So, my personal curiousity was what is a MK upgrade really worth when upgrading. I just wanted some generic values to work from mentally.
I took the fighter as my base. I ignored armor piercing for the moment because most ships don't have its extreme levels. As I said, I just wanted a simple baseline.
So, a MK I fighter can kill a single MK I fighter before it dies. It will take it 144.35 seconds to kill the other fighter, and they both die in a glorified boom. How do I construct these values? Glad you asked!
Alright, Fighter stats are from Dazio's excellent updates to the wiki at:
http://www.arcengames.com/mediawiki/index.php?title=FighterI don't feel the need to retable that. It starts at 4800 dmg, rof 4, Health 162400, Armor 300. Each time it goes up a mark, add a mark I to its own stats. Simple and linear.
Now, how do you compute the time to kill?
HealthOfTarget/((MK1Damage (4800) - ArmorOfTarget)/Mk1ROF (4)). For MK II vs. MK I this looks like: 324800/((4800-600)/4). That's 309.33 seconds for a single MK I to kill a MK II.
The real question, though, is how many MK Is can the MK II kill before it dies. The results may stagger you. The calculation:
(TimeToDieToMK1*((MKDamage-MK1Armor (300))/MKRoF))/MK1Health (162400). This looks like, for MK 2: (309.33*((9600-300)/4))/162400.
What's that look like?
Fighter MK Level | MK1 Time To Kill (s) | MK 1s killed before death |
1 | 144.35 | 1 |
2 | 309.33 | 4.42 |
3 | 499.69 | 10.84 |
4 | 721.77 | 21 |
5 | 984.24 | 35.9 |
What this equates to is a MK IV (best you can reasonably produce) is worth 21x a MK I. Yep, that's right. Makes more sense why in an even fight a MK IV world is incredibly difficult to take, and why you can roll over low-end worlds with your fleet without batting an eyelash. MK upgrades are really that powerful.
But, I ask myself, but, what's the real difference between, say, and II and III, or a III and IV with the II/Is as backup firepower?
The calculations don't change, just the assumptions of who's the baseline values.
Ship Mk | Time To Kill MK II | Kills x MK IIs | Time To Kill MK III | Kills x MK IIIs | Time to Kill MK IV | Kills X MK IVs |
2 | 144.35 | 1 | | | | |
3 | 224 | 2.38 | 144.35 | 1 | | |
4 | 309.33 | 4.43 | 196.85 | 1.85 | 144.35 | 1 |
5 | 400.98 | 7.22 | 251.78 | 2.99 | 183.5 | 1.61 |
So, what's this mean to me in plain english?
A MK II is worth ~4x a MK I
A MK III is worth ~2.5x a MK II
A MK IV is worth ~4.5x a MK II
A MK IV is worth ~1.8x a MK III
finally, a MK V is worth ~1.6x a MK IV
So, take EVERYTHING to MK II. Against the coreworld MK Vs you will only be a 7:1 underdog instead of a 35:1 underdog comparitively (note, I'm not dealing with cap adjustments or cap stacks, just ship to ship). MK III seems to be the underdog here. It's 6000K to take it to MK III, but you get MK IV for free. So, really, compare MK II to MK IV. A MK IV is worth ~4.5x a MK II. Ah, okay. It actually IS an improvement in stats alone (and remember, you also get free a free MK III stack as well, so figure 2500 to MK III with 3500 to MK IV as the K price).
Someone with higher mathmatical training can try to figure out the final odds of 4 caps of I-IV vs. a cap of MK V for the odds makers, but I'd put a full I-IV against a V cap at ~1.3:1, roughly, in their favor. That's not bad, considering I've got a few advantages of my own other than raw firepower if I can actually do that.
So, I really just put this up here because I was going through the exercise and figured it'd spark up some good discussion. Opinions and comments are welcome.