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 Shield or attack? 
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Joined: Thu Aug 04, 2011 1:56 pm
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Littlefluffy wrote:
shields would be best imo.

Most legions don't buff shields because the bonus is so little it's a waste of AP. Attack on the other hand is usually buffed and the difference between having 60k buffed attack and 80k is not much to most attackers. (It is very high the additional attack is doesn't do much extra damage).


This is probably a dumb question, but would it then be safe to assume that the higher the attack goes, the amount of damage done to an average target attacking the base yielding diminishing returns as far as additional damage to the ship goes?

Also, anything that drains more energy is good. The amount of damage you can do is finite, whereas the amount of energy required to take down a base does not have a cap per se.

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Last edited by Silver_Stiched_Crow on Fri Nov 02, 2012 7:09 pm, edited 1 time in total.



Fri Nov 02, 2012 7:07 pm
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Yep. Attack has a diminishing return.

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Fri Nov 02, 2012 7:08 pm
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Silver_Stiched_Crow wrote:
Littlefluffy wrote:
shields would be best imo.

Most legions don't buff shields because the bonus is so little it's a waste of AP. Attack on the other hand is usually buffed and the difference between having 60k buffed attack and 80k is not much to most attackers. (It is very high the additional attack is doesn't do much extra damage).


This is probably a dumb question, but would it then be safe to assume that the higher the attack goes, the amount of damage done to an average target attacking the base yielding diminishing returns as far as additional damage to the ship goes?

Also, anything that drains more energy is good. The amount of damage you can do is finite, whereas the amount of energy required to take down a base does not have a cap per se.


yes the equation for damage dealt is hyperbolic so the extra attack is less effective.

basically summed up my logic behind my suggestion. thanks.

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Fri Nov 02, 2012 9:44 pm
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Epicownage wrote:
Hawkeblade wrote:
Attack,Attack,Attack,Attack,Attack,Attack,Attack,Attack,Attack, and more Attack

Care to elaborate?


more Attack more dmg done, or more dmg they take.

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Fri Nov 02, 2012 10:13 pm
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Hawkeblade wrote:
Epicownage wrote:
Hawkeblade wrote:
Attack,Attack,Attack,Attack,Attack,Attack,Attack,Attack,Attack, and more Attack

Care to elaborate?


more Attack more dmg done, or more dmg they take.

I realise that, so why attack over shield?


Sat Nov 03, 2012 4:31 pm
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Yes, why attack over shield when attack returns diminishing values?

Edit:

Another good reason to install the more of the highest tier shields: TO resistor overcharges. You can up to double the amount of shield you have, making your base even more of an energy drain.

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Sun Nov 04, 2012 1:58 am
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Silver_Stiched_Crow wrote:
Yes, why attack over shield when attack returns diminishing values?

Edit:

Another good reason to install the more of the highest tier shields: TO resistor overcharges. You can up to double the amount of shield you have, making your base even more of an energy drain.

And a credit drain, as a primarily training legion, we rely on a group of high rankers (high as in the highest in our legion not in the galaxy) and a few generous mid rankers to keep us afloat, something we're doing very well I might add, but we're careful enough to not want to spread our funds too thin.


Sun Nov 04, 2012 11:59 am
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Find a balance. Put a few turrets on (say, 20k attack) then top off with shields.

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Sun Nov 04, 2012 12:06 pm
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Silver_Stiched_Crow wrote:
Yes, why attack over shield when attack returns diminishing values?

Edit:

Another good reason to install the more of the highest tier shields: TO resistor overcharges. You can up to double the amount of shield you have, making your base even more of an energy drain.


Shields cost more space then guns, and TOs are free. Plus if your attack is high enough and you can do more dmg then the shields can recharge then the shields become useless. THAT and Krio torpedo pew pew...+ Inhibtor more pew pew

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Fri Nov 09, 2012 2:47 am
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Hawkeblade wrote:
Silver_Stiched_Crow wrote:
Yes, why attack over shield when attack returns diminishing values?

Edit:

Another good reason to install the more of the highest tier shields: TO resistor overcharges. You can up to double the amount of shield you have, making your base even more of an energy drain.


Shields cost more space then guns, and TOs are free. Plus if your attack is high enough and you can do more dmg then the shields can recharge then the shields become useless. THAT and Krio torpedo pew pew...+ Inhibtor more pew pew


We are talking about bases not ships. torpedos and inhibitors do not apply here.

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Fri Nov 09, 2012 2:52 am
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Littlefluffy wrote:
Hawkeblade wrote:
Silver_Stiched_Crow wrote:
Yes, why attack over shield when attack returns diminishing values?

Edit:

Another good reason to install the more of the highest tier shields: TO resistor overcharges. You can up to double the amount of shield you have, making your base even more of an energy drain.


Shields cost more space then guns, and TOs are free. Plus if your attack is high enough and you can do more dmg then the shields can recharge then the shields become useless. THAT and Krio torpedo pew pew...+ Inhibtor more pew pew


We are talking about bases not ships. torpedos and inhibitors do not apply here.


Oh wow im a idiot....my bad guys :oops:

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Fri Nov 09, 2012 4:37 pm
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Hawkeblade wrote:
Littlefluffy wrote:
Hawkeblade wrote:


Shields cost more space then guns, and TOs are free. Plus if your attack is high enough and you can do more dmg then the shields can recharge then the shields become useless. THAT and Krio torpedo pew pew...+ Inhibtor more pew pew


We are talking about bases not ships. torpedos and inhibitors do not apply here.


Oh wow im a idiot....my bad guys :oops:

As long as we are finding faults with your statement, TOs are free to use, but the upkeep is quite painful to some legions. up to twice the power three times the upkeep.

In any case, I agree with balance build. Find an amount of attack that allows you to hit ~50% dmg cap on the enemies you plan to stop, rest go to shield. Attack diminishing return really kicks in after 50-70% or so dmg cap power, before that the return is actually pretty good.
What I mean with enemies you want to stop is enemies that can take down a base of your caliber but do so with some difficulties.
Against attackers that are too strong, it honestly wont matter much.
Agaisnt attackers that are too weak.... it doesn't matter at all.
Ofc, those enemies would be of some range in power, but I think you got the idea.

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Sat Nov 10, 2012 12:43 am
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Actually i was talking about SHIPS for some reason and when i mentioned TOs i meant tact officers not Overcharges

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Sat Nov 10, 2012 3:36 am
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Thanks for everyone's advice, a balanced build is what we're going for.


Sat Nov 10, 2012 8:01 pm
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When we see a base with no attack, no matter what the defence/hull/shield we're overjoyed it makes life so much easier

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Sat Nov 10, 2012 8:04 pm
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Billik wrote:
When we see a base with no attack, no matter what the defence/hull/shield we're overjoyed it makes life so much easier

Usually because those bases have no defense either xD

To be honest, I prefer to fight bases with no defense. I can actually keep up with the big dogs then.

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Thu Nov 15, 2012 8:04 pm
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