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Ship fitting - Built on September 11, 2009
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Updated on 13/01/2010
This is the setup referenced in Episode 5 of the Planet Risk Show http://planetriskshow.com/episode-5 and since then, it has been used in almost all of our PVE activities inside wspace with amazing results! Thank you all who contributed in this thread with your feedback and rating! As you can see the updated fitting is more specialized for Salvaging/Hacking/Analysing and a bit more range on the drones. The Auto Targeting System II, while keeping it online but not active, can give you up to 8 targets. The Codebreakers / Analyzers you put as needed based on the site. If normal PVE we fit a Drone Navigation Computer I and an Omnidirectional Tracking Link I to further enhance the drones. We decided to remove the Remote Rep because we no longer need it in our current fleet setup, however it has been working quite effectively for us in Class 5 wormholes. If you plan to go on a 5+ man fleet for Class 5 sites, this ship will be an awesome addition to your fleet! In the Class 6 we felt the need to specialize even more, so we decided to consolidate all Energy Transfers and Remote Repairs to dedicated ships. That left room for more Tractors / Salvagers here but we didn't need any more. The ship will clear a site of all wrecks faster than you can kill the Sleepers! This ship is now better tanked as well to accommodate for the Class 6 monstrosities! Last but not least, the ship's price fell from the 2.5B it used to be, to close to 500M. It's a must-have for any serious wspace dwelling corp! Statistics for current version: [Statistics - ALL V] Effective HP: 116.083 Tank Ability: 12,54 DPS Damage Profile - <Omni-Damage> (EM: 25,00%, Ex: 25,00%, Ki: 25,00%, Th: 25,00%) Shield Resists - EM: 12,50%, Ex: 56,25%, Ki: 86,88%, Th: 65,00% Armor Resists - EM: 88,77%, Ex: 88,45%, Ki: 92,23%, Th: 88,65% Capacitor: Stable at 35% Volley Damage: 1.440,00 DPS: 360,00 (with 4x Garde II's) We'd appreciate any constructive feedback. QP --------------------- Original Thread: --------------------- The role of the ship is to be able to Salvage while at the same time help with the RR gang during a Class 5-6 PVE operation. The DPS of this fit is with Drones (360 DPS using Garde II's) and it has about 55K EHP with 88% - 94% armor resists, so it can tank as well as put some DPS in a Class 5 RR gang. It's cap stable running the Remote Armor Rep when it's getting Remote Energy Transfer (designed with that in mind) while at the same time it can tractor and salvage wrecks from 40KM away. Mids can change depending on Mag/Radar sites. Role Bonuses from T3 subsystems (per subsystem level): 10% Probe Scan Strength 5% Armor Resistances 10% Remote Armor Repair System Effectiveness 20% Range and Velocity of Tractor Beams 10% Drone Damage 5% Drone MWD Speed 15% Drone Hitpoints 15% Reduction in AB / MWD Cap usage |
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@ Mugster, Sage: Thank you folks for the great feedback!Have you done class 5 or 6 before with this? The plate is for the same reason rr bs fit plates. Sleepers have a tendency to crush their primary target with so much dps you can't respond in time, thus the need for ehp. Even if this does have enough ehp as is, do you really want to risk this expensive a ship by not having enough buffer to survive more than a few seconds?
@ gsputi: lol@smilly Ishtar - and regarding the plates, for Wormhole PVE encounters you don't need more effective hitpoints, you need to be able to outheal the sleeper dps so we maximize our resistances. It's a practice that has served us well and we abide by it! Also, if you consider plates in wormhole space, you should also consider the added mass strain they put at the maximum mass of a wormhole - collapsing it earlier than anticipated!
dominix..?A domi doesn't have any of the bonuses that make this a more effective "utility ship". Plus its tank is a lot weaker (lower resists than the proteus).
@gsputi : Again thank you for your comments. However, I do believe that high resistances are much better than pure EHP buffer tanks vs Sleepers.Your numbers are wrong. You're counting resistances twice in that calculation. I've taken the liberty of fixing your table for you:
http://www.planetriskshow.com/thoughts-on-using-plates-or-not/
| 75% – 100K EHP | 90% – 30K EHP | |
| Sleeper DPS | 10,000 | 10,000 |
| Reaction Time | 10 sec | 3 sec |
| # RRs to Compensate | 29.296875 | 11.71875 |
@gsputi: The calculations are based on a 10.000 sleeper dps model on a ship with 0 resistances. On a 75% omni-resistance tank only 25% of the damage will register, whereas on a 90% omni-resistance tank the percentage of the total damage is down to 10%. Quivering's calculations of 2,5k and 1k hit points of damage coming through are correct.Yes, his calculation of dps reduction was correct. His calculation of ehp is also correct. The problem is that if you apply the reduced damage to the ehp, you are counting the resistances twice, which is incorrect. The resistance has already been accounted for.
Hmmm yes I see your point.Probably true, although I wouldn't be surprised to see numbers that large in a class 6.
Even so though, I think that the whole confusion arises from the fact that if you get any sub-capital ship against a 10000 dps output it's not going to last long. I'll prolly have to correct my friend Quivering here on the initial assumption of the Sleeper damage output reaching up to 10k dps, although I'm sure he mentioned the number 10k at random just to make a point.
I've gone against 2 and 3 and sometimes 4 sleeper BS's all firing upon my poor dominix and they can very well dish out volleys of 1500 and 2000 dmg on a 77% to 87% armor tank. Even 4 battleships firing at the same time, they can inflict 8k volley damage, which leaves a combined firepower of 4 battleships nowhere near 10k dps. It's also more apparent considering that the said domi has about 60k EHP, and can compensate for the damage with three RR's on it.
I haven't timed the sleeper's large gun cycle, but it's quite big. There's plenty of time for the fleet to switch focus to the Proteus and with quite some leeway I'd say.