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Missile Damage vs Target MkII spreadsheet

Author
stoicfaux
#21 - 2013-05-18 02:07:40 UTC
Sergeant Acht Scultz wrote:
CCP???

Sticky please Lol

IS it just me or the Tengu pdf still shows CNR one? -maybe an upload issue?

I've uploaded new PDFs. Try now.

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

CanI haveyourstuff
Native Freshfood
Minmatar Republic
#22 - 2013-05-18 05:57:33 UTC
Interesting... basically cruise golem = cruise cnr = cruise typhoon = ham tengu = cruise sni

since golem tractor range is bad and it's still more useful to go back with noctis I'd say that golem either need some kind of buff or it doesnt explain costing 900+ mil isk and training time.

maybe 100km tractor and +1 high slot for another salvager, maybe 100% afterburner speed bonus and increased agility?

well atm they seem pointless and it's still more profitable to blitz with ridiculous 600+ omnitank pimp tengu
Liang Nuren
No Salvation
Divine Damnation
#23 - 2013-05-18 07:40:30 UTC
CanI haveyourstuff wrote:
Interesting... basically cruise golem = cruise cnr = cruise typhoon = ham tengu = cruise sni

since golem tractor range is bad and it's still more useful to go back with noctis I'd say that golem either need some kind of buff or it doesnt explain costing 900+ mil isk and training time.

maybe 100km tractor and +1 high slot for another salvager, maybe 100% afterburner speed bonus and increased agility?

well atm they seem pointless and it's still more profitable to blitz with ridiculous 600+ omnitank pimp tengu


From what I can see, the Golem actually has a pretty substantial damage increase over the CNR. There's more than one fairly common rat which should be killed in a volley less than the CNR. I think the most important thing to take home is that the ROF bonus lets the SNI be surprisingly powerful for having the same real DPS.

-Liang

I'm an idiot, don't mind me.

Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#24 - 2013-05-18 19:45:38 UTC
CanI haveyourstuff wrote:
Interesting... basically cruise golem = cruise cnr = cruise typhoon = ham tengu = cruise sni

since golem tractor range is bad and it's still more useful to go back with noctis I'd say that golem either need some kind of buff or it doesnt explain costing 900+ mil isk and training time.

maybe 100km tractor and +1 high slot for another salvager, maybe 100% afterburner speed bonus and increased agility?

well atm they seem pointless and it's still more profitable to blitz with ridiculous 600+ omnitank pimp tengu




Well I have a quite different opinion about Marauders.


Those are supposed to be THE tough Battleships delivering huge amounts of dps and tank like beasts, but they aren't.

So what I'd like to see as improvement:

+1 hard point = +/- 20% dps

+better distribution of resists and an active rep bonus or the possibility to plug Marauders specific T2 subsystem on top of the 2 riggs

-attack subsystem: increasing range (all weapons), decreasing repairers capacitor and global EHP, increasing targeting range and decreasing targeting time, increasing agillity but decrasing top speed, increase drones command range by 20% per level

-combat subsystem: increase tracking or decrease explosion radius 7.5%/lvl, increase top speed but decrease agility, increase rep amount and incoming rep amount and global EHP, increase number of drones out by 3 at lvl5

-rip off the salvager bonus and give them an Energy Vampire bonus: decrease cycle increase amount and range by 5%/lvl

Now those would be interesting for something else than save the Damsel in distress.

removed inappropriate ASCII art signature - CCP Eterne

Liang Nuren
No Salvation
Divine Damnation
#25 - 2013-05-19 09:48:20 UTC
So I've been playing with your spreadsheet a bit. Here's a few comments:
- Most of the profiles are useless. I removed them from mine.
- You should swap the order of Damage Per Missile and Launcher Duration. It makes data input harder the way you have it.
- I think it makes more sense to have a format of "CNR -- BLA2, 2xFlare1 -- Fury" instead of what you have now.
- The implants thing is much better.

I'll get some interesting data on what I'm seeing up shortly, but I'm quite surprised by what I'm seeing.

-Liang

I'm an idiot, don't mind me.

Morrigan LeSante
Perkone
Caldari State
#26 - 2013-05-19 21:35:59 UTC  |  Edited by: Morrigan LeSante
I realise the thread is a missile damage one, but is it practical to add drones in?


Here's a fit I was toying around with, I ask because the drones really haul the DPS right up and will make a substansive difference (and the thing can still fit an omni AND a painter)

[Phoon Fleet Oddessy, ML - test]

6x Cruise Missile Launcher II (Inferno Fury Cruise Missile)

Dread Guristas X-Large Shield Booster
2x Caldari Navy Adaptive Invulnerability Field
Federation Navy Omnidirectional Tracking Link
Phased Weapon Navigation Array Generation Extron

4x Caldari Navy Ballistic Control System
3x Drone Damage Amplifier II

3x Large Warhead Rigor Catalyst I

5x Garde II [depending on ranges involved the various sentries will add some 400-500dps, the gardes are currently 39+12 with this fit - its pretty decent]


Its blinged, the trade off is without it, you lose a DDA and take a co-processor on - its actually not that big a drop, but I was shooting for bit numbers to test it. iirc I think this sits in the 1700 range with all Vs (and my implants, which I forgot to remove Oops)


Basically it occurred to me that the missile boats in odessy are so close, what happens if you can get the drones into the equation and certainly with the phoon, they /really/ get the numbers up and can squeeze an omni in there for range and application. Cost aside, I think it looks a bit monstrous - can the other hulls compete?
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#27 - 2013-05-19 21:37:33 UTC
y u bling but go cheap on rigs?
Morrigan LeSante
Perkone
Caldari State
#28 - 2013-05-19 21:38:41 UTC  |  Edited by: Morrigan LeSante
Wasnt a "need", as I say the bling is for the fitting. It can be altered, of course, but there wasn't a need.

Just pretend there are two 'I' on the end Blink
stoicfaux
#29 - 2013-05-20 02:53:50 UTC
Morrigan LeSante wrote:


Basically it occurred to me that the missile boats in odessy are so close, what happens if you can get the drones into the equation and certainly with the phoon, they /really/ get the numbers up and can squeeze an omni in there for range and application. Cost aside, I think it looks a bit monstrous - can the other hulls compete?

I was looking at something similar earlier today in the EFT DPS chart. The 1500 DPS Typhoon FI trumps the CNR against battleships up to 40(?)km, but against everything smaller or further away it tends to get out performed by the CNR (cruise + 3 sentries.)

Since TPs boost sentries, missiles and guns and since TPs provide a bigger boost than Rigor rigs, I also tried a 4 TP version with shield resists in the rig slots which didn't perform as well.

Anyway, without doing some field testing, i.e. I'm relying on the applied damage from the EFT DPS chart, I would hazard to say that the CNR would perform better as a mission runner than the TFI.

[Typhoon Fleet Issue, odyssey]
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II
Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System
Co-Processor II

Dread Guristas X-Large Shield Booster
Heavy Capacitor Booster II, Cap Booster 800
Adaptive Invulnerability Field II
Omnidirectional Tracking Link II
Phased Weapon Navigation Array Generation Extron

Cruise Missile Launcher II, Nova Fury Cruise Missile
Cruise Missile Launcher II, Nova Fury Cruise Missile
Cruise Missile Launcher II, Nova Fury Cruise Missile
Cruise Missile Launcher II, Nova Fury Cruise Missile
Cruise Missile Launcher II, Nova Fury Cruise Missile
Cruise Missile Launcher II, Nova Fury Cruise Missile
800mm Repeating Artillery II, Fusion L
800mm Repeating Artillery II, Fusion L

Large Warhead Rigor Catalyst II
Large Warhead Rigor Catalyst II
Large Warhead Flare Catalyst II


Garde II x5
Garde II x1
Hobgoblin II x10

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

stoicfaux
#30 - 2013-05-20 03:02:38 UTC
Liang Nuren wrote:
So I've been playing with your spreadsheet a bit. Here's a few comments:
- Most of the profiles are useless. I removed them from mine.
- You should swap the order of Damage Per Missile and Launcher Duration. It makes data input harder the way you have it.
- I think it makes more sense to have a format of "CNR -- BLA2, 2xFlare1 -- Fury" instead of what you have now.
- The implants thing is much better.

You can swap the columns, then update the AD7 and AE7 (and AD27, AE27) formulas by swapping the ",6," and ",7," values. However, do NOT copy formulas from the upper row to the bottom row. (There are anchored cells in the formulas.)

The spreadsheet is meant to be manipulated, so knock yourself out. If it helps with keeping the number of profiles down, it looks like the optimal rig choice is 2xRigors and a Flare for all the missile battleships.

Quote:
I'll get some interesting data on what I'm seeing up shortly, but I'm quite surprised by what I'm seeing.

Looking forward to it.

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Liang Nuren
No Salvation
Divine Damnation
#31 - 2013-05-20 05:08:50 UTC  |  Edited by: Liang Nuren
Feature requests:
- ISK per missile for estimating run cost per hour.
- It would be helpful to have columns specifically for Fury/Prec and then visualize based on display side.
- It would be helpful to be able to define a series of rats and sum(min(ttk)).
- It would be swell if you could adjust all the implants at the same time (3->5% for example). Or even do it by implant group (ROF separate from Damage etc).

Then again, this is starting to sound more like an application than an excel spreadsheet. Also, perl is easy to read. :)

-Liang

I'm an idiot, don't mind me.

Morrigan LeSante
Perkone
Caldari State
#32 - 2013-05-20 06:39:59 UTC
stoicfaux wrote:

Anyway, without doing some field testing, i.e. I'm relying on the applied damage from the EFT DPS chart, I would hazard to say that the CNR would perform better as a mission runner than the TFI.


Ill see how it goes, I can fly both of them pretty well, it'll be interesting to see how it pans out.
Liang Nuren
No Salvation
Divine Damnation
#33 - 2013-05-20 07:17:46 UTC  |  Edited by: Liang Nuren
So let's take a wholistic look at what should be possible completion times for various ships in the spreadsheet.

I'm going to lead with these assertions:
- 4x CN BCU, 2x Rigor II, Flare II is the correct damage application setup.
- 4x CN BCU, BLA II, 2x Flare I is the correct raw damage setup.
- Eve-Survival is correct about what is in an Angel Haven (I've never run one)

Angel Haven (from Eve-Survival)
- Arch Gistum Liquidator: 5
- Arch Gistum Centurion: 3
- Gistatis Primus: 17
- Gist Seraphim: 4
- Gist Cherubim: 9
- Gist Malakim: 6
- Gist Throne: 5

Ship Completion Times

Rigor CNR (5% HW, 4 CN BCU):
- 1 Painter: 949.19
- 2 Painter: 924.86
- 3 Painter: 884.31

BLA CNR (5% HW, 4 CN BCU):
- 1 Painter: 952.5
- 2 Painter: 891.54
- 3 Painter: 891.54

Rigor Typhoon (5% HW, 4 CN BCU):
- 1 Painter: 906.56
- 2 Painter: 857.84
- 3 Painter: 857.84

BLA Typhoon (5% HW, 4 CN BCU):
- 1 Painter: 1022.95
- 2 Painter: 948.67
- 3 Painter: 834.27

BLA Typhoon (5% HW, 3 CN BCU):
- 1 Painter: 1115.49
- 2 Painter: 1069.3
- 3 Painter: 924.8

Rigor TFI (5% HW, 4 CN BCU):
- 1 Painter: 957.3
- 2 Painter: 916.75
- 3 Painter: 892.42

BLA TFI (5% HW, 4 CN BCU):
- 1 Painter: 1272.54
- 2 Painter: 922.02
- 3 Painter: 861.06

Rigor Golem (5% HW, 4 CN BCU):
- 1 Painter: 949.19
- 2 Painter: 924.86
- 3 Painter: 884.31

BLA Golem (5% HW, 4 CN BCU):
- 1 Painter: 952.5
- 2 Painter: 891.54
- 3 Painter: 830.58

Rigor SNI (5% HW, 4 CN BCU):
- 1 Painter: 1040.49
- 2 Painter: 906.56
- 3 Painter: 857.84

BLA SNI (5% HW, 4 CN BCU):
- 1 Painter: 1182.86
- 2 Painter: 994.35
- 3 Painter: 948.67



Rigor CNR (3% HW, 4 CN BCU):
- 1 Painter: 1043.73
- 2 Painter: 1018.89
- 3 Painter: 977.49

BLA CNR (3% HW, 4 CN BCU):
- 1 Painter: 1174.78
- 2 Painter: 980.28
- 3 Painter: 980.28

Rigor Typhoon (3% HW, 4 CN BCU):
- 1 Painter: 1087.37
- 2 Painter: 931.95
- 3 Painter: 931.95

BLA Typhoon (3% HW, 4 CN BCU):
- 1 Painter: 1127.26
- 2 Painter: 1050.39
- 3 Painter: 922.08

BLA Typhoon (3% HW, 3 CN BCU):
- 1 Painter: 1174.1
- 2 Painter: 1126.9
- 3 Painter: 997.1

Rigor TFI (3% HW, 4 CN BCU):
- 1 Painter: 1002.28
- 2 Painter: 935.96
- 3 Painter: 911.12

BLA TFI (3% HW, 4 CN BCU):
- 1 Painter: 1322.6
- 2 Painter: 941.38
- 3 Painter: 918.04

Rigor Golem (3% HW, 4 CN BCU):
- 1 Painter: 1085.18
- 2 Painter: 1018.89
- 3 Painter: 977.49

BLA Golem (3% HW, 4 CN BCU):
- 1 Painter: 1174.78
- 2 Painter: 980.28
- 3 Painter: 956.94

Rigor SNI (3% HW, 4 CN BCU):
- 1 Painter: 1137.13
- 2 Painter: 981.63
- 3 Painter: 963.0

BLA SNI (3% HW, 4 CN BCU):
- 1 Painter: 1283.78
- 2 Painter: 1097.06
- 3 Painter: 1050.39



Sorted 3 Painter, 5% HW Completion Times
BLA Golem: 830.58
BLA Typhoon: 834.27
Rigor Typhoon: 857.84
Rigor SNI: 857.84
BLA TFI: 861.06
Rigor CNR: 884.31
Rigor Golem: 884.31
BLA CNR: 891.54
Rigor TFI: 892.42
BLA Armor Phoon: 924.8
BLA SNI: 948.67

Now, at this point I'm going to interject these statements:
- This ignores the outsized drone bay on the Phoon and Phoon Fleet
- This ignores the 2 extra bonused slots on the Phoon Fleet
- 3 Painters on a Phoon is gonna be hard to do with 4 BCUs. But the rewards are pretty amazing.
- The Golem appears to be the most practical good performer.
- I ignored frigates on the assertion that they could be adequately dealt with via drones. Some ships (the Typhoon and Golem specifically) are particularly good at mowing down elite cruisers with precision. This is not modeled.

Ship Fit Commentary:
- Common CNR fits today have 1 painter, so the extra mid should allow for a 2 painter setup with relative comfort.
- It's relatively simple to squeeze 3 painters on a Golem and SNI due to the tank bonuses.
- It's relatively simple to squeeze 2 painters and 4 CN BCUs on a Phoon and TFI, but much harder to get 3/4. 3/3 is fairly easy.

So the ships we're most interested in looking at are in reality:
- 2 Painter TFI, Typhoon (4 BCU), CNR
- 3 Painter SNI, Golem, Typhoon (3 BCU)
- Cheap 3% HW, T2 BCU fits

Sorted Likely 5% Fits
BLA Golem: 830.58
Rigor SNI: 857.84
Rigor Typhoon (4 BCU, 2 Painter): 857.84
Rigor Golem: 884.31
BLA CNR: 891.54
Rigor TFI: 916.75
BLA TFI: 922.02
BLA Typhoon (3 BCU, 3 Painter): 924.8
Rigor CNR: 924.86
BLA Typhoon (4 BCU, 2 Painter): 948.67
BLA SNI: 948.67

Sorted Likely 3% Fits
Rigor Typhoon (4 BCU/2Painter): 931.95
Rigor TFI: 935.96
BLA TFI: 941.38
BLA Golem: 956.94
Rigor SNI: 963.0
Rigor Golem: 977.49
BLA Typhoon (3 BCU/3Painter): 997.1
BLA CNR: 980.28
Rigor CNR: 1018.89
BLA Typhoon (4 BCU/2Painter): 1050.39
BLA SNI: 1050.39

Sorted Likely 3%/T2 Fits
Rigor SNI: 1050.05
Rigor Phoon: 1062.96
Rigor CNR: 1134.92
Rigor TFI: 1169.66 (Armor 3 BCU fit)

I think at this point there should be enough raw data floating around that people can make informed decisions about what to fly. I'd personally recommend a Golem or maybe a shield tanked Typhoon.

-Liang

Ed: A bunch of edits to add data.

I'm an idiot, don't mind me.

Kagura Nikon
Native Freshfood
Minmatar Republic
#34 - 2013-05-20 13:23:16 UTC
Sergeant Acht Scultz wrote:
CanI haveyourstuff wrote:
Interesting... basically cruise golem = cruise cnr = cruise typhoon = ham tengu = cruise sni

since golem tractor range is bad and it's still more useful to go back with noctis I'd say that golem either need some kind of buff or it doesnt explain costing 900+ mil isk and training time.

maybe 100km tractor and +1 high slot for another salvager, maybe 100% afterburner speed bonus and increased agility?

well atm they seem pointless and it's still more profitable to blitz with ridiculous 600+ omnitank pimp tengu




Well I have a quite different opinion about Marauders.


Those are supposed to be THE tough Battleships delivering huge amounts of dps and tank like beasts, but they aren't.

So what I'd like to see as improvement:

+1 hard point = +/- 20% dps

+better distribution of resists and an active rep bonus or the possibility to plug Marauders specific T2 subsystem on top of the 2 riggs

-attack subsystem: increasing range (all weapons), decreasing repairers capacitor and global EHP, increasing targeting range and decreasing targeting time, increasing agillity but decrasing top speed, increase drones command range by 20% per level

-combat subsystem: increase tracking or decrease explosion radius 7.5%/lvl, increase top speed but decrease agility, increase rep amount and incoming rep amount and global EHP, increase number of drones out by 3 at lvl5

-rip off the salvager bonus and give them an Energy Vampire bonus: decrease cycle increase amount and range by 5%/lvl

Now those would be interesting for something else than save the Damsel in distress.




I woudl just give more fitting to marauders and add a 5th weapon to each one.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Marco Magnus
Placementcorpii
#35 - 2013-05-20 17:49:37 UTC
Ty very much for the hard work , i like it very much . What i learned from it is that the normal raven is faster then the CNR, i think that is because the damage projection bonus from the CNR is lost because of T2 rigs and Tp. So i guess CNR will be better for pvp?
Liang Nuren
No Salvation
Divine Damnation
#36 - 2013-05-20 17:50:11 UTC
Kagura Nikon wrote:
I woudl just give more fitting to marauders and add a 5th weapon to each one.


All I've ever wanted out of Marauders was sensor strength... :)

-Liang

I'm an idiot, don't mind me.

Liang Nuren
No Salvation
Divine Damnation
#37 - 2013-05-20 17:50:52 UTC
Marco Magnus wrote:
Ty very much for the hard work , i like it very much . What i learned from it is that the normal raven is faster then the CNR, i think that is because the damage projection bonus from the CNR is lost because of T2 rigs and Tp. So i guess CNR will be better for pvp?


I'm really hard pressed to know why the CNR would be better for PVP given that it doesn't have any utility high slots.

-Liang

I'm an idiot, don't mind me.

The Djego
Hellequin Inc.
#38 - 2013-05-21 01:20:55 UTC  |  Edited by: The Djego
Liang Nuren wrote:
Kagura Nikon wrote:
I woudl just give more fitting to marauders and add a 5th weapon to each one.


All I've ever wanted out of Marauders was sensor strength... :)

-Liang


+1 getting jammed so much is quite annoying in the Golem.

Giving the Golem the speed of the new raven and a bit more torp range(as torpedo change) or a 15% velocity bonus per level would also be nice.

The Golem doesn't need 10 effective launchers(what is silly given all other BS are balanced around 8 now), it just needs to be a bit more focused around things that make it better as a torpedo platform.

Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread

Roseline Penshar
Native Freshfood
Minmatar Republic
#39 - 2013-05-26 12:05:41 UTC
at * cnr_v_typhoon_v_raven_v_fleet_typhoon_v_sni_v_golem_odyssey.pdf

i don't see the typhoon part, can you add that? i really need normal typhoon stat compare to others
Deerin
East Trading Co Ltd
#40 - 2013-05-29 08:12:07 UTC
Liang Nuren wrote:
Lots of useful data


Wow. This is a quite impressive list. Thank you for sharing it.

I'm amazed by the 2 TP regular rigor phoon. How is the fit exactly? I reckon 6 cruise2's DLA, DG XL booster, cap booster, invul, 2xtp, 4bcu 2dda 1 dc, 2rigor II 1 flare II 4xbouncers.

As I stated before I don't really expect the tank to hold. Though it might work for havens when you get range.
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