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formula for multi attribute ship mods
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Author:  Doughboy [ Sat Mar 10, 2012 6:59 pm ]
Post subject:  formula for multi attribute ship mods

just wondering if there was a formula to tell how good a ship module was when it has multiple buffs such as Scruuge X-Deflector has hull and def. With one buff it is easy to figure buff to deck space but with something like that how do you determine the total since not everything is equal. or is there a conversion of hull-def-scan-cloak-attack-ect that i missed somewhere

Author:  Epicownage [ Sat Mar 10, 2012 7:20 pm ]
Post subject:  Re: formula for multi attribute ship mods

Not really, it depends how much you value each attribute and where your technology's at, but fyi, scruuge deflectors are horrible deck ratio even with the hull bonus.

Author:  Dave_smith354 [ Sat Mar 10, 2012 7:48 pm ]
Post subject:  Re: formula for multi attribute ship mods

How much relative value you place on each of your ships stats really depends on what you're doing at the time:

* Missions require energy, energy and more energy (but some have minimum requirements for attack, scan, cloak or defence).

* If you're hacking then both cloak & scan will be valuable to you.

* Searching for planets requires high scan.

* If you PvP a lot then attack and hull will be more important (defence doesn't really become important until later in the game).

* For NPC hunting, attack, hull and energy are about equally important.

* Energy is important to everyone as it's needed for everything you do in the game, but slow rankers (usually heavy PvP players) put less of a premium on it than most.

I haven't mentioned shield as I don't think there are any hybrid modules that give shield (maybe someone could correct me on that?)

Author:  FerrusManus [ Sat Mar 10, 2012 7:58 pm ]
Post subject:  Re: formula for multi attribute ship mods

You could compare the ratios of efficiency for the highest level tiers, then convert each one to a single unit and use that measurement in that unit to decide. For example, the top hulls have about 3 times the efficiency as the top defense (3 times as many points per space), so if you had a defense and hull mod then either triple the defense, add the hull and converted defense points, and use that number in comparison to hull modules, or add a third of the hull points to the defense and compare it to other defense modules.

Author:  Doughboy [ Sun Mar 11, 2012 4:25 am ]
Post subject:  Re: formula for multi attribute ship mods

thanks for the responses... lol guess I'm gonna have to make up my own then... prob will end up being something close to
FerrusManus wrote:
You could compare the ratios of efficiency for the highest level tiers, then convert each one to a single unit and use that measurement in that unit to decide. For example, the top hulls have about 3 times the efficiency as the top defense (3 times as many points per space), so if you had a defense and hull mod then either triple the defense, add the hull and converted defense points, and use that number in comparison to hull modules, or add a third of the hull points to the defense and compare it to other defense modules.


@epicownage I was just using that as an example since it was the first one i saw in my inventory, and i was not sure i was being clear in what i was talking about. Guess it becomes a perfect example with the question of why you say
Epicownage wrote:
fyi, scruuge deflectors are horrible deck ratio even with the hull bonus.
how did you come to that conclusion

Author:  ajax77777 [ Sun Mar 11, 2012 4:39 am ]
Post subject:  Re: formula for multi attribute ship mods

IMO the problem with scruuge deflectors is they take up decks to give stats that are provided by artifacts (dur brackets + helmsmen) and have a bad ratio for both. As a hull module, they're worse than whipple plating and as a defense module they're worse than spacial thrusters. Even combining their stat efficiency that makes them nigh worthless unless you just happen to have 13 empty decks. I chose not to waste my energy on the mission/disabling the resulting NPC.

If it had increased scan, energy, or attack (maybe even cloak) it would have been a different story.

Author:  Epicownage [ Sun Mar 11, 2012 9:38 am ]
Post subject:  Re: formula for multi attribute ship mods

Epicownage wrote:
fyi, scruuge deflectors are horrible deck ratio even with the hull bonus.
how did you come to that conclusion[/quote]
Ok so maybe not for you but personnally I have deep core neutronium armour on. Thats 695 hull for 38 decks. That's a 18 hp to deck ratio. Scruuge X-Deflector's on the other hand are 60 hull for 13 decks. That's a hp to decks ratio of 5. See the difference?

Author:  RogueReign [ Sun Mar 11, 2012 10:38 am ]
Post subject:  Re: formula for multi attribute ship mods

Dave_smith354 wrote:
I haven't mentioned shield as I don't think there are any hybrid modules that give shield (maybe someone could correct me on that?)


Octafari Deflector.. and non-hybrid are T.O. shields and generators

Author:  strm avenger [ Sun Mar 11, 2012 12:55 pm ]
Post subject:  Re: formula for multi attribute ship mods

All depends on the situation really.

I'm maxed on hull modules, and to me, hull is everything so I install them for that. They aren't particuarly efficient, but they're still pretty good.

Likewise, I'm maxed on weapons, and my attack is very important to me, so any attack modules (above 2:1) get installed.

Author:  RogueReign [ Mon Mar 12, 2012 7:58 am ]
Post subject:  Re: formula for multi attribute ship mods

atm my ship has a much lower tech build, but,, i totally max my weapons/def/hull as possible, no matter what the ratio, i max them...

Author:  Devil88 [ Sat Mar 17, 2012 9:50 pm ]
Post subject:  Re: formula for multi attribute ship mods

at some point u will have researched everything. and the only way to extend stats beyond the researched modules are artifacts and special modules. simply waiting for artifacts is a slow and painful way to make progress. the best strategy is to cram everything u can on your ship and store the rest in cargo. if u don't, there will come a time u regret scrapping modules u can't recover.

Author:  Epicownage [ Sat Mar 17, 2012 9:58 pm ]
Post subject:  Re: formula for multi attribute ship mods

Either equip modules or keep them in your cargo would be my advice, and if you did what I did, installed everything, then just realised it's not in the least bit efficient then just uninstall them, whether you don't have enough cargo or you do, NEVER sell them or scrap them.

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