# Secondary Stats part 1: ATR

Posted by Corelin

In the continued trend of elitism in EvE I will now snobbishly look down on the traditional “MUST HAVE” stats of DPS and EHP, while condescendingly admitting that they really do have a place in the game, there is a lot that goes into Effective DPS and actual tank.

First let me talk about Actual Tank Rating. (ATR) actual tank rating factors in how much you can tank while supported by logistics ships. Since logistics ships rep actual hit points, and damage takes away effective hit points (Raw HP / relevant resist rating) a logi is FAR more efficient when repping a ship with good resists. As much as 5 or 6 times as effective as someone doing damage in common setups, and as much as 10x or more with really specialized fits.

When building a ship for high end pvp or pve you will almost always be counting on logistics support. Therefore the best tank is one that plans on having heavy rep support. The key is finding a balance between having enough EHP to resist the bad guys alpha, and then having the highest resists possible. Note that the goal is ENOUGH EHP and MAX reists. n that order. A lot of EvE fitting concepts will follow the “ENOUGH of A and MAX of B”

The key now will be quantifying this stat. They big factors are average resists (base on an omni profile), signature, raw EHP, and speed. In that order. EHP will factor in twice, first it does provide the base for this stat, 2nd it provides a modifier based on if it is high enough to resist what I consider a normal onslaught long enough to get repped. Resists will HEAVILY modify the EHP of a ship, and signature will modify the EHP as well based on how many classes of ships you can sig tank. Tracking will factor in, but not heavily as it is easily defeated with webs.

First some assumptions:

- 100k EHP (after resists and sig factor in) is enough buffer for resists/logistics reps to be the major factor determining your survival
- BS guns hit a sig of 400m, Cruisers hit 125m, Frigates hit 40m.
- Most high end fleets will be doing omni damage or close enough that we can use it to base our resists off of.
- ABs will be on, MWDs will get turned off for determining speed.
- No leadership bonuses. They are nice, good fleets have them, counting on them is foolish.

[Hurricane, Hurricane: Small Gang Cane: Insane Cane] 6x 220mm Vulcan AutoCannon II (Hail M) 2x 'Arbalest' Heavy Assault Missile Launcher I (Caldari Navy Fulmination Assault Missile) X5 Prototype I Engine Enervator Conjunctive Ladar ECCM Scanning Array I Warp Disruptor II Y-T8 Overcharged Hydrocarbon I Microwarpdrive Gyrostabilizer II Damage Control II Armor Explosive Hardener II Armor Kinetic Hardener II Armor Thermic Hardener II 1600mm Reinforced Rolled Tungsten Plates I Medium Anti-EM Pump I Medium Anti-Explosive Pump I Medium Trimark Armor Pump I 3x Hobgoblin II 3x Hobgoblin II

This is one of my normal builds. I use it quite a bit. Let’s look at some numbers. (EvE-HQ, max skill pilot)

EHP: 69,169

Resists: 76.2/71.1/74.55/75.14

Signature: 240m

Speed: 182 m/s with MWD off

So lets turn this into one unified defence rating. Here is where the numbers REALLY start to get ugly so buckle your seatbelts, we are about to do: MATH!

Ok first lets see how likely this ship is to get alpha’d.

The formula for modifying target to hit chance by signature is (roughly): (Target Signature Radius / Turret Signature Resolution)^2

So for battleships: 240/400^2 = 36% damage. Cruisers and below do full damage.

now we aren’t going to just nearly triple the EHP of the hurricane, however some kind of modifier is clearly warranted for this, so for battleship DPS under 1/2 we will divide EHP by 0.7

69169/.7 = 98,812 EHP (modified)

So not getting alpha’d. Yay. We would multiply by another 0.7 for dropping cruiser damage to below 50% and another for frigates. Good luck on frigates by the way.

Now for the fun part. EHP is already modified by resists, but we need a rating that captures how effective resists are in keeping a ship alive in todays RR-happy environment. Here’s where the “rating” comes in. 66% resists are base. Every time you hit a “multiplier” of average resists above 70% (I’ll explain that later) you get a multiplier to your EHP. This cane doesn’t get one, and its going to get no help on speed either, so its ATR is 99k

Let’s look at something “Shinier”

[Guardian, Small- > Medium Gang Guardian] Large 'Regard' I Power Projector Medium 'Regard' I Power Projector 4x Large 'Solace' I Remote Bulwark Reconstruction Conjunctive Radar ECCM Scanning Array I 10MN Afterburner II Imperial Navy Energized Adaptive Nano Membrane Armor EM Hardener II Armor Kinetic Hardener II Federation Navy Armor Thermic Hardener 1600mm Reinforced Rolled Tungsten Plates I 2x Medium Ancillary Current Router I 5x Warrior II

One of my dozen or so guardian fits I’ve played with.

EHP: 51254

Resists: 82.56/86.92/85.18/77.33 = Average resists of around 83%

Signature: 70m

We already know it’s getting the battleship damage mod, this one picks up the cruiser damage one too.

51,254/.7^2 = 104,600

Now for the “Corelin you are CRAZY” part. Resists are HUGE at this level. At 66% across the board you have tripled your EHP, at 75% you have quadrupled it, at 80% it’s 5x at 83% it’s 6x. See how fast things spiral up? For each multiplier past 66% we are going to add 20% to the EHP.

- 75% = 20% bonus
- 80% = 40% bonus
- 83% = 60% bonus
- 86% = 80% bonus
- 88% = 100% bonus
- 90% = 120% bonus

## About Corelin

An Eve playing Fool who occasionally writes about the shenanigans he and his minions get up to.Posted on September 13, 2011, in Meta, PvE, PvP, Things You Should Know About. Bookmark the permalink. Leave a comment.

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