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User:Uryence/newfitting: Difference between revisions

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===Step 3: Tweaking the Fit===
===Step 3: Tweaking the Fit===


Once you have what you think is a complete fit, you must play devil's advocate and decide whether it is truly "perfect".
Once you have what you think is a complete fit, you must play devil's advocate and test its details, perhaps tweaking some.


I've purposely chosen a simple ship to work with here, as there's really not a huge deal wrong with the original fit at all. What you could say, however, is that dedicating all of your available slots to tank is quite considerable. The damage output is also not fantastic. So, let's have a think what we can do in a situation where we wanted to increase our damage.
We've purposely chosen a simple ship to work with here, as there's really not a huge deal wrong with the basic draft fit at all. That said, dedicating so many of the available slots to tank is quite a considerable tilt towards only one part of the ship's purpose. The damage output isn't stellar. Let's have a think about what we can do to increase our damage:


We could remove a plate to fit a Gyro, but that would significantly reduce the raw armor hp on the ship, giving the pilot and logi less time to react to a target switch. Not something we want to do. We could also remove one of the Energized Adaptive Nano Membranes. But that leaves us with very low resists for thermal/kinetic. How about that explosive membrane? If we remove that, our explosive resist drops from 72.7% to 55.1% and our overall EHP from 142k to 128k. Not ideal. What what else can we do with that? How about if we remove a trimark, and fit an anti-explosve pump instead? Then throw a Gyro in its place.
* We could remove a plate to fit a Gyrostablizer, the standard low slot module which augments projectil turret damage. That would, however, significantly reduce the raw armor hitpoints on the ship, giving the pilot and allied logistics less time to react to a target switch. That would be suboptimal.
* We could also remove one of the Energized Adaptive Nano Membranes. But that leaves us with very low resists for thermal/kinetic damage.
* How about that explosive membrane? If we remove that, our explosive resist drops from 72.7% to 55.1% and our overall EHP from 142k to 128k. Not ideal.
 
What if, though, we remove a Trimark armor rig, and fit an anti-explosve pump instead? Then we can pull the explosive membrane out, and put a Gyrostablizer in its place.


[[File:Fittingship8.png]]
[[File:Fittingship8.png]]


So our dps has gone from 807 to 944 combined. An increase of 17%. However our tank has dropped a bit to 122k EHP from 142k, a 14% drop. We could argue that our resists are much closer together now and the high explo resist would really not have helped us much in the previous iteration. We did lose some buffer by making this change though as we had to replace a trimark. This is probably a more well balanced fit, however, as the damage output is significantly higher.
This takes the DPS from 807 to 944 combined, an increase of 17%. However, our tank has dropped a bit, to 122k EHP from 142k, a 14% drop. We could argue that our resists are much closer together now, and the high explosive resist would really not have helped us much in the previous iteration. We did lose some buffer by making this change, though, as we had to replace a Trimark. Overall, this is probably a now a fit with a more even balance between DPS output and tank. In practice, a theorycrafter might have a more specific goal than "brawling armor fleet Tempest", which might condition their decision over this tweak.
 


===Final Thoughts===
===Final Thoughts===