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damage control

Author
Bastion Arzi
Ministry of War
Amarr Empire
#1 - 2013-02-05 13:03:29 UTC
Hi can anyone tell me why damage control is not for pve ships? I read this somewhere and i cant figure out why. The dc gives your ship a ton of ehp does it not count in pve?
Herr Esiq
Viziam
#2 - 2013-02-05 13:05:06 UTC
It works in PVE, but im guessing you talk about mission running with people, and they suggest mission specific hardners instead of omni resist.
Bastion Arzi
Ministry of War
Amarr Empire
#3 - 2013-02-05 13:12:44 UTC
but if it works pve then surely this module is too good to pass up. The increase in ehp is too significant
Sexy Cakes
Have A Seat
#4 - 2013-02-05 13:16:03 UTC
PvE can be 'dps tanked' meaning you kill everything so fast you don't need to worry about actual tank.

A damage control will also add EHP to shield, armor and stucture. In PvE you are only tanking with 1 of those 3 so the other EHP is not as great as it seems.

If you are killing things so slowly that you need a damage control to increase your EHP then you are doing it wrong.

Not today spaghetti.

Chris Slayter
Perdition
#5 - 2013-02-05 13:19:10 UTC
Bastion Arzi wrote:
but if it works pve then surely this module is too good to pass up. The increase in ehp is too significant


EHP is calculated by taking all of your resistances into account. Usually when running missions you don't need to tank more than 2 types of damage (exceptions are rogue drones for example). Since you can simply fit specific hardeners or more damage mods instead of the DC, it is just not as good to have it with you.
There are some exceptions, for example missile ships, which sometimes use a DC instead of a 4th BCU due to stacking penalties and the added resists to shield from the DC.
Anyway, if you don't like min/maxing and rather want some more emergency buffer, go ahead and fit a DC.
Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#6 - 2013-02-05 13:28:30 UTC  |  Edited by: Sergeant Acht Scultz
Bastion Arzi wrote:
Hi can anyone tell me why damage control is not for pve ships? I read this somewhere and i cant figure out why. The dc gives your ship a ton of ehp does it not count in pve?



It's not a matter of "count" or "not count" it's a matter of efficiency.

If you know what you're doing and know exactly your rats dmg type you can most probably just fit 2 hardeners and add a DCU II just to help those hardeners a little bit, you can also not fit at all the DCU and rather add the reactive hardener (better), depends on you and your skills/game play

Now lets suppose you're using an armor ship with 7 low slots, this means you have already 3 slots gone and now you need to add the LAR, it's now 3 low slots left for dmg mods.
Always remember that whatever can't hit you can't harm you so at some point "tanking" with gank (dps) is usually the best choice.

removed inappropriate ASCII art signature - CCP Eterne

Jacob Holland
Weyland-Vulcan Industries
#7 - 2013-02-05 13:41:11 UTC
The reason the Damage Control is not generally recommended in PvE is down to the way PvE works.

The DPS from PvE is generally quite low (compared to PvP) but sustained and therefore EHP is not a significant stat - far more important is the damage reduction (in the form of resists and speed) and amount you can repair. The Damage Control does offer additional resists of course but on a single tanking layer they aren't all that significant compared to the value of other modules available for the fittings.

In PvP the non-stacking penalised resists of the damage control and its vast increase on structure HP makes a difference to how many volleys you can get off before your ship explodes, and provides a reasonable alternative to a third, stacking penalised, universal resist module (EANM or Invulnerability Field) but in PvE your resists can be more tailored and you can rely more heavily on an ongoing, repair-based tank which will keep you alive effectively indefinitely.
Aeril Malkyre
Knights of the Ouroboros
#8 - 2013-02-05 14:59:49 UTC
I fly a shield Machariel, and my 7th low is always a DCUII. If you're running an armor setup I can see the argument about defensive efficiency. But I couldn't even begin to calculate the hundreds of thousands of points of damage that little briefcase has shrugged off my shields in the course of its career. Resists can always stand to be higher, even after mission hardeners. The shielded Machariel of course has an advantage with a low to spare after gyros and TEs.
Daniel Plain
Doomheim
#9 - 2013-02-05 16:55:36 UTC
EHP do not matter for a mission ship unless you get ganked. if you get ganked, your modules are probably too expensive which in turn means you could instead fit cheaper modules and skip the DCU.

I should buy an Ishtar.

Caleidascope
Republic Military School
Minmatar Republic
#10 - 2013-02-05 17:03:16 UTC
DC is fine in pve, the only problem is this: I have done this mission a hundred times, I know exactly what I am doing, I don't need DC. Another reason not to fit DC for pve is that you can warp out, repair and go back and finish the mission, again, no need for DC.

PVP, on the other hand, is much much riskier, so pretty much everyone fit DC.

Life is short and dinner time is chancy

Eat dessert first!

Bugsy VanHalen
Society of lost Souls
#11 - 2013-02-05 19:01:15 UTC  |  Edited by: Bugsy VanHalen
Bastion Arzi wrote:
but if it works pve then surely this module is too good to pass up. The increase in ehp is too significant

Most mission ships are shield fit.

Even those intended to be armor fit.

A good missions runner will very rarely get into armor let alone hull so all that extra ehp from armor/hull resists is wasted.

Generally it is believed to be better to fit a damage mod than a damage controller. More DPS beats ehp that is not used.

That being said however, I have several missions ships that use a damage controller. It only adds 15% shield resists but does not have the stacking penalties when paired with shield hardeners. With two of each mission specific resists plus a damage controller you can get those primary resists well over 80%, One of my fits gives me 84% Thermal / 86% Kinetic with a DC II but only 76%/78% without. I does make a big difference when pulsing an XL-SB or more so with a XL-ASB since you only have 7 charges.

I would recommend a Damage controller over a 4th damage mod, but only if you would benefit from the extra tank. A DC II can also help offset the loss of a hardener when dropping one to fit a TP or TC.

DC's have there use but not in all fits.
Hakaimono
Native Freshfood
Minmatar Republic
#12 - 2013-02-05 20:21:43 UTC
Often gank is tank so that extra dmg mod is also hard to pass up.
hmskrecik
TransMine Group
Gluten Free Cartel
#13 - 2013-02-05 20:28:26 UTC
The main bonus the DC gives is hull resists. In PvE you DON'T hull tank. However, from time to time I use this module when I have totally new ship and fitting and I don't know how much can it stand. When I see that I can finish my job wihout taking hits on structure I replace it with something more useful, be it hardener, passive resist or dmg. upgrade.
Paikis
Vapour Holdings
#14 - 2013-02-05 20:41:19 UTC
A Damage Control II is a flat 12.5% better shield tank, and a 15% better armour tank. It is a nice safety net if you haven't ran that particular mission, or you're worried about your tank for some reason.

Anyone telling you that it isn't useful because EHP is a useless stat is giving the wrong answer for the right reason. If your tank is enough to offset the incoming DPS, then buffer means nothing, because it will never be used. If your tank is NOT good enough to tank all the incoming damage forever, then buffer becomes important. More buffer means you have longer to either kill enough ships so that you can tank the damage, or to kill that scramming frig so you can get out.

But buffer isn't the whole story. The other half of the story is that 12.5% extra resistances means that you're reducing all incoming damage by 12.5%. This means that instead of having to repair 600 damage every second, you only have to repair 528 damage every second. Over the course of a 20 minute mission, that reduction adds up to 86,400 damage that you didn't have to tank.
Skorpynekomimi
#15 - 2013-02-05 20:59:50 UTC
Because:
- If you shield tank, you can get far better resists from an invuln or a mission-specific hardener without using up a low slot you could have a damage mod in.
- PvE tends to rely on active tank, so you could fit another rep in that slot, for an armour tank.

It's used for pvp because:
- One slot, resists for shield AND armour AND structure, which usually has none.
- BUFFER. Especially for an industrial ship, you need ALL the buffer you can get.
- Active tanks and logistic ships mean alpha fleets are the way to go. No amount of active reps will stop you being popped instantly by being alphaed; you just don't get enough time to rep betwen cycles.

Generally, it's good for pve until you're SURE you don't need that low slot for something else. Even for a shield tank, it's good for if you screw up and end up taking armour or even hull damage before you can warp out.
(On a similar note, ALWAYS have an armour rep and a hull rep for your ship size on hand. Not fitted, just in station or in your hold, in case you should need to rep after a brown-underwear moment. It'll save millions in repair bills.)

Economic PVP

Zaq Phelps
School of Applied Knowledge
Caldari State
#16 - 2013-02-05 21:11:01 UTC
I wouldn't say useless in pve, but certainly not my first choice to eat up a low slot on my Caldari mission ships. It saved my golem once though. My rule of thumb, if it doesn't eat up a lot of dps, and I'm unfamiliar with the mission or the ship, then I'll use it. However, nowadays I use a 10mn afterburner ham tengu with 1000 dps and a 700 to 1000 dps rat specific tank... So no real need for it with more than enough tank to do high level complexes (let alone level 4 missions) and a 60 dps swing for the fourth bcu.

Outside of missions I could see its usefulness in 10/10 complexes, and wormholes since higher resists mean much more effective remote repping. Wormholes also have the issue of omni damage where a dcu would shine.
Lost Greybeard
Drunken Yordles
#17 - 2013-02-05 23:01:57 UTC
Bastion Arzi wrote:
but if it works pve then surely this module is too good to pass up. The increase in ehp is too significant


Except that you don't stick around to fight in hull in PvE, and that's where most of the EHP increase is.

It's good for people just starting PvE that don't really know how to fly yet, as it gives them some extra time with the alarm going "WOOT WOOT WOOT" to realize they're failing and warp out. For anyone with any clue what they're doing, though, they'll bail before armor (or shield, whichever their primary is) goes down.
Chainsaw Plankton
FaDoyToy
#18 - 2013-02-06 00:10:40 UTC
Paikis wrote:
A Damage Control II is a flat 12.5% better shield tank, and a 15% better armour tank. It is a nice safety net if you haven't ran that particular mission, or you're worried about your tank for some reason.



safety net is probably the best way to say it! not the worst idea to fit a dcII to your mission ship when you are first starting.

on a few of my armor tanked ships (paladin/kronos) I use 2 IN ENAMs and a dcII as I omnitank them. Yes I could probably get away with 2 hardeners and hell get more specific tank. Also the price difference between 2 IN EANM and 2 b-type active hardeners isn't even all that much. but I like the laziness omnitanking affords me. Tthe tank difference between a third EANM and DCII is tiny but the ehp bonus is huge. Just watch out for that exp hole on the kronos, 20400 ehp to explosive with no shields! and kinetic (with explosive not being a bad choice either) on paladin

@ChainsawPlankto on twitter

Zhilia Mann
Tide Way Out Productions
#19 - 2013-02-06 00:13:45 UTC
Paikis wrote:
A Damage Control II is a flat 12.5% better shield tank, and a 15% better armour tank. It is a nice safety net if you haven't ran that particular mission, or you're worried about your tank for some reason.

Anyone telling you that it isn't useful because EHP is a useless stat is giving the wrong answer for the right reason. If your tank is enough to offset the incoming DPS, then buffer means nothing, because it will never be used. If your tank is NOT good enough to tank all the incoming damage forever, then buffer becomes important. More buffer means you have longer to either kill enough ships so that you can tank the damage, or to kill that scramming frig so you can get out.

But buffer isn't the whole story. The other half of the story is that 12.5% extra resistances means that you're reducing all incoming damage by 12.5%. This means that instead of having to repair 600 damage every second, you only have to repair 528 damage every second. Over the course of a 20 minute mission, that reduction adds up to 86,400 damage that you didn't have to tank.


This. EHP is a relatively useless stat in PvE, but damage controls can still be useful under the right circumstances. Usually those circumstances involve choosing between fitting a DC or a fourth damage mod. This amounts to a choice between the aforementioned 12.5% increase to a shield tank versus a 5.6% increase in damage.

To be honest, I usually choose the (fairly small) increase in damage because that's what's going to complete a mission faster and actually make you money. But there are times (usually not in missions, but still PvE) where I know a DC is a much better choice. This includes instances where I know I can't tank the incoming damage but just need to live long enough to finish a blitz (hull resists have saved me more than once here) and times when I know I'm going to be neuted to hell and back (in which case a DC can usually stay on long after everything else has shut down).

For normal, everyday use DCs can be nice for new setups when you don't know what a ship is capable of doing but otherwise tend to take a slot away from increased damage (or targeting range/scan resolution in the case of a Raven).
Amarant'h
Council of Exiles
Brave Collective
#20 - 2013-02-06 09:55:38 UTC  |  Edited by: Amarant'h
Example about ratting:

You trade your low slot on cap recharge module, and you can keep your repair/shield booster on unlimited time, that will grant you unlimited hitpoints under certain conditions.
Its way better than having more resists and unstable capacitor.
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