Tuesday, May 8, 2012

Frigate Changes: Merlin

As to temper the Jubjub's a desperate bird, 
    Since it lives in perpetual passion: 
Its taste in costume is entirely absurd — 
    It is ages ahead of the fashion.
--Lewis Carroll

Continuing where yesterday's post left off we'll be looking at the Merlin today.  No further introductions need be in order, go check out last week's post for an explanation if you need it.

MERLIN:

New bonuses: 5% bonus to Small Hybrid Turret damage and 5% to shield resistances per level
Slot layout: 3 H, 4 M, 3 L, 3 turrets, no launchers
Fittings: 40 PWG, 180 CPU
Defense (shields / armor / hull) : 500 / 350 / 350
Capacitor (amount / recharge rate / cap per second): 350 / 175 s / 2
Mobility (max velocity / agility / mass / align time): 310 / 3.6 / 997000 / 3.36 s
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 580 / 5
Sensor strength: 11 Gravimetric
Signature radius: 39
The changes making little sense in a vacuum, here's the full breakdown of what's different.

New bonuses: 5% bonus to Small Hybrid Turret damage and 5% to shield resistances per level

CCP originally dropped the Resistance bonus for the Damage Bonus, keeping the 10% per level to Optimal Range.  They've since changed it to the above to keep it the "heavy tackler / brawler you all learned to care about and love fondly."

Slot layout: 3 H, 4 M, 3 L, 3 turrets, no launchers

The ship has lost a High Slot in exchange for an additional Low Slot as well as converting to a 3 Turret Hardpoint arrangement from its previous 2/2 Turret/Launcher Hardpoints.

Fittings: 40 PWG, 180 CPU


A small increase from the current 35 PWG and 175 CPU.  With skills it translates into an additional 6.25 of each.  Keeping in mind the ship has 1 less High Slot as well, opening some additional fitting room.

Defense (shields / armor / hull) : 500 / 350 / 350

Changed from 469/351/313.  A single point of Armor HP lost, but gains in both Shields and Hull.

Capacitor (amount / recharge rate / cap per second): 350 / 175 s / 2


Total Cap has remained the same, but recharge has increased from 350/234/1.5.  As with the all Capacitor numbers, the Cap/Second is significantly higher when looking at peak recharge versus average recharge rate.

Mobility (max velocity / agility / mass / align time): 310 / 3.6 / 997000 / 3.36 s


Previously 268/3.3/997000/3.45.  Significantly faster, with a small agility nerf.

Drones (bandwidth / bay): 0 / 0

No Change.

Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 580 / 5

Originally 30km/550/4, so seeing pretty significant gains across the board.

Sensor strength: 11 Gravimetric

No change.

Signature radius: 39

A very minor decrease from the current 40.

Fittings


As with last time, I've restricted fittings to Meta 5 and below.  Expect to see performance increases with more expensive modules, but I feel these provide a good baseline.  Again, they're provided with all skills at Level V and without further commentary on my part.  I look forward to reading your comments below.


[New Merlin, Kiting]

Damage Control II
Tracking Enhancer II
Tracking Enhancer II

Small Clarity Ward Booster I
Warp Disruptor II
Small Capacitor Booster II, Cap Booster 200
Limited 1MN MicroWarpdrive I

125mm Railgun II, Federation Navy Thorium Charge S
125mm Railgun II, Federation Navy Thorium Charge S
125mm Railgun II, Federation Navy Thorium Charge S

Small Hybrid Collision Accelerator I
Small Hybrid Burst Aerator I



Effective HP: 3,170 (Eve: 2,618)
Tank Ability: 34.33 DPS
Shield Resists - EM: 34.38%, Ex: 67.19%, Ki: 60.63%, Th: 47.50%
Armor Resists - EM: 57.50%, Ex: 23.50%, Ki: 36.25%, Th: 53.25%

Capacitor (Stable at 29.27%)
Volley Damage: 142.58
DPS: 67.70
Range: 15.355km Optimal 10.243km Falloff
Propulsion: Speed 2,814 m/s Align 5.18 s


[New Merlin, Dual Web]

Damage Control II
200mm Reinforced Rolled Tungsten Plates I
Magnetic Field Stabilizer II

1MN Afterburner II
Warp Scrambler II
Stasis Webifier II
Stasis Webifier II

125mm Railgun II, Federation Navy Antimatter Charge S
125mm Railgun II, Federation Navy Antimatter Charge S
125mm Railgun II, Federation Navy Antimatter Charge S

Small Anti-Kinetic Pump I
Small Anti-Explosive Pump I
Small Hybrid Locus Coordinator I



Effective HP: 4,742 (Eve: 4,088)
Tank Ability: 7.01 DPS
Shield Resists - EM: 34.38%, Ex: 67.19%, Ki: 60.63%, Th: 47.50%
Armor Resists - EM: 57.50%, Ex: 46.45%, Ki: 55.38%, Th: 53.25%

Capacitor (Stable at 46.22%)
Volley Damage: 190.11
DPS: 90.77
Range: 7.762km Optimal 6.25km Falloff
Propulsion: Speed 897 m/s Align 5.66 s


[New Merlin, Brawling]

Micro Auxiliary Power Core II
Magnetic Field Stabilizer II
Damage Control II

1MN Afterburner II
Medium Shield Extender II
Warp Scrambler II
X5 Prototype Engine Enervator

Light Neutron Blaster II, Federation Navy Antimatter Charge S
Light Neutron Blaster II, Federation Navy Antimatter Charge S
Light Neutron Blaster II, Federation Navy Antimatter Charge S

Small Core Defense Field Extender I
Small Core Defense Field Extender I
Small Anti-EM Screen Reinforcer I



Effective HP: 7,863 (Eve: 6,546)
Tank Ability: 32.04 DPS
Shield Resists - EM: 54.06%, Ex: 67.19%, Ki: 60.63%, Th: 47.50%
Armor Resists - EM: 57.50%, Ex: 23.50%, Ki: 36.25%, Th: 53.25%

Capacitor (Stable at 63.93%)
Volley Damage: 317.56
DPS: 140.80
Range: 1.125km Optimal 3.125km Falloff
Propulsion: Speed 1042 m/s Align 5.18 s

FNG

1 comment:

  1. As a new player, I just got done training up turrets so i could run 2railgun/2missile. Feel a bit jipped with teh new change to 3 turrets.

    i wasn't wanting to go super high into the turret tree early on so was counting on the time i had invested into missiles already to carry the build.

    oh well, i'll just spend a bit more in turrets/gunnery and give merlin pvp a whirl a bit longer than planned.

    Major Dan Sovereign

    ReplyDelete