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  • Date of Birth: 2007-12-07 08:26
  • First Forum Visit: 2011-09-06 18:02
  • Number of Posts: 4,602
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Zhilia Mann

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  • Tide Way Out Productions Member since

Last 20 Posts

  • WTF loot table CCP ? in EVE Gameplay Center

    For what it's worth, Serpentis Annex in particular is a little annoying as it actually requires that you burn a relatively expensive tag. Still shouldn't have been 90 minutes, mind.

    I run annexes for powergrids. Powergrids are easy and give several roles on the loot table (which, by the by, includes high grade implants). I also like the wandering aspect; if I have time I scan every system I pass through and often get 5/10s or 6/10s on the way and end up in systems I normally wouldn't visit. Kind of relaxing. But I guess that means I actually like the exploration aspect.

  • WTF loot table CCP ? in EVE Gameplay Center

    It happens. Annexes, regardless of rat type, can have huge payouts or virtually nothing. If one is lucky an annex will escalate to powergrid, which providing it keeps escalating to the final site has a guaranteed battleship C-type payout. But you're not guaranteed the escalation.

    When I run an unrated site I expect ammo. Anything else is just icing.

  • Concord ships, bonus application? in EVE Gameplay Center

    So you're using a Gistum C-type, yes?

    There are two reasonable possibilities here. First , you're actually reading a different stat, likely EHP/s instead of raw shield shield boost. It sounds like you're in the right range for a standard fit ship with a Gistum C. So make sure you're reading the right thing and double check your numbers.

    The other option is that you're fitting something like cap flux coils for some reason. That's going to directly reduce shield boost.

    Either way, posting your fit would be most helpful if you want a solid answer.

  • Turret Damage Formula in EVE Gameplay Center

    Serendipity Lost wrote:
    I've found the best way to sort all this is to lock a ship, hit approach and start firing.


    The second best way to sort all this:

    1. Decide how you want your ship to do damage (short or long range). Pick that weapon for your ship (ex: blasters or rail guns)
    2. Fit them
    3. Add damage mods as you see fit (damage will go up)
    4. Add range mods as you see fit (you'll be able to hit things further away more better)
    5. Add tracking mods as you see fit (your damage will improve for small fast things, but not for large stationary things)
    6. Adjust as your targets selection varies (more damage and less tracking for big slow things AND more tracking for smaller/faster things)
    7. Remember what works best for what (write it down if necessary)
    8. Remember that you ships motion affects all these things
    9. Strive to not get hung up on min/max and formulas

    Missiles - same thing but a different set of mods
    Drones - same thing but a different set of mods
    Rigs - they are just another set of mods - fit according to your needs


    Protip: Things that serve you better than knowing and understanding the damage formulas for guns and missiles:
    1. Knowing when to use long vs short range weapons
    2. Understanding how the various modules affect/improve an equation that YOU CAN'T CHANGE

    It's a geek game. I get that. Getting you arms around the formulas is important to some folks. Just remember that knowing the formula doesn't really get you much when fitting a ship. Once you pick your weapon time - it's all about the modules and your targets. Focus on getting your arms around those things that you can change.


    You're not wrong, of course. I build simulations and understand formulae because I like it. The best way to understand their practical application is in space.

    For me, building things out first gives me some broad parameters within which to bound my activities (whether we're talking about fitting or flying). I have a pretty good sense for when to add, for instance, a damage mod versus an application mod and how that will change how I use a ship. That's valuable, and my first understanding comes from building spreadsheets. Honing that in can only be done undocked.

    The minutiae are fascinating to me. They are to other people as well. But grasping them alone won't let you master the game.

  • Turret Damage Formula in EVE Gameplay Center

    ExcalibursTemplar wrote:
    Does anyone know is the number shown in game for tracking now actually degrees instead radians ?


    Apparently it's radians * 1000. Because, sure, that makes ******* sense CCP.

  • Idea: Upwell structures should consume "base" amounts of fuel or ISK in EVE Technology and Research Center

    I really wouldn't be opposed to the idea of a *minimal* ongoing fuel consumption and I'm running three structures in the same system.

    However. If the idea is simply to make structures go offline when not maintained, I'd suggest a variation where fuel already being consumed by service modules applies. So for instance, if you have a base consumption of 1 block/hour on a medium structure, which doesn't seem unreasonable, then the structure would either consume 1 block/hour OR it would consume whatever it takes to run its online service modules, whichever is greater.

    That way you're not increasing the consumption on structures already in use, but you are allowing unused structures to slowly degrade if not maintained. That seems fair to me.

    It would also be nice to get more than 24 hours notice on fuel running out. Just saying.

  • 51b in drone poo from 1 site? in EVE Gameplay Center

    To the extent that there ever was a problem, it was fixed two days ago.

  • strongest passive (ehp) tank wanted in EVE Gameplay Center

    Frostys Virpio wrote:
    He want to auto-pilot so y'all need to stop putting active hardeners on the fits...


    It's more fun this way.

  • Emojis in game in EVE Technology and Research Center

    No. Just no. For ****'s sake, why can't people just let text be ******* text?

  • [119.6] Standup Hyasyoda Research Lab in EVE Technology and Research Center

    HandelsPharmi wrote:
    Where is the NPC, who will offer me a BPC for my data chip?


    There isn't one. Double click the data chip and it will open and give you a BPC.

  • [119.6] Standup Hyasyoda Research Lab in EVE Technology and Research Center

    Careby wrote:
    Zhilia Mann wrote:
    Hot swapping isn't working for me. When I onlined my Hyasyoda and offlined the research lab all jobs stopped and couldn't be restarted until I put the original lab back online. Is there a trick to this that I'm missing?

    I installed the hyasyoda and removed the original and my jobs continued running. Maybe it's the offlining part that's the problem.


    This turned out to be correct. Many thanks.

  • Turret Damage Formula in EVE Gameplay Center

    An admittedly quick look at the sheet says that you're calculating chance-to-hit accurately but I'm not sure you're accounting for degrading hit quality in falloff.

    I rambled a bit in this thread and ended up with this mess of a spreadsheet.

    The basic idea is you have to account for both loss of hits and loss of hit quality when calculating DPS. Every time your chance to hit goes down, you lose a proportional amount of hit quality (which, when chance to hit is 100%, is distributed randomly from 50% damage to 150% damage). So when you have 80% chance to hit, you won't be doing 80% damage, you'll have an 80% chance of doing random damage distributed from 50% to 130% of listed damage and a 20% chance of doing no damage.

    And then you have to throw in critical hits on top of that. Which skews things a bit again.

  • Stacking penalty with only one module in the Simulation? in EVE Gameplay Center

    This gets interesting when stacking penalties finally do come in to play.

    Let's say you have a base resist of 20% and two hardeners that give 50% each. The first one looks at the 80% hole (1-.2 base) and gives you half of that (.4) then adds to the base for a total of 60% resist. The next one then looks at the gap (1-.6 = .4) and gives you .5 * .87 = .435 of that due to stacking penalties, so .435*.4 = .174. That gets added to your current resist for a total of 77.4%.

  • [119.6] Standup Hyasyoda Research Lab in EVE Technology and Research Center

    Hot swapping isn't working for me. When I onlined my Hyasyoda and offlined the research lab all jobs stopped and couldn't be restarted until I put the original lab back online. Is there a trick to this that I'm missing?

  • strongest passive (ehp) tank wanted in EVE Gameplay Center

    Dimitrios Bekas wrote:
    all you need for a Highsec Instawarp Hecate is "nothing"...
    Instawarp by default (in speed mode)...

    But yeah, sure...put a Inertia Rig in it..."just in Case" :D


    Aligning in a time period between 1 and 2 seconds is *almost* entirely safe. Aligning in less than 1 second is ENTIRELY safe. There's a difference.

  • Sentry Drones in EVE Gameplay Center

    Chainsaw Plankton wrote:
    Muffinmixer wrote:
    Chainsaw Plankton wrote:

    also drones still have signature resolution listed as a stat


    Everything that can be combat-probed needs to have a sig res and sensor strength.

    that stat would be signature radius Blink


    Resolution for guns, radius for targets.

    And yeah, I guess issues like this is probably why they made the change. Still hate it.

  • strongest passive (ehp) tank wanted in EVE Gameplay Center

    Muffinmixer wrote:
    Get a sub-1s align Hecate for high/low-sec ferrying of small volumes (>450 m3): Put in Propulsion Mode, get 4 Domination istabs in the lows and a 5% agility hardwiring in slot 7. Make sure you have Evasive Maneuvering and Spaceship Command both at V.

    This thing doesn't get a massive 500k+ ehp tank but you cannot physically shoot it, point it, or shipscan it. The only things that can touch this ship are smartbombs, doomsdays, and bubbles. And also pilot error, naturally.


    Four Dominations won't do it, even with a 5% implant. 5% plus two SS plus two T2 does the trick. Leaves three rig slots for HVOs. Mids can fit a decent shield tank in case of smartbombs. Pretty much love this for a quick courier:

    [Hecate, courier]

    Shadow Serpentis Inertial Stabilizers
    Shadow Serpentis Inertial Stabilizers
    Inertial Stabilizers II
    Inertial Stabilizers II

    Medium Shield Extender II
    Medium Shield Extender II
    Medium F-S9 Regolith Compact Shield Extender
    Adaptive Invulnerability Field II

    [Empty High slot]
    [Empty High slot]
    [Empty High slot]
    [Empty High slot]
    [Empty High slot]
    [Empty High slot]

    Small Hyperspatial Velocity Optimizer II
    Small Hyperspatial Velocity Optimizer II
    Small Hyperspatial Velocity Optimizer II

  • Sentry Drones in EVE Gameplay Center

    Agent 5B wrote:
    Zhilia Mann wrote:


    Really what you want though are lights or mediums. Sentries excel where other large guns do: hitting things on approach before orbit behaviour settles in.


    True but not all ships have the drone bay to carry everything and swapping drones consumes time that they could be firing. Also a strategy such as rep your drones works nice on sentries as they stay within range. When boldly going more than 10 jumps from a trade hub you might not have exactly the right thing to deal with what you encounter.


    Shrug. Your call. I'd buy drones in bulk and take them with me like ammo (albeit in smaller quantities). I'd also never use, say, a 100m^3 drone bay on sentries because the mobility you lose to them is just too painful in most cases. I find sentries to be ok if you're already sniping and/or you have a ship purpose built to use them. Otherwise I'd rather have other drones at my disposal.

  • Building VS Buying in EVE Gameplay Center

    T1? Almost always buy. The time and money you sink into a blueprint is substantial and unless you're planning to build an awful lot of ships, just buy the damn thing.

    T2? Ok, this is interesting. If you have the skills, which is not an insubstantial barrier, and you happen to have the component prints, which is also a non-zero barrier, building from a print on contracts might save you some money. But it can be a headache. If you want to go all the way, you'll still need either a BPC to build from or a BPO to make copies to invent from. Depending on the ship, savings can exist. You're still looking at some upfront capital and unless you're scaling it's not likely worthwhile but it's an interesting diversion if you're into it.

    T3? See T2, basically.

  • strongest passive (ehp) tank wanted in EVE Gameplay Center

    600k:

    [Orca, tank]

    Damage Control II
    Reinforced Bulkheads II

    Large Shield Extender II
    Large Shield Extender II
    Dread Guristas Adaptive Invulnerability Field
    Pith C-Type EM Ward Field
    Adaptive Invulnerability Field II

    Shield Command Burst II, Shield Extension Charge
    Shield Command Burst II, Shield Harmonizing Charge
    Large S95a Scoped Remote Shield Booster
    Small Tractor Beam II
    Small Tractor Beam II
    [Empty High slot]

    Large Transverse Bulkhead II
    Large Transverse Bulkhead II
    Large Transverse Bulkhead II


    327, overheats to 500k:

    [Damnation, tank]

    1600mm Steel Plates II
    1600mm Steel Plates II
    Corpus X-Type Armor Explosive Hardener
    Corpus X-Type Armor Thermal Hardener
    Core X-Type Armor EM Hardener
    Core X-Type Armor Kinetic Hardener

    [Empty Med slot]
    [Empty Med slot]
    [Empty Med slot]
    [Empty Med slot]

    [Empty High slot]
    [Empty High slot]
    [Empty High slot]
    [Empty High slot]
    [Empty High slot]
    [Empty High slot]
    [Empty High slot]

    Medium Trimark Armor Pump II
    Medium Trimark Armor Pump II

    327k, 500k overheated:

    [Proteus, tank]

    1600mm Steel Plates II
    1600mm Steel Plates II
    Corpus X-Type Armor EM Hardener
    Corpus X-Type Armor Explosive Hardener
    Corpus X-Type Armor Kinetic Hardener
    Corpus X-Type Armor Thermal Hardener
    1600mm Steel Plates II

    [Empty Med slot]
    [Empty Med slot]
    [Empty Med slot]

    [Empty High slot]
    [Empty High slot]
    [Empty High slot]
    [Empty High slot]
    [Empty High slot]
    [Empty High slot]

    Medium Trimark Armor Pump II
    Medium Trimark Armor Pump II
    Medium Trimark Armor Pump II

    Proteus Defensive - Augmented Plating
    Proteus Engineering - Power Core Multiplier
    Proteus Offensive - Covert Reconfiguration
    Proteus Propulsion - Localized Injectors
    Proteus Electronics - Dissolution Sequencer

    134k, overheats to 416k:

    [Impel, full tank]

    1600mm Rolled Tungsten Compact Plates
    Corpus X-Type Armor EM Hardener
    Corpus X-Type Armor Explosive Hardener
    Corpus X-Type Armor Kinetic Hardener
    Corpus X-Type Armor Thermal Hardener
    Syndicate Damage Control
    Dark Blood Power Diagnostic System

    [Empty Med slot]
    [Empty Med slot]

    [Empty High slot]
    [Empty High slot]

    Medium Ancillary Current Router I
    Medium Trimark Armor Pump II

    So.... options.