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Pokey Dravon
OSG Planetary Operations Covert Intervention
1623
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Posted - 2014.01.20 20:20:00 -
[1] - Quote
SCOPE This document calculates the effective HP values of the upcoming Sentinel suits in Uprising 1.8. It calculates base damage for each weapon type, accounts for shield and armorGÇÖs natural resistances and weaknesses, and applies it to the dropsuitGÇÖs base HP.
ASSUMPTIONS -Assumes Sentinel Skill is to Level 5 -Assumes no modules are used; these are base suit HP values -Assumes no Damage modifiers are used -Assumes data released by developers is final for 1.8 -Assumes Splash Damage is Explosive. Obviously Flux Grenades and other weapons have splash damage, but Explosive Splash will be the most commonly encountered.
CALCULATIONS Table Format: https://docs.google.com/spreadsheet/ccc?key=0AqPqc0ScXKN7dGFkcEQ4N1Vzb25NSFNaMFB6NE05elE&usp=sharing
Amarr Sentinel GÇô 2 High 3 Low Lasers||1050 EHP = 300 Shield + 750 Armor Blaster||994 EHP = 327 Shield + 667 Armor Projectile||1021 EHP = 379 Shield + 642 Armor Rail||990 EHP = 444 Shield + 545 Armor Explosive||1267 EHP = 600 Shield + 667 Armor
Caldari Sentinel GÇô 4 High 1 Low Lasers||974 EHP = 486 Shield + 488 Armor Blaster||995 EHP = 561 Shield + 433 Armor Projectile||907 EHP = 553 Shield + 355 Armor Rail||938 EHP = 583 Shield + 355 Armor Explosive||1308 EHP = 875 Shield + 433 Armor
Gallente Sentinel GÇô 1 High 4 Low Lasers||981 EHP = 325 Shield + 656 Armor Blaster||938 EHP = 355 Shield + 583 Armor Projectile||941 EHP = 411 Shield + 530 Armor Rail||995 EHP = 433 Shield + 561 Armor Explosive||1233 EHP = 650 Shield + 583 Armor
Minmatar Sentinel GÇô3 High 2 Low Lasers||926 EHP = 382 Shield + 544 Armor Blaster||892 EHP = 355 Shield +537 Armor Projectile||806 EHP = 411 Shield + 395 Armor Rail||829 EHP = 433 Shield + 395 Armor Explosive||1133 EHP = 650 Shield + 483 Armor
CONCLUSION Amarr clearly have the advantage in terms of base Effective HP, with all EHP values very close to or above 1000 for all damage types. However, low shield HP means they will be reliant on repair tools for support unless they sacrifice armor plating for passive reps.
Gallente have the potential for the most armor HP but decent shield HP may encourage them to use armor repairers over plates for a full passive fit. They do however have the lowest damage output of all the sentinels.
Caldari will be AV monsters. With 4 high slots they have the highest damage output with strong shields for solo regeneration and decent armor as a backup. They will however suffer from lower EHP than Gallente or Amarr because shield extenders are not nearly as beneficial as armor plates.
Minmatar are the most flexible sentinel with 3 high slots for shield tanking, but 2 low slots and good base armor HP for armor tanking. Minmatar sentinels could choose for a very fast shield tanked fit, or a slower armor tanked fit with better damage output.
Most Sentinels with some buffer will be able to survive 1 Remote Explosive if they are at full health.
1.8 Analysis - Sentinel Damage Efficiency Calcs
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1641
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Posted - 2014.01.20 22:52:00 -
[2] - Quote
DJINN Nukem wrote:thank you for the Great write up, It would of took me forever to come up with that!
+1
One does not simply play an EVE game without Excel open on one's computer.
1.8 Sentinels
Damage Efficiency
Effective HP
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1644
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Posted - 2014.01.20 23:40:00 -
[3] - Quote
Ghost Kaisar wrote:Marad''er wrote:Amarr is the greatest. Our faith in our armor is as strong as our faith in God. You misspelled Anime Marauder.
Both of you cut it out, this is a thread for information and discussion, not bickering and trolling.
1.8 Sentinels
Damage Efficiency
Effective HP
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1646
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Posted - 2014.01.21 00:11:00 -
[4] - Quote
Lorhak Gannarsein wrote:
On topic, Would you say that the marginal superiority in EHP is worth losing speed over?
And can you possibly do potential EHP calculations? So, maxed stats, stacking complex plates and extenders, with no respect for fitting costs (aside from slots :D)
I have not done the math but I think with the slot setups, the Amarr have the best balance of defense and offence. 3 lows allows them a significant amount of armor plating and the two highs give them the damage output they need without losing much to stacking penalties. I think this in itself will make the Amarr Sentinel a very flexible unit for deployment where minimal movement is required, such as defending and then assaulting from one objective to another that is nearby.
The Gallente will probably have superior defenses if done right, slightly faster, but with less damage output. Their HP will be spread out more over shields and armor than Amarr, which could be a good or bad thing depending on what the enemy is using to attack.
But to answer your question, high base EHP allows you to a little more flexibility because you can rely more on your base HP as buffer, but at the same time the sacrifice to speed is a big disadvantage. In the end it comes down entirely to what situation you're using said Sentinel in..
As for potential fits...haha thats waaay too many combinations for me to test. I will however do calcs for each Armor Plate and Shield Extender and give the effective HP each of those will add, so you can do some mock fits on your own with simple addition.
1.8 Sentinels
Damage Efficiency
Effective HP
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1646
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Posted - 2014.01.21 00:13:00 -
[5] - Quote
Rusty Shallows wrote:Pokey Dravon wrote: CONCLUSION Amarr clearly have the advantage in terms of base Effective HP, with all EHP values very close to or above 1000 for all damage types. However, low shield HP means they will be reliant on repair tools for support unless they sacrifice armor plating for passive reps.
Or they can literally run with those raw HP numbers, Kin-Cats, and two Complex Damage mods. A good compliment with their stamina advantages.
Indeed, kinda like a just mentioned in my previous post, high base HP allows you to rely on it rather than modules for buffer. This is very similar to how many Madrugars don't bother using plates because their base armor HP is so high, they can rely on it to tank against damage.
1.8 Sentinels
Damage Efficiency
Effective HP
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1657
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Posted - 2014.01.21 02:05:00 -
[6] - Quote
Regnier Feros wrote:opinions on dual tank amarr or minmatar?
Depends entirely on if you want speed or more HP. I need to do calcs with modules still, but they're going to be similar.
Minmatar Sentinel = Low EHP + Faster Sprint + Less Stamina
Amarr Sentinel = High EHP + Slow Sprint + More Stamina
1.8 Sentinels
Damage Efficiency
Effective HP
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1657
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Posted - 2014.01.21 02:17:00 -
[7] - Quote
I think a shield tanked Minmatar heavy with speed mods in the right hands will be absolutely terrifying. Minmatar suits have a reputation for requiring a unique play style that differs significantly from other suits of the same class. However I think once those select few master the speed tanked Minmatar Sentinel, they're going to be a force to be reckoned with.
1.8 Sentinels
Damage Efficiency
Effective HP
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1672
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Posted - 2014.01.21 19:26:00 -
[8] - Quote
Post updated with effective HP values of Armor Plates and extenders for each suit, as requested.
1.8 Sentinels
Damage Efficiency
Effective HP
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1684
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Posted - 2014.01.22 16:03:00 -
[9] - Quote
Lorhak Gannarsein wrote:Oh my God, that is so much more in depth than I meant! Wow! Thanks!
Will definitely be taking advantage of this amazing resource.
Pokey for CPM?
Well I started doing just the Complex Plates and Extenders, but if you're like me and like to skill into a suit for bonuses but only run low level gear, you would find the Militia and Standard useful as well. At that point I said hell with it and just did all of them
I'd also love to be more involved in the game, so CPM is something I'm really considering when election time rolls around. Until then expect more resources for you to reference and use!
1.8 Sentinels
Damage Efficiency
Effective HP
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1686
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Posted - 2014.01.22 18:17:00 -
[10] - Quote
You are correct that I did not include the +25% HP bonus, I'll fix that asap. I'm generally a vehicle guy and we no longer an HP bonus skill, so I honestly forgot that it existed.
As for my math this is how I was doing it
Damage Modifier = Natural Damage modifier * Skill modifier
So Laser vs Shield on Minmatar
DmgMod = 1.2*0.85 = 1.02 =102%
This is basically the same as what you linked if we treat the damage bonus lasers get as a -20% resist
Resistance = 1-[(1-(-.2))*(1-.15)] = -0.02 Resistance
So in that regard its the same. So here is my confusion is it:
Effective HP = Base HP / Damage modifier
EHP = 390/1.02 = 382.35
OR
Effective HP = Base HP + Base HP * Resistance
EHP = 390 + ( 390*-.02) = 382.20
I went with the first one because I think the second is incorrect, for example if you resist 50% of the damage you take, your effective HP would be double right?
EHP = 100 + (100 * .5) = 150 =/= 200
By all means if I am wrong please correct me, I want to have a better understanding of this stuff anyways. For now I'll go back and add in the 25% to armor and shields and rework the calcs.
1.8 Sentinels
Damage Efficiency
Effective HP
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1725
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Posted - 2014.01.24 15:12:00 -
[11] - Quote
Virtual Riot wrote:Hey yeah, looking at this thread again. I did a thread awhile back where I showed the ehp of drop ships. https://forums.dust514.com/default.aspx?g=posts&t=122219I originally got it wrong by calculating it like this Say you had a dropship with 2000 shield hp Say you get hit with a forge gun that does 1000 damage Forge guns do -10% to shields. I was doing 1000 + (1000 x 0.10) = 1100 But really its done like this 1000 / 1.1 = 1111.11 So in conclusion; EHP = Base HP / (Modifier + 1) So for Laser vs Shield it would be EHP = Base HP / (0.20 + 1) For Laser vs Armor it would be EHP = Base HP / ( 1 - 0.20) Hope that helps
Yep seems I did get it right the first time, I just had forgotten those +25% HP skills. Thanks for the clarification!
1.8 Sentinels
Damage Efficiency
Effective HP
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