Theorycrafting and incursions

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Cassiel Seraphim

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Post 2016.11.16 20:23

Theorycrafting and incursions

Figured I might add this for all the Pyfa/EFT-warriors and theorycrafters out there.

Relevant attributes
In order for these fits to be useful as punching bags for theorycrafting, they need to have the values listed in the Sansha's Manual or at Chruker's (or as close as you can get them).

Signature - Same as ship signature.
Speed - Speed with the MWD turned on.
Orbit speed - Base speed.
Damage types - Type of damage (only for offensive testing).
Tracking/Explosive radius/Explosive velocity - Application (only for offensive testing).

Be sure to make these with either "All V" or "without skills" and keep that in mind when you use them, as some values might change based on skill.

Irrelevant attributes
Apart from the attributes listed above, very little matter. Resists for example is irrelevant as you can simply turn off resists for the calculations. If you do want to add them, the key is uniform resists (all sansha except the fighter bombers have uniform resists), so you don't get skewed values from having one resist higher or lower than the others. But in terms of application, adding resists only scales the result and has no intrinsic value, so can safely be ignored.

Pick a suitable Sansha ship
It doesn't matter what ship type it is, use classes only to pick a suitable signature for the ship in question. Ship class has no bearing, so just find a ship with the right signature'ish and enough slots to make adjustments.

Fine-tuning Sansha ship
There are a few modules that can help adjust values until they are close enough.

Microwarpdrives - Perfect for handling the approaching burn.
Overdrive injectors - Increase base speed.
Snake implants - Increase maximum speed (including MWD).
Cargo Expanders - Decreases maximum speed (including MWD).
Armour plates - Reduces MWD-speeds without touching orbit speed.
Shield extenders - Increases the signatures.
Halo implants - Reducing the signature.
Missile modules - To adjust damage, explosive radius and velocity (only for offensive testing).
Missile implants - To adjust explosive radius and velocity for missiles (only for offensive testing).

You can also play with other implants, overheat, play with wormhole effects etc to reach the desired results.

Using these fits for simulations
Simulations can be streamlines into making two different checks, approaching vs orbiting. While there's a small window inbetween, that window is so short that it doesn't really matter much. Most ships close the distance in the span of one or two volleys of your guns.

Simulating an approach
First of all, be sure to activate the MWD on the Sansha fit to get the correct speed and signature bloom. Then set an approach of 30 degrees. 30 degrees might seem high, but this is as high as it can be, although it can sometimes be much lower, even close to 0 degrees ... this is not the norm and requires very experienced pilots cherrypicking based on angular velocity. You're also looking exclusively at the effects in the 40 - 70km range.

Simulating orbit range
First of all, be sure to deactivate the MWD on the Sansha fit, then adjust the vector to 90 degrees to emulate the actual orbit. Since the fleet will have more webs than just the ones you're fitting, it's often better to disable webs on your fit and simply adjust the target speed depending on how many webs you're emulating. 50% is a good base to test viability on for a normal 1-2 webbed target, while 10% is more suitable for Vindicators (due to their bonus). If you leave the web activated on your fit, it'll assume you wait the 10+ seconds it takes for the target to slow down, which isn't what you'll normally get (it's a best case scenario that isn't realistic as you'll kill the target long before it slows down that much). You're looking exclusively at the 15-30km range in terms of effects here.

Simulate without resists
Since it's all about how much of your paper dps you're actually applying, and not the actual damage itself, freely ignore the resists. EFT does this automatically, so just make sure do the graphs without resists in mind.

Simulating combined webbing/painting
If you want to do this, you can use the projected effects tab on the Sansha fit in Pyfa/EFT. Just keep in mind that any module you drag in there will use the bonuses of the fit you dragged it from and that you need to turn off local modules on your fits if you're adding them to the projected effects tab instead. This is very useful if you want to simulate a primary target that'll have more webs and painters on it than you might provide yourself. It's also necessary to compare damage from one ship with 1 web and 1 painter vs a ship with just 2 webs ... as the target they are shooting would then have 2 webs and 1 painters on it for both parties.

Example 1 - Tama Cerebellum (target)
Here's an example fits for a Tama to shoot. It has 39m signature (perfect match), 355 m/s normal speed (perfect match) and 2,094 m/s maximum speed with MWD-on (nigh perfect with 2,100 m/s being the goal).
  Code:
[Succubus, Tama Cerebellum (to shoot at)]
Type-D Restrained Overdrive Injector
400mm Crystalline Carbonide Restrained Plates
400mm Crystalline Carbonide Restrained Plates

Small F-S9 Regolith Compact Shield Extender
5MN Microwarpdrive I
[empty med slot]
[empty med slot]

[empty high slot]
[empty high slot]
[empty high slot]

Small Core Defense Field Extender II
Small Core Defense Field Extender II
Small Anti-Kinetic Screen Reinforcer I
Add the following implants:
  • Low-grade Halo Alpha
  • Mid-grade Snake Beta
  • Mid-grade Snake Gamma
  • Mid-grade Snake Delta
  • Mid-grade Snake Epsilon
  • High-grade Snake Omega

Example 2) Tama Cerebellum (attacker)
Here's another example, if you want to have a Tama shoot you. It has 50% kinetic + 50% explosive damage (perfect match), 450,828 m explosive radius (near perfect to 450 m) and 151,886 m/s explosive velocity (close enough to 159,75 m/s).
  Code:
[Purifier, Tama Cerebellum]
Ballistic Control System II
Ballistic Control System II
Missile Guidance Enhancer I

[empty med slot]
[empty med slot]
[empty med slot]

Torpedo Launcher II, Scourge Rage Torpedo
Torpedo Launcher II, Nova Rage Torpedo
[empty high slot]
[empty high slot]
[empty high slot]

Small Warhead Rigor Catalyst I
[empty rig slot]
Add the following implants and make the following changes:
  • TD-606
  • MB-706
  • GP-805
  • TN-906
  • Overheat the two torpedo launchers.
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Tansarii Kashada

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Post 2016.11.17 01:00

Re: Theorycrafting and incursions

Damn Cass...your skill at theorycrafting really never ceases to amaze...
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Nernst Planck

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Post 2016.11.17 08:28

Re: Theorycrafting and incursions

relevant to my interests...

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