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DHuncan
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Posted - 2011.05.26 16:14:00 -
[1]
How to guess the dps I deliver?
My problem today is to install a Ballistic Control System II or not. That requires a low power slot but I have them already in use with co-processor II and Power diagnostic system II modules, as my CPU and powergrid are both at the limit. But if unplug co-processor II I would lose necesary CPU wich are needed by Heavy Missile Launcher II and if I unplug Power Diagnostic Sustem II then I would lose powergird needed in the shield collection.
So is a matter of decide to give up dps (which is oposite of what I'm trying to do by pluging the Ballistic Control System II) or give up tanking (which already strugle in lvl4s). So would my Ballistic Control System II improove my Heavy Missile Launcher IIs enaugh to make it worthy have six instead of seven?
In other words, whats the formula to compare 7x Heavy Missile Launcher II raw Vs 6x Heavy Missile Launcher II with 10.5% fire rate + 10% missile damage bonus?
I dont need to be remainded how ignorant I am as far as maths, better tell me something I don't know.
Thank you Einsteins
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Safrel
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Posted - 2011.05.26 16:23:00 -
[2]
Better yet, you could train Weapons Upgrades skill and lower the cpu cost of weapons. Then you can ditch the co-processor and fit the Ballistics.
Later, move on to advanced weapon upgrades and lower powergrid too.
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DHuncan
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Posted - 2011.05.26 16:31:00 -
[3]
Originally by: Safrel Better yet, you could train Weapons Upgrades skill and lower the cpu cost of weapons. Then you can ditch the co-processor and fit the Ballistics.
Later, move on to advanced weapon upgrades and lower powergrid too.
1 Hour 26 minutes to lvl 4 and lvl 5 is next in queue. Advanced W. upgrades sounds good too.
Still while all this things occur still question in the air 7 raw or 6 controled?
Thanks.
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Klandi
Science and Trade Institute
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Posted - 2011.05.26 16:32:00 -
[4]
Easy Download and install EveHQ, enter your full API for your character. There is a extremely good shipfitting program in it and it will tell you. Select your ship and fit it out or download a fitting from Battleclinic (right mouse click on the ship and its an option). No need for maths as this guy has done a great job of explaining it.
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Ghengis Tia
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Posted - 2011.05.26 16:35:00 -
[5]
Okay, to make it simple. Let's say each launcher gives 100 dps. You have 7 launchers so you get 700 dps.
Install the BCS II. Each of 6 launchers will have a damage bonus of 10%, so each now gives 110 DPS (total of 660). The ROF gain of 10.5% gives each launcher ultimately 110 x 1.105 = 121.55 DPS, for a total of 729.3.
That would make but the 6 launchers with BCS II slightly more powerful than the 7 non-BCS II launchers but+
You have to shoot 9 volleys of the 6 launcher setup to equal the damage of 10 volleys of the 7 launcher setup.
How often do you have a target that requires 10 volleys to destroy? Maybe faction battleships possibly.
My advice is to skill up to not need the friggin' co-processor and then install the BCS II. If I remember correctly, Weapons Upgrades to 4 or 5 should do the trick.
(the scenario is a real rough look at the numbers, and many other factors are in play but the simplistic analysis should get the point across.)
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DHuncan
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Posted - 2011.05.26 16:54:00 -
[6]
Thanks so much. I took my step ahead with this.
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Flying Horseman
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Posted - 2011.05.26 17:39:00 -
[7]
How much isk you got?
Try some faction mods out on your fit like the caldari navy/dread ballistic controls.. You useing a t2 shield boost amp? get a domination version lil less boost but nice cpu saveings.. Look at gist harderners for longer lasting cap and again more cpu saveing... The power diag is fine on the fit for now the shield and cap is useful..
Also post us your fit...
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stoicfaux
Gallente
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Posted - 2011.05.26 18:00:00 -
[8]
Originally by: DHuncan
In other words, whats the formula to compare 7x Heavy Missile Launcher II raw Vs 6x Heavy Missile Launcher II with 10.5% fire rate + 10% missile damage bonus?
Really simple way: num_launchers * (1.0 + damage_bonus) / (1.0 - rate_of_fire_ bonus) = num_effective_launchers
6 * (1.0 + .10) / (1 - .105) = 7.37 effective launchers
Six launchers with a BCUII has the DPS of 7.37 launchers.
----- "Are you a sociopathic paranoid schizophrenic with accounting skills? We have the game for you! -- Eve, the game of Alts, Economics, Machiavelli, and PvP"
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DHuncan
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Posted - 2011.05.26 18:13:00 -
[9]
Originally by: Flying Horseman How much isk you got?
Try some faction mods out on your fit like the caldari navy/dread ballistic controls.. You useing a t2 shield boost amp? get a domination version lil less boost but nice cpu saveings.. Look at gist harderners for longer lasting cap and again more cpu saveing... The power diag is fine on the fit for now the shield and cap is useful..
Also post us your fit...
Ok I have no problem on displaying this info:
I have around 1.5 Billion isk.
I don use or know Shield Boost Amplifier, but I am going to look at it right off.
I take good note on the faction gear you suggest, I'll be looking around markets and contracts.
My capacitor is very stable and never under 80% or so. Not even under several NPC Nosferatus and alike.
My fit goes with TI rigs Medium Rocket Fuel Partition, Med. Core Deffense Field Extender and Med Core Deffense Field Purger.
The rest is all TII.
Low power goes with Damage Control. That gives me 3 slots to play. Atm co-processor and Power diagnostic x2.
Medium power goes with 3x Large Shield extender and 2x due damage type hardeners. I have an extra slot that I am using ECMs.
High power goes with the Heavy Missile launchers.
Thats what I am about. Surelly at this point you have guessed I drive a Drake.
But since 'Skill trained complete' just poped, forget about the co-procesor and ECM and add a Ballistic Control System and a med power slot empty.
Thats about it.
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DHuncan
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Posted - 2011.05.26 18:15:00 -
[10]
Originally by: stoicfaux
Originally by: DHuncan
In other words, whats the formula to compare 7x Heavy Missile Launcher II raw Vs 6x Heavy Missile Launcher II with 10.5% fire rate + 10% missile damage bonus?
Really simple way: num_launchers * (1.0 + damage_bonus) / (1.0 - rate_of_fire_ bonus) = num_effective_launchers
6 * (1.0 + .10) / (1 - .105) = 7.37 effective launchers
Six launchers with a BCUII has the DPS of 7.37 launchers.
That works too. Thanks.
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DHuncan
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Posted - 2011.05.26 18:21:00 -
[11]
Shield Boost Amplifier added to that free med slot.
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Srioghal moDhream
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Posted - 2011.05.26 18:31:00 -
[12]
What is your launcher rigging skill at?
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Mintala Arana
Amarr
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Posted - 2011.05.26 18:36:00 -
[13]
Originally by: DHuncan
Shield Boost Amplifier added to that free med slot.
Umm, do you have a shield booster fitted? I don't see anything that says you do, and a shield boost amplifier is useless without a booster to amplify.
With a passive shield tank and an extra midslot, consider a target painter to help you pop those pesky frigates. Or a sensor booster to let you target faster (though I'd prefer the painter, myself).
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DHuncan
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Posted - 2011.05.26 18:45:00 -
[14]
Originally by: Mintala Arana
Originally by: DHuncan
Shield Boost Amplifier added to that free med slot.
Umm, do you have a shield booster fitted? I don't see anything that says you do, and a shield boost amplifier is useless without a booster to amplify.
With a passive shield tank and an extra midslot, consider a target painter to help you pop those pesky frigates. Or a sensor booster to let you target faster (though I'd prefer the painter, myself).
Yes I run too much when I saw I had the power requirements. Sensor booster is pointles to me at this moment. My missile used to fly 40 kms and I could lock targets about 70kms. Now the target painter does sound good to me. But I was using ECMs as some frigates can warp disrupt me and that I need to care about. You change something and consecuences affect in chain to many other factors. I'll solve this puzzle knowing the fact that I will get better chances as my training advances.
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Mintala Arana
Amarr
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Posted - 2011.05.26 19:00:00 -
[15]
Tackling frigates: T2 drones will eat webbing/scramming frigates for lunch, and/or a target painter will let you hit them more effectively with your missiles. Given your large EHP buffer, you shouldn't have to worry too much about them: primary them, kill them (however), and move on.
The very best approach is to skill up for a Raven, then get into a CNR. Unfortunately, your drake, though it can be set up to have EHP out the posterior orifice, is kind of anemic as regards DPS.
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DHuncan
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Posted - 2011.05.28 04:05:00 -
[16]
Originally by: Srioghal moDhream What is your launcher rigging skill at?
Level one. I dont think it does anything.
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Zillam Reynardine
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Posted - 2011.05.28 04:50:00 -
[17]
Hell, I just stick everything into Pyfa (EFT works too) and use that to do all the crunch.
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Miriiah
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Posted - 2011.05.28 21:55:00 -
[18]
What's your fit? what's your electronics/engineering/weapon upgrades/advanced weapon upgrades/shield upgrades skill levels? this would help alot ;O
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DHuncan
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Posted - 2011.05.28 22:55:00 -
[19]
Originally by: Miriiah What's your fit? what's your electronics/engineering/weapon upgrades/advanced weapon upgrades/shield upgrades skill levels? this would help alot ;O
No, no really. The formula I was asking for would work the same for every character despite of level. All the rest is excursus.
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Gavin DeVries
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Posted - 2011.05.29 00:10:00 -
[20]
No, the formula will not work regardless of character. Use the example given, with a ballistic control system. That's for missile launchers, and the exact damage per second output is going to depend on a LOT of your skills. Missile Launcher Operation, the base skill that governs launcher usage, increases rate of fire a bit. Rapid Launch increases rate of fire even more. Warhead Upgrades is a direct increase in the amount of damage done by missiles. Cyber implants can increase both rate of fire and damage of missiles. Then the skills for the ship often have an effect, normally more than one. Drakes get a damage bonus with kinetic missiles per level of Battlecruiser. A Cerberus gets both an increase in kinetic damage with Caldari Cruiser skill and a rate of fire bonus with Heavy Assault Ship skill. You can't separate the character from the equation. ______________________________________________________ PVP is a question that has no one right answer but a lot of wrong ones. - Aelana Anais
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DHuncan
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Posted - 2011.05.29 01:36:00 -
[21]
Originally by: Gavin DeVries No, the formula will not work regardless of character. Use the example given, with a ballistic control system. That's for missile launchers, and the exact damage per second output is going to depend on a LOT of your skills. Missile Launcher Operation, the base skill that governs launcher usage, increases rate of fire a bit. Rapid Launch increases rate of fire even more. Warhead Upgrades is a direct increase in the amount of damage done by missiles. Cyber implants can increase both rate of fire and damage of missiles. Then the skills for the ship often have an effect, normally more than one. Drakes get a damage bonus with kinetic missiles per level of Battlecruiser. A Cerberus gets both an increase in kinetic damage with Caldari Cruiser skill and a rate of fire bonus with Heavy Assault Ship skill. You can't separate the character from the equation.
Yes, the formula will work regardless of character. The numbers would differ but the dps is calculated the same. Click the info on your weapon and check rate of fire. Off course that is different in each character depending on it's skills,cuality of gear, etc. but still is the value 'rate of fire' anyway, thus a piece of the ecuation. And so on.
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Salpad
Caldari Carebears with Attitude
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Posted - 2011.05.29 03:04:00 -
[22]
Originally by: DHuncan Still while all this things occur still question in the air 7 raw or 6 controled?
One T2 BCS gives +23% damage, so your 6 launchers will function as if you had 7.38 launchers fitted.
You're good to go! (the same is - barely - the case even with 5 vs 6 launchers, if you are using a T2 BCS. The total DPS bonus for 1 fitted T1 BCS is much smaller).
-- Salpad |
Salpad
Caldari Carebears with Attitude
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Posted - 2011.05.29 03:08:00 -
[23]
Originally by: Gavin DeVries No, the formula will not work regardless of character.
Yes, the figure that the OP is asking for (23%) will work, and always, and exactly the same way, regardless of the skillz of the character.
The figure only changes if more than one BCS is fitted, or if rigs are fitted that gives a damage or RoF modifier, or if there is any other stacking penalized modifier to RoF or damage.
-- Salpad |
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