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The DarqAngel
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Posted - 2010.03.31 13:31:00 -
[1]
Take scourge heavy missile as an example; it does a total of 150 kin dmg with 90 to shield and 112.5 to armour. Does this really apply? And how?
If it does, then should we be changing missiles once the shield is down? So far I haven't really noticed a great difference but I thought I'd get your expert advice.
Thanks
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Gieron
Middleton and Mercer LLP Consortium.
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Posted - 2010.03.31 13:39:00 -
[2]
No, you misunderstand.
Scourge heavy missile does 150 kinetic damage to whatever you are shooting at. If the target has shields up it will damage those. If the targets shields are depleted it will damage armor.
The numbers you are looking at for shield and armor damage are just indicators as to how good it will be against shield and armor. But since that will depend upon which ship and fit your opponent has it may have little resemblance with reality. Your better off ignoring it.
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Jill Xelitras
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Posted - 2010.03.31 13:49:00 -
[3]
90 to shield and 112.5 to armor are more of an average.
Your missile hits your shield for x damage - y% shield resist.
If your missile actually hits with all of its damage potential (150 hp), then those 150 hp will be reduced by your shield resistance for that damage type (kinetic in this case).
Let's say the target has 10% kinetic shield resistance then your missile can do at most 150 - ( 0.1 x 150) = 135 hp damage.
The armor damage works the same. No armor damage will be applied though until the shields are completely gone (on a perfectly trained character). If your target hasn't trained ( I think it's shield management ) there will be a bleed through into armor starting at about 25% shields left ( ? correct me if I got that wrong).
Let's say your target has 50% kinetic armor resistance. Your missile will do 75 hp damage if it hits perfectly.
Whether your missile hits perfectly depends on the signature radius and speed of the target, but also on the missiles explosion velocity. Your Scourge heavy missile hitting a frigate will not do much damage. If you have the same frigate lit up with a target painter you'll do more damage. This has no influence on the calculation of resistances. It only means that your scourge won't do 150 hp before resistance on a frigate. It will do 150 hp on a battleship, again before calculating the resistances of the battleship.
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SemiCharmed
Clans of the Sanctums
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Posted - 2010.03.31 13:56:00 -
[4]
It all depends on what resistances the enemy has. Most people with missiles stick to 1 type and deal that all the way though the shield, armor and hull. While other people Start with EM for the shield and then change the ammo type on the armor, but everyone has different resists so by the time you have faffed around searching for there weakest your dead, dying or its just plane too late.
But remember the hull is either 0 all the way through but if they have a damage control its around the 50% mark all the way through. --------------------------------------------
Remember Kids, Only YOU Can Prevent Fourm fires. |
The DarqAngel
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Posted - 2010.03.31 14:05:00 -
[5]
Thx for the responses but I understand the theory of armour/shield/hull resists. What I don't comprehend are the figures of 90 to shield and 112.5 to armour. These are some form of corrective damage stats, or are they???
That is the question.
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Jill Xelitras
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Posted - 2010.03.31 14:09:00 -
[6]
Originally by: The DarqAngel
If it does, then should we be changing missiles once the shield is down? So far I haven't really noticed a great difference but I thought I'd get your expert advice.
Thanks
Changing missiles once you're past shields may make sense in very few scenarios. First of all: If you're flying a Drake you won't hardly ever change missiles from Scourge because the Drake gives kinetic missiles a huge boost while all other damage types are unbonused. If your ship does not specifically favour one damage type (I believe only the Drake does it), then you may switch to another missile when you are unable to crack the targets tank and are sure that another damage will work better. Switching missiles will cost you a lot of time. For missions you may be carrying to damage types to selectively shoot the NPCs with the damage they are the weakest to. Switching missiles between shield and armor though is not advisable.
In PvP, if you're in a gang, usually you won't need to switch damage types because someone else will cover that damage type already. (unless you all fly Drakes) Anyway in most fleet engagements you're unlikely to switch ammo back and forth on a missile spewing ship.
If you're solo (and not in a Drake), you'll have 2 damage types with you and a couple FoF missiles just in case you get jammed. One damage type for shield tankers and one for armor tankers. Usually EM for shield and Kinetic or Explosive for armor tanks. I love Thermal missiles, they can damage both shields and armor well, but less then the more specialized damage types.
(Oh and please correct me if I'm wrong ... I just love to give my opinion.)
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Jill Xelitras
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Posted - 2010.03.31 14:15:00 -
[7]
Originally by: The DarqAngel Thx for the responses but I understand the theory of armour/shield/hull resists. What I don't comprehend are the figures of 90 to shield and 112.5 to armour. These are some form of corrective damage stats, or are they???
That is the question.
No. Most ships just have a similar resistance layout when they come out of factory. That's what is being reflected by the 112.5 / 90 figures. No sane pilot flies with factory defaults.
Let's take a Kestrel: 40% shield resistance (60% of the damage gets through = 90 HP) Armor 25% resistance, 75% gets through (112.5 hp)
Try 150 x 0,75 = 112.5
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The DarqAngel
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Posted - 2010.03.31 14:19:00 -
[8]
Ok. I'll try to clarify the question. If a ship has all resists at 60% for shield/armour/hull does the scourge do more damage to armour than to shields once the shields are down.
I realise that is the indication but is that what actually happens?
Thx for your responses so far.
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Jill Xelitras
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Posted - 2010.03.31 14:22:00 -
[9]
Edited by: Jill Xelitras on 31/03/2010 14:26:28 Edited by: Jill Xelitras on 31/03/2010 14:23:13
Originally by: The DarqAngel Ok. I'll try to clarify the question. If a ship has all resists at 60% for shield/armour/hull does the scourge do more damage to armour than to shields once the shields are down.
I realise that is the indication but is that what actually happens?
Thx for your responses so far.
In this case the Scourge will do the same damage to shield/armor/hull. Se above post for the mistery numbers explained. (I even fired up EFT to get the Kestrel resists straight )
Also, the scourge won't do any damage to armor on a perfectly skilled character until the shields are gone. The missile won't do more damage to the armor then missile HP - (missile HP x armor resist). It's like onions, one peel after the next. When all peels are gone somebody is crying.
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The DarqAngel
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Posted - 2010.03.31 14:37:00 -
[10]
Thx Jill. So its an indication of what damage a certain basic missile will do against the factory shield settings or armour. An EM missile would therefore do 150 damage to shields since there is no factory resists.
I appreciate all the help.
Thx
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Jill Xelitras
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Posted - 2010.03.31 14:40:00 -
[11]
Originally by: The DarqAngel Thx Jill. So its an indication of what damage a certain basic missile will do against the factory shield settings or armour. An EM missile would therefore do 150 damage to shields since there is no factory resists.
I appreciate all the help.
Thx
Exactly
For a second I was worried that I might have confused you. I seem to be unable to explain stuff as soon as calculus is involved. Lucky there was no actual mathematics
That would be part of the formula for chance to hit. which determines if the 150 hp are indeed 150 hp or much less.
Nooo, don't ask me.
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Nareg Maxence
Gallente JotunHeim Hird
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Posted - 2010.03.31 15:10:00 -
[12]
This also confused me to begin with. I thought the base shield and base armor damage was a special bonus for that weapon against shield or armor. It is not. Only the specific type of damages (EM/Therm/Kin/Expl) applies.
Since most people boost their resists, the base damage is actually a pretty much useless figure.
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