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Anti-Angel Odyssey CNR

First post
Author
Ziester
State War Academy
Caldari State
#1 - 2013-05-15 21:08:47 UTC  |  Edited by: Ziester
Hi there,

Currently being training up to T2 Cruise missiles and grinding iskies to afford it, I'm working on a CNR project that I'd use for the sole purpose of bashing the **** out of Angel rats.

Here's the first batch :

Quote:
[Raven Navy Issue, Odyssey - T2]

Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Co-Processor II
Power Diagnostic System II

Prototype 100MN Microwarpdrive I
Explosive Deflection Field II
Kinetic Deflection Field II
Adaptive Invulnerability Field II
Large Shield Booster II
'Copasetic' Particle Field Acceleration
Capacitor Recharger II

Cruise Missile Launcher II, Nova Cruise Missile
Cruise Missile Launcher II, Nova Cruise Missile
Cruise Missile Launcher II, Nova Cruise Missile
Cruise Missile Launcher II, Nova Cruise Missile
Cruise Missile Launcher II, Nova Cruise Missile
Cruise Missile Launcher II, Nova Cruise Missile
Cruise Missile Launcher II, Nova Cruise Missile
Cruise Missile Launcher II, Nova Cruise Missile

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


Valkyrie II x5
Warrior II x5


Now you may have noticed I voluntarily added the 8th launcher and the extra mid. I've done the maths, if I'm correct it should fit. tightly, but it should.

Pre-Odyssey, with "ALL 5" skills, this gives 79.1 per launcher with T1 Nova cruise, which should put out 632.8 DPS
In Odyssey and according to the cruise missile change post, roughly adding +25% dmg, should get up to 791 DPS, without drones. Now that may be wrong, as in lower than what I should actually get since iirc they said base dmg, as in before skills, but cba to do the maths there.

So I'm gonna wildguess 791 + ~130 drone dps = 920 DPS, probably more like around 1K or something.

The tank however is rather poor, even with having 83.4% Exp and 80% Kin resists, SB boosts about 344.6 ehp per second.
Enouhg for belt rats, and afaik, not quite for anomalies though. however, fancy tanking modules may come with increased income rate anyway.

Not sure if I should use CN cruise or just stick with T1, maybe T2 for beefier rats ? As the intent is to make the better ISK spent per ISK gained ratio, which can be tricky as belt rats are not exact science and you never know what you're gonna get first.

What do you guys think about it ?
Fronkfurter McSheebleton
Horse Feathers
CAStabouts
#2 - 2013-05-15 21:51:59 UTC
You aren't going to get that 791dps with three T2 damage mods and vanilla t1 ammo. That'll get you 592 with perfect skills.

thhief ghabmoef

Ziester
State War Academy
Caldari State
#3 - 2013-05-15 22:05:52 UTC  |  Edited by: Ziester
Fronkfurter McSheebleton wrote:
You aren't going to get that 791dps with three T2 damage mods and vanilla t1 ammo. That'll get you 592 with perfect skills.

Please read again.

Each launcher 79.1 DPS with current release
That makes 79.1 x 7 = 553.7 DPS

Now, here comes the point when the "Please read again" kicks in.
I said I planned it for Odyssey.

If you look Odyssey change posts around :
CCP Rise wrote:
Specifically:

5% increased rate of fire for all Cruise Missile Launchers
200 added power grid need for all Cruise Missile launchers

4700m/sec base missile velocity for all Cruise Missiles (up from 3750m/sec)
14 second base flight time for all Cruise Missiles (down from 20 seconds)
25% increase in base damage for all Cruise Missiles
10% increase in explosion radius for all Cruise Missiles


Look forward to hearing your feedback, as always
Rise

CCP Rise wrote:

RAVEN NAVY ISSUE
The CNR will be Caldariā€™s attack battleship, like the new tech 1 Raven. I wanted the Navy Raven to get something new, and the new Navy Drake pointed in a pretty good direction. We are giving the CNR an 8th launcher to make up for the loss of the rate of fire bonus, and replacing rate of fire with a bonus to explosion radius. Along with the incoming buff to cruise missiles, this ship is going to be an animal.

Caldari Battleship Skill Bonuses:
+5% bonus to Torpedo and Cruise Missile explosion radius
+10% bonus to Cruise Missile Torpedo Velocity

Slot layout: 8H, 7M(+1), 5L; 0 turrets , 8 launchers(+1)
Fittings: 12000 PWG(+1075), 780 CPU(+45)
Defense (shields / armor / hull): 10500(-750) / 8000(-1961) / 9500(-461)
Capacitor (amount / recharge rate): 5900(+587.5) / 1150s(-4.875s)
Mobility (max velocity / agility / mass / align time): 123(+29) / .12(-.008) / 97300000(-2000000) / 16.19s(-1.43s)
Drones (bandwidth / bay): 75 / 100
Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km / 105(-1.25) / 7
Sensor strength: 28 Gravimetric(+.5)
Signature radius: 410(-50)


Given this and "All L5 skills" :

Launcher x1.05(rof) x1.25(dmg inscrease) x8 (number of launchers) = Total weapon DPS
So
79.1 x1.05 x1.25 x8 = 830.55 DPS before drones, make that 960 DPS with them. (Reload times accounted for)

Anything else to say Sir Idon'treadpostsandreplyblindly ?

PS : Forgot I also have a +5% launcher RoF implant too.
Riot Girl
You'll Cowards Don't Even Smoke Crack
#4 - 2013-05-15 22:20:15 UTC  |  Edited by: Riot Girl
CNR and T1 Raven will both do roughly 930 DPS with T2 ammo and without drones. The DPS for both ships is exactly the same.
Liang Nuren
No Salvation
Divine Damnation
#5 - 2013-05-15 22:52:30 UTC
There was a long ~math~ poast in the feedback thread which (I believe) rather categorically showed that BLA II + 2 Flares was better than the triple Rigor for most purposes. I think it sported 2 TPs. I have no reason to doubt that result.

-Liang

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

Ziester
State War Academy
Caldari State
#6 - 2013-05-15 22:54:54 UTC
Riot Girl wrote:
CNR and T1 Raven will both do roughly 930 DPS with T2 ammo and without drones. The DPS for both ships is exactly the same.

Close enough, but no :

T1 Raven : 6 launchers +25% ROF at BS 5 = 6x 1.25 = 7.5 launchers.
CNR = 8 launchers.
Ziester
State War Academy
Caldari State
#7 - 2013-05-15 22:57:48 UTC  |  Edited by: Ziester
Liang Nuren wrote:
There was a long ~math~ poast in the feedback thread which (I believe) rather categorically showed that BLA II + 2 Flares was better than the triple Rigor for most purposes. I think it sported 2 TPs. I have no reason to doubt that result.

-Liang

BLA ? I'm assumiin gBay Loading Accelerator, but doesn't the effect stack with BCU's ?
Daniel Plain
Doomheim
#8 - 2013-05-15 22:58:08 UTC
Ziester wrote:
Riot Girl wrote:
CNR and T1 Raven will both do roughly 930 DPS with T2 ammo and without drones. The DPS for both ships is exactly the same.

Close enough, but no :

T1 Raven : 6 launchers +25% ROF at BS 5 = 6x 1.25 = 7.5 launchers.
CNR = 8 launchers.

except the correct math is 6 / 0.75

I should buy an Ishtar.

stoicfaux
#9 - 2013-05-15 22:58:29 UTC
Riot Girl wrote:
CNR and T1 Raven will both do roughly 930 DPS with T2 ammo and without drones. The DPS for both ships is exactly the same.

Everything does CNR damage in Odyssey, the only real difference is drones and whether you shield or armor tank. =P

Ship - # launchers (# effective launchers) - H/M/L slots - Drone bandwidth/Bay

CNR 8 8/7/5 75/100 (780 CPU)

SNI 6 (8) 7/8/5 75/75 (780 CPU)

Fleet Typhoon 6 (8.25) 8/5/7 125/200 (660 CPU)

Raven 6 (8) 7/7/5 50/75 (750 CPU)

Typhoon 6 (8) 7/5/7 100/125 (640 CPU)

Golem 4 (8) 7/7/4 75/75 (715 CPU)



Now I just need a way to shield tank the Fleet Typhoon (3x BCUs, 2-3 DDAs)...

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

Ziester
State War Academy
Caldari State
#10 - 2013-05-15 23:06:27 UTC
Daniel Plain wrote:
except the correct math is 6 / 0.75

Meh, I suck at maths :D
My bad then, thx for the fix :)
Daniel Plain
Doomheim
#11 - 2013-05-15 23:21:38 UTC
Ziester wrote:
Daniel Plain wrote:
except the correct math is 6 / 0.75

Meh, I suck at maths :D
My bad then, thx for the fix :)

it's technically not your fault. if you read the bonus on hulls and modules, you will notice it says something like "7.5% increased rate of fire per level". technically, this statement is wrong. rate of fire is measured in shots / time unit, so if you increase it, you would expect having to multiply by 1 + the bonus. how the stat ACTUALLY works is it reduces the time between shots by the given percentage.
to make the difference more clear: if you had a ship with a 100% bonus, it would not shoot twice as fast but infinitely fast. a laser boat with t1 crystals and 100% bonus to "rate of fire" would oneshot everything, or more likely crash the game.

I should buy an Ishtar.

Liang Nuren
No Salvation
Divine Damnation
#12 - 2013-05-16 01:01:57 UTC
Daniel Plain wrote:
Ziester wrote:
Daniel Plain wrote:
except the correct math is 6 / 0.75

Meh, I suck at maths :D
My bad then, thx for the fix :)

it's technically not your fault. if you read the bonus on hulls and modules, you will notice it says something like "7.5% increased rate of fire per level". technically, this statement is wrong. rate of fire is measured in shots / time unit, so if you increase it, you would expect having to multiply by 1 + the bonus. how the stat ACTUALLY works is it reduces the time between shots by the given percentage.
to make the difference more clear: if you had a ship with a 100% bonus, it would not shoot twice as fast but infinitely fast. a laser boat with t1 crystals and 100% bonus to "rate of fire" would oneshot everything, or more likely crash the game.


This happened once. Revelations would instantly empty their capacitor. It was pretty funny.

-Liang

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

Ziester
State War Academy
Caldari State
#13 - 2013-05-16 01:11:24 UTC  |  Edited by: Ziester
Daniel Plain wrote:
Ziester wrote:
Daniel Plain wrote:
except the correct math is 6 / 0.75

Meh, I suck at maths :D
My bad then, thx for the fix :)

it's technically not your fault. if you read the bonus on hulls and modules, you will notice it says something like "7.5% increased rate of fire per level". technically, this statement is wrong. rate of fire is measured in shots / time unit, so if you increase it, you would expect having to multiply by 1 + the bonus. how the stat ACTUALLY works is it reduces the time between shots by the given percentage.
to make the difference more clear: if you had a ship with a 100% bonus, it would not shoot twice as fast but infinitely fast. a laser boat with t1 crystals and 100% bonus to "rate of fire" would oneshot everything, or more likely crash the game.

So basically "7.5% increased rate of fire per level" should actually be interpreted as "Decreases the delay between each shot by 7.5% per level" correct ?

That reminds me about World of Tanks for some reasons. We have the same kind of misunderstanding over there too.
For each barrel we have a "Accuracy" stat as in "Accuracy : 0.30" for example.
Thing is, it's not accuracy, it's Deviation.
It means that for a barrel having an "accuracy" of 0.30, the shot will not be anywhere withing 30 cms of the center of the reticle, but the shell will actually deviate by 30cms for every 100m the shell travelled in the air.
Daniel Plain
Doomheim
#14 - 2013-05-16 13:12:43 UTC
i just took a peek at WoT game mechanics. the most accurate analogy to rate of fire mechanics in eve is the gun rammer. it provides a 10% bonus to reload time. imagine it gave you a 50% bonus instead of a 10% bonus. your total dps would not go up by 50% but would actually double, since you can get 2x more shots off in the same time.

I should buy an Ishtar.

Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#15 - 2013-05-16 13:47:46 UTC
I think these rate of fire bonuses should be called "cycle time reductions"

Ie 5% reduction to cruise missile cycle time

100% reduction = instant cycle = infinite ROF -> well not really infinite, press button, launcher is empty.
24 missiles per launcher, 10 second reloads, 2.4 missiles per second :)
Klingon Admiral
Carcinisation
#16 - 2013-05-16 14:12:11 UTC
Ziester wrote:
Liang Nuren wrote:
There was a long ~math~ poast in the feedback thread which (I believe) rather categorically showed that BLA II + 2 Flares was better than the triple Rigor for most purposes. I think it sported 2 TPs. I have no reason to doubt that result.

-Liang

BLA ? I'm assumiin gBay Loading Accelerator, but doesn't the effect stack with BCU's ?


It does stack, yes, but since stacking penalty starts with the module with the highest bonus on top, only the BCS get stronger stacking penalty, while the BLA2 can apply it's full bonus. This increases, with 4 CN BCS, the DPS by about 6%. The fewer BCS; the higher the effective increase. And once you are approaching the skillcap, 6% are huge.

And with these changes the CNR will have no problems hitting even cruiser-sized NPC really good, so there is no real reason to go for any sort off additional damage application when you could rather have more raw-DPS.
Liang Nuren
No Salvation
Divine Damnation
#17 - 2013-05-16 17:26:15 UTC
Klingon Admiral wrote:
Ziester wrote:
Liang Nuren wrote:
There was a long ~math~ poast in the feedback thread which (I believe) rather categorically showed that BLA II + 2 Flares was better than the triple Rigor for most purposes. I think it sported 2 TPs. I have no reason to doubt that result.

-Liang

BLA ? I'm assumiin gBay Loading Accelerator, but doesn't the effect stack with BCU's ?


It does stack, yes, but since stacking penalty starts with the module with the highest bonus on top, only the BCS get stronger stacking penalty, while the BLA2 can apply it's full bonus. This increases, with 4 CN BCS, the DPS by about 6%. The fewer BCS; the higher the effective increase. And once you are approaching the skillcap, 6% are huge.

And with these changes the CNR will have no problems hitting even cruiser-sized NPC really good, so there is no real reason to go for any sort off additional damage application when you could rather have more raw-DPS.


There's actually no reason to go with the CNR at all with the Fleet Phoon out there. It can't apply all of its damage but the raw damage output is ******* crazy in practical fittings.

-Liang

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

Ziester
State War Academy
Caldari State
#18 - 2013-05-16 19:11:10 UTC
Liang Nuren wrote:
There's actually no reason to go with the CNR at all with the Fleet Phoon out there. It can't apply all of its damage but the raw damage output is ******* crazy in practical fittings.

-Liang

Oh it's personal taste really, I just loathe that flying trashbin :D
OfBalance
Caldari State
#19 - 2013-05-16 19:19:21 UTC
Ziester wrote:
Liang Nuren wrote:
There's actually no reason to go with the CNR at all with the Fleet Phoon out there. It can't apply all of its damage but the raw damage output is ******* crazy in practical fittings.

-Liang

Oh it's personal taste really, I just loathe that flying trashbin :D


The demon trashcan aka. dirty syringe is beautiful. :(
Ziester
State War Academy
Caldari State
#20 - 2013-05-17 11:39:26 UTC  |  Edited by: Ziester
Ok to match feedback so far, I've adjusted the setup accordingly, along with some cheap faction mods to help with both tank and DPS :

Quote:
[Raven Navy Issue, Odyssey cheap faction]
Khanid Navy Ballistic Control System
Khanid Navy Ballistic Control System
Khanid Navy Ballistic Control System
Co-Processor II
Damage Control II

Domination 100MN Microwarpdrive
Dread Guristas Explosive Deflection Field
Dread Guristas Kinetic Deflection Field
Adaptive Invulnerability Field II
Heavy Capacitor Booster II, Cap Booster 800
Dread Guristas Shield Boost Amplifier
Dread Guristas X-Large Shield Booster

Cruise Missile Launcher II, Nova Cruise Missile
Cruise Missile Launcher II, Nova Cruise Missile
Cruise Missile Launcher II, Nova Cruise Missile
Cruise Missile Launcher II, Nova Cruise Missile
Cruise Missile Launcher II, Nova Cruise Missile
Cruise Missile Launcher II, Nova Cruise Missile
Cruise Missile Launcher II, Nova Cruise Missile
Cruise Missile Launcher II, Nova Cruise Missile

Large Bay Loading Accelerator II
Large Warhead Flare Catalyst I
Large Warhead Flare Catalyst I

Warrior II x5
Bouncer II x3

Co-Processor is mandatory, along with a +3% CPU output implant, or even with the ship's changes for Odyssey this won't fit.
I didn't go for the fancy faction Invul since it's ridiculously overpriced.

- Replaced the CN Large SB to a Dread XLSB
- Replaced Cap Recharger II with Heavy Cap Booster II
- Replaced rigs accordingly to previous replies
- Replaced 5x Valk II by 3x Bouncer II, which do more DPS

Pre-Odyssey stats :
575 Launcher DPS (that's x7, single launcher is 82.1)
158 Drone DPS (Bouncers)
(Have fun doing the math for Odyssey DPS ^^)

Tank vs Angel : XLSB boosts 1041.4 EHP/sec, for around 3m30s consistnt boost
Resists 85.4% Exp, 82.5 Kin

Although these stats are not entirely true since I can't check the real stats with all 7 mid modules.
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