Cap Ship Tuffness

calculated HP

Given that 1 Armor equates to a 5% increase in Hull, we can calculate an 'effective hull', and then add total shields to it to give an approximation of total hit points available. 

Granted sheilds regenerate at twice the rate that hull does, meaning that shields are more effective, depending largely upon how long it takes to kill a ship.

                                                 ----Level 1----                ----Level 10---         
                                                 Hull+         +                  Hull+      +              
       TEC                                    Armor   Shield               Armor   Shield           
TEC (Kol Battleship)                    3750     5000                 6195     8795            
TEC (Sova Carrier)                     3420     4495                 5569     7694            
TEC (Akkan Battlecruiser)           3701     4701                 5775     7775             
TEC (Dunov Battlecruiser)           3360     4485                 5638     7863            
TEC (Marza Dreadnought)           3486     4636                 5654     8104             
   Advent                                                                                                      
Advent (Radiance Battleship)       2695     4445                 4418     7968             
Advent (Halcyon Carrier)            2438     4038                 3949     7299             
Advent (Progenitor Mothership)   2703     4153                 4079     7279              
Advent (Rapture Battlecruiser)    2520     4145                 3944     7269              
Advent (Revelation Battlecrusr)   2490     3990                 3978     7228              
    
Vasari                                                                                                        
Vasari (Kortul Devastator)          3313     4738                 5510     8585             
Vasari (Skirantra Carrier)           2910     4185                 4675     7450              
Vasari (Jarrasul Evacuator)         3290     4440                 5063     7563              
Vasari (Antorak Marauder)          2820     4045                 5246     7721             
Vasari (Vulkoras Desolator)        3062     4412                 5143     7943              
The above figures are derived from the figures presented in Zyrxil's spreadsheets.

24,773 views 4 replies
Reply #1 Top

The above was pasted in from MS Excel & Word.  It required lots of reformatting (colors & fonts), editing, and it still looks weird.  Can anyone tell me how to get rid of the white space (easily), or what 'the trick is' to pasting from other programs?

Conclusions that you can draw from the above tables are:  Battleships are generally the toughest.  TEC generally have the highest effective hull.  Advent rely more on sheilds.  Vasari fall somewhere in the middle.

At the first level, the TEC Kol has the highest combined HP, 5000, down to the Advent Revelation and Vasari Marauder both with about 4000 HP.  At level 10, the Kol's combined HP has climbed to about 8800, again the highest level.  At level 10, several Advent ships are in the 7200 range, but presumably their greater sheild proportion will compensate.

Reply #2 Top

hmm make it in a better program and post it as a screenshot could be a workaround.

Reply #4 Top

All factions can also research a 30% increase to hull for all their ships.

Vasari and TEC can add 20% to shields, Advent can add 30% to shields.

Advent can add 4 extra armor, Vasari can add 5, TEC can add 6.

The Advent advantage in shields will probably narrow the gap substantially at level 10.

Take for example, the battleships at level 10, max research:
Kol
5460 hull, 3120 shield, 15.5 armor
Effective hull = 9692
Total effective HP: 12882

Radiance
4030 hull, 4615 shield, 15.5 armor
Effective hull = 7153
Total effective HP: 11183

Kortul
4940 hull, 3630 shield, 14 armor
Effective hull = 8398
Total effective HP: 12028

There are, however, more factors to consider such as shield mitigation, shield restoration rate, and supporting abilities (example, Kortul's Power Surge allows it to recharge its shields up to 225% faster).

Notable, of course, is the armor of the Kol and Radiance being equal at level 10. The Kol has 9.5 base armor, the additional 6 comes from research. The Radiance has 8.5 base armor, 4 comes from research, and the last 3 comes from Energy Absorptive Armor.