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Damage

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Hit Points

Ships in EVE have three wells of hit points: shield, armor, and structure (or hull). When a ship begins receiving damage, damage is dealt to the shield first. If the ship's shield is depleted, damage is then dealt to the ship's armor. If armor is depleted, damage then goes to structure. If a ship is reduced to 0 structure it explodes, destroying the ship and most of the modules equipped on it.

Damage Types and Resistances

There are four damage types:

Damage to shields or armor is reduced by that subsystem's resistance to that type of damage before being applied. For example, consider a ship with 500 shield points and 60% shield resistance to explosive damage. If that ship were to be hit with 150 points of explosive damage (from a Havoc Heavy Missile, for instance), that ship's new shield total would be:

  • 500 - ( ( 1 - .6 ) * 150 ) =
  • 500 - (.4 * 150) =
  • 500 - 60 =
  • 440


Faction Damage Types - Strengths and Weakneses



Faction Names Damage type to shoot Damage type to resist

Amarr Empire

Amarr

Explosive
Kinetic
Thermal

EM

EM 48%
Thermal 33%
Kinetic 18%
Explosive 1%

Angel Cartel

Angel

Domination
Gist
Gistatis
Gistii
Gistior
Gistum

Explosive
Kinetic
Thermal
EM

Explosive 59%
Kinetic 19%
Thermal 11%
EM 11%

Blood Raiders

Blood
Corpii

Corpior
Corpum
Corpus

EM
Thermal

Kinetic
Explosive

EM 45%
Thermal 43%
Kinetic 12%
Explosive 0%

Caldari State

Caldari

Kinetic
Thermal
EM
Explosive

Kinetic 73%
Thermal 26%
EM 1%
Explosive 0%

CONCORD

CONCORD

Kinetic
Thermal
EM
Explosive

Kinetic 28%
Thermal 10%
Explosive 23%
EM 39%

Gallente Federation

Gallente

Thermal

Kinetic
Explosive
EM

Kinetic 44%
Thermal 54%

Explosive 0%
EM 2%

Guristas Pirates

Guristas
Pith
Pithatis
Pithi
Pithior

Pithum

Kinetic
Thermal
Explosive
EM

Kinetic 84%
Thermal 16%
EM 0%
Explosive 0%

Mercenaries

Mercenary

Kinetic
Thermal
Explosive
EM

Kinetic
Thermal
Explosive
EM

Minmatar Republic

Minmatar

Explosive

EM
Kinetic
Thermal

Thermal 8%
Explosive 52%

Kinetic 19%
EM 21%

Mordu's Legion

Mordus

Thermal
Kinetic

EM
Explosive

Kinetic 81%
Thermal 16%
EM 3%

Explosive 0%

Rogue Drones

Alvatis
Alvi
Alvior
Alvus
Alvum

EM
Thermal
Kinetic
Explosive

Explosive 55%
Kinetic 19%
Thermal 18%
EM 8%

Sansha's Nation

Sansha
Centatis
Centii

Centior
Centum
Centus

EM
Thermal

Kinetic
Explosive

EM 60%
Thermal 32%
Kinetic 8%

Explosive 0%

Serpentis

Serpentis
Core
Corelatis
Coreli
Corelior
Corelum

Kinetic
Thermal
EM
Explosive

Thermal 62%
Kinetic 38%
EM 0%
Explosive 0%


Turrets (and Drones)

Optimal Range

The Optimal Range is the inner-most sphere surrounding your ship on your tac array. You can observe this sphere, in flight, by turning on the tac array (radial button with many circles on the left), then hovering the mouse pointer over the button of an equipped turret (loaded with ammunition if needed).

If you are AT or BELOW Optimal Range, then your accuracy is unaffected by this variable. If you're ABOVE... well, then you're not in Optimal Range anymore... you'd be in Falloff Range, and thus subject to the effects of Falloff.

That's it. That's all there is to it.

Falloff Range

The Falloff Range begins just beyond the edge of the Optimal sphere. Likewise, you'll be able to see the Falloff sphere just outside the Optimal sphere.

It should be noted that Falloff range is always ADDED to Optimal range... so if the Optimal range is altered in any manner, the Falloff range is also altered as a consequence. It is also, therefore, not possible for the Falloff sphere to be "inside of" the Optimal sphere.

At the very beginning of the Falloff sphere, you won't notice much of a difference in shot accuracy... but as you get closer and closer to the edge, your accuracy begins to go down. At the very edge you'll have a 50% hit chance, roughly (and not counting other accuracy modifiers). Worse, if you actually do hit, the damage is reduced by about the same amount as your accuracy (in percent). If the target moves beyond the Falloff sphere, and it continues to degrade. If the target resides at about double the Falloff range, you have almost no chance of hitting your target.

Taking long shots at the edge of your Falloff sphere is not necessarily a bad tactic... each individual shot may have low accuracy, but that accuracy will be tested multiple times per volley if you have many turrets firing at the target. You may, indeed, be able to hit many times within a short time period anyway... and even if the damage quality isn't nearly as high, it may be enough to deal out healthy amounts of damage, while avoiding that of your opponents. NPC opponents tend to be weak anyway, so you can often use this method to finish them quickly, regardless.

Note: Ammunition types affect your optimal range, and consequently, your falloff range.

Signature Radius and Signature Resolution

Turrets have a Signature Resolution, measured in meters. Ships have a Signature Radius, also measured in meters.

By having a smaller Signature Radius than the Signature Resolution of the attacking ship's turrets, turret accuracy is reduced. Similarly, having a larger Signature Resolution than the attacking ship's turrets will boost enemy turret accuracy.

However, this relationship is only a variable to Tracking Speed. If the ship being fired upon is stationary, Signature Radius and Signature Resolution will have no effect on turret accuracy.


Tracking Speed and Angular Velocity

Turrets have a Tracking Speed, measured in radians per second. When the imaginary line connecting two objects changes its angle, this generates Angular Velocity, also measured in radians per second. If you wish to observe this effect, you can left-click on the target once to place the selection box on it, and observe the connected line that appears.

The speed, angle and distance between two objects will affect the radians per second generated. Steeper angles, faster speeds, and closer distances make the imaginary connecting line move faster, while the opposites will cause it to move slower.

Turret Tracking Speed is not simply "enough" or "not enough" to hit. If you have half the speed of the Angular Velocity, it will modify your to-hit chance by reducing it by half. If you have double, then the hit chance is doubled.

Turrets in EVE are not "simulated". That means that the graphics representing your turrets on your ship are purely decoration. They do not have to turn in real-time. This means that if a ship were to somehow suddenly move very fast in across your bow for a moment, then start moving more slowly, the calculations would be based only on the speed, distance, and heading the ship currently possesses.

Signature Radius and Signature Resolution work in conjunction with these variables. Having a smaller Signature Radius on your ship versus the Signature Resolution of the enemy guns will cut down your accuracy by modifying the value first given out by the tracking and angular velocity relationship.

All of this taken together has the following consequences:

  • A slow moving ship making very tight loops may be able to evade fire by the simple fact that it is close.
  • The effects of having double the SigRad of an enemy gun SigRes (i.e. enemy lands more hits) is canceled out by the effects of having double the Angular Velocity of the enemy gun Tracking Speed (enemy lands less hits).
  • If both ships are stationary, turret accuracy can only be affected by Falloff... and will otherwise be 100% with all turrets. Signature Radius/Resolution does not come into play at all unless one of the ships is moving.
  • However, a ship moving slowly (say, 20 meters per second), but having an extremely favorable signature radius versus the enemy guns, will still generate high evasion.
  • Orbiting a stationary ship will generate Angular Velocity, and may cause misses depending on how much.
  • Two ships orbiting each other "consensually", causing an effect where each ship is moving in a circle at opposite ends, with one ship always to the others side... will generate Angular Velocity. A very high amount of it at that.
  • To cancel out the angular effects of another ship, you must move in a direction and speed that causes the imaginary "angular line" to be pointing in precisely the same direction for as long as possible. This can be difficult if the enemy chooses "Orbit", as their ship will automatically adjust on the fly. In that case, you must skew the orbit by flying straight, then cut down and across to the outer-edge of their orbit. You can take advantage of the fact that they must travel further around in a circle than you do in a straight line. Just don't expect them to sit there and do nothing about it - be ready to make course corrections.


It should be noted that this is a "two-way street". There is one Angular Velocity value generated for a pair of objects. This means that if you orbit a stationary target, Angular Velocity will still be generated and affect your turret accuracy.

There is an Angular Velocity indicator that can be turned on in the overview. It doesn't take into account Signature Radius or Resolution, so be certain to adjust it in your head accordingly.

Zero Meters Accuracy

You are now able to fire and hit targets at 0m as of the 1.5.1 Apocrypha patch.

Missiles

Explosion Velocity and Explosion Radius

Missiles have an Explosion Velocity and Explosion Radius.

If the missile's Explosion Velocity is equal to or greater than the ship's current velocity, the damage will be unmodified by this variable. If it is less than the ship's velocity, it will be reduced by an amount proportionate to the difference.

If the missile's Explosion Radius is less than or equal to the ship's Signature Radius, the damage will be unmodified by this variable. If it is greater than the ship's Signature Radius, it will be reduced by an amount proportionate to the difference.

The result is that a good Explosion Velocity cannot make up for a poor Explosion Radius, or vice-versa. This is contrary to turrets, where a good Tracking could make up for bad Signature Resolution, all the way up to 100%.

Missile Velocity and Flight Time

Missiles fly at a certain speed through space, and can fly for so long. You can use these variables to gauge the maximum range of a missile, although this assumes a straight flight.

It is possible to fly fast enough that missiles can't even touch the ship. Usually you can only accomplish this by use of a MWD.


Bombs, Smartbombs, and Doomsday Devices

These 3 weapons have no modifiers to their damage, other than resistances or bonuses gained from ship abilities or equipment.



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