Approximate damage capability of ship based on power

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    If you see the power statistics for a ship you can figure out the approximate maximum damage and dps the ship can sustain roughly. Turrets count as separate ships, so they throw this guestimate out, as they have their own power and storage capacity. Though the same rules would work for each turret its harder to figure out.

    Weapons at best effectiveness is 10 power per 1 point of damage at current build. And shields draw 1 power per point of shields per second. You might be able to double this with the ion effect if it doesn't increase power usage.

    So the maximum sustained damage a ship can do without including turrets is: power generation - shield regen then divided by 10:
    max dps = [power gen - shield regen]/10

    But the biggest initial hit in can do is from stored energy which is just total energy stored divided by 10:
    initial volley max damage = energy storage / 10

    If the weapons have a higher dps then maxed they will run out of power after a while, but it will convert the extra stored energy over time so eventually they will hand all all of the initial volley max damage. Any weapon that would draw more than the energy capacity of the ship fails to fire.

    So if you can't break the initial shields you need 10 times the power generation that the target ship has in shield regen. So if its regenerating 1mil shields you will need 10mil+ power regen and the weapons to use it to break it, approximately.
     
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    what about you can dedicate the amount of power that goes to shield generating (the power will be used for other things when the shield are at 100%) . The shield has a % of performance if the maximum of power the shield need is acquired the shield charge at capacity and so one.
    Edit: if you dedicate 100 power to shields and the shield use 1000 power at max performance, shield will charge at 10%
     
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    Well at the moment when you sit still and don't use any power using gear, the power usage is exactly equal to your shields regeneration rate while at 100% shields. Its unlikely that the shield regenerators would use less power while trying to regenerate shields back up to 100%.

    If there is a way to change that I would like to know.
     

    NeonSturm

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    A weapon blocks has approximately 5 dps (1/reload of a cannon block).

    Power tanks can store 1000 power = 100 damage (= 20 seconds of fire), while shields can store 55 charge + 0.605 recharge during 11 seconds (= 12 seconds of defence against weapon fire) and recharges at a rate of 0.55 /second under fire

    That means that with basic tanks, you should have 2 weapons per power-tank and 100 for the default 50'000 storage = 10 seconds of power, but you might use more (because of thruster drain > regeneration, thus weapons have to match that time) or more (because of energy regeneration waste).

    I think it is safe to assume 3 weapon barrels per power tank which lets shield be alive for maximum damage in about 8 seconds.
    OR
    1 weapon barrel for 24 seconds (incl. shield regen).​

    But in reality you can make 4 capacitors for 1tank + 3 barrels => 11 seconds life time or 2 capacitors for 1 tank, 1 barrel => 48 seconds life time.​


    Ok, now another variable: 1 power reactor even when producing only 25 energy per second can supply 50 shield regenerators recharging at 0.55 per second or 0.5 barrels which are doing 2.5 dps and draining 25/second.
    Now imagine the attacker has 17 barrels and 33 reactors/tanks rather than 49 shield regenerators and 1 reactor and is doing constantly 85 dps against your 27 shield regeneration

    And then consider that power tank grows in efficiency, shields do not.

    Attacker always has the advantage and takes between 8 and 12 seconds to bring shields down. Not regenerators make the difference, but how much dps you can deliver during your life-time.


    But what if the defender shoots down turrets while being attacked? => Why would the attacker need them when they only drain power from other guns when the energy starts getting low?



    Conclusions I took:
    If a reactor's 25 eps supports 2.5 dps from 0.5 barrels, while 0.5 tank provides power for 1 barrels for 10 seconds, power tanks can double your damage in the 10-seconds time-frame (for equal block count).
    If you do 1/2 tank, 1/2 regeneration, you have still 42..43 dps against 27 sps after you depleted your weapons (for 50 blocks).


    If I didn't confuse something, defenders of equal mass live about 11 seconds and you need 3 times mass to stay alive forever.
     
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    Currently shield regeneration is 5.5 shield regeneration per shield regeneration block and it costs 1/energy per 1/shield regen per second when at full 100% shield capacity. Does anyone know how much power shields consume when recharging or what happens to their regen rate/power consumption while being hit. I haven't found anything definate about this since the shield capacity and shield regen functions got split between two block types.
     

    NeonSturm

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    0.55 reccharge while getting hit. (or maybe even 0.275 if it is near full, got a bit confused too)

    I think power is drained per point regenerated thus OP math should be correct.
     

    Keptick

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    Don't forget the shield combat regen.