Kekklian Noobatronic
Goonfeet Top Men.
297
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Posted - 2013.08.15 07:45:00 -
[1] - Quote
Let's have Maths shal we?
Two people, both with equivalent EHP take the same amount of damage.. One is a Shield tanker, one is Armor. Let's break it down and see who comes out ahead..
Shield Tanker: 450 Shield, 150 Armor The Shield Tanker has no regeneration mods, just complex extenders. We assume the Shield Tanker is in a Caldari suit with 25hp/sec shield regen
Armor Tanker: 150 Shield, 450 Armor The Armor Tanker has 1 Complex Repair Module and Max Rank Armor Repair. He is also wearing a combination of Complex and Enhanced armor plates. We assume the Armor Tanker is in an Amarr suit(purity yo) with 20 hp/sec shield regen.
Already the Armor Tanker is investing more SP than the Shield Tanker to obtain higher EHP and still get self repair. The Shield Tanker has to get 1 skill to V - the Armor needs to get 2 skills to V.
They both take - through combined arms - a total of 450 damage before they're able to retreat. Don't complain about semantics, this is strictly for analysis of regeneration numbers. All figures from here out are in the format of ST(Shield Tanker) or AT(Armor Tanker) - Shield/Armor. Seconds 1 - 5: ST - 0 / 150 AT - 0 / 208 ST - 0 / 150 AT - 0 / 216 ST - 0 / 150 AT - 0 / 224 ST - 0 / 150 AT - 0 / 232 ST - 0 / 150 AT - 0 / 240
Advantage: Armor Tanker (By 90)
Seconds 6 - 10 ST - 25 / 150 AT - 20 / 248 ST - 50 / 150 AT - 40 / 256 ST - 75 / 150 AT - 60 / 264 ST - 100 / 150 AT - 80 / 272 ST - 125 / 150 AT - 100 / 280
Advantage: Armor Tanker (By 105)
Seconds 11 - 15 ST - 150 / 150 AT - 120 / 248 ST - 175 / 150 AT - 140 / 256 ST - 200 / 150 AT - 150 / 264 ST - 225 / 150 AT - 150 / 272 ST - 250 / 150 AT - 150 / 280
Advantage: Armor Tanker (By 30) At this point, the Shield Tanker regen is fast closing the gap that the Armor tanker gained during the shield down time. A use of a Shield Regulator will drastically alter these numbers.
Seconds 16 - 20 ST - 275 / 150 AT - 150 / 288 ST - 300 / 150 AT - 150 / 296 ST - 325 / 150 AT - 150 / 304 ST - 350 / 150 AT - 150 / 312 ST - 375 / 150 AT - 150 / 330
Advantage: Shield Tanker (By 45)
Seconds 21-23 ST - 400 / 150 AT - 150 / 338 ST - 425 / 150 AT - 150 / 346 ST - 450 / 150 AT - 150 / 354
Advantage: Shield Tanker (By 96) At this point(23 Seconds), the shield tanker is ready to re-engage in combat. The armor tanker will take an additional 12 seconds to reach full armor.
Breaking the number down like this, with a lopsided comparison (but one that represents the majority of fits nowadays, with Shields only taking Extenders and Armor taking both Rep and Extenders) shows a clear advantage to Shields. In addition, shield tankers have routes to drastically increase their capability to re-enagage in combat. An enhanced Regulator and Recharger will DRASTICALLY alter these numbers in a shield tankers favor, as shield tankers have low slots to burn. Armor tankers have to use every low slot in order to fit their buffer and tank.
I'll do a google doc showing some different fitting types, but the problem with the balance comes down to the fact that shield tankers simply have more options, and reaching a balance 'sweet spot' is not as easy as we all think it is, especially when you factor in that Armor Tankers that do not use shields in the highs are free to instead use Damage Mods - something a shield tankers has to suffer survivability loss in order to fit. Maybe if there were low slow damage mods, and high slot repair-affecting modules, we could start to see some real choices and balance enter the mix.
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