Assailants vs Illuminators

I would think that illums have assailants beat by a longshot, even without cloning themselves.  They deal more damage, have three turrets and more shields/hull.  The assailants do have charged shot and phase missiles, but is that actually enough to counter the illums?

This is more of a curiosity thing than anything else as I don't really know the way in which phase missiles work so I guess I two questions there...

1. What is the normal chance (unupgraded) of getting through shields?

2. Do they get hit by mitigation/add to it?

17,173 views 12 replies
Reply #1 Top

un upgrade assilents dont have any chance to fo through sheilds. with research they can get a 30% chance. Illums are better lrfs than assilents early game, but as vasari if you get phase missile upgrades and armour your assilents will destroy illums.

Reply #2 Top

Ok, to understand phase missiles, you have to understand mitigation.

Shield mitigation works like this. for every 10 dps a ship takes per second, it goes up 1%. It maxes out at 57%. It starts at 15%. Whatever the % is, that's how much damage will be negated outright. This is before the damage ever even touches the regular shields or the health & armor.

So, what phase missile teching does is take a certain % of the damage and makes it bypass shield mitigation and go straigt to the hull & armor. It actually works out to an equivalent +X% damage, but with the added addendum that phase missiles can take out capital hsips quicker than anything else out there

By default, assailants don't do any damage to bypass. You up it by 5,10,15,20,25,30 % bypass.

Because of the fact that the Vasari bonus comes against mitigaiton, that means phase missiles are ideal for picking out one target at a time and taking them out. Works GREAT on capital ships.

+1 Karma is appreciated!

+3 Loading…
Reply #3 Top

So, if you are within that 30%, you bypass both the shield and mitigation..  Thank you, I knew that it bypassed the shield, but not necessarily the damage redux of mitigation (I already knew the first paragraph...)

Could you be more clear on the "+X%" part?  The rest makes sense, just not that part...  Unless, you mean that 30% of the damage is always channeled straight into the hull and then the rest goes through mitigation and shields, but I didn't think that was right... 

 

Note: I don't give much karma...  I personally believe that the whole point behind it is relatively stupid...  Many who are the most helpful receive the least as they only help serious issues, and those who go around helping everyone a little receive a lot.  I have given karma to three people.  One guy for writing a tutorial, one guy for fixing a minidump that had had me stumped for a month (for my mod) and one to a guy that wrote a book to answer a very complex question I asked.  In short, if I give out karma on very rare occasions.

Reply #4 Top

What I mean is, phase missiles actually work out to being like an upgrade where you get +5% damage. Phase missiles are especialy good against capital ships because capital ships max out with a higher mitigaiton (75% i think). The higher the mitigation on a target, the more effective phase missiles are.

So when you get (+5% phase missile bypass), it's about the same as buying an upgraded that would get (+5% damage done).

With 30% mitigation bypass, what happens is when a missile hits, 30% of the damage ignores the mitigation shields and just hits the hull and only has to go through armor. The other 70% is done to the Shields, wears them down, and then goes to the hull.

This is also why Phase missiles are great against Advent players. They have high shields, but low health. Shield regen doesn't help advent as much if a Vasari player just bypasses the shields.

Reply #5 Top

I was thinking caps were 65% but oh well...  How does mitigation increase damage dealt by the missiles?

How does that increase damage overall though?  If anything, I would think that damaging two things at once would be worse unless you had multiple ships at once and all firing...  You would not get through either very quickly as both would be healing at a greater rate relative to the damage dealt...

Reply #6 Top

Caps get an extra % of mitigation for every level they go up - hence with the increase in armor, shield and HP, they get tougher AND take less damage from an otherwise equal weapon...

My understanding is that for each missile there is an X% chance to bypass mitigation. Hence at 30%, you have a 3 in 10 chance of not wasting damage on shields and only applying it to hull (after armor reduction).

Hence with 30% upgraded phase missiles, it is possible to blow up a cap that still has 1000 shields (I've done it a few time - the cap would need to have it's shields repaired so Advent are my normal enemy when I see this occur).

Reply #7 Top

Ok...  thx

Reply #8 Top

So quick revive on the conversation at what point do assailents start to improve over ilums?

 

Early Game

Egg +7-10 Assailents (What Level of Phase Missile, Armor,etc reserach should I be?)

vs

Advent Cap + 7-10 Ilums

Who Wins?

 

Mid Game

Egg +15-30 Assailents (What Level of Phase Missile, Armor,etc reserach should I be?)

vs

Advent Cap + 15-30 Ilums

Who Wins?

 

Late Game

Early Game

Egg +50 Assailents (What Level of Phase Missile, Armor,etc reserach should I be?)

vs

Advent Cap + 50 Ilums

Who wins?

 

Of late, Ive also noticed that most BIG fleets rarely have over 3 caps in them. Is this just a fluke of late, or it because caps get targeted too easily by big fleets (ie 50+ frigs)

 

Reply #9 Top

In my experiance ( as a sole vasari player ) is that egg + 50 assailants VS Proto mothership + 50 Illums is that illums pown them due to the fact that they can just rush in and fire from all angles while assailants have to turn and fire ( very slowly at that ).

But anywhere up to that assailants pown illums, as assailants are quickly upgradable unlike illums.

Best way to counter illum spam with **assailants** is to upgrade phase to %20ish and get ur armour + hpees up.

Reply #10 Top

In my experiance Assailants mop the floor with Illums 6 ways to sunday. This is because Illums may deal more damage, but its split up. The front laser does 50% and each of the side lasers do 25% of the total. Assailants' 5% phase missile upgrades are equal to a 8% increase in firepower, so at 30% phase and +20% damage upgrades the Assalants deal +58% damage. Combined with more total health and the ability to fire before the Illums even get into range... Yeah, they dont stand a chance. Espically with an Egg doing -6 to the armor of the targeted vessel or a Carrier healing your Assailants.

Quoting YouWantFriesWithThat, reply 8

Of late, Ive also noticed that most BIG fleets rarely have over 3 caps in them. Is this just a fluke of late, or it because caps get targeted too easily by big fleets (ie 50+ frigs)

 

This is because caps suck compared to an equal amount of ships. Usually. Once they level up they are good to have, but before that they are just sitting ducks. A level 1 battleship isnt worth it when you can get more firepower and hull points out of 50 fleet supply worth of heavy cruisers. But at level 10 that battleship has many abilities and deals a LOT more damage and becomes worth the while. The problem is they die so fast in the later stages of the game that it isnt feasable to build very many because so few will survive to higher levels, and the ones that do are always focused on

Reply #12 Top

Quoting Cataclysm2000, reply 10
This is because caps suck compared to an equal amount of ships. Usually. Once they level up they are good to have, but before that they are just sitting ducks. A level 1 battleship isnt worth it when you can get more firepower and hull points out of 50 fleet supply worth of heavy cruisers. But at level 10 that battleship has many abilities and deals a LOT more damage and becomes worth the while. The problem is they die so fast in the later stages of the game that it isnt feasable to build very many because so few will survive to higher levels, and the ones that do are always focused on

Caps dying does have alot to do with the fleet size option, small fleet size caps play a more important role, large fleet size and they become fairly worthless, normal is somewhere in between.