Luminus said to me yesterday: “Oh my – what a fail post did you do?! So much wrong info you go in there it makes me want to eat Fedos for breakfast just to get my stomach straightened”
Granted, the first post had some bad information and calculations – but the theory is there, the practice shows us that this is the way to go vs Sleepers, so I had to dig deeper and actually learned quite a few on how Resistances / Tanking works
So sometimes you post, or sometimes you post, you get feedback, you edit, you get more feedback, admit you are a total newb, cry for hours and then repost…
Major thanks goes out to gsputi from battleclinic.com forums and our very own Vessper (/bow) and Luminus for their feedback and comments.
If you are looking into ways to maximize your fleet effectives vs Sleepers, I hope you find this post useful. If you do, please do post a comment
——- Updated Post follows:
The question we need to answer is:
Effective HPs by adding Buffer tank? – or by increasing your Resistances?
Which is best for Sleeper PVE engagements?
Q: Which is better? A ship with 70% omni-tank and 15.000 Armor HPs, or a ship with 95% omni-tank but only 2.500 Armor HPs?
Let’s see what we have here:
|Armor Resistances (omni)||70%||80%||90%||95%|
|Single RR (HP/Sec)||85,4||85,4||85,4||85,4|
|Single RR Tankability (DPS)||284,6667||427||854||1708|
|# RRs Needed to Compensate||11||5||2||1|
Armor HPs: Base Armor HPs, including plates or not (a single 1600mm Reinforced Rolled Tungsten Plate adds 4200 HPs)
Armor Resistances (omni): The % Resistances you have on your setup. Obviously, you don’t have the same resists on each type of damage, but we are trying to prove a point here, so we assume all are the same % and we don’t split between different types of damage.
Sleeper DPS: I assume that in a Class 5, Sleepers can do about 10.000 DPS on a 0% resistances target. I’ve seen 4 Sleeper BSs bashing a 85% omni-tanked Dominix with 75K EHP in just 15sec from full shield to structure… so yeah that sounds about right…
Reaction Time: This is how long you can hold before you pop – unless you get the below number of needed Remote Repairers to compensate. Your fleet members holding the RR have this time to start healing or you die.
Single RR HP/Sec: With related skills at V and using LRAR II that is about 85,4 HP/Sec
Single RR Tankability DPS: The amount of Tank (in DPS) each LRAR II’s will add to your ship, taken into account the resistances of your setup.
# RRs to Compensate: The number of Remote Repairers needed to out-heal the Sleeper DPS, given the tankability from above.
For ease of calculations, and not trying to be realistic, I assume that Sleepers in Class 5 encounters can do 10.000 DPS on a 0% resistances target. This is not very far off the real DPS 4 Advanced Sleeper Battleships can dish out in a Class 5 btw This guide post has that in mind, but it might be different tactics needed in Class 6 wormholes and if you can shed some light in this please do!
I tried to keep up the same reaction time for reference. 5 sec is not too much but not too little either for your PVE Fleet. If you feel you need more reaction time, then see the below mention, but given that the cycle for LRAR II’s is 4.5 sec I think that 5 sec should be enough reaction time.
The more Resistances, the fewer RRs you will need to get in order to survive. If you can withstand the Alpha strike (not taken into account here) you should be fine as long as your teammates are not slacking.
Other Things to consider / Ways to improve your setup:
If you could add plates, or any other way of increasing your Armor HPs, but without lowering your Resistances – what would you accomplish? Well it wouldn’t change the DPS you receive, nor the Tankability of the RRs, not even the # of RRs you need to balance the incoming fire. The only thing it will improve is the reaction time for your fleet members. So if you have lots of lag when you fleet up, or your teammates are known to go AFK without warning you should consider adding a Plate. But if you are low in resistances, try to buff up your resistances first and work on your reaction times!
For doubling the reaction time to 10 sec you would need to double the amount of Armor HPs without sacrificing any resistances!