had 55% explo.. 83% kin, 87% em and 67% therm.. that's one of the best omni fits you can get out of a myrm without using faction or rigs..
and then you go back to your on paper raw dps discussion..
why don't you just admit that the only answer you are willing to accept is not the right one, but only the one that fits with your line of arguments.
|
Murina
Gallente The Scope
|
Posted - 2009.02.07 14:20:00 -
[196]
Edited by: Murina on 07/02/2009 14:23:22
Originally by: 7shining7one7
you use a myrm where you only fit 2 eanm II's and a dc II in the low and nothing else, leaving 3 low slots unattended to.
you then use those resists to market your idea that amarr is superior
i fill out the rest of the low slots showing how tough a deal amarr is being cut with their primary/secondary dmg types against gallente.. and you backtrack saying it's erroneous cause you need to omni fit.. guess what.. the fit had 55% explo.. 83% kin, 87% em and 67% therm.. that's one of the best omni fits you can get out of a myrm without using faction or rigs..
and then you go back to your on paper raw dps discussion..
why don't you just admit that the only answer you are willing to accept is not the right one, but only the one that fits with your line of arguments.
You are missing the point utterly.
The graphs were to show the effect against transversal speed not resists, the resists were added as a after thought to show not just a myrm omni tank but a BS plated omni/high ehp tank as well.
High resists and a repper are for 1 v 1 situations not gang combat and can be adjusted to what race you are facing, but the fact is balanced resists and plates are the gang tank of choice and my modals show DMG vs high and low transversal + high ehp omni tanks as that is what they were designed to do, the ship used to show the example is not important.
Originally by: Amira Shadowsong Solo is all about skill not ship fits.....
Originally by: Amira Shadowsong ...The anti inty fit is absolutely crap against cruisers and AFs.
|
7shining7one7
|
Posted - 2009.02.07 14:34:00 -
[197]
Edited by: 7shining7one7 on 07/02/2009 14:36:41 NOTE: The dps in this fit is a result of using 5 hardwirings.. a 5% rof, a 5% pg, a 5% cap and a 5% large hybrid dmg.
i present to you:
[Hyperion, Onslaught] Gallente Navy Magnetic Field Stabilizer Gallente Navy Magnetic Field Stabilizer Gallente Navy Magnetic Field Stabilizer Amarr Navy Energized Adaptive Nano Membrane Damage Control II 1600mm Reinforced Rolled Tungsten Plates I
Cap Recharger II Cap Recharger II Cap Recharger II Domination Stasis Webifier Domination 100MN MicroWarpdrive
Neutron Blaster Cannon II, Antimatter Charge L Neutron Blaster Cannon II, Antimatter Charge L Neutron Blaster Cannon II, Antimatter Charge L Neutron Blaster Cannon II, Antimatter Charge L Neutron Blaster Cannon II, Antimatter Charge L Neutron Blaster Cannon II, Antimatter Charge L Neutron Blaster Cannon II, Antimatter Charge L Neutron Blaster Cannon II, Antimatter Charge L
Hybrid Burst Aerator II Trimark Armor Pump I Trimark Armor Pump I
Hammerhead II x5
ehp 90k.
20k armor
dps: 1337 with t1 antimatter (yep i'm not kidding bout the 1337)
dps: 1514 with caldari navy antimatter..
cap for 3 minutes with everything on.
cap stable with everything on (except mwd), at 57%
find me an abaddon, apoc or geddon that can live through that.. they might be able to fire lasers but they can't move around for **** due to pg/cap issues..
pwn? i dare say it is.. it's kin/therm dmg type.. which means significantly more inflicted damage than amarr could ever dream of.
|
Murina
Gallente The Scope
|
Posted - 2009.02.07 14:40:00 -
[198]
Edited by: Murina on 07/02/2009 14:43:28
Originally by: 7shining7one7 silly 1 v 1 sissi fit that relies on the opposing ship being already at close range, alone and its warp engines broken to kill anything.....
The one that warps off cos its not pointed would survive i suppose......
What would be the available range of that max dps btw?...1-2ish km
If i ever decide to live on sissi and around the BF areas i will say that gallente do have good fits that work okish in those areas as long as the opposing ship does not warp and as long as the fight starts at rather close range.
Most ppl play on TQ without BF areas however...
Originally by: Amira Shadowsong Solo is all about skill not ship fits.....
Originally by: Amira Shadowsong ...The anti inty fit is absolutely crap against cruisers and AFs.
|
7shining7one7
|
Posted - 2009.02.07 14:43:00 -
[199]
Edited by: 7shining7one7 on 07/02/2009 14:44:23
Originally by: Murina
Originally by: 7shining7one7 silly 1 v 1 sissi fit that relies on the opposing ship being already at close range, alone and its warp engines broken to kill anything.....
The one that warps off cos its not pointed would survive i suppose......
What would be the available range of that max dps btw?...1-2ish km
2.5km and 15k falloff.. 11km and 16k falloff with null.. and 1236 dps..
but blasters aren't for long range, it's the usual mwd + web.
why would you fit a point, that's what your tacklers are for, this is an arrive late ship.
also if you are talking a clear 1v1 gallente would pwn amarr every f'ing time.. amarr is dependent on gallente to be out of range.
|
Murina
Gallente The Scope
|
Posted - 2009.02.07 14:47:00 -
[200]
Originally by: 7shining7one7
Originally by: Murina
Originally by: 7shining7one7 silly 1 v 1 sissi fit that relies on the opposing ship being already at close range, alone and its warp engines broken to kill anything.....
The one that warps off cos its not pointed would survive i suppose......
What would be the available range of that max dps btw?...1-2ish km
2.5km and 15k falloff.. 11km and 16k falloff with null.. and 1236 dps..
but blasters aren't for long range, it's the usual mwd + web.
why would you fit a point, that's what your tacklers are for, this is an arrive late ship.
also if you are talking a clear 1v1 gallente would pwn amarr every f'ing time.. amarr is dependent on gallente to be out of range.
Its not even close to being as effective as a abaddon, 2.5km of good dps lol.
Originally by: Amira Shadowsong Solo is all about skill not ship fits.....
Originally by: Amira Shadowsong ...The anti inty fit is absolutely crap against cruisers and AFs.
|
|
Goumindong
Amarr Merch Industrial GoonSwarm
|
Posted - 2009.02.07 14:52:00 -
[201]
If you're going to compare ships, at least compare the right ships and give a reasonable explanation of what is happening.
http://oldforums.eveonline.com/?a=topic&threadID=937520&page=20#585
|
Murina
Gallente The Scope
|
Posted - 2009.02.07 14:53:00 -
[202]
Edited by: Murina on 07/02/2009 14:55:15
Its not even close to being as effective as amarr BS pal, 2.5km of good dps lol....vs 50+km
WANNA SEE HOW LOW-ZERO TRANSVERSAL LOOKS?.
Originally by: Amira Shadowsong Solo is all about skill not ship fits.....
Originally by: Amira Shadowsong ...The anti inty fit is absolutely crap against cruisers and AFs.
|
Goumindong
Amarr Merch Industrial GoonSwarm
|
Posted - 2009.02.07 14:55:00 -
[203]
Hitting well at 50km doesn't make much difference if your enemy is 5km from you. Yes, pulse lasers are better for large gangs. Just as they are bad when you're moving and likely to land <12km from someone.
|
Murina
Gallente The Scope
|
Posted - 2009.02.07 14:57:00 -
[204]
Originally by: Goumindong Hitting well at 50km doesn't make much difference if your enemy is 5km from you. Yes, pulse lasers are better for large gangs. Just as they are bad when you're moving and likely to land <12km from someone.
They work fine under 12km when you consider the available targets for BS, that is part of the problem.
Originally by: Amira Shadowsong Solo is all about skill not ship fits.....
Originally by: Amira Shadowsong ...The anti inty fit is absolutely crap against cruisers and AFs.
|
7shining7one7
|
Posted - 2009.02.07 15:00:00 -
[205]
Edited by: 7shining7one7 on 07/02/2009 15:02:54 lol at the hype fit in the graph, the hype fit i presented is well above the dps scale in that
i love how you are trying to slide the cap stable hyperion 1514 dps fit back in the pages by spamming your graph picture..
and it's not just 2.5km.. it's 15km falloff and it has a 15km web fitted.. and 1514 dps ffs!!!!
and if you wanna opt for 27k range (optimal + falloff) with null then you got 1236 dps..
show me an amarr ship that can do that..
also do you suggest amarr pilots starts mwd'ing out of range? i'd love to see the cap calculations and the viable fits for that.
amarr can sit still and tank nicely, do medium inflicted dmg from medium range or warp out.
i really can't see how 1514 dps kin/therm (best overall dmg types) is subpar to a 600 dps abaddon who can't move and has cap issues.. but i'm sure you're right.. amarr are just uber at everything..
|
Goumindong
Amarr Merch Industrial GoonSwarm
|
Posted - 2009.02.07 15:03:00 -
[206]
Originally by: Murina They're fine under 12km
/posts a graph that shows blasters doing 50% more gun DPS under 10km before resistances before drones
/Leans back
|
Murina
Gallente The Scope
|
Posted - 2009.02.07 15:09:00 -
[207]
Originally by: 7shining7one7
and it's not just 2.5km.. it's 15km falloff and it has a 15km web fitted.. and 1514 dps ffs!!!!
and if you wanna opt for 27k range (optimal + falloff) with null then you got 1236 dps..
Interest way of putting things when you accuse me of fudging facts, lol you include a domi web and then use the max dmg figures in the same breath as fall off ranges.....
You preached earlier about resists and tracking, range ect ect and yet you post a domi web fitted sissi fit and try to match max alpha dmg with fall off ranges... your a joke and a poor excuse for a manipulator.
At least gourm kept his figures realistic and measured even if he did stretch out his graphs to make the low range gaps seem larger and cut off the max range of lasers...i suggest you try apprenticing to him he aint great but he is heads and shoulders above you.
Originally by: Amira Shadowsong Solo is all about skill not ship fits.....
Originally by: Amira Shadowsong ...The anti inty fit is absolutely crap against cruisers and AFs.
|
Murina
Gallente The Scope
|
Posted - 2009.02.07 15:13:00 -
[208]
Originally by: Goumindong
Originally by: Murina They're fine under 12km
/posts a graph that shows lasers being effective even against high transversal, with drones types shown on the bottom of the graph
/Leans back and tries hard to troll...
...
Originally by: Amira Shadowsong Solo is all about skill not ship fits.....
Originally by: Amira Shadowsong ...The anti inty fit is absolutely crap against cruisers and AFs.
|
7shining7one7
|
Posted - 2009.02.07 15:14:00 -
[209]
NOTE: The dps in this fit is a result of using 5 hardwirings.. a 5% rof, a 5% pg, a 5% cap, a -5% turret cap usage, and a 5% large hybrid dmg.
So.. without further ado.. i present to you:
[Hyperion, Onslaught] Gallente Navy Magnetic Field Stabilizer Gallente Navy Magnetic Field Stabilizer Gallente Navy Magnetic Field Stabilizer Amarr Navy Energized Adaptive Nano Membrane Damage Control II 1600mm Reinforced Rolled Tungsten Plates I
Cap Recharger II Cap Recharger II Cap Recharger II Domination Stasis Webifier Domination 100MN MicroWarpdrive
Neutron Blaster Cannon II, Antimatter Charge L Neutron Blaster Cannon II, Antimatter Charge L Neutron Blaster Cannon II, Antimatter Charge L Neutron Blaster Cannon II, Antimatter Charge L Neutron Blaster Cannon II, Antimatter Charge L Neutron Blaster Cannon II, Antimatter Charge L Neutron Blaster Cannon II, Antimatter Charge L Neutron Blaster Cannon II, Antimatter Charge L
Hybrid Burst Aerator II Trimark Armor Pump I Trimark Armor Pump I
Hammerhead II x5
EM: 69.3%, THERM: 60.3%, KIN: 60.3%, EXPLO: 45%
ehp 90k.
20k armor
dps: 1337 with t1 antimatter (yep i'm not kidding bout the 1337)
dps: 1514 with caldari navy antimatter.. 5143k volley damage
cap for 3 minutes with everything on. mwd speed 891ms.
cap stable with everything on (except mwd), at 57%
|
7shining7one7
|
Posted - 2009.02.07 15:16:00 -
[210]
Originally by: Murina
Originally by: 7shining7one7
and it's not just 2.5km.. it's 15km falloff and it has a 15km web fitted.. and 1514 dps ffs!!!!
and if you wanna opt for 27k range (optimal + falloff) with null then you got 1236 dps..
Interest way of putting things when you accuse me of fudging facts, lol you include a domi web and then use the max dmg figures in the same breath as fall off ranges.....
You preached earlier about resists and tracking, range ect ect and yet you post a domi web fitted sissi fit and try to match max alpha dmg with fall off ranges... your a joke and a poor excuse for a manipulator.
At least gourm kept his figures realistic and measured even if he did stretch out his graphs to make the low range gaps seem larger and cut off the max range of lasers...i suggest you try apprenticing to him he aint great but he is heads and shoulders above you.
even at allmost max falloff it will still do more dps than an abaddon.. and even more inflicted dmg due to the damage types... AND it can move at 981ms.. a t1 amarr bs would be wise to warp out if it encountered this and wasn't pointed..
that's also what you don't get.. that's why amarr doesn't have to reload.. cause of the cap issues, cause of the half assed dps if you plan to survive and because of the em/therm which means less inflicted damage..
|
|
|
|
|
Pages: 1 2 3 4 5 6 [7] 8 9 10 11 12 13 14 15 16 17 18 19 20 .. 23 :: one page |
First page | Previous page | Next page | Last page |