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Alloy + Armor or Alloyx2

pennyprimrosepennyprimrose Member Posts: 77 Arc User
edited January 2013 in PvP Gameplay
Given that their are diminishing returns on consoles. Would it be better to stack 2 Neutronium Alloy, or mix in Neutronium Alloy and a particular armor? I'm more looking for hard numbers. Obviously it would give a boost regardless to kenetic resist. I'm just curious what the drop off in percentage is for the second alloy, and if it's worth it to incrase it in the energy types being missed, while taking a hit to the others.
Post edited by pennyprimrose on

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  • devorasxdevorasx Member Posts: 693
    edited January 2013
    2 Neutroniums and youre good.
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  • obertheromulanobertheromulan Member Posts: 0 Arc User
    edited January 2013
    There is no diminishing return on the number of consoles.
    There is a diminishing return on the actual resist percentage itself.
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  • leoll2leoll2 Member Posts: 1 Arc User
    edited January 2013
    If you have 2 slots, your choice should be a double Neutronium Alloy.

    However, if you had a third slot available, a Diburnium could help you, since Phaser and Disruptor are the most common damage in PvP.
    (Obviously, a 3 Neutronium combo is still a good choice).

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  • zorena#3961 zorena Member Posts: 254 Arc User
    edited January 2013
    About armor and Effective hitpoints calculation..
    http://imageshack.us/content_round.php?page=done&l=img811/5536/resist.png

    So in base mode my ship have 42,591 hitpoints.
    My shield is a Mako mk 12 (5%) bleedthrew.

    Incoming damage of a 1000 on shields, give me 50 hull damage witch is reduced by 37.4% ~~19 points or so in damage. So instead of thinking in resist like this you could say that

    Now if I have low shields I take damage to the hull directly 1000 damage on hull reduced by 37.4% i take 626 damage.


    But I could say instead my hull is ~~42600 and incoming damage is reduced by 37.4% or I take rather 62.6% giving more surviablity (Effective hull points) ~~68051hp.

    Now having shields up all the time is always better 10%bleedthrew and 5%bleedtrew shields make this alot harder to kill shielded targets but not many teams can manage to keep the shields up on their players due to many reasons one of them being subnuke and then its quite good to have some base hull resist.
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  • pennyprimrosepennyprimrose Member Posts: 77 Arc User
    edited January 2013
    I'm thinking about going the route of zero point energy conduit to up my critical followed by 2 neutronium. Would having a third neutronium be so good of an increase in defense to lean more in favor of that than the increased critical?
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited January 2013
    I rarely run more then one Neutronium armour.

    Look into a Hazard Doff... cost of one doff slot... Extra Neut armour on demand.

    In general I find with a resilient shield... one neut is enough... as long as you have options to cleans dots these days.

    If I do loose a facing... or am taking far to much bleed dmg... I brace for impact and for 10s I have the extra hazard doff armour.... BFI is up often enough that I find this gets me through 95% of the time. 5% of the time I die or make it by the skin of my pants... but so what I got an extra console slot for more Pew. :)
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  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited January 2013
    I single Neut because I get my second Neut from skills. This means I can drop that Uni in an Eng Console slot rather than taking up a Sci (not going to say taking up a Tac, cause that's just a no-no). A Neut would have diminishing returns - that Sci console's not going to have DR. Or maybe I'm looking at more than one Uni - I've still got the Neut covered by skills. Maybe it's not even a Uni, maybe I just really feel the need for a RCS or two.

    Threat 3, Hull 6, Armor 3 and 1 Neut will give you ~1% better than 2 Neuts for Energy and around ~1% less for Kinetic.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited January 2013
    6 to energy resit, 3 to 6 to threat control. after that any armor console is only useful if you cant think of anything better to put there
  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited January 2013
    I rarely run more then one Neutronium armour.

    Look into a Hazard Doff... cost of one doff slot... Extra Neut armour on demand.

    In general I find with a resilient shield... one neut is enough... as long as you have options to cleans dots these days.

    If I do loose a facing... or am taking far to much bleed dmg... I brace for impact and for 10s I have the extra hazard doff armour.... BFI is up often enough that I find this gets me through 95% of the time. 5% of the time I die or make it by the skin of my pants... but so what I got an extra console slot for more Pew. :)

    In addition to this and what others have mentioned, I'd keep spares of focused energy resists. Often you'll find the heavy damage dealers on a team will be using the same damage type or at least a damage type that shares a console eg phasers/disrupters. You only need 1 of these as well.

    APD is another resists source. PH, Aux2Sif, HE, Aux2Damp all have resist options as well that you can roll depending on your build. This frees up Eng slots for other options such as turn rate, universal consoles, and some repair boosts depending on the roll you want your build to fill.

    PS Hazzards trigger w/ramming speed in addition to BFI. ;)
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  • bobtheyakbobtheyak Member Posts: 374 Arc User
    edited January 2013
    You can try Neutronium+Diburnium if you have decent self heals/resists, but 2x Neutronium is pretty standard. If you have 3 console slots, Neutronium+Diburnium+Tetraburnium works pretty well. Diburnium for the prevalence of phaser/disruptor in PvP and Tetraburnium to cover the other energy types.
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