Yeah back in 0.96a I tested shielded vs unshielded Onslaughts and unshielded Onslaughts were clearly better. Basically, the shields drive up the flux from taking enemy fire, and then the AI gets skittish about moving forward and stays back to vent and stuff, reducing their offensive power. I didn't have any issues with keeping them alive even without fancy defensive skills, at least through double Ordos, so they were generally still purely offensive (forgot if I bothered with something like Impact Mitigation, they probably did have Resistant Flux Conduits and/or Automated Repair though).
For my flagship Onslaught, I still keep shields, just so I have the option of using them against Tachyon Lances or Reapers or whatnot, but I generally keep them off most of the time.
So 5 AI controlled, with level 6 officers with Elite Combat Endurance, Elite Impact Mitigation, Elite Missile Specialization, Target Analysis, Ballistic Mastery, Ordnance Expertise, and s-modded expanded magazines, heavy armor, and shield shunt, using 3x Heph, 3x Heavy Needler, 2xlight needler, 2x Hac, 4x Flak cannons, 4x Harpoon pods, ITU, Expanded Missile Racks, Auxilliary Thrusters, Automated Repair, Armored weapon mounts took about 185 seconds to do that Nova + Radiant small ordo (compared to 260 seconds with the shield version, again 1 sample each, so probably not the best to draw alot of significance from). No chasing frigates or Radiant in this case, and was a much smoother fight - no retakes necessary.
So I agree that against Ordos, the shield shunted Onslaught looks to be much stronger.
So for me in RC7 (so post-nerf):
1 trial - 185 seconds with 5 shield shunt Onslaught XIV
1 trial - 198 seconds with 4 Onslaught MK I
4 trials, 3 lost a ship and aborted, 1 worked - 260 seconds with 5 omni-shield Onslaught XIV
I do really need larger sample sizes though, as I have no insight into the variations between runs.
This does make me wonder, should we be taking advantage of the shiny and fancy new simulator more? We can simulate full up 240 DP s-mod and alpha core Remnant fleets if we want (just summon - or farm - a pile Alpha cores in your cargo hold). While that doesn't include fleet skills, the s-mods probably make it a wee bit harder than normal remnant fleets. We can put singular ships up against a couple cruisers or straight up fight an Alpha Radiant with 3 s-mods. We can also let people run the exact same opposing fleet from different save files, and change the ratio of Paladins versus Tachyon lances on various Remnant ships.
Although I will admit I'm used to assuming, everything else being roughly equal, a higher hull to shield damage ratio is better. Certainly for something like an Afflictor or Doom, that holds. Here, where the MK I is doing 40% more hull damage, if that was the only stat I had available to look at, I'd assume it was killing about 40% more ships.
Well, sort of. It's more complicated than that. Yes in some sense all that "matters" is hull damage, since killing a ship just depends on its hull and not its shields or armor, but you need to get through the shields and armor first. The Mk 1 definitely has a lot of anti-hull damage, so once enemy shields go down, its DPS is going to go way up, so it will be finishing off enemy ships more quickly than other player ships. It's basically a kill-stealer. (So is any flagship I pilot, since I the player am much better at gauging if it's okay to finish off a target than the AI so I tend to be much more aggressive at finishing off targets.)
However, shields can recover, and armor can be broken in only one place, or the ship can take awhile to die, and turn to present fresh armor. So generally, if I hand you a ship's damage breakdown, and don't indicate how many ships it faced, or how long it took to deal that overall damage, it's really hard to interprete.
For instance, can you tell me how many ships were engaged by the XIV and how many were engaged by the MKI? If I gave you those MKI and XIV damage numbers and told you the MKI engaged 6 Brilliants and the XIV engaged 5, the numbers mean on thing, and if the MKI engaged 5 Brilliants and the XIV engaged 6, they mean another. The damage stat line could conceivably happen in both.
Now, you're the one running the tests, and looked at the full numbers, so you're probably right in that the effective kill time for individual ships they were facing were similar and the MKI wasn't actually involved in killing 40% more ship on it's side of the battlefield, but you do have some information I don't have access to. This is why I was trying to tease out the amount of time spent shooting at shields versus armor versus hull. If the MKI happened to spend 10% more time shooting at hull, that might imply shields were only up for 90% of the time they were up for the XIV side, which might imply that side of the battlefield had to deal with 10% total less shields. For whatever reason (fewer ships? ships with different shield to hull ratios? ships cycling in and out so they can recharge more flux?).
Interestingly, in a flux limited situation (just testing in the sim with autofire all in one group), TPCs or Heavy Adjudicators will have priority, followed by the Hephestus, then the kinetics. Given the TPCs and Heavy Adjudicators are charge based, the Hephestus Assault Guns are probably the best proxy for seconds spent shooting shield/armor/hull, if the ships are flux limited at least.
But looking just at hull means ignoring the contributions of whichever ship was doing the shield damage in the first place, which is generally going to be greater. From 0.95.1a data, shield damage was always significantly greater than hull damage, and a player fleet would have to have a battle completion time of 66 seconds against double Ordos for the shield damage to go low enough to match the hull damage, extrapolating from the linear trend. Obviously that's not going to happen. So I look at all 3 damage types when looking at overall fleet effectiveness.
Depends on the testing setup. If it is a single ship being deployed, then I stand by the statement - a higher hull to shield ratio is better (even if the ratios we are comparing are less than 1, specifically 0.3 is better than 0.2, and I recognize against Ordos shield damage is going to be higher than hull unless you're soloing with a Doom or the like). If it is a fleet in aggregate (i.e. the overall fleet did less shield damage), then I think the statement also generally stands as that typically implies a shorter completion time. The issue is that any given combat is a bunch of smaller engagements, potentially with dead time in between, and different ships presenting themselves to be shot at, where comparisons become much, much harder. Especially if you're trying to tease out a +/- 10% relative strength difference (as opposed to say, +/-100%).
Although, having run the fights, do you get a feel for how much dead time is spent between waves, and is it equal between sides? I mean, given the variation in damage you mentioned, there's got to be wide variation in what engages the XIV and MKI ships, and presumably it varies a lot within and between fights. Is a DPS comparison valid for individual ships if one ship is engaged by capitals while the other is engaged by destroyers? Although, given your Doom statistics, perhaps they are just engaging destroyers and a few cruisers each?
But picking out individual ships in a fleet, it becomes much more confusing without additional information, because it is unclear if the DPS is being set by the ship, or simply limited by the number of ships it engaged in a timely matter, or other ships are just taking that much more of the load.
It is also interesting the Heavy Adjucator shield damage is down relative to the TPCs roughly in proportion to the overall shield damage between the MK Is and XIVs. 12074/13641 = 0.885. 51711/57268 = 0.902. It is like the MKI simply saw 10% less shield averaged over all its guns, not just the Heavy Adjudicators.
Well I'd be wary of reading too much into relatively small differences, because each run varied by quite a bit. It was just one ship each in each battle so there was quite a bit of variation; the XIV varied from 42061 to 70161 total shield damage while the Mk 1 varied from 36586 to 75104 total shield damage, depending on run. The TPC varied from 687 (!) to 8356 hull damage while the Heavy Adjudicator varied from 8217 to 30094 hull damage, depending on run. So I'm pretty comfortable saying that the Heavy Adjudicator does more hull damage than the TPC, but the shield and armor were relatively close considering the amount of variation.
Interesting. I think you are saying the 1 sigma standard deviation of shield damage dealt by the Onslaught XIV is something like
20,000 10,000 or larger? With similar values for the MK I? Yeah, in that case I don't think we can say anything at the 25% level, let alone the 10% level.
Edit: I fail at mental math apparently - assuming 3 trials, with 1 more around the mean value, std would be 11,400 or so. Assuming 6 trials, with 5 around the mean, then it could be as low as 8100 for example (each factor of 2 trials improves by square root of 2 assuming drawn from the same sample set).
Although, on the MKIs the Hephestus Assault Guns saw 14% more shield time, 4% more armor time, and 19% less hull time, relative to the XIV's Hephestus Assault Guns.
That's actually fairly straightforward -- on the Mk 1, there are fewer other anti-shield weapons, and so the Heph will spend corresponding more time on shields, while the Heavy Adjudicator grabs a lot of the hull damage so the Heph spends relatively less time on that. For the Needlers, I wonder if that's just variation since their armor damage is usually pretty small.
Damage value might be small for the kinetics, but the number of shots isn't. Keep in mind, assuming Impact mitigation (and possibly Polarized Armor on capitals) cancels out various damage bonuses roughly, it only takes 141 units or higher of remaining armor to drop a needler's damage per hit to 3.75 (50*0.5*0.15 = 3.75), the normal minimum. And against cruisers (like Brilliants) it likely only hits about 9 damage per hit at best. To reach 359+492=851 damage could take up to 227 hits worst case (out of 625 total shots that hit), down to perhaps 95 on the very low end where its eating away at the last 50 armor or so each time. The true answer is probably somewhere around 150 or so, which is roughly 25% of the total shots that landed, so I wouldn't consider it that small compared to the rest of the numbers. The damage per hit hon hull is probably somewhere between 18 and 26, for somewhere between 78 and 113 shots as well, meaning roughly 15% hit hull, and the last 60% or so hit shield. So I'd submit you've really only got a little more than twice as many shots on shield than you have on armor, so about square root of two more uncertainty.