it’s not a matter of math, it’s a bug on hoboleaks.
I checked it and it’s actually bugged.
Still the resonance is the highest on explosive so the best damage to use is explosive. (edit : correct me if I’m wrong)
remember that people don’t necessarly want to find the id of the rat, lookit up on esi, then look up every attributes to find out the name of the attribute. This costs time after all, and it’s definitely not fun. So sites like hoboleak (or chrukker) are good because they do all for you- with the possibility to have bugs.
@Tipa_Riot apologies for the aggressive tone, you were not the one introducing the bug, it’s hoboleaks’ .
Looking at the hoboleak data, the resonnance of explosive and thermal will be very close and the best to use for the trig entities.
With the raw DPS of the trig player ships, as well as the high exp/thermal resist of those player ships, then the best ships to use will be the trig lines. kikimora all the place.
Also trigs will have 2 high for tractor/salvage.
Then after that, the best ships will be shield ships because better explosive/thermal resistance than armor, so maybe cerberus ? but kinetic locked sux ; also drake navy for application on HAM, orthrus for range control(and highest DPS on missile cruisers/BC), nighthwak and claymore in fleet.
when a variable name does not match its role, then it’s called a bug. If there isno bug ATM, there will be a bug later.
Would you net more DPS using Thermal or Explosive damage on a Rattlesnake for instance? Does the damage bonus make up for the difference in resists? I have been using thermal as it’s the 2nd lowest resist?
No, that’s the point thermal is the worse to use against trig armour, followed by explosive.
The best is kinetic followed by EM against armour.
The problem is how non-programmers have tried to interpret the hoboleak data pull from eve.
If you compare the ingame resistances % with the response you’ll see they are almost identical, though the one thing that throws people is the shield response of 1.0. The reason its listed as 1.0 is if you use 0.0 in multiplication you’ll get 0 damage result, with 1.0 you keep the original unchanged number for damage.
Hope this helps people understand how the data works.
I’m confused then. There are screen shots on reddit showing the invasion resist profiles and they are
EM 60% Thermal 48 Kinetic 53 Explosive 36 for armor.
Since they are mostly armor tanked wouldn’t the the 2nd lowest resist be the 2nd best choice?
you are right. pewk just did not understand those numbers
highest resonance = explosive. so you should use explosive.
According to tipa quote, after the patch it will be 0.64 explosive and 0.52 thermal : thus a rattlesnake with thermal bonus +50% will make it 0.52×1.5 = 0.78 with thermal vs 0.64 with explosive. Even kinetic will be 0.47×1.5=0.705.
Basically with 0.47 kinetic and 0.64 explosive resonance, you need 0.64/0.47=1.36 = +36% KINETIC bonus to deal more with kinetic than with explosive,
or 0.64/0.52 =1.23 = +23% THERMAL bonus to deal more with thermal than with explosive.
Id say those Redit posts are based on data pulls and they’ve come to the same results as many in this post in what the read.
The coding is old from the early days of eve. These days with visual studio and scripting you would write the code more user friendly.
But in saying that many developers purposely don’t write code to be user friendly, so players can’t just pull data and find weak points in bosses. There many ways to write damage resistances, the targets resistances, weapon effect on armour, etc…
As for the trigs NPC ship they are basically the same ships we can fly, the resistances are the same as an unfitted player trig ship. If you play with trig ships you know where they are weak and where they are strong, and being a player ship you can fit it to cancel those weak points.
I’ve been fly trig ship from day one, and seen the changes made over the last year since release. And like all ships there little tricks to how to fit or counter.
General rule ive found is what damage a NPC does is the damage types they have good resistance too. And all ship by default have no EM resistance in shields, so EM will normally rip through shields if not modified, and ive yet to see an NPC with any EM resistance in shields. When you hit armour then that’s different as some ships have high EM resistance.
The Trig ships have average EM armour resist, great TH, good EX and so-so KIN resist in armour.
So what you’ve posted is the same as others that miss read the data pull info and tried to convert it into a %.
Now you can believe what you want, and say you kill trig npcs with EX damage, but i would as what you’re doing is using very high DPS damage fits and over powering the damage, so even with the loss of damage to resistance you don’t notice it as you’re doing so much damage.
In a ship focused on tanking and tackling more than DPS you’ll notice the difference.
They all have the same resists.
Shield-00% 20% 40% 50%
Armor-50% 35% 25% 20%
So EM would be best for shield
and EXP best for armor.
They have the most HP in armor so best overall should be EXP.
Except for the T2 logi it has hardcore EXP resist in both shield and armor.
This page was last modified on 26 January 2019, at 04:07
What posted above from patch notes was from a month or so ago.
Even wiki page on natural resistance is all over the show, the T1 resistance information is years out of date, even though someone added Trig to it the % weren’t chanced, if you go down the page you see how far the info is out by.
Eg amarr in the t1 section is listed as 0% EX resist in armour, but in the actual ship details further down page its in the high percentages.
So be careful what you read and use as ref material.
Haha no. That’s why I say should be and would be haha because in EVE you never know for sure
And if you actually read it they say EM is best overall no wonder players can’t say for sure what is what
Anyone up for trying the old fashion method of double web a rat, hit it with EM missiles till it dies. Find another of the exact same type, double web and kill it with Thermal thermal, etc.
While not an exact science there should be a noticeable difference in damage for shield/armor/hull with the different types.