I don't think raw damage dealt and damage taken statistics are really a good representation of effectiveness for a number of reasons:
Damage dealtEh since this is a combat game, I'm not sure why you would feel that damage dealt/taken are
not a good representation of a ship's effectiveness. That's basically the point of combat, kill the enemy before they kill you, and damage is how the kills are made. Granted there are other roles a ship might have (for example, as I mentioned, the Fury having Xyphos is also providing PD, anti-fighter, and incapacitation abilities, which aren't directly represented in combat statistics), but the Hyperion isn't really doing any of them here.
If a ship is spending its time doing vent cycles in a brawl, it may end up doing more damage
per ship killed (because it does more shield/armor damage), but it's not going to be doing more damage
per unit time than another ship that's smashing through the enemy fleet -- that is, the rate of doing damage, which is effectively what the combat statistics measure. This is why I'm doing a direct comparison of the Fury and the Hyperion in the same battle -- they're effectively competing against each other for who can do damage the fastest. If a ship is at an effective stalemate with another ship, firing some shots, then backing off to vent, repeat, etc., then it's spending time at high (hard) flux and not firing until it backs off far enough away that it can vent, then coming back to go again. That's very inefficient on time, on a damage per second basis per cycle. Another ship that can go in and kill its target will be able to move on to another target and keep firing. So killing things faster leads to more damage dealt, not less.
Now if I used a fleet full of ship A against the test fleet, and then used a fleet full of ship B against the same test fleet, and we look at the topline number ("X total damage delivered"), then you'd be right -- in that case, any damage beyond what was needed to kill the test fleet is basically inefficient (since the test fleet has the same amount of hull in both cases), and the
lower that topline number, the better. But that's not how the setup is done here.
Yes the way to actually "kill" a ship is via its hull; you can bypass shields (which is why I prefer to pilot the Doom), and you can minimize hitting armor if you keep striking at the same spot (to keep hitting hull so you're not wasting your shots on armor). However, on a hull damage basis, the Hyperion was even
worse; the Furies did 118,393 hull damage, while the Hyperions did 69,325 hull damage, so the Furies actually did 71% more hull damage than the Hyperions. 33% of the Furies' damage went toward enemy hull, whereas 28% of the Hyperions' damage did, so the Hyperions were actually
less efficient at killing than the Furies. Looking at the overall damage rather than hull damage actually inflated the Hyperions' damage results.
Since you used cryoblaster/heavy blaster/ion pulser, I tried that instead (SO, extended/hardened/solar/stabilized shields, hardened subsystems, reckless officer with TA, SE, RE, SM, elite EWM). In theory it should do more hull damage than the Fury because the Fury is using cryoblaster, 2 sabot pods, minipulser, IR pulse laser, and Xyphos, so the only thing that is anti-hull is the cryoblaster, whereas the Hyperion also has heavy blaster. However, the results were still that the Fury did 50% more hull damage than the Hyperion (117,597 to 78,230), as well as 51% more overall damage (334,366 to 222,152). So the Hyperion improved, but not much.
Damage absorbedRegarding damage absorbed, it's essentially a proxy for measuring how well a ship can tank and its combat persistence, i.e. ability to hold territory before it needs to back off. Granted a smaller ship can maneuver tank or kite where the potential damage wouldn't be recorded, but in this case the Fury is using Xyphos which directly disables enemy weapons -- and that's not recorded either. But it leads to an observation about how the two ships fight: The Hyperion tends to teleport in, shoot its load, and then teleport out at the first sign of trouble. By contrast, the Fury stays in and actually finishes the fight while absorbing hits to its shield. In doing so, the Fury actually makes use of the opening where a ship is vulnerable to make sure the ship doesn't get away. The Hyperion usually teleports away even at low flux (i.e. when it isn't in any danger), which is an AI issue rather than a fundamental ship issue, but we all have to deal with the game's AI unless we're soloing. Hence, the Fury spends more of its time actually doing damage, thus the higher damage numbers, while the Hyperion more often lets the target get away, allowing the target to regen its flux in safety.
Which leads to another issue. The Fury absorbed hits primarily to its shield. The Hyperion tended to teleport in the middle of being attacked, which means its shields temporarily dropped and it took damage during the teleportation sequence. Thus in the previous fight, the Furies combined took a total of 2787 armor damage and 330 hull damage, while the Hyperions took a total of 3033 armor damage and 2852 hull damage (including the one which died who took 1442 hull damage). In the attached fight, the Furies took 932 armor damage and 188 hull damage, while the Hyperions took 1811 armor damage and 448 hull damage. So the Furies absorbed damage using its flux, which regenerates, while the Hyperions took relatively more damage to armor and hull, which is permanent. That's bad.
2-Ordos test fleets as benchmarkYou can use whatever test you want to compare ships, but generally speaking benchmarks for comparisons are done using a fairly difficult problem. Nobody cares about how fast the latest CPU opens notepad.exe for example, it's simply too trivial a task to act as a good differentiator between different CPU's.
Ordos fleets are high-end and thus fleets that can defeat them effectively can also generally defeat any other fleet, excepting certain unique fights (whose results wouldn't apply toward fighting other fleets anyway, due to their unique mechanics). Thus they work well as a way to differentiate between good loadouts and bad loadouts, good fleet compositions and bad fleet compositions, etc. It's easy for a fleet that can defeat a high-end fleet to "punch down" to something easier, but more difficult to tell if a fleet that can defeat a low-end fleet can "punch up" to something more difficult. Hence the results are relevant even when fighting easier fleets such as faction fleets, even if a player doesn't bother farming Ordos fleets.
Nor did I ever bother to actually optimize the Fury loadout. There are simply too many possibilities to try. Sure I think I've settled on Fury/Xyphos/sabot, but is it actually best to put all remaining 14 points into capacity (which is what I did) as opposed to putting some into vent? I don't know. I took front shields, is it actually better to just keep the original omni shields so I can put the points toward something else (or, freeing up the OP needed to have one less s-mod so I can take Automated Ships for a Radiant)? I don't know. So there's not even any guarantees that the Fury loadout is the best it could possibly have been either.
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