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User:Cassiel Seraphim/Sandbox3: Difference between revisions

From EVE University Wiki
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While the above mentioned effective shield hit points is a good measure, it is not always practical to use on the fly. For one it doesn't really tell you if the ship has any glaring resist holes, so for practical reasons we tend to speak in more general terms -- Shield hit points and resists. It's much easier to just ask the pilot ''"How many raw shield hit points do you have?"'' and ''"What are your resists if you undock and turn on all your modules?"''. It's very easy for people to check this ingame and it tells us enough to judge whether or not the fit is ok.
While the above mentioned effective shield hit points is a good measure, it is not always practical to use on the fly. For one it doesn't really tell you if the ship has any glaring resist holes, so for practical reasons we tend to speak in more general terms -- Shield hit points and resists. It's much easier to just ask the pilot ''"How many raw shield hit points do you have?"'' and ''"What are your resists if you undock and turn on all your modules?"''. It's very easy for people to check this ingame and it tells us enough to judge whether or not the fit is ok.


Below are some rough guidelines for what a proper tank might be for a battleship (there isn't much variation to speak of for logistics). The values below are of raw shield hit points and paired average resists (EM/thermal and kinetic/explosive), values '''before boosts''' for easy comparison.
==== Guidelines ====
Below are some rough guidelines for what a proper tank might be for a battleship (there isn't much variation to speak of for logistics). Since we focus mainly on low skilled, kitchen sink setups we're going with a relatively high recommended level for our community. The values below are of raw shield hit points and paired average resists (EM/thermal and kinetic/explosive), values '''before boosts''' for easy comparison.
{|
{|
| valign="middle" | [[image:Incursions_vanguard_icon.png|42px|Vanguards]]
| valign="middle" | [[image:Incursions_vanguard_icon.png|42px|Vanguards]]
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| valign="middle" | [[Incursion sites#Headquarter sites|Headquarters]] ''(52k+ effective shield hit points + 100k effective hit points in total)''<br>73% resists and at least 14,000 raw shield hit points.
| valign="middle" | [[Incursion sites#Headquarter sites|Headquarters]] ''(52k+ effective shield hit points + 100k effective hit points in total)''<br>73% resists and at least 14,000 raw shield hit points.
|}
|}
Naturally lower shield hit points is doable if you adjust your resists accordingly. Increasing your resists from 70% to 73% will drop the incoming damage from 30% to 27%, a decrease in 10% which means you can get away with at 10% lower shield hit points. In vanguards and assaults it's also possible to drop a little lower in really good fleets. Just remember that resists are far more important than raw shield hit points, as higher resists has the secondary benefit of increasing the efficiency of remote repairs.
==== Scaling resists ====
 
Naturally lower shield hit points is doable if you adjust your resists accordingly. In vanguards and assaults it's also possible to drop a little lower in really good fleets. Just remember that resists are far more important than raw shield hit points, as higher resists has the secondary benefit of increasing the efficiency of remote repairs. Below is a graph illustrating how damage changes with scaling resists. A ship with fewer modules stacking will also benefit more from boosts, thus not suffering quite as much as they might initially seem to.
Since we focus mainly on low skilled, kitchen sink setups we're going with a relatively higher recommended level for our community than mentioned above, if possible.
{| class="wikitable" style="font-size:90%; cellspacing:0px; border-spacing:0; border-collapse:collapse; border:0px;"
! colspan="2" style="background-color:#222222;" | Resists
! style="background-color:#222222;" | Actual damage taken
|-
| style="background-color:#300000; padding-left:5px; padding-right:5px;" | 61% resists
| rowspan="7" style="background-image: linear-gradient(#AA0000, #00AA00); background-color: #111111; width:0.25em"|
| style="background-color:#300000; padding-left:5px; padding-right:5px;" | &nbsp;30% more damage ''(39% reduction)''
|-
| style="background-color:#200000; padding-left:5px; padding-right:5px;" | 64% resists
| style="background-color:#200000; padding-left:5px; padding-right:5px;" | &nbsp;20% more damage ''(36% reduction)''
|-
| style="background-color:#100000; padding-left:5px; padding-right:5px;" | 67% resists
| style="background-color:#100000; padding-left:5px; padding-right:5px;" | &nbsp;10% more damage (33% reduction)
|-
| style="padding-left:5px; padding-right:5px;" | '''70% resists'''
| style="padding-left:5px; padding-right:5px;" | '''100% damage''' ''(30% reduction - baseline)''
|-
| style="background-color:#001000; padding-left:5px; padding-right:5px;" | 73% resists
| style="background-color:#001000; padding-left:5px; padding-right:5px;" | &nbsp;10% less damage (27% reduction)
|-
| style="background-color:#002000; padding-left:5px; padding-right:5px;" | 76% resists
| style="background-color:#002000; padding-left:5px; padding-right:5px;" | &nbsp;20% less damage (24% reduction)
|-
| style="background-color:#003000; padding-left:5px; padding-right:5px;" | 79% resists
| style="background-color:#003000; padding-left:5px; padding-right:5px;" | &nbsp;30% less damage (21% reduction)
|-
|}


= Battleship setups =
= Battleship setups =