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 A Ships Combat Efficiency (a scale I have been thinking on) 
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Joined: Fri May 28, 2010 3:38 am
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This is a scale based on how good you are for your level really. High the number at your level the better off you are. How to find this out is easy really:

(Hull + Shields + Attack + Defense)/level

So mine at level 104 is: 22 (rounded up)

so anyone that is less then 21-22 at my level I would have a better chance of having a fast battle or at least a faster one with. Those above I am more likely to lose.


Sun Sep 12, 2010 10:58 pm
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Ok. Using your formula (MUST be completely unbuffed)

Unbuffed stats:
(6,331 hull + 2,295 shield + 4,207 attack (just completed light anti-proton) + 2,395 defense)/Rank 258 = 59.0

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Last edited by Nocifer Deathblade on Mon Sep 13, 2010 2:02 am, edited 2 times in total.



Mon Sep 13, 2010 1:07 am
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mine would be 31 at lvl 83 :twisted:


Mon Sep 13, 2010 1:11 am
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And this just proves how non set for combat I still am lol.

Nice to see someone else. It works best on those of your same level, but a level 83 is high then me. That is saying for at least his level I should watch out lol.

Plus Nocier I knew not to attack you before, now unless I somehow can take you down I wont be changling you...


Mon Sep 13, 2010 1:15 am
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Redlaw wrote:
And this just proves how non set for combat I still am lol.

Nice to see someone else. It works best on those of your same level, but a level 83 is high then me. That is saying for at least his level I should watch out lol.

Plus Nocier I knew not to attack you before, now unless I somehow can take you down I wont be changling you...



ahem...that would be HER level :lol: in case you forgot redlaw, this is jessica lol


Mon Sep 13, 2010 1:19 am
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Online such things get mixed up prety well. Jokes non withstanding (but some times a joke gets to the truth lol).

Either way I do not want to fight a high score on this scale, it does saying something of yours will be better then me in theory.

Main time this set up breaks down is if the player fails to have a healthy combat focused ship stats wise. Like having one shield module and hull module on there ship then having over 20k attack (so while very strong they will not last as long as one that is balanced). So it is not perfect, though this also asks is attack/defence worth twice as much as hull/shields. Hull/shields is basicaly your ships endurance in a fight, the other two are damage/damage potential.


Mon Sep 13, 2010 1:31 am
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Redlaw wrote:
Online such things get mixed up prety well. Jokes non withstanding (but some times a joke gets to the truth lol).

Either way I do not want to fight a high score on this scale, it does saying something of yours will be better then me in theory.



Of course, I am PVP geared player for long time specializing in high artifact production per hour farming crewmen (I do have 695 tactical officers and 551 helmsmen to help with the Attack+Defense stat too) and all other ship expansion items.. But since I am not doing PVP much lately so my powerful ship is now very useful for NPC farmings to save lot of energy and repair cost per NPC kill..
Before you asked how did I get tactical officers from the artifact production? Easy answer: Rescued prisoners plus rank ups..

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Mon Sep 13, 2010 1:39 am
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mines mostly from decks an tech...and like Noci i have a decent artifact production(for my lvl) which you can get andriods from to boost things like defense, research, ect. plus nifty things like x charge cells, D brackets, ect. all that boost you without having to spend your rank points elsewhere :)

an i was just giving you some grief red lol no worries


Mon Sep 13, 2010 1:45 am
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Mine(Keep in mind this is all my MAXXED stats with ONLY sheild,hull, etc. No energy, scanners, claok, nothing, just PvP. I use this setup when im fighting NPCs or someone has hacked me)

Hull: 860
Sheild: 271
Attack: 938
Defense: 730
Added up: 2799
Level: 92

My SCE is: 30.4 but keep in mind I am very close to reaching the next teir of hull modules(Nexus Grids, if your wondering how I got up there so fast Ive been researching hull since May when i started playing) and also im gonna start doing a "Deck Blitz" In order to maximize my ship's capablities.

One suggestion for the SCE equation, add deck space somehow because deckspace determines damage cap.

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Mon Sep 13, 2010 1:47 am
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you do realize that not all those stats are interchangable. For example, hull modules give more per size than shields.

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Mon Sep 13, 2010 1:49 am
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The basic idea is scoure stats and how you have set up for ship. Si maxing out hull will likely give large score, but you did spend the time to max out.

The basic euation is just that. Decks should play a role. So the modified though that comes to mind if this:

(Hull + shield + [([Attack + defense] x 2) - decks])/by level.

But getting it so it has all facters is hard. A ships combat efficiency as it started is just a number. A way to see how you are doing vs others. Though where I got the idea fron it is based on how mush you could drop to a planet or how much you do drop. So someone that is lower CE but better effect might still take you out. But it varies, for you could have a super commander (one nearly broken unit, that with some back up could take on a small army or is just hard to kill/deal with).


But the best I can think of even with the base set up is this can help explain the daved vs goalith set up. But that some how includes decks into it. I am not a math wize but that does not mean. The other one I think would work based off feedback is this:

(hull + shield + [(attack + defense) x 2)/by decks

This 2nd one might be what I was looking for as level matter less then deck space. This 2nd one also slightly includes the new damage cap + the fact the a good defense helps. If any of you think this fits 2nd one (in this post) fits then we can use it from now on. But I do think the attack/defense is worth double (all to gether) then hull and shields, but they di play a part.


Mon Sep 13, 2010 2:34 am
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The game has a way of calculating ship str actually. it was visible in the old legion the only thing is you cant see your self in that view.. Im trying to find that now but I cant. but the there is an average str on the legion info right now

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Mon Sep 13, 2010 2:41 am
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average strength of a legion is found this way each persons attack + defense in faction dived by the number of people in the faction.

Before combat strength was just attack + defence.

This why I started including hull and shields. Since even if they opent is not active and does not have traps. Every thing plays a part (energy does so much so that I did not try and include this as if you know the numbers the abount you need just shows up).


Mon Sep 13, 2010 2:46 am
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now i was under the impression that ship size also made a difference in this calculation. or was i misinformed.


Mon Sep 13, 2010 4:49 am
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Yes before it did not in game npw it does.


Mon Sep 13, 2010 5:11 am
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I say endless hull always. Endless attack against higher levels, endless defense against lower levels. I use pure decks. You need defense for that. Ships with less decks cap damage, usually anyone lower level than you. Even having 8 crappy weapons is usually pointless for NPCs and people lower level than yourself.

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Mon Sep 13, 2010 5:23 am
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I don't think your calculation is good in a way that for instance Hull is much more space efficient than defense. So for instance someone having much defense but low Hull will have a much lower coefficient than someone with 0 defense and only hull.

you should put some arrangements in your calculations to reflect this.


Mon Sep 13, 2010 3:12 pm
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Why I am open to suggestions on this. What is worth what? That is what it comes down to.


Mon Sep 13, 2010 3:23 pm
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It also doesn't take into account that at a certain point your technology cannot grow at the same rate your size does. As you get higher level, the tech tree gets exponentially more expensive or ends all together.

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Mon Sep 13, 2010 6:33 pm
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hmmm well im lvl 29
260 hull 152 shields 150 def 5 attk (hahaha)
which comes out to 20 rounded

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Sun Sep 19, 2010 4:49 pm
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