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Unread 14 Aug 2007, 21:28   #36
Tietäjä
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Re: Round 23 Ship Stats

Quote:
Originally Posted by Bedda0815
Well just give me an example where an equal number of scarabs AND an equal number of fleetslots, has a noticeable advantage over chims, dealers or shadows.
It's simply because of the scarab efficiency, and the fact that scarabs prevent roaches from firing their stun blasts. This is what makes the difference. Let me elaborate. This is without podclasses but for sake of simplicity.

100 roaches fire at 300 shadows. A shadow has 66 E/R so a .34 chance of getting stunned, and 100 roaches have total 1900 stun blasts. So that's enough to stun (1900 * .34 =) 646 shadows. No shadows get to fire.

A defence fleet of 200 scarabs arrives. A scarab carries 3 stun guns, and a roach has E/R 87 so .13 chance of getting stunned. This means the scarabs with a total of 600 guns stun (600 * .13 =) 78 roaches. This leaves 22 roaches left to blast. Of these roaches, (300 / 500 =) .6 meaning 60% fire at shadows. This means, the shadows will take blasts from (22 * .6 =) 13.2 meaning 13 roaches. 13 roaches have 247 guns, hence stun (247 * .34 =) 83.98 rounded for 84 shadows. The rest of the shots are spread to scarabs, which have already fired so it makes no difference. Now, this leaves with 216 shadows blasting their guns at roaches, killing (total damage 6048, with roach armor 135) 44.8 thus 45 roaches.

The alternative defence fleet could compose of equal value worth shadows. A scarab is worth (240 + 285 + 240 =) 765 resources. A shadow is worth (200 * 3 =) 600 resources. Thus, for the resources invested in 200 scarabs, you could buy ([765 / 600] * 200 =) 255 shadows. This adds the total shadows in defence up to 555. The roaches are able to stun 646 shadows, so no shadows get to fire. In order for 216 shadows to get to shoot with shadow defences, you'd need 862 shadows in total, which'd require again 562 shadows for defences. This means quite a bit more resources (to be exact, 562 shadows is worth 337,200, while 200 scarabs is 153,000 - so more than twice).

I am aware the combat engine will toss the randoms around a bit with such low numbers. Feel free to add zeroes after, so the aggregate comes up with the average resources with a very low confidence interval. Alternatively, you could show how an amount of scarabs will stun all roaches. Now comes down to the claim that because of pod resistances some may survive. You can play with the maths indefinately, and realize, that if you use equally valuable fleets, the scarabs are always superior. This especially applies to team-up defences with a kill fleet. Now you'll expect me to prove this.

90 roaches and 10 hornets. 1/10 scarabs get to shoot at hornets. A hornet has E/R 90, so a .10 chance to get stunned. 100 shots are needed to stun all. Thus, 34 scarabs. Because of the flak, 34 is actually just one tenth of the scarabs actually needed. Hence, you need 34*10 = 340 scarabs to stun the whole fleet (again, about number crunching, you can add this to 90k/10k cruisers and 340k scarabs to come up with low confidence intervals for the randomization). 340 scarabs is worth 260,100.

For 260,100 you can afford (260,100 / 600) 433.5 = 434 shadows. 90 roaches with 19 guns each stun ([19 * 90] * .34 =) 581 shadows. Not a single shadow gets to fire.

For 260,100 you can afford (260,100 / [900+750+750] =) 108.375 rounded up for 109 chimera. With the given total of 1710 guns, and chimera E/R 93, thus a 0.07 chance to get stunned, the roaches stun (1710 * 0.07 =) 119.7 rounded for 120 chimera. Not a single chimera gets to fire.

Was there anything else you wanted to ask? Or can we agree that the scarab in fact has a very good place in the fleet design, and definately finds it's "spot" tactically in team up defences and alone defending the home cathaar, and get on with the conversation?
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