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Daredevil FW/PvP (Solo) fit?

First post
Author
Ultra Yeti
Caldari Provisions
Caldari State
#1 - 2013-07-08 20:43:58 UTC
Ok, so I basically have an alt toon that I have been skill training, and still am, for a daredevil to use in FW and PvP (solo, to the best I can). The downside is I can't find any fits that look like they would be able to do these mythical "500 DPS" output, unless I am missing something.


Could ya'll help me with figuring out some fits to allow me to either do a tanky DPS (basically able to produce like 200(?) DPS) or high burst/DPS at the cost of tank (say around like 400 DPS?)....?



Thanks to any help :)
Uppsy Daisy
State War Academy
Caldari State
#2 - 2013-07-08 20:58:56 UTC
Syrias Bizniz
some random local shitlords
#3 - 2013-07-08 22:04:22 UTC
Have fun flying this thing, toasting everything that is stupid enough to stay when you warp in, and die horribly to everything that is staying because it knows it will kill you.
Ultra Yeti
Caldari Provisions
Caldari State
#4 - 2013-07-09 15:58:45 UTC
No other possible fits to obtain that kind of damage o.O?



and by "All Level V" area, what all skills is it referring to? The one's used to train into the weapons and ship or other skills?
Whitehound
#5 - 2013-07-09 16:20:22 UTC  |  Edited by: Whitehound
You can use faction mag stabs, which will get you 505 DPS when overheated:

[Daredevil]

Damage Control II
Small Ancillary Armor Repairer, Nanite Repair Paste
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer

Limited 1MN Microwarpdrive I
Fleeting Propulsion Inhibitor I
Faint Epsilon Warp Scrambler I

Light Neutron Blaster II, Void S
Light Neutron Blaster II, Void S
[Empty High slot]

Small Hybrid Burst Aerator II
[Empty Rig slot]
[Empty Rig slot]

It is a stupid amount of ISKs (~280m ISKs) and two cycles (20-24 secs) with a medium neut will turn it off.

When you use implants in addition can you get this to 576 DPS overheated (501 DPS w/o overheat):

Zainou 'Deadeye' Small Hybrid Turret SH-606
Pashan's Turret Customization Mindlink

No idea what the prices of those two implants are. They will likely put the bill above 1b - 1.5b ISK.


"All level 5" means all the skills effecting the ship with all fitted modules.

Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling.

Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#6 - 2013-07-09 16:35:35 UTC
Rail DD is better.

Blaster DD is fun as **** though.

BYDI recruitment closed-ish

Ultra Yeti
Caldari Provisions
Caldari State
#7 - 2013-07-09 20:45:34 UTC
Whitehound wrote:
You can use faction mag stabs, which will get you 505 DPS when overheated:

[Daredevil]

Damage Control II
Small Ancillary Armor Repairer, Nanite Repair Paste
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer

Limited 1MN Microwarpdrive I
Fleeting Propulsion Inhibitor I
Faint Epsilon Warp Scrambler I

Light Neutron Blaster II, Void S
Light Neutron Blaster II, Void S
[Empty High slot]

Small Hybrid Burst Aerator II
[Empty Rig slot]
[Empty Rig slot]

It is a stupid amount of ISKs (~280m ISKs) and two cycles (20-24 secs) with a medium neut will turn it off.

When you use implants in addition can you get this to 576 DPS overheated (501 DPS w/o overheat):

Zainou 'Deadeye' Small Hybrid Turret SH-606
Pashan's Turret Customization Mindlink

No idea what the prices of those two implants are. They will likely put the bill above 1b - 1.5b ISK.


"All level 5" means all the skills effecting the ship with all fitted modules.


Interesting, so basically all the skills that would affect the modules at lvl 5 would provide the 500+ dps...guess it'll take me a few to get the character fully ready for the ship.
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#8 - 2013-07-09 21:03:17 UTC
Whitehound wrote:
You can use faction mag stabs, which will get you 505 DPS when overheated:

[Daredevil]

Damage Control II
Small Ancillary Armor Repairer, Nanite Repair Paste
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer

Limited 1MN Microwarpdrive I
Fleeting Propulsion Inhibitor I
Faint Epsilon Warp Scrambler I

Light Neutron Blaster II, Void S
Light Neutron Blaster II, Void S
[Empty High slot]

Small Hybrid Burst Aerator II
[Empty Rig slot]
[Empty Rig slot]

It is a stupid amount of ISKs (~280m ISKs) and two cycles (20-24 secs) with a medium neut will turn it off.

When you use implants in addition can you get this to 576 DPS overheated (501 DPS w/o overheat):

Zainou 'Deadeye' Small Hybrid Turret SH-606
Pashan's Turret Customization Mindlink

No idea what the prices of those two implants are. They will likely put the bill above 1b - 1.5b ISK.


"All level 5" means all the skills effecting the ship with all fitted modules.


so you didnt bother to look at the other fit posted with 514 heated DPS without faction stabs and +6% implants?
Whitehound
#9 - 2013-07-09 21:23:22 UTC  |  Edited by: Whitehound
Tsukino Stareine wrote:
so you didnt bother to look at the other fit posted with 514 heated DPS without faction stabs and +6% implants?

Yes, I did see it. OP then posted and asked for another one.

Is there a problem?

Here is a third one!

[Daredevil]

Micro Auxiliary Power Core II
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer

Limited 1MN Microwarpdrive I
Faint Epsilon Warp Scrambler I
Medium F-S9 Regolith Shield Induction

Light Neutron Blaster II, Void S
Light Neutron Blaster II, Void S
[Empty High slot]

Small Hybrid Burst Aerator II
[Empty Rig slot]
[Empty Rig slot]

Implants:
Zainou 'Deadeye' Small Hybrid Turret SH-606
Pashan's Turret Customization Mindlink

Shield-tanked and with implants does this one do 553 DPS or 636 DPS when overheated.

Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling.

Syrias Bizniz
some random local shitlords
#10 - 2013-07-09 22:04:40 UTC
Whitehound wrote:


It is a stupid amount of ISKs (~280m ISKs) and two cycles (20-24 secs) with a medium neut will turn it off.




It's 10-12 seconds. Just fyi. And if you're really just up for insane glasscannon, the Enyo is better in this field. It just can't enter a novice.
Whitehound
#11 - 2013-07-09 22:42:05 UTC
Syrias Bizniz wrote:
Whitehound wrote:


It is a stupid amount of ISKs (~280m ISKs) and two cycles (20-24 secs) with a medium neut will turn it off.




It's 10-12 seconds. Just fyi. And if you're really just up for insane glasscannon, the Enyo is better in this field. It just can't enter a novice.

No, it is 20-24 seconds for two cycles.

Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling.

Muad 'dib
State War Academy
Caldari State
#12 - 2013-07-10 13:21:53 UTC  |  Edited by: Muad 'dib
Whitehound wrote:
Syrias Bizniz wrote:
Whitehound wrote:


It is a stupid amount of ISKs (~280m ISKs) and two cycles (20-24 secs) with a medium neut will turn it off.




It's 10-12 seconds. Just fyi. And if you're really just up for insane glasscannon, the Enyo is better in this field. It just can't enter a novice.

No, it is 20-24 seconds for two cycles.


They are nuets not armor reps, they do the full effect at the start of the cycle, so its 12.
24 seconds would be third cycle.

The rail setups do pretty great with a point and a navy web, but if you got that ganking feeling (wwoooooa) blasters are the only way to get the grin factor above 11 :)

Cosmic signature detected. . . . http://i.imgur.com/Z7NfIS6.jpg I got 99 likes, and this post aint one.

Whitehound
#13 - 2013-07-10 14:09:06 UTC  |  Edited by: Whitehound
Muad 'dib wrote:
Whitehound wrote:
Syrias Bizniz wrote:
Whitehound wrote:


It is a stupid amount of ISKs (~280m ISKs) and two cycles (20-24 secs) with a medium neut will turn it off.




It's 10-12 seconds. Just fyi. And if you're really just up for insane glasscannon, the Enyo is better in this field. It just can't enter a novice.

No, it is 20-24 seconds for two cycles.


They are nuets not armor reps, they do the full effect at the start of the cycle, so its 12.
24 seconds would be third cycle.

It is irrelevant. Two cycles are two cycles and these take 20-24 seconds from start to end. You need to realize that you cannot instantly run a third cycle after only 10-12 seconds.

Its Blasters and its other modules then have different cycle times and you do not exactly know when these started and when these will end. Therefore can you not be sure to have turned it off after only 10-12 seconds.

The ship has got a capacitor size of about 400 (with MWD), while two cycles with a medium neut destroy only 360 or 90%. Even when cap stable will the ship very likely not have 90% capacitor, but it is not impossible, just very unlikely. You then will need to run a third cycle, which takes 30-36 seconds for three cycles from start to end.

In other words have I already been cutting corners, and you are trying to cut them further. There are then only so many corners to cut.

So trust me when I say two cycles take 20-24 seconds and that this is the time to turn off a ship that costs a quarter of a billion ISKs.

Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling.

Asa Shahni
Inevitable Outcome
E.C.H.O
#14 - 2013-07-10 15:00:38 UTC
dont think the guy need a 200+ mill DD ..normal fit will be enough Lol
Chessur
Full Broadside
Deepwater Hooligans
#15 - 2013-07-10 17:41:44 UTC  |  Edited by: Chessur
[Daredevil, Kite Rail Devil]
Internal Force Field Array I
Co-Processor II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II

Limited 1mn MIcrowarpdrive I
Faint Warp Disruptor I
Federation Navy Stasis Webifier

150mm Railgun II, Caldari Navy Uranium Charge S
150mm Railgun II, Caldari Navy Uranium Charge S
[empty high slot]

Small Hybrid Locus Coordinator II
Small Ionic Field Projector I
Small Polycarbon Engine Housing I

270DPS w/ CN-anti at the edge of your web range. over 4k/s unheated, 4.1kEHP

Stay away from rail harpy / arty wolves / slicers (Slicers can go either way in this fight) Otherwise kill all of the things.

Never engage larger ships in a DD- its just not build for that kind of work. Unles you have a specific armor DD fit with AB + Links. DD is a frig vs frig fighter. Nothing more really.
ISD Tyrozan
ISD Community Communications Liaisons
ISD Alliance
#16 - 2013-07-10 18:17:10 UTC
A trolling post has been removed.

Forum rule 5. Trolling is prohibited.

ISD Tyrozan

Captain

Community Communication Liaisons (CCLs)

Interstellar Services Department

@ISDTyrozan | @ISD_CCL

Taoist Dragon
Okata Syndicate
#17 - 2013-07-10 21:22:55 UTC
Whitehound wrote:
Muad 'dib wrote:
Whitehound wrote:
Syrias Bizniz wrote:
Whitehound wrote:


It is a stupid amount of ISKs (~280m ISKs) and two cycles (20-24 secs) with a medium neut will turn it off.




It's 10-12 seconds. Just fyi. And if you're really just up for insane glasscannon, the Enyo is better in this field. It just can't enter a novice.

No, it is 20-24 seconds for two cycles.


They are nuets not armor reps, they do the full effect at the start of the cycle, so its 12.
24 seconds would be third cycle.

It is irrelevant. Two cycles are two cycles and these take 20-24 seconds from start to end. You need to realize that you cannot instantly run a third cycle after only 10-12 seconds.

Its Blasters and its other modules then have different cycle times and you do not exactly know when these started and when these will end. Therefore can you not be sure to have turned it off after only 10-12 seconds.

The ship has got a capacitor size of about 400 (with MWD), while two cycles with a medium neut destroy only 360 or 90%. Even when cap stable will the ship very likely not have 90% capacitor, but it is not impossible, just very unlikely. You then will need to run a third cycle, which takes 30-36 seconds for three cycles from start to end.

In other words have I already been cutting corners, and you are trying to cut them further. There are then only so many corners to cut.

So trust me when I say two cycles take 20-24 seconds and that this is the time to turn off a ship that costs a quarter of a billion ISKs.


Not irrelevant. The neuts apply at the START not the end of a cycle. As you say the cap is about 400 and the neuts will do 360 with 2 APPLICATIONS of neuting, this takes about 12 sec. The First application is instant (well within about 1 sec as server ticks etc) and then the SECOND application kicks in at the START of the neut cycle about 10-12 sec later. Therefore the required time to 90% probability of capping them out is only 11-13 secs.

This is EXACTLY the same principle as ALPHA vs DPS and why a lot of ships with seemingly low dps but decent ALPHA outperform similar DPS ships.

Neuts are are an ALPHA weapon not a DPS weapon to the cap of their target.

That is the Way, the Tao.

Balance is everything.

Whitehound
#18 - 2013-07-10 22:08:42 UTC  |  Edited by: Whitehound
Taoist Dragon wrote:
Not irrelevant.

Yes, it is and I have given the reasons above, but I will explain it again.

If for instance the MWD starts a new cycle just before the second cycle of the medium neuts sets in, then the MWD will run for another 10 seconds. The same happens when the armor repairer starts a new cycle before then. Therefore would the ship not be off after only the first cycle. Rather does this make for an uncertainty and you cannot say for certain that the ship is off.

Further, because of the slightly larger capacitor do you have another uncertainty where the ship may not be disabled after only two cycles, but would require a third cycle.

Because of these uncertainties can one at best only say with certainty that the ship will be off after two cycles or 20-24 seconds.

It then has little to do with alpha damage. "alpha" is the first of the Greek letters and "alpha damage" means "the damage of the first shot". What you really wanted to say is that it is the same as omega damage - the last shot. However, it is not the same. Omega damage "disables" (destroys) a ship instantly even when the ship has active modules and does not only set in after all modules have finished their current cycle.

In short, omega damage effects an entire ship instantly. Neuts effect the capacitor instantly, but not the entire ship. The effect of a drained capacitor on a ship requires time to set in.

Why does this need to be explained?

Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling.

Taoist Dragon
Okata Syndicate
#19 - 2013-07-10 23:31:15 UTC  |  Edited by: Taoist Dragon
Whitehound wrote:
Taoist Dragon wrote:
Not irrelevant.

Yes, it is and I have given the reasons above, but I will explain it again.

If for instance the MWD starts a new cycle just before the second cycle of the medium neuts sets in, then the MWD will run for another 10 seconds. The same happens when the armor repairer starts a new cycle before then. Therefore would the ship not be off after only the first cycle. Rather does this make for an uncertainty and you cannot say for certain that the ship is off.

Further, because of the slightly larger capacitor do you have another uncertainty where the ship may not be disabled after only two cycles, but would require a third cycle.

Because of these uncertainties can one at best only say with certainty that the ship will be off after two cycles or 20-24 seconds.

It then has little to do with alpha damage. "alpha" is the first of the Greek letters and "alpha damage" means "the damage of the first shot". What you really wanted to say is that it is the same as omega damage - the last shot. However, it is not the same. Omega damage "disables" (destroys) a ship instantly even when the ship has active modules and does not only set in after all modules have finished their current cycle.

In short, omega damage effects an entire ship instantly. Neuts effect the capacitor instantly, but not the entire ship. The effect of a drained capacitor on a ship requires time to set in.

Why does this need to be explained?


If you are using a MWD in a DD and you will effectively cap out (yes you may still have cap left but any useful amount) from 2 cycles of med nuet. The cap draw of the active modules will pretty much render you useless very very quickly.

Alpha damage is applied instantly and is a term used to describe the amount of damage applied at with any given volley. While technically correct in your use of the Omega designation you are just picking at hairs because you know fine well that the cap warfare operates exactly like 'alpha' warfare but don't want to admit it.

That is the Way, the Tao.

Balance is everything.

Whitehound
#20 - 2013-07-10 23:47:05 UTC
Taoist Dragon wrote:
If you are using a MWD in a DD and you will effectively cap out ...

Yes, the MWD will then not be able to run another cycle, because it needs 34 GJ. However the blasters can still shoot as they only need 1-2 GJ.

Please, go ahead and think it is disabled after only a cycle. I have explained it more than enough. I do not think you are capable of understanding the consequences. Lol

Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling.

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