Death Battle! Diminisher vs Citadel!

Discussion in 'General Archive' started by sirpwnsalot34, Jan 8, 2014.

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  1. Diminisher vs Citadel Elite

    A "bit" information that you might need to know first:
    All these battles is with both ships using Full Havoc, all Level 16 LF4s, 1 Damage Booster, 1 Shield Booster, 1 Hp Booster, all Level 16 B02s, all 10 Level 16 Drones, Hellstorm Launcher with Hellstorm Rockets, PLT 3030s, x4, x6, 1 Battle Repair Bot, 1 Backup Shield, 1 Energy Leech, all viable ship abilities in combat, max Pilot Bio, Seprom, Premium, Normal Drone Formation.

    This is assuming all shots hit and do maximum damage.

    This is assuming both ships are on battle configs.

    The formula for the amount of damage an LF4 on drones can cause with a 5% damage design is: 200x1.6x1.12x1.06x1.06x(1.1^4)x1.05. The explanation for this is that, 200 is the base damage of an LF4, 1.6 is the Seprom, 1.12 is Bounty Hunter, the two 1.06s are the Item Upgrading on the Drones and LF4, the four 1.1s are the Havoc Drone designs, Full Havoc bonus, Damage Booster, Level 6 Drone, the 1.05 is the 5% damage boost from the design. The damage an LF4 using x1 in this case would be 618.

    The damage an LF4 using x1 on a Drone would do is 618 divided by 1.05 or 589.

    The damage of an LF4 on a ship with a 5% Damage Design is: 200x1.6x1.12x1.06x(1.1^2)x1.05. The explanation for this is that, 200 is the base damage of an LF4, 1.6 is the Seprom, 1.12 is Bounty Hunter, 1.06 is the 6% damage bonus for Level 16 lasers, the two 1.1s are the Full Havoc bonus and the Damage Booster, and of course the 1.05 is the extra 5% from the design. The damage of an LF4 on a ship using x1 with a 5% damage design would be: 482.

    The damage of an LF4 on ship using x1 without a damage design would be 482 divided by 1.05 or 459.

    The damage of Hellstorm+Rockets on a damage design would be: [3028+(6000x1.6x1.15)]x1.1x1.05. The 3028 is the base Hellstorm DPS because it takes 7 seconds (5 for loading, 2 for cooldown) to complete a full Hellstorm cycle and 6% more damage for level 16, so the DPS of a Hellstorm rocket launcher would be 21200 (damage of 5 Hellstorm Rockets) divided by 7 or 3028. 6000 is the base damage of a PLT 3030, 1.6 is Seprom, 1.15 is Rocket Fusion, 1.1 is the damage booster, 1.05 is the damage design. All together it would add up to 16222.

    Without the damage design the combined rocket damage would be 15450.

    The formula for total DPS with x6 is 0.75a+(1.5a/4)+r. a is the DPS dealt by your ship with x4, r is the DPS of rockets and Hellstorms.

    The formula for damage done to enemy without shields is a-0.1b where a is the total DPS of Ship A, b is the maximum DPS of Ship B and 0.1 is the 10% of Energy Leech.

    When Ship B still has shields left, the formula for damage done to Shields is 0.92a where a is the DPS of Ship A and b is the total DPS of Ship B. The missing 0.08 is the amount of damage that wasn't absorbed by shields, it is assumed that all the damage that wasn't absorbed by the shields were repaired with Energy Leech.

    The Shieldpower of a Bo2 on the ship with a shield design would be 10000x1.25x1.25x1.4x1.15x1.1. The two 1.25s are Shield Engineering and Shield Booster, 1.4 is Seprom, 1.15 is Item Upgrading, 1.1 is the Shield design. All that would add up to 27672 shield points on each generator.

    The shield power of a Bo2 on a ship without a shield design would be 25156.

    Battle Repair Bot and Backup Shields add a total amount of 175000 Shields and HP.

    The formula for total DPS of a ship fighting a spectrumming Spectrum is (a/5)+r where a is total x4 and x6 DPS and r is Rocket+Hellstorm damage.

    The formula for DPS of a ship fighting a Sentinel using Fortress is 0.7a, where a is the total DPS of your ship.

    If a Citadel uses Fortify the enemy takes 2 seconds longer to kill it because it is assumed that the enemy takes 4 seconds to react and run away (your all piloting pretty slow ships). If the enemy can't run away then the Citadel would get the full benefits of Fortify (10 seconds) therefore making the other ship take 5 seconds longer to kill the Citadel, ex. when Aegis uses a Repair Pod.

    The formula for DPS while using a Diminisher using Shield Leech is (a*0.5)+b, where a is maximum the DPS of your ship and b is the DPS of your ship after damage reducers such as Energy Leech. Only works if enemy still has shields.

    IDK about Venom.

    Specifications

    Citadel HP+Shields: 660000+(25156x20)+175000=1338120
    (25156x20) is the shieldpower, 660000 is the HP, 175000 is Battle Repair Bot+Backup shields.

    Citadel Max DPS: {[(618x20)+(482x7)]x4x0.75}+16222+{[(618x20)+(482x7)]x1.5=87025

    {[(618x20)+(482x7)]x4x0.75 is DPS from x4, 16222 is DPS from rockets+Hellstorm, {[(618x20)+(482x7)]x1.5 is DPS from x6.

    Vs Shields+Energy Leech:80063

    Vs Hull+Energy Leech:76686

    Diminisher Health+Shields: 336000+(25156x15)+175000=888340

    (25156x20) is the shieldpower, 336000 is the HP, 175000 is Battle Repair Bot+Backup shields.

    Diminisher max DPS: {[(618x20)+(482x15)]x4x0.75}+16222+{[(618x20)+(482x15)]1.5}=103387

    {[(618x20)+(482x15)]x4x0.75} is DPS from x4, 16222 is DPS from rockets+Hellstorm, {[(618x20)+(482x15)]1.5} is DPS from x6.

    Diminisher DPS vs Shields+Energy Leech:95116

    Diminisher DPS vs Hull+Energy Leech:94685


    Diminisher DPS using Shield Leech:146810

    The Battle!!

    The Citadel has 578120 total shields. The Diminisher can take them out in 3.94 seconds.

    The Citadel has 760000 total HP. The Diminisher can take them out in 8.03 seconds.

    The Diminisher has 452340 total shields. The Citadel can take them out in 5.64 seconds.

    The Diminisher has 436000 total HP. The Citadel can take them out in 5.69 seconds.

    The Citadel uses Fortify and survives and additional 2 seconds

    The Diminisher took 11.97 seconds to kill the Citadel

    The Citadel took 11.34 seconds to kill the Diminisher.

    The Citadel uses Fortify which makes the Diminisher take 15.34 seconds to destroy the Citadel.


    Winner: Citadel

    Diminisher vs Citadel Elite
     
    Last edited: Mar 22, 2014
    [ηαzz™] and mocklaceo444 like this.
  2. I really enjoyed reading that, makes me wonder if I could put together a program to do different match ups with varying variables per ship.
     
    sirpwnsalot34 likes this.
  3. I suppose it could be possible to make a program, you could try.
     
    Last edited: Jan 10, 2014
  4. burkey

    burkey User

    This looks the kind of output damage from the old battlecalcs of tick based games lol
     
  5. can u give a result like this on ageis vs citadel
    will be appricated
     
    sirpwnsalot34 likes this.
  6. BallistikD

    BallistikD User

    You can throw numbers at the wall all day but the Citadel is still not a good pvp ship. Well maybe. The key factor from your formula is the pilot and in that is the key. Great ships at their with so so pilots who can't fight. And so so ships with great pilots that can fight.
    From where I sit, its not always about the gear and your ship with that nice warm fuzzy blanket you have built for yourself. Skill, tactics and who wants the kill more.
     
    TheTaser(V) and sirpwnsalot34 like this.
  7. NoSkill$$

    NoSkill$$ User

    Gonna big citadel for sure now after reading this when it comes to auction :)

    Thnx a lot :p Very usefull
     
    sirpwnsalot34 likes this.
  8. Might hop into my citadel a bit more often now and see how i do :D
     
    sirpwnsalot34 likes this.
  9. Not bad, however you have forgotten some very important aspects!!

    When you are attacking something, not all your lasers or rockets cause damage 100% of the time. The Targeting Guidance (AIM-02) CPU is there so that there is a "50% less chance that lasers will miss their target" & the "Precision Targeter" is there so "that normal rockets hit 100% of the time" for a maximum of 15 minutes.

    You also have not taken into account the Pilot Points, such as Rocket Fusion, Evasive Maneuvers, Electro-optics etc.

    The reason I have pointed out the above is that a player cannot control how accurately their lasers or rockets hit. What you have stated above is based on 100% accuracy for laser & rocket damage without Pilot Points, however that does not happen in this game. Further to the above, not all accurate laser or rocket damage is actually the maximum possible. You will have probably noticed that when you are actually shooting something, the damage caused is not always the same.


    Also, what about the use of smart bombs & the difference between premium & non-premium players.

    Also, how do you know that the Diminisher's accuracy will not be more than that of the Citadel Elite? You would only need an accuracy swing of just over 3% (based upon your calculations above) to sway the issue in favour of the Diminisher.

    When working out the calculation you have done, all the different variables & all the different stuff you can use should be taken into account.
     
    Last edited: Jan 14, 2014
  10. 1. a) It wouldn't change the results if both ships used aim cpus as the benefit from the aim cpu scales. (ex. both ships have 75% chance of hitting with lasers, aim cpu increases the chances of not missing to both ships BY THE SAME PERCENT. The results don't change).

    2. a) I have taken rocket fusion into account as stated in the formula for rocket damage.

    b) Evasive Maneuvers along with aim cpus have benefits that scale with your ship. So if they both had Evasive Maneuvers then the time it would take both ships to destroy each other would just be 10 percent longer and wouldn't change the results.

    c) Electro Optics same thing.

    3. a) It is true that you can't control the chances of missing or maximum damage but even if shots can miss and don't always do max damage the results would be the same. (ex. the hit chance of my rockets and lasers are 75% and the average damage between 100% and 75% is 87.5% then the total DPS output would only be about 66% of the maximum DPS, the time it would take for both ships to destroy each other would just scale with that.)

    4. a) You got me on smart bombs... but the damage it would do would depend on player level and other factors and I don't know how to calculate smart bomb damage. But I would add it in if I could.

    b) It is mentioned in my post that both ships have premium, that's why rockets don't have a 2 second cool-down.

    5. I don't know, that's why these battles don't guarantee that one ship will win against another, it only tells you that one ship has a higher chance of winning against another (with equal gear and everything else of course).

    Thanks for asking these questions as I think your the first one to give constructive criticism.:)
     
  11. No ship is more powerful than the goliath... no matter what abilities no matter what extras... i have fought against this people and there is no way they can beat goliath with same equipment... and the people i have fought against has been colonels and a lot of good people...
     
  12. Ok
     
  13. Seraphim

    Seraphim User

    just skipped to the battle bit XD