It starts from ISP of engines they use(or properties of FTL if there is one) to how efficiency of weapons scales (bang for energy buck and energy/resource buck to build the thing; but IRL carrier solves another task of offering different capabilities - that is the part of the task for a fleet problemthing)
As an example Death Star was a crappy ship technology wise, build wise, but it had a good main weapon with good bang for energy buck.
As an example, a carrier in the real world have the displacement of about 100'000 tons but can be destroyed with a single rocket which weight of about 3 tons. If the probability of destruction is 1%, then you better have 1000 of such rockets, it will be just 3% by mass, and the probability of survival for the bigger ship will be about 0.004%. (in real live there will be a problem to launch that many rockets, but in space, you can have them floating, and starting on commandcommand; but IRL carrier solves another task of offering different capabilities - that is the part of the task for a fleet problem)
But if the efficiency of the bigger ship to be destroyed is not 3% by mass, and you need the same amount(by mass) of rockets, then it might depend on efforts needed to produce those rockets compared to efforts to produce the big ship.