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Additional tank from an afterburner?

Author
Armelius
Republic Military School
Minmatar Republic
#1 - 2011-12-27 03:41:31 UTC
Does anyone know if there is some type of formula for, or a program that shows the amount of tank gained from the use of an afterburner? For instance, my fit without an afterburner has a 1017 dps tank, but my fit with an afterburner has a 788 dps tank. I notice the damage is cut by about 30-40% or more in most cases with the afterburner on. I am, however, relatively inexperienced at most things in the game so I do not know how stupid this all may be.
ziqpy
Sietch Tabr
#2 - 2011-12-27 03:44:10 UTC
nope soz just use eft for my needs.
Captain Nares
O3 Corporation
#3 - 2011-12-27 04:25:25 UTC
Armelius wrote:
Does anyone know if there is some type of formula for, or a program that shows the amount of tank gained from the use of an afterburner? For instance, my fit without an afterburner has a 1017 dps tank, but my fit with an afterburner has a 788 dps tank. I notice the damage is cut by about 30-40% or more in most cases with the afterburner on. I am, however, relatively inexperienced at most things in the game so I do not know how stupid this all may be.


Tank against player ships can be checked in EFT/Pyfa programms. Please note that when your AB-ing ship tanks, its hp/sec tank doesn't increase. Incoming DPS decreases Smile

Tank against NPCs - well, this question is harder...
Doloris Titania
Center for Advanced Studies
Gallente Federation
#4 - 2011-12-27 07:14:13 UTC
You can check in EFT by using a DPS graph... add you as the defender and who you think you will be going up against as the attacker (note: you have to setup their ship in eft and have it open at the same time as your AB'd ship) this will allow you to see the incoming DPS, and compare it to your actual tank.

Opertone
State War Academy
Caldari State
#5 - 2011-12-27 08:10:11 UTC
yes, if you want to avoid missile damage. Guristas and Angel like to spam missiles, so AB is worthwhile. Cuts incoming missile DPS by 40% and more. Just have to move faster than 120 m/sec to see any effect.

Afterburner vs turret DPS? not very practical - you need to get under NPCs guns, which makes likely to get into close range maximum NPC dps zone. You will be under cross fire, evading 40% shots of 1-2 NPCs while the other 12 in the pocket break distance and give your tank a hard time.

You are also likely to get webbed or scrammed. Afterburner in a straight line sure messes with their optimals, which become sub optimal, but they retain decent tracking on you. If you burn sideways, it will lower their hit quality by 2-10% but not necessarily ignore much of the damage.

On the other hand afterburner is pratical for breaking enemy lines. They either chase or move away from your charge. NPCs burning towards you provide high signatures and perfect aim for you, because of signature bloom effect of MWD. You can get very good hits on burning interceptors, more importantly their MWD cycle is around 10 sec. You have time to score a lot of improved hits.

This post sums up why the 'best' work with DCM inc.

WARP DRIVE makes eve boring

really - add warping align time 300% on gun aggression and eve becomes great again

Mfume Apocal
Brutor Tribe
Minmatar Republic
#6 - 2011-12-27 08:41:46 UTC
Armelius wrote:
Does anyone know if there is some type of formula for, or a program that shows the amount of tank gained from the use of an afterburner? For instance, my fit without an afterburner has a 1017 dps tank, but my fit with an afterburner has a 788 dps tank. I notice the damage is cut by about 30-40% or more in most cases with the afterburner on. I am, however, relatively inexperienced at most things in the game so I do not know how stupid this all may be.


In EFT, if you hover the mouse over your speed with a propmod on, you see the "speed-to-signature ratio" which mostly deals with missile damage. For turrets, the DPS graph works better, considering the wide range of variables involved.
FlameGlow
Perkone
Caldari State
#7 - 2011-12-27 08:50:34 UTC
Opertone wrote:
yes, if you want to avoid missile damage. Guristas and Angel like to spam missiles, so AB is worthwhile. Cuts incoming missile DPS by 40% and more. Just have to move faster than 120 m/sec to see any effect.

Afterburner vs turret DPS? not very practical - you need to get under NPCs guns, which makes likely to get into close range maximum NPC dps zone. You will be under cross fire, evading 40% shots of 1-2 NPCs while the other 12 in the pocket break distance and give your tank a hard time.

You are also likely to get webbed or scrammed. Afterburner in a straight line sure messes with their optimals, which become sub optimal, but they retain decent tracking on you. If you burn sideways, it will lower their hit quality by 2-10% but not necessarily ignore much of the damage.

On the other hand afterburner is pratical for breaking enemy lines. They either chase or move away from your charge. NPCs burning towards you provide high signatures and perfect aim for you, because of signature bloom effect of MWD. You can get very good hits on burning interceptors, more importantly their MWD cycle is around 10 sec. You have time to score a lot of improved hits.

From experience I can tell that normal size AB won't help much against turret damage. However if you use oversized afterburner and orbit something at 30km(not like you can keep a tighter orbit anyway), NPC ship turrets won't hit you ever and turret towers hit with reduced quality and miss often.
EFT shows speed to signature ratio that can be used to roughly estimate this damage reduction.
whaynethepain
#8 - 2011-12-27 11:00:32 UTC
There is a program for trying out that stuff really well.

Its called Singularity.

There are other things, but they are less accurate, and can be quite misleading.

Getting you on your feet.

So you've further to fall.

Nalha Saldana
Aliastra
Gallente Federation
#9 - 2011-12-27 13:51:16 UTC
The people who claims that AB doesnt help against turrets are very wrong, its just that its multiplied by your size so AB works great for cruiser and down but gives nearly nothing to BS hulls.

The set value for how many dps tank your have is based on your ship while a AB makes your opponent worse at applying damage, it cannot be calculated like other things. This is the reason a 200 dps tank cruiser can in some cases be better then a 2000 dps tank BS.
Tarunik Raqalth'Qui
Native Freshfood
Minmatar Republic
#10 - 2011-12-27 18:19:06 UTC
Nalha Saldana wrote:
The people who claims that AB doesnt help against turrets are very wrong, its just that its multiplied by your size so AB works great for cruiser and down but gives nearly nothing to BS hulls.

The set value for how many dps tank your have is based on your ship while a AB makes your opponent worse at applying damage, it cannot be calculated like other things. This is the reason a 200 dps tank cruiser can in some cases be better then a 2000 dps tank BS.

This. I can tank 3-4 Angel BS trivially in an AB Hound.
Wacktopia
Fleet-Up.com
Keep It Simple Software Group
#11 - 2011-12-29 01:59:30 UTC
whaynethepain wrote:
There is a program for trying out that stuff really well.

Its called Singularity.

There are other things, but they are less accurate, and can be quite misleading.


Wow, you put AB's on your capitals? Roll

Kitchen sink? Seriousy, get your ship together -  Fleet-Up.com

Tau Cabalander
Retirement Retreat
Working Stiffs
#12 - 2011-12-30 06:00:29 UTC
I find an AB even on a battleship makes a huge difference, vs. both missiles and turrets.

I especially like to orbit at 105 km where they can't touch my RNI, so I can turn the hardeners off. However, fast Angels can't be easily outdistanced.

NPC will miss far more when I'm moving with the AB compared to when I'm not using the AB, and overall I need to run a repper less when moving faster.