https://wiki.eveuniversity.org/api.php?action=feedcontributions&user=Detroit+diesel&feedformat=atomEVE University Wiki - User contributions [en]2024-03-29T05:41:18ZUser contributionsMediaWiki 1.33.1https://wiki.eveuniversity.org/index.php?title=NPC_damage_types&diff=140226NPC damage types2019-01-01T15:49:14Z<p>Detroit diesel: </p>
<hr />
<div>There are four different '''damage types''' in EVE:<br />
* Electromagnetic (EM)<br />
* Kinetic<br />
* Thermal<br />
* Explosive<br />
<br />
All weapons in EVE do at least one (often two) of these damage types, and every ship has different [[Fitting ships#Resistances|resistances]] against each. Understanding damage types helps you to survive longer and deal more damage to enemy ships:<br />
* If you know that your enemy uses weapons which deal a particular damage type, you can fit modules to your ship to increase your resistance to that damage type, making your enemy's weapons less effective against you.<br />
* Conversely, if you know that your enemy's ship has a low resistance to a particular damage type, you can use weapons which deal that specific damage type, making them more effective. <br />
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{| class="wikitable damage"<br />
! rowspan=2 |<br />
! colspan=2 | Native resistance<br />
! colspan=5 | Weapon damage<br />
|-<br />
! [[Shield Tanking|Shields]]<br />
! [[Armor Tanking|Armor]]<br />
! [[Turrets#Energy_turrets|Lasers]]<br />
! [[Turrets#Hybrid_turrets|Hybrids]]<br />
! [[Turrets#Projectile_turrets|Projectile]]<br />
! [[Drones]]<br />
! [[Missiles]]<br />
|-<br />
| style="text-align:left;" | {{icon|em damage|32|EM damage}} EM<br />
| style="background-color:#3c0000;font-weight:bold;" | - -<br />
| style="background-color:#003c00;font-weight:bold;" | + +<br />
| Yes (60%)<br />
|<br />
| Yes<br />
| Yes (Amarr)<br />
| Yes<br />
|-<br />
| style="text-align:left;" | {{icon|th damage|32|Thermal damage}} Thermal<br />
| style="background-color:#3c1f00;font-weight:bold;" | -<br />
| style="background-color:#1f3c00;font-weight:bold;" | +<br />
| Yes (40%)<br />
| Yes (40%)<br />
| Yes<br />
| Yes (Gallente)<br />
| Yes<br />
|-<br />
| style="text-align:left;" | {{icon|ki damage|32|Kinetic damage}} Kinetic<br />
| style="background-color:#1f3c00;font-weight:bold;" | +<br />
| style="background-color:#3c1f00;font-weight:bold;" | -<br />
|<br />
| Yes (60%)<br />
| Yes<br />
| Yes (Caldari)<br />
| Yes<br />
|-<br />
| style="text-align:left;" | {{icon|ex damage|32|Explosive damage}} Explosive<br />
| style="background-color:#003c00;font-weight:bold;" | + +<br />
| style="background-color:#3c0000;font-weight:bold;" | - -<br />
|<br />
|<br />
| Yes<br />
| Yes (Minmatar)<br />
| Yes<br />
|-<br />
|}<br />
<br />
Some points to note:<br />
* "Native resistance" is a ship's resistance to damage before any modules or rigs are fitted. For instance, without any modules or rigs, shields are most susceptible to EM damage and most resistant to explosive damage. However, keep in mind that it's possible (with the right modules) to compensate for a ship's weaknesses to some degree. <br />
* Thermal damage is not to be confused with heat damage, which is caused by [[overloading]] modules.<br />
* [[Turrets#Energy_Turrets|Energy turrets]] (often called "lasers") do about 60% EM and 40% thermal damage. The exact proportions depend on the frequency crystals used. <br />
* [[Turrets#Hybrid_Turrets|Hybrid weapons]] do about 60% kinetic and 40% thermal damage. The exact proportions depend on the ammunition type used. <br />
* Each type of [[Turrets#Projectile_Turrets|projectile weapon]] ammunition does two (sometimes three) different damage types. <br />
* [[Drones]] from each of the four factions do one damage type each, but they have slightly different stats (for example, Caldari drones (kinetic) do less damage than Gallente drones (thermal), but are slightly faster). <br />
* Each [[Missile Launchers|missile]] type comes in four variants, each doing one damage type. The variant have otherwise identical stats, although some missile-using ships have bonuses to one damage type (notably, many Caldari ships have a bonus to kinetic missile damage). <br />
* The more "exotic" weapons in EVE (such as [[smartbombs]], [[bombs]], and [[Capital_Ship#Titans|doomsday weapons]]) have variants for each damage type, which are generally otherwise equivalent. <br />
<br />
== NPC damage types ==<br />
Just like player ships, [[NPC Naming Convention|NPC ships ("rats")]] have individual characteristics regarding the damage types they deal, and the damage types they are susceptible to. This information is valuable if you are planning on [[missions|running missions]] or [[ratting]], as you can fit your ship accordingly and maximise your effectiveness against your chosen targets. Ship fitting tools like [[PYFA]] can simulate combat against rats of different factions, giving you even more fine-grained control over your fit. <br />
<br />
In general, all rats from a certain faction have similar damage profiles, making them much more predictable than player ships. Additionally, each faction only uses particular types of [[EWAR|electronic warfare]]; this is also noted in the table below. <br />
<br />
{| class="wikitable damage npc"<br />
! Faction<br />
! Damage to deal<br />
! Damage to resist<br />
! Electronic Warfare<br />
|-<br />
| [[Angel Cartel]]<br />
| Explosive / Kinetic<br />
| Explosive (62%) / Kinetic (22%)<br />
| Target Painters<br />
|-<br />
| [[Blood Raider Covenant|Blood Raiders]]<br />
| EM / Thermal<br />
| EM (50%) / Thermal (48%)<br />
| NOS/Neut, Tracking Disruptor<br />
|-<br />
| [[Guristas Pirates]]<br />
| Kinetic / Thermal<br />
| Kinetic (79%) / Thermal (18%)<br />
| ECM<br />
|-<br />
| [[Mordu's Legion]]<br />
| Kinetic / EM <ref name="Mordu">Kinetic damage is best, EM and thermal are both ~75% as effective as kinetic but EM is better against shields and Mordu's ships have active shields so it is better overall. EMP is best projectiles to use.</ref><br />
| Kinetic (70%) / Thermal (30%)<br />
|<br />
|-<br />
| [[Rogue Drones]]<br />
| EM/Thermal<br />
| (varies) <ref name="rogue drones">Rogue Drones have a tendency to vary wildly in what damage type they deal and are vulnerable to. Low-level missions seem to lean towards EM/Thermal while high-level missions lean towards Explosive/Kinetic. Consult [[mission reports]] about the specific mission or exploration site before undocking.</ref><br />
|<br />
|-<br />
| [[Sansha's Nation]]<br />(missions / anomalies)<br />
| EM / Thermal<br />
| EM (53%) / Thermal (47%)<br />
| Tracking Disruptor<br />
|-<br />
| [[Serpentis]]<br />
| Kinetic / Thermal<br />
| Thermal (55%) / Kinetic (45%)<br />
| Sensor Dampener<br />
|-<br />
| [[CONCORD]] <ref>This refers to CONCORD enemies found in certain missions (particularly in low- and null-sec). CONCORD ships patrolling high-sec are invincible, so the damage types they do is not relevant.</ref><br />
| Kinetic / Thermal<br />
| (Omni) <ref name="omni">"(Omni)" means that the ships do all damage types equally, or are equally vulnerable to all damage types.</ref><br />
|<br />
|-<br />
| [http://eve-history.net/wiki/index.php/Equilibrium_of_Mankind Equilibrium of Mankind]<br />
| Kinetic<ref name="EOM">Em/Th approx 75% as effective as kinetic. Explosive around 60% compared to kinetic. EMP the best projectile ammo</ref><br />
| Kinetic (74%) / Thermal (26%)<br />
|<br />
|-<br />
| [[Khanid Kingdom]]<br />
| EM / Thermal<br />
| Thermal / EM <br />
|<br />
|-<br />
| Mercenaries<br />
| Kinetic / Thermal<br />
| Kinetic / Thermal<br />
|<br />
|-<br />
| [[Sleepers]]<br />
| (Omni) <ref name="omni" /><br />
| (Omni) <ref name="omni" /><br />
| (all)<br />
|-<br />
| [[Sansha's Nation]]<br />(incursions)<br />
| (Omni) <ref name="omni" /><br />
| (Omni) <ref name="omni" /><br />
| (all) <br />
|-<br />
| [[Amarr Empire]]<br />
| EM / Thermal<br />
| EM (47%) / Thermal (42%)<br />
| NOS/Neut, Tracking Disruptor<br />
|-<br />
| [[Caldari State]]<br />
| Kinetic / Thermal<br />
| Kinetic (51%) / Thermal (48%)<br />
| ECM<br />
|-<br />
| [[Gallente Federation]]<br />
| Kinetic / Thermal<br />
| Kinetic (60%) / Thermal (39%)<br />
| Sensor Dampener<br />
|-<br />
| [[Minmatar Republic]]<br />
| Explosive / Kinetic<br />
| Explosive (50%) / Kinetic (31%)<br />
| Target Painter<br />
|-<br />
|}<br />
<br />
<small>{{Reflist}}</small><br />
<br />
== Damage Types Formatted for In-Game Notebook ==<br />
<br />
Copy this simplified version and paste it into your in-game notebook or character notes for quick reference. (Note: when you paste it, the lines will close up, and the extra blank spaces will disappear.)<br />
<br />
<pre><br />
FACTION • YOU DEAL · THEY DEAL → OTHER<br />
<br />
<br />
Angel Cartel • EX/KIN · EX/KIN → Target Painters<br />
<br />
Blood Raiders • EM/THER · EM/THER → NOS/Neut, Tracking Disruptors<br />
<br />
Guristas • KIN/THER · KIN/THER → ECM<br />
<br />
Mordu's Legion • KIN/EM · KIN/THER <br />
<br />
Sansha's • EM/THER · EM/THER → Tracking Disruptors<br />
<br />
<br />
Serpentis • KIN/THER · THER/KIN → Sensor Dampeners<br />
<br />
Equilibrium • KIN · KIN/THER<br />
<br />
Khanid • EM/THER · THER/EM <br />
<br />
Mercenaries • KIN/THER · KIN/THER<br />
<br />
Sleepers • all · all → all<br />
<br />
<br />
Amarr • EM/THER · EM/THER → NOS/Neut, Tracking Disruptors<br />
<br />
Caldari • KIN/THER · KIN/THER → ECM<br />
<br />
Gallente • KIN/THER · KIN/THER → Sensor Dampeners<br />
<br />
Minmatar • EX/KIN · EX/KIN → Target Painters<br />
<br />
<br />
<br />
Rogue Drones • 1 & 2 Level · 3 & 4 Level<br />
<br />
Both Deal • EM/THER · EX/KIN <br />
<br />
<br />
<br />
EM: Acolyte/Infiltrator/Praetor — Mjolnir — EMP, proton<br />
<br />
THER: Hobgoblin/Hammehead/Ogre — Inferno — plasma<br />
<br />
KIN: Hornet/Vespa/Wasp — Scourge — titanium, lead<br />
<br />
EXP: Warrior/Valkyrie/Berserker — Nova — fusion<br />
<br />
Uranium: all but EM<br />
</pre><br />
<br />
==External links==<br />
*[http://games.chruker.dk/eve_online/damage_types.php Damage Types]<br />
*[http://www.ogrank.com/content/view/698/59/ OGRank]<br />
*[http://eve.aeonoftime.com/index.php/2011/12/09/printable-npc-damage-types-cheat-sheet/ Handy NPC damage graphic v1.6]<br />
<br />
[[Category:PvE]]<br />
[[Category:NPCs]]</div>Detroit dieselhttps://wiki.eveuniversity.org/index.php?title=Fitting_ships&diff=140225Fitting ships2019-01-01T15:35:10Z<p>Detroit diesel: </p>
<hr />
<div>These are basic guidelines for fitting ships. There are no strict rules that you ''must'' follow; these guidelines are designed to help you until you know when you can ignore them.<br />
<br />
==General Theory==<br />
===Fit for a purpose===<br />
<br />
Generally, the more tasks you want a fit to do the worse it performs at each particular task. Some ships have very specific uses: a Venture mining frigate is not very helpful in either PvE or PvP combat.<br />
<br />
But even a combat ship will almost certainly need different fits for PvE and PvP, because, for example, in PvP you usually receive a lot more damage in a much more limited time than in PvE, and enemy players, unlike NPCs, need to be [[Tackling_Guide|prevented from warping away]]. Even within PvP the same ship can have one fit for close-range brawling in a small gang and a completely different fit for fighting at longer ranges in a large fleet.<br />
<br />
Of course, there are dangers in over-specialisation too, especially when you're not working with other players. If you're going to exploit a low-class wormhole while solo you want your ship to deal and tank damage, launch probes, and maybe cloak so that you can hide if you see a gang of enemies on your [[Directional Scanner Guide|directional scanner]].<br />
<br />
According to Jester's [http://jestertrek.blogspot.ca/2013/06/pvp-201-basic-ship-fitting-theory.html guide for PvP fitting], one should consider the following elements (along with a rough guide to their range):<br />
*Engagement Range: Brawling (<15km), Kitting (15-30km - within point range so depends on boosts), Skirmishing (30-100km) or Sniper (100km+)<br />
*Role: Primary damage (DD), Tackler, Scout, Logistics, Electronic warfare or Screen<br />
*Tank: Buffer armor tank, buffer shield tank, passive shield tank, active shield tank, active armor tank, speed tank, or range tank (there are very few situations where you want none of these)<br />
<br />
===Consider a ship's bonuses===<br />
<br />
Every ship comes with per-level bonuses, which often point towards the uses that the ship was designed for.<br />
<br />
The Caldari [[Blackbird]], for example, gets a 15% bonus to ECM Target Jammer strength and a 10% bonus to ECM Target Jammer optimal range for each level its pilot has in the Caldari Cruiser skill. These bonuses suggest that it's best fit as an electronic warfare platform which fights well at long range.<br />
<br />
Sometimes it's okay not to take advantage of a ship's bonuses: although the [[Brutix]] is bonused to give a more efficient active armor tank, it is almost always seen with a buffer tank, and quite often a shield tank at that. This is because the ship has the ability to supply a huge amount of DPS with its six damage bonused blasters and a shield tank leaves the lowslots free for damage upgrades to squeeze out even more damage.<br />
<br />
=== Don't mix tanks ===<br />
<br />
If you're going to tank (and not all fits include a tank) either [[Shield tanking|shield tank]] or [[Armour tanking|armor tank]]. Don't shield tank and armor tank in the same fit.<br />
<br />
Most of the time a tank takes up a substantial proportion of your powergrid, your CPU and either your midslots (for a shield tank) or your lowslots (armor tank). If you fit a shield tank, you can put useful things (damage modules, speed and agility modules &c) in your lowslots, and if you armor tank you can put useful things (tackling modules, electronic warfare modules, propulsion modules &c) in your midslots.<br />
<br />
If you mount two tanks, even if they're both buffer tanks, your ship won't be very useful except as a target.<br />
<br />
=== Don't mix guns ===<br />
<br />
If you have a rack of exactly identical guns on your ship, they will all have precisely the same optimal and falloff ranges, and exactly the same tracking. This means you only have to worry about getting your ship to one ideal range and keeping the enemy's angular velocity below one value.<br />
<br />
Furthermore, you can group identical weapons so that they can all be activated or reloaded or unloaded at once, which reduces the micromanagement required in combat. Grouping isn't always the best option, especially if you learn to [[Overheating|overheat]] your guns using the Thermodynamics skill, but it's a good way to start. (There are, however, cases where having mixed guns due to fitting reasons can squeeze a bit more DPS from your ship.)<br />
<br />
Missiles are a little different, because they aren't affected by tracking and have a simpler kind of range, but the same principle often applies to them. Note that 'don't mix guns' doesn't mean you shouldn't put missile launchers in extra highslots if all your turret hardpoints are full and you want more DPS (as in, for example, a [[Rifter]] with three autocannons and a missile launcher) -- though there are other options for spare highslots, such as energy neutralisers/vampires, salvagers, tractor beams, remote repair modules and drone link augmentors.<br />
<br />
=== Bigger guns are not necessarily better ===<br />
<br />
Bigger guns do more DPS, assuming they hit, but they [[Gunnery_Guide#Tracking|track]] targets more slowly and they use up more powergrid and CPU.<br />
<br />
So, for example, there are three kinds of medium-sized autocannon (the short-ranged kind of projectile weapon): Dual 180mm, 220mm, and 425mm. The 425mm autocannons do a bit more damage, but the 220mm autocannons have much more forgiving fitting requirements (especially if your fitting skills -- see [[#Train fitting skills|below]] -- need more training). On some ships it may be that fitting a rack of 425s would use up so much powergrid and CPU that you wouldn't be able to fit a tank. In that situation, fitting 220s would be better because, even though you would do a little less damage per second, your ship would survive longer and so apply more total damage.<br />
<br />
(This does not mean that you should fit frigate-sized guns on a cruiser. Downsizing within the available medium or large guns is sometimes wise, but downsizing from large to medium guns, or from mediums to smalls, usually isn't, unless you're fitting a bait ship or certain kinds of drone boat fits.)<br />
<br />
=== Try fits outside the game ===<br />
<br />
There are a number of programs which let you try out out a fit hypothetically, outside the game.<br />
<br />
The most popular is the EVE Fitting Tool, which you can acquire [https://forums.eveonline.com/default.aspx?g=posts&t=24359 here]. EFT can tell you about the performance and fitting requirements of a particular fit. If you import your character's skills into it it can give you numbers accurate for your character. This lets you check that you can fit everything you want on to a particular ship before you buy the ship and modules.<br />
<br />
This wiki has a detailed guide to using EFT [[Guide_to_using_EFT|here]].<br />
<br />
EFT's numbers aren't always perfectly accurate, and it's possible to be caught up in the numbers so that you forget the practical realities of piloting in EVE -- EFT can import your character's skills but it can't factor in your own piloting skills and experience. Nevertheless, it's a very useful tool.<br />
<br />
If you can't use EFT (e.g. Mac user) or just want an alternative, try [https://github.com/pyfa-org/Pyfa/releases Pyfa]. It offers all the functionality of EFT, including DPS graphs (however Pyfa's are less powerful). It is written in Python and is open source.<br />
<br />
This wiki has a detailed guide to using Pyfa [[Guide_to_using_PYFA|here]].<br />
<br />
=== Steal other people's ideas ===<br />
<br />
EVE University has two ship loadout forums, where pilots can get comments on their fitting ideas. They have some threads with suggested fits. It's also worth searching the forums for past threads if you're interested in a particular ship. <br />
<br />
*The [http://forum.eveuniversity.org/viewforum.php?f=128 PvE Ship Loadouts] and [http://forum.eveuniversity.org/viewforum.php?f=129 PvP Ship Loadouts] forums should be the first place new players look for fits, and ask for advice. This forum is restricted to EVE University members and alumni.<br />
<br />
EVE University also has a group on [[Fleet-Up]], where you can find fits for particular doctrines. <br />
<br />
The wiki also has a page for each ship in eve (eg. [[Atron]]). These pages often have recommended fits and skills to help you get an idea for how to fit the ship, and are a good starting place to get a sense of how the ship flies, although there is no alternative for flying a couple for yourself. <br />
<br />
You can also get advice in the University's chat channels. (To link a fit that you have set up already into chat, drag the ship's name from the fitting window and drop it into the chat entry box; to link one from the fittings browsing window, drag the image of the ship.) <br />
<br />
If you want to go further afield there's a forum for EVE players called Failheap Challenge which has fairly comprehensive [http://failheap-challenge.com/showthread.php?2655-Ship-Fittings-PvP pvp] and [http://failheap-challenge.com/showthread.php?4119-Ship-Fittings-PvE pve] ship fittings forums. Bear in mind that fittings suggested on Scrapheap are usually aimed at players with a lot of skillpoints, and a lot of the PvP fittings are for small gang or solo PvP. It's also a forum with a fairly aggressive and competitive posting culture which doesn't suffer fools, new members or people who break the rules (or any combination of the three), gladly.<br />
<br />
The subreddit devoted to EVE ship fitting, [https://www.reddit.com/r/fittings r/fittings] has active discussions of ship fittings and posts asking for suggested fits for specific play styles and ships.<br />
<br />
[https://zkillboard.com/ zkillboard.com] shows you how people fit their ships in actual fights. Take this with a grain of salt, however. Not everybody fits their ship smartly. See this [[zKillboard|guide]] to make the most of [https://zkillboard.com/ zkillboard.com].<br />
<br />
=== Don't overuse fitting modules ===<br />
<br />
There are some low-slot modules and rigs which increase your powergrid or CPU, and so are sometimes called 'fitting modules'. See below for how to decide on which fitting module to use. <br />
<br />
It is sometimes necessary to use a fitting module or a fitting rig, but if you have a fit that requires more than one it's often a bad sign, and it may mean that you need better fitting skills.<br />
<br />
=== Train fitting skills ===<br />
<br />
Fitting skills reduce the CPU or powergrid requirements of modules, or just give you more raw CPU or powergrid to play with. Having decent fitting skills is very useful, and having very good fitting skills really helps to fit T2 modules and weapons, which demand more CPU and powergrid than their T1 equivalents. Levels in these skills are often required to fit useful modules, too. The fitting skills are:<br />
<br />
* {{sk|CPU Management}}: 5% more CPU per level<br />
* {{sk|Power Grid Management}}: 5% more powergrid per level<br />
* {{sk|Weapon Upgrades}}: 5% less CPU need for weapons per level<br />
* {{sk|Shield Upgrades}}: 5% less powergrid need for shield extenders, shield rechargers &c<br />
* {{sk|Advanced Weapon Upgrades}} (requires Weapon Upgrades V): 2% less powergrid need for weapons per level<br />
* {{sk|Electronics Upgrades}}: 5% less CPU need for signal amplifiers, co-processors &c<br />
* {{sk|Energy Grid Upgrades}}: 5% less CPU need for most of the modules listed under "Engineering Equipment"<br />
* {{sk|Mining Upgrades}}: 5% less CPU need for mining upgrade modules (useful for miners)<br />
<br />
(Note that {{sk|Hull Upgrades}} doesn't make basic fitting easier, even though it has 'Upgrades' in its name. It gives a pilot 5% more armor per level, and Hull Upgrades at Lvl 5 is required to fit a [[Armour Tanking#Armor Tanking Skills|Tech 2 armor tank]].)<br />
<br />
Tip: The benefits of CPU Management and Power Grid Management apply to the whole ship. Skill point for skill point, they provide significantly more fitting benefit than the module specific skills. You can't go wrong training these two skills to level 5 as soon as practical.<br />
<br />
==Choosing Modules (PvP)==<br />
<br />
Once you have selected the the engagement range, role, and tank of your ship, comes the time to actually fit it. Here is a guide on how to actually do this. Note that this guide is PvP orientated. While it may have some applications for PvE fits be cautious following this guide for them.<br />
<br />
=== Weapons ===<br />
<br />
For ships where damage is the primary purpose, start with weapons that are consistent with your engagement range and ship class: laser beams for snipers, artillery for skirmishers, blasters or rockets for brawlers etc. Try to use the most damaging weapons of the class that you've selected. You may have to downgrade them later (or may choose to downgrade them later so that everything will fit, or to improve tracking), but for now, if you're fitting blasters, try to fit neutron blasters, and so on.<br />
<br />
Do not mix weapons and stick to weapons that go with your ship's bonuses. In addition, fit as many weapons as your ship has either missile or gun hard-points. Finally, do not mix weapons of the same type but of different "grades". For instance, do not mix 180mm and 220mm autocannons on the same ship.<br />
<br />
In a similar fashion, if the ship is designed to act as logi, the first thing to do is to fit the remote repair modules. If you are fitting an EWAR ship, start by fitting the EWAR modules that match your ship bonuses.<br />
<br />
=== Role Enhancing Modules ===<br />
<br />
Now look at your ship's role. If your role is damage, you're probably already in good shape but start to consider tracking. If you are going to be shield tanking, by default you should be using two damage-increasing modules consistent with your weapons in the lows. You might end up with one, you might end up with three. But start with two. If you have more than four low slots and will be using guns, you'll probably want to fit at least one Tracking Enhancer module as well. If you are going to be armor tanking, by default you should have one damage-increasing module consistent with your weapons in the lows.<br />
<br />
This also applies to ECM ships: if you are shield-tanking, fit two Signal Distortion Amplifiers. If you are armor-tanking, try to find room for one. This is generally a good rule of thumb for enhancing the damage or the other effects that your ship puts out.<br />
<br />
Finally, armor-tanking gun-ships with lots of mid-slots should consider a Tracking Computer in one or perhaps two of them. <br />
<br />
Nearly all PvP ships should give a single mid slot over to a propulsion module, something to increase your ship's speed. You must choose between a [[Microwarpdrive]] (MWD) or [[Afterburner]] (AB). A MWD allows greater manoeuvrability which makes them more commonly fit. However ABs are popular on brawling armor ships as they enhance their natural signature tank and cannot be shut off by warp scramblers (often found at close ranges).<br />
<br />
Most PvP ships should give a single mid slot to a tackle module of some type. For [[skirmishers]] (specialised scouts), primary damage, and screen ships this should nearly always be a long point, a Warp Disruptor module of some kind. Ships in a tackle role should usually fit a Warp Scrambler module of some kind. Ships in other roles can forgo tackle modules.<br />
<br />
ECM is a large danger to logistics so you should consider fitting [[ECCM]] to counter it. A sensor booster (either to counter sensor dampening or to allow your to apply reps faster) should also be considered.<br />
<br />
=== Tank ===<br />
<br />
Next, consider your tank. First, fit a Damage Control unit of some kind. T2 should always be favoured however meta 3 or 4 can be used due to dramatically less CPU usage (bear in mind that meta 4 damage controls are quite costly).<br />
<br />
Buffer armor tanks use between two (generally for T1 frigates) and six (generally for battleships or logistics) low slots. In order, fit the following:<br />
*the heaviest armor plate your ship can fit consistent with its size and your guns (i.e. 200 or 400mm for frigates and destroyers, 800 or 1600mm for cruiers, 1600mm for battlecruisers and battleships). You should fit T2 if you can, downgrading to meta 4 otherwise.<br />
*An Energized Adaptive Nano Membrane (EANM), T2 if you can<br />
*A second T2 EANM, or an Adaptive Nano Plating (ANP) if it won't fit<br />
**NB: A T2 ANP is both easier to fit and gives better bonuses than a meta EANM<br />
*look at your four resistances and "close" the one that is lowest with a single active armor hardener of the appropriate type<br />
*if you are flying a battleship, consider adding a second plate.<br />
*either add a 3rd EANM, or a reactive armor hardener; alternatively, consider removing both EANMs and fitting 3 active hardeners of your lowest resists<br />
<br />
Remember that on DD ships you want to leave room for at least one damage module (eg. magnetic field stabiliser for hybrids), and often two. <br />
<br />
Buffer shield tanks operate in a very similar fashion but with one fewer slot, using between two and five. In order, fit the following:<br />
*a Large Shield Extender (for cruisers and larger) or a Medium Shield Extender (for frigates and destroyers). Small Shield Extenders should never be used, on any ship<br />
*one Adaptive Invulnerability Field, or if cap is an issue (and you are only using two slots) possibly a second shield extender of the same type <br />
*look at your four resistances and "close" the one that is lowest with a single active shield hardener of the appropriate type<br />
*a second Adaptive Invulnerability Field<br />
*if you have the power grid for it, a second Large Shield Extender<br />
<br />
Active armor tanks operate in a similar fashion, but generally replace the plates with Armor Repair Modules plus one Ancillary Armor Repair module of the appropriate size. They may also replace EANMs with a second (and sometimes even third!) armor repairer. Active shield tanks replace the Shield Extenders with one or perhaps two Shield Boosters, the first of which is usually an X-Large Ancillary Shield Booster (cruisers and up) or Medium Ancillary Shield Booster (frigates). Use caution if intending to fit a Large Ancillary Shield Booster. In most applications, it will not repair sufficient damage to be useful. The Small Ancillary Shield Booster should not be used on any ship.<br />
<br />
Passive shield tanking is not normally used for PvP.<br />
<br />
=== Fitting modules ===<br />
<br />
At this point, you are possibly running out of power grid, CPU, or both. It is at this point that you begin to have to consider using "fitting mods." Fitting mods operate by closing the gaps in your fit to allow everything you want to use to fit on the ship. In general, you should try not to use fitting mods unless the fit absolutely demands it. The six most common fitting mods are:<br />
*Ancillary Current Router rig<br />
*Power Diagnostic System low slot module<br />
*Reactor Control Unit low slot module<br />
*Micro Auxiliary Power Core (MAPC) low slot module.<br />
*Co-Processor low slot module<br />
*Processor Overclocking Unit rig<br />
<br />
The first four increase your power grid; the MAPC is for greatly increasing grid on frigates - and is almost mandatory on every shield tanked frigate - and the RCU is for greatly increasing grid on ships bigger than frigates. The last two increase your CPU. In general, try to use the rig first before sacrificing a valuable low-slot module. '''Under almost no circumstances is fitting more than two fitting mods a good choice.''' If you find yourself fitting more than two fitting mods, you have probably made an incorrect choice in your ship fit somewhere. Fit meta 4 shield extenders or plates; reduce the number of shield extenders or plates; or reduce the guns you have chosen by one grade, from (for instance) neutron blasters to ion blasters, or from 425mm autocannons to 220mm autocannons.<br />
<br />
As you adjust the fit of your ship, do not be afraid to change some of the modules from T2 to meta modules, usually meta 4 modules. This most often applies to Shield Extenders, your Damage Control, your point or scram, and your afterburner if not already meta (microwarpdives should never be T2). These changes will give you back a couple of percent of power grid or CPU here and there and are often all that's needed to bring a fit into line if the fit is close. It is usually not a good idea to change your resistance modules for meta modules; they are far less effective than T2 modules.<br />
<br />
=== Speed Tanking ===<br />
<br />
Speed-tanking operates in a similar fashion, but reduces the maximum number of tanking modules available to one or two, usually focusing on shield. Most often, a Medium Shield Extender (often of the meta variety) and a Damage Control module are the two modules chosen. Alternately, other ships work well with two Large Shield Extenders and a Damage Control. In the general case, if you have only a few tanking modules on a ship, it is better to increase buffer with those that you do use unless you are also flying with a logistics ship, in which case you can replace one with a single module to increase your resists. <br />
<br />
=== Final Slots ===<br />
<br />
At this point, you may have a low slot or two free. You may have a mid slot or two free. And you may have a high slot or two free. High slots are the easiest, and the only ones you should consider leaving empty (due to high fitting requirements of the options). For ships in a tackle role, a NOS is usually the best choice. For ships in all other roles, a neut is usually the best choice. A free low slot should be given to an additional damage module, an additional Tracking Enhancer, or (if you're running short of CPU), a Nanofiber Internal Structure. An additional mid slot should be given to an additional tackle mod (usually a Stasis Webifier), a Capacitor Booster, or some form of utility electronic warfare, usually a Sensor Dampener.<br />
<br />
Inertia Stabilizers should not be fit on PvP ships under any circumstances. Sensor Boosters can be fit on PvP ships but should be fit only with a great deal of care and consideration - the most common being for gate camping. In a gang, this module will nearly always get you made fun of unless it is specifically required for sniping applications or the like.<br />
<br />
Finally, modules that passively regenerate some aspect of your ship's operation should almost never be used in PvP. These include Cap Rechargers, Cap Power Relays, Shield Rechargers, and Shield Power Relays. While these modules are fine for PvE, the incoming damage or impacts to capacitor in PvP will generally be too strong for these modules to have much if any effect.<br />
<br />
=== Rigs ===<br />
<br />
Finally and last, rig your ship using any remaining rig slots. In general at the basic level, passive shield tanking ships should use a full set of Core Defense Field Extender rigs. Passive armor ships should use a full set of Trimark Armor Pumps. This will increase the size of your ship's buffer and extend your life on the battle field. Active tanking ships use more specialized rigs. Active armor-tanking ships will use two Auxiliary Nano Pump rigs and one Nanobot Accelerator rig. Active shield-tanking ships will give one or two rig slots over to increasing shield resistances but may also use a Core Defense Operational Solidifier or (much more rarely) a Core Defense Capacitor Safeguard. Of course, if you have given over some rig slots to fitting rigs, you will have fewer rigs to devote to defense.<br />
<br />
As with passive regeneration modules, do not use the Core Defense Field Purger rig in PvP at the basic level. While there are advanced level ships that can (and do) use this rig successfully in PvP, at the basic level you should stick with increasing buffer.<br />
<br />
==Fitting Math==<br />
In EVE, there are two types of modifiers.<br />
#'''Flat''' modifiers are added directly to whatever stat they affect. For example, {{co|#9ef37c|1600mm Steel Plates I}} increases armor by 3500.<br />
#'''Percent''' modifiers multiply the stat they affect. For example, {{sk|Hull Upgrades|IV}} gives a 20% bonus to armor (or, more precisely, multiplies armor by 1.2).<br />
<br />
=== Basic Bonuses ===<br />
'''Two 25% bonus give a 56% bonus. Two 50% bonuses give a 125% bonus. More bonuses are generally better than one big bonus. Best is lots of big bonuses.'''<br />
<br />
When percent modifiers combine, they multiply by each other. For example, {{sk|Hull Upgrades|IV}} gives +20% armor and a {{co|#9ef37c|Layered Plating II}} module gives +8% armor. This doesn't give +28% armor, but instead:<br />
:<span style="white-space:nowrap;">20% + 8% + (20% of 8%) = 29.6%</span><br />
<br />
As noted above, percentages are really just multipliers. For example, +20% is a 1.2 multiplier, and +8% is a 1.08 multiplier. This changes the above formula into:<br />
:<span style="white-space:nowrap;">1.2 &times; 1.08 = 1.296</span><br />
<br />
As an example, lets take a look at the [[Harbinger]] with a {{co|#9ef37c|1600mm Steel Plates I}}, {{sk|Hull Upgrades|IV}} and a {{co|#9ef37c|Layered Plating II}}. The base armor for the Harbinger is 5250. The plate gives 3500 more armor and, as we saw above, {{sk|Hull Upgrades|IV}} gives a 1.2 multiplier and layered plating a 1.08 multiplier.<br />
<br />
:<span style="white-space:nowrap;">''Total Armor'' = (5250 + 3500) × 1.2 × 1.08 = 8750 × 1.296 = 11340</span><br />
<br />
So the Harbinger will end up with 11,340 HP of armor.<br />
<br />
=== Basic Reductions ===<br />
'''Some reductions are actually bonuses. Two 25% reductions make a 44% reduction. Two 50% reductions make a 75% reduction. One big reduction is better than lots of small ones. '''<br />
<br />
Again, like bonuses, reductions are best thought of as multipliers. For example, a 25% reduction is a 0.75 multiplier.<br />
<br />
=== Stacking Penalties ===<br />
{{main|Stacking penalties}}<br />
Stacking Penalties, also known as diminishing returns, keeps players from applying many bonuses to the same stat. Stacking penalties apply '''only to''' modules and rigs. Skills and Ship Bonuses/Penalties always have full effect.<br />
<br />
The biggest modifier from a module always gives its full effect to a stat; the next-biggest modifier has a somewhat reduced effect; the third-biggest modifier has a greatly reduced effect, and so on:<br />
*1st = Fully effective (100%)<br />
*2nd ≈ 87% effectiveness<br />
*3rd ≈ 57% effectiveness<br />
*4th ≈ 28% effectiveness<br />
*5th ≈ 10% effectiveness<br />
*6th ≈ 3% effectiveness<br />
<br />
These are described by the following function, where ''n'' is 1 for the first module, 2 for the second module, etc.:<br />
:<span style="white-space:nowrap;">''Effectiveness'' = 0.5<sup>(0.45(''n''&minus;1))<sup>2</sup></sup></span><br />
<br />
This effect means that it usually doesn't make sense to fit more than three modules which improve any one attribute. For example, a {{co|#9ef37c|Ballistic Control System I}} increases missile damage by 7%. The first module fit to a ship gives the full bonus, but the second will only give an additional <span style="white-space:nowrap;">7% &times; 87% = 6.1%</span> bonus, and the third <span style="white-space:nowrap;">7% &times; 57% = 2.8%</span>. <br />
<br />
As the biggest modifiers take the smallest stacking penalties, this means that even if a large number of people have a {{co|#9ef37c|Remote Sensor Booster I}} on a target, if someone turns on a {{co|#9ef37c|Remote Sensor Booster II}}, they will see at least the 5% difference between the Sensor Booster I and II, plus any gains seen by the addition of a single sensor booster at the highest diminishing returns.<br />
<br />
Almost all modules that boost or penalize a stat affected by stacking penalties will say so in their description: "Penalty: Using more than one type of this module, or similar modules that affect the same..."<br />
<br />
Stacking penalties also affect some remote modules such as the Remote Sensor Booster, Sensor Dampener, Tracking Disruptor and the like. These can come from many different sources, and can interact with modules fitted on the ship. Stacking penalties are cumulative for all sources, local or remote.<br />
<br />
=== Resistances ===<br />
<br />
Resistances are best thought of as reductions to incoming damage. Each mod affects one or all of the four resistances for each layer of defence. It's easy to see that the &minus;25% EM Damage Resistance Bonus of the {{co|#9ef37c|Adaptive Invulnerability Field I}} on a ship with 0% EM resistance would reduce incoming damage by 25%. If the ship has 20% thermal resistance already, then you need to multiply the penalties to incoming damage together:<br />
<br />
:20% base resistance (1&nbsp;&minus; 0.2)&nbsp;= 0.8<br />
:25% Adaptive Invulnerability Field (1&nbsp;&minus; 0.25)&nbsp;= 0.75<br />
<br />
:0.8&nbsp;× 0.75&nbsp;= 0.6<br />
:(1&nbsp;&minus; 0.6)&nbsp;= 0.4 or 40% resistance.<br />
<br />
Besides the base resistances of the ship and the Damage Control module, all resistance rigs/modules suffer a stacking penalty. The stacking penalty is ordered highest to lowest per resistance, not per rig/module, which means the highest resistance module for that resistance is calculated first, even though that may not be the highest resist module for another resist.<br />
<br />
For example, a ship with base shield resistances, an {{co|#9ef37c|Adaptive Invulnerability Field I}}, an {{co|#9ef37c|EM Ward Field I}}, a {{co|#9ef37c|Thermal Dissipation Field I}}, and a {{co|#9ef37c|Damage Control I}} would have the following.<br />
<br />
:'''EM:''' ''(base)'' 1.0&nbsp;× ''(DCU)''&nbsp;0.925&nbsp;× ''(EM Ward Field)''&nbsp;0.5&nbsp;× ''(Adaptive Invulnerability Field (diminished))'' (1&nbsp;&minus; 0.25&nbsp;× 0.8691)&nbsp;= '''0.361''', or '''64%'''<br />
:'''Thermal:''' ''(base)''&nbsp;0.8&nbsp;× ''(DCU)''&nbsp;0.925&nbsp;× ''(Thermal Dissipation Field I)''&nbsp;0.5&nbsp;× ''(Adaptive Invulnerability Field (diminished))''&nbsp;(1&nbsp;&minus; 0.25&nbsp;× 0.8691)&nbsp;= '''0.289''', or '''71%'''<br />
:'''Kinetic:''' 0.6&nbsp;× 0.925&nbsp;× 0.75&nbsp;= '''0.416''', or '''58%'''<br />
:'''Explosive:''' 65%<br />
<br />
Three Adaptive Invulnerability Fields, due to diminishing returns would provide much lower EM and Thermal (38% and 50%) with only a 63% kinetic resistance.<br />
<br />
== Further reading ==<br />
<br />
*A working example for fitting a ship [[Fitting A Ship (Working Example)]]<br />
*A summary reference of the various types of modules and rigs that you can fit on your ship: the [[Fitting Modules and Rigs Guide]]. <br />
*When planning your ship fits keep in mind that often modules are stacking penalized. For further reading on stacking check out [[Stacking_penalties|the Guide on Stacking Penalties.]]<br />
*Jester releases a ship fit every week which is sometimes quite good, sometimes quite hilarious and sometimes both. You can read about it [http://jestertrek.blogspot.de/search/label/FOTW here]<br />
*Jester wrote in June 2013 an excellent guide to fitting a ship for PvP. Even if PvP is not your main activity, the [http://jestertrek.blogspot.ca/2013/06/pvp-201-basic-ship-fitting-theory.html guide] is a must read.<br />
<br />
[[Category:Guides]]<br />
[[Category:Fitting]]</div>Detroit dieselhttps://wiki.eveuniversity.org/index.php?title=NPC_standings&diff=140222NPC standings2019-01-01T15:21:07Z<p>Detroit diesel: /* Gaining and losing standings */</p>
<hr />
<div>The '''faction standings''', '''corporation standings''' and '''agent standings''' are a measure of how much NPC entity likes or dislikes another entity. They are most well known in the context of [[missions]] and crimewatch but they effect some other gameplay systems too. Standings are measured on a real number scale from -10 to +10. A standing of -10 is tantamount to complete and total loathing and conversely +10 is complete and total adoration. <br />
<br />
==Faction standings==<br />
<br />
Faction standing is the strongest NPC standing. Faction standing gives acces to agents from all corporations belonging to that factions. This includes normal agents, [[COSMOS]] agents and [[epic arc]] agents (L3 for pirate epic arcs, L4 for empire epic arcs). Unmodified faction standing of 0.0 or higher is also requirement for joining the faction warfare.<br />
<br />
Most agents will accept either faction, corp, or personal standing to fulfill their requirement. That means, even if you have no corp standing with Caldari Navy, if you have faction standing with the Caldari State then you will be able to access agents using that faction standing. The exception to this is R&D agents: if you attempt to use your faction standing to access an R&D agent, you must also have the appropriate corp standing up to the agent's requirement -2. If a Kaalakiota agent requires 5 standing and you have 6 standing with Caldari State and 2.5 standing with Kaalakiota, you will not be able to use that agent. COSMOS agents are another exception in that they only care about your faction standing and don't care about your corp standing<br />
<br />
The faction standing with corporation standing define the broker fees when trading in stations belonging to that faction.<br />
:''BrokerFee&nbsp;% = 3% - 0.1% × BrokerRelationsLevel - 0.03% × FactionStanding - 0.02% × CorpStanding''<br />
<br />
The faction standing also has the most serious effect if it gets too low. At -5.00 faction standing navy vessels will chase you down in high security space that belongs to that faction. As long as you pay attention you can travel through their space as they will not point your ship but just attack and web.<br />
<br />
{| class="wikitable" style="width: 720px;"<br />
|-<br />
! scope="col" | Standing<br />
! scope="col" | Effect<br />
|-<br />
| &minus;5 modified || You are "kill on sight" anywhere in that faction's space. NPC Navies will spawn and attack you. Note that unlike Concord, Navy ships will not warp disrupt or scram you.<br />
|-<br />
| -2 <br>modified || Agents of that faction will no longer speak to you regardless of corp or agent standing. Except L1 agents, these will continue to be available.<br />
|-<br />
| 0.0 <br>unmodifie|| You may join [[Factional Warfare]] for that faction.<br />
|-<br />
| 1.0 <br>modified || Access to all normal L2 agents of that faction.<br />
|-<br />
| 3.0 <br>modified || Access to all normal L3 agents of that faction.<br />
|-<br />
| 5.0 <br>modified || Access to all L4 agents of that faction.<br />
|-<br />
| 7.0 <br>modified || Access to all L5 agents of that faction.<br />
|}<br />
<br />
Faction standing is also required for all COSMOS agents. The standing requirements for these agents are different than for normal agents. These agents don't care about your corp standing.<br />
{| class="wikitable" style="width: 720px;"<br />
|-<br />
! scope="col" | Standing<br />
! scope="col" | Effect<br />
|-<br />
| 2.0 <br>modified || Access to L2 COSMOS agents of that faction.<br />
|-<br />
| 4.0 <br>modified || Access to L3 COSMOS agents of that faction.<br />
|-<br />
| 6.0 <br>modified || Access to L4 COSMOS agents of that faction (not all).<br />
|-<br />
| 7.0 <br>modified || Access to L4 COSMOS agents of that faction (not all).<br />
|-<br />
| 8.5 <br>modified || The factions will offer you a special COSMOS mission (faction frigate BPC or implant).<br />
|-<br />
| 9.2 <br>modified || The factions will offer you a special COSMOS mission (faction cruiser BPC or implant).<br />
|-<br />
| 9.9 <br>modified || The factions will offer you a special COSMOS mission (faction battleship BPC or implant).<br />
|}<br />
<br />
=== Overall recommendations ===<br />
*Judge early in your career whether or not you want to stay friendly with all empire factions. There are some benefits to this (freedom of travel mainly), which must be weighed against the rewards of achieving excellent standing with one faction.<br />
*If you do want to keep faction standings balanced, the best way is to not let them drop in the first place. Do not kill faction ships (decline those missions), and have a way to balance the effects of storylines once in a while. With good forethought you can avoid the horrible grinding mess that it can be to recover extremely low faction standings.<br />
*It is not difficult to keep positive standings (all above zero) with all the Empire factions simultaneously, even if running only normal missions. Just run missions for a faction when it approaches or dips below zero, and decline all missions which require you to kill an Empire faction's ships. Only the L4 epic arcs can be used to gain factions standings without losing other standings as a side effect.<br />
<br />
==Corporation standings==<br />
<br />
Corporation standing does not effect as many systems as faction standings. Corporation standing is used to get access to higher level mission agents and to lower broker and reprocessing fees in NPC station. Corporation standing towards the [[Resource Wars|resource wars]] corporations is also needed to gain acces to higher level wesource wars sites.<br />
<br />
{| class="wikitable" style="width: 720px;"<br />
|-<br />
! scope="col" | Standing<br />
! scope="col" | Effect<br />
|-<br />
| -2 <br>modified || Agents of that corporation will no longer speak to you regardless of faction or agent standing. Except L1 agents, these will continue to be available.<br />
|-<br />
| 1.0 <br>modified || Access to all normal L2 agents of that corporation. L2 resource wars.<br />
|-<br />
| 3.0 <br>modified || Access to all normal L3 agents of that corporation. L3 resource wars.<br />
|-<br />
| 5.0 <br>modified || Access to all normal L4 agents of that corporation. L4 resource wars.<br />
|-<br />
| 7.0 <br>modified || Access to all normal L5 agents of that corporation. L5 resource wars.<br />
|-<br />
| 6.67 <br>modified <br />
| Tax-free refining.<br />
|}<br />
<br />
==Agent standings==<br />
<br />
Agent standings are the weakest NPC standings but also the fastest one to gain. This standing allows you to take missions from that one agent with whom you have standing even if your faction or corporation standings are not high enough as long as both of them are better than -2.00.<br />
<br />
{| class="wikitable" style="width: 720px;"<br />
|-<br />
! scope="col" | Standing<br />
! scope="col" | Effect<br />
|-<br />
| -2 <br>modified || This agent will no longer speak to you regardless of faction or corporation standing. Except L1 agents, these will continue to be available.<br />
|-<br />
| 1.0 <br>modified || Access to L2 agent.<br />
|-<br />
| 3.0 <br>modified || Access to L3 agent.<br />
|-<br />
| 5.0 <br>modified || Access to L4 agent.<br />
|-<br />
| 7.0 <br>modified || Access to L5 agent.<br />
|}<br />
<br />
==Gaining and losing standings==<br />
<br />
When standings go up or down they do so as a percentage; this is always a percentage decay towards the extreme end of the scale. For example, if someone has 1.0 standing with an NPC corporation and completes a mission that changes standing by +5%, then the current standing is increased by 5% of the difference from 1 to 10; that's a change of +0.45 with an end result of 1.45. However, if someone else with a 4.0 standing completes the same mission under the same circumstances and also gets a 5% increase, then that's 5% of the difference from 4 to 10; that's a change of +0.30 with an end result of 4.30.<br />
<br />
If something causes a standing decrease, then it's a percentage decay towards −10. For example, if someone with 1.0 standing suffers a −5% change, then that's 5% of the difference from 1 to −10; that's a change of −0.55 with an end result of 0.45. If someone with 4.0 standing suffers that same −5% change, then it's 5% of the difference from 4 to −10; that's a change of −0.7 with an end result of 3.3. <br />
<br />
The formula for standing increase is<br />
:''New standing = Old standing + ( 10 - Old standing ) × Standing increase%''<br />
The formula for standing decrease is almost same, just towards -10<br />
:''New standing = Old standing + ( -10 - Old standing ) × Standing decrease%''<br />
<br />
The consequence of this math is that the higher your standings are, the less effective standings increases become and the more dramatic penalties become. For example a standing loss of 1% turns 9.0 standing into 8.81 but increase of 1% would bring 9.0 standing to 9.01.<br />
<br />
Corporation and agent standings increase after each completed mission. Faction standings however are gained from certain missions only:<br />
*Doing [[Career Agents]]: Small increase in faction standing. This falls under the category of storyline missions and may only be done once. This includes the 15 career agents per faction.<br />
*Completing a storyline mission: Small to moderate faction standing increase depending on the level of the mission. Large corporation standing increase.<br />
*Doing [[Datacenter missions]]: Faction standing increase, with higher level missions granting more standing. These missions require turning in pirate tags, and may only be done once. To access higher levels requires higher standing, L1 can be done at any time.<br />
*Doing [[COSMOS|COSMOS missions]]: Similar standings gains as a hard storyline mission of same level. These missions are more complex than normal and may require special attention and research. They may only be done once. To access higher levels requires higher standing, L1 can be done at any time. <br />
*Doing [[courier circle missions]]: One time faction standing increase only, the first time you do the loop.<br />
*Doing the [[epic arc|epic arcs]]: Significant faction and corporation standings increase without a derived decrease in opposing factions' standings. This is the only way to gain faction standings without losing standings with other entities.<br />
<br />
Standings can be lost in few ways. It is recommended that you consider your future before doing these activities.<br />
* Failing a mission results in agent, corporation and faction standings loss.<br />
* Declining more than one mission every four hours results in agent, corporation and agent standings loss.<br />
* Fighting [[NPC Mining Operations]] results in corporation standing loss.<br />
* Destroying ships belonging to a faction results in faction standing loss. Not all ships count for this.<br />
<br />
Taking part in faction warfare incurs [[Faction warfare standings|various standings gains and losses]]:<br />
* Killing enemy militia ship (in NPC corp): Militia corporation standing loss.<br />
* Killing friendly militia: Faction and corporation standings loss without derived standings.<br />
* Killing faction NPC (missions): Faction standing loss and derived standings.<br />
* Capturing complex: Militia corporation standing gain.<br />
* Promotrion: Faction standing gain and derived standings.<br />
* Faction warfare missions: Normal mission standings gains and losses.<br />
<br />
===Derived standings===<br />
Every time you gain faction standing from mission other than epic arc mission you will also gain derived standings. You will automatically lose standings with factions that dislike the faction and gain standings with factions that like them. The gains and losses depend on the [https://web.archive.org/web/20180313111844/http://www.newedenlibrary.net/eon/faction_standings.shtml inter faction relationships] and are usually smaller than the original standing increase. This makes it very hard to gain high faction standing with more than two empire faction or both pirate and empire factions.<br />
<br />
The derived standing modifier is based on the the standing from the secondary faction towards the faction you work with and the ratio of the sizes of these two factions.<br />
:''Inter-Faction Standing Modifier = Secondary Faction’s standing view of Primary Faction * ( Primary Faction Size / Secondary Faction Size )''<br />
<br />
If you gain ''Gain%'' ammount of standing with a faction then the derived standing to another faction is<br />
:''Derived Standing% = Gain% × ( Inter-Faction Standing Modifier / 10 )''<br />
<br />
For example you complete a storyline mission to Minmatar Republic and gain 2% faction standing towards Minmatar Republic. This will give you -1% derived standing towards Amarr Empire, +1% derived standing towards Thukker Tribe and many others.<br />
<br />
When you lose faction standings you will also get negative derived standings with friends of that faction. But you will NOT get positive derived standings with their enemies.<br />
<br />
Derived standings are also capped at the standing that factions have towards each other. For example Amarr Empire standing towards Minmatar Republic is -5,00 so once you have -5,00 standing with Amarr Empire you will not get any further negative derived standings towards Amarr for doing Minmatar missions.<br />
<br />
===Recovering low faction standings===<br />
<br />
You may find yourself in a situation where you have ruined your standing with a faction. This may be result of taking missions against that faction or taking part in faction warfare. The first problems arise at &minus;2.00 standing as you can not take higher than L1 missions from the faction. The more serious issue comes when you hit &minus;5.00 faction standing as the navy of that faction will start chasing you in high security space of that faction.<br />
<br />
Quite simply, if you are below &minus;2.00, you have very limited options. First, train Diplomacy skill to as high as you can. This will modify your negative standings upward by a certain percent. You can do all the tutorials, datacenters, and COSMOS missions for one time boost to standings, for both that faction and ones that are friendly with it for the derived standings. Remember even if Caldari State is &minus;3.00, if Amarr Empire is &minus;1.00 you will still have access to all the Amarr agents and can even run L4 missions for them which will eventually get you derived standing from storyline missions. If you have no more tutorials, COSMOS, or datacenter missions available, your only recourse are L1 agents (very small faction standing increases with storylines), playing the derived standings game, doing the epic arc, or joining Faction Warfare as detailed below. It's a long road to travel. <br />
*Once you get to &minus;2, you can again access agents with whom you have a high corp standing. Both corp and agent personal standing can be shared in missioning fleets, so this can be the fastest way to start doing high level missions for that faction. You will never gain or lose faction standing from other people's storyline missions when in fleets.<br />
*If you are in a corp, the corp's relationship to each faction is determined by simply averaging all the member's standings together (ignoring members who do not have standing to that faction). This means that even with low faction standing, you may be able to join a corp that qualifies for Factional Warfare, and work your way up through the ranks to recover your faction standing. <br />
*Remember that all this work will be hurting the standings of opposing factions, to the point where they tend to balance out between &minus;1 and 1. It is extremely difficult to get high faction standing (e.g. 5 or 6) with two opposing factions. It is almost impossible to achieve standings that high with all the Empire factions simultaneously.<br />
<br />
===Unrepairable standings===<br />
The CONCORD Assembly and Drifters are two factions that do not have any agents in game making it impossible to directly improve standings. In addition they do not have positive relationships with any other faction, making it impossible to improve standings through derived standings. It is in fact absolutely impossible to improve standings with these two factions.<br />
<br />
You can however still lower your standing with these two factions through ship kills. CONCORD Assembly will also lower their standing towards you through derived standings if you gain positive standing with any pirate faction.<br />
<br />
Very low standing with CONCORD Assembly will have same penalties in CONCORD owned space as low standings have with normal empires. CONCORD owns the constellation of Sanctum in region of Genesis. If you go below -5.00 standing with CONCORD Assembly you will be attacked by CONCORD navy in that area (Not instakilling CONCORD police).<br />
<br />
Society of Conscious Thought and Jove Empire are also factions with no agents but they have positive standings to a few other factions making it possible to increase standings through derived standings.<br />
<br />
==Skills==<br />
<br />
NPC standings are modified by various [[Skills:Social|social skills]]. This results in effective standings that are higher than the unmodified standings. Almost all standings related requirements are based on effective standings. The only confirmed uses of unmodified standings are broker fees and faction warfare.<br />
<br />
Skills that modify standings:<br />
* {{sk|Connections}}: 4% effective standings increase for non-criminal NPC entities that you have positive standings with. (Note that the in-game description for this skill neglects to mention that it doesn't apply to criminal entities.) <br />
* {{sk|Criminal Connections}}: 4% effective standings increase for criminal NPC entities that you have positive standings with. <br />
* {{sk|Diplomacy}}: 4% effective standings increase with NPC entities you have negative standings with. <br />
<br />
Notable feature of the skills is that with level 3 in connections/criminal connections brings the effective standing from 0.00 to 1.2 allowing the pilot to skip level 1 missions completely.<br />
<br />
There is also one skill that increases the standings gains.<br />
* {{sk|Social}}: 5% bonus per level to NPC agent, corporation and faction standing increase.<br />
<br />
==See also==<br />
* [https://support.eveonline.com/hc/en-us/articles/203217152-Standings Support page: Standings]<br />
* [https://web.archive.org/web/20180313111844/http://www.newedenlibrary.net/eon/faction_standings.shtml Inter-Faction Standing Relationships]<br />
<br />
[[Category:Factions]]<br />
[[Category:Game mechanics]]</div>Detroit dieselhttps://wiki.eveuniversity.org/index.php?title=Fitting_ships&diff=140219Fitting ships2018-12-31T17:22:56Z<p>Detroit diesel: /* Steal other people's ideas */</p>
<hr />
<div>These are basic guidelines for fitting ships. There are no strict rules that you ''must'' follow; these guidelines are designed to help you until you know when you can ignore them.<br />
<br />
==General Theory==<br />
===Fit for a purpose===<br />
<br />
Generally, the more tasks you want a fit to do the worse it performs at each particular task. Some ships have very specific uses: a Venture mining frigate is not very helpful in either PvE or PvP combat.<br />
<br />
But even a combat ship will almost certainly need different fits for PvE and PvP, because, for example, in PvP you usually receive a lot more damage in a much more limited time than in PvE, and enemy players, unlike NPCs, need to be [[Tackling_Guide|prevented from warping away]]. Even within PvP the same ship can have one fit for close-range brawling in a small gang and a completely different fit for fighting at longer ranges in a large fleet.<br />
<br />
Of course, there are dangers in over-specialisation too, especially when you're not working with other players. If you're going to exploit a low-class wormhole while solo you want your ship to deal and tank damage, launch probes, and maybe cloak so that you can hide if you see a gang of enemies on your [[Directional Scanner Guide|directional scanner]].<br />
<br />
According to Jester's [http://jestertrek.blogspot.ca/2013/06/pvp-201-basic-ship-fitting-theory.html guide for PvP fitting], one should consider the following elements (along with a rough guide to their range):<br />
*Engagement Range: Brawling (<15km), Kitting (15-30km - within point range so depends on boosts), Skirmishing (30-100km) or Sniper (100km+)<br />
*Role: Primary damage (DD), Tackler, Scout, Logistics, Electronic warfare or Screen<br />
*Tank: Buffer armor tank, buffer shield tank, passive shield tank, active shield tank, active armor tank, speed tank, or range tank (there are very few situations where you want none of these)<br />
<br />
===Consider a ship's bonuses===<br />
<br />
Every ship comes with per-level bonuses, which often point towards the uses that the ship was designed for.<br />
<br />
The Caldari [[Blackbird]], for example, gets a 15% bonus to ECM Target Jammer strength and a 10% bonus to ECM Target Jammer optimal range for each level its pilot has in the Caldari Cruiser skill. These bonuses suggest that it's best fit as an electronic warfare platform which fights well at long range.<br />
<br />
Sometimes it's okay not to take advantage of a ship's bonuses: although the [[Brutix]] is bonused to give a more efficient active armor tank, it is almost always seen with a buffer tank, and quite often a shield tank at that. This is because the ship has the ability to supply a huge amount of DPS with its six damage bonused blasters and a shield tank leaves the lowslots free for damage upgrades to squeeze out even more damage.<br />
<br />
=== Don't mix tanks ===<br />
<br />
If you're going to tank (and not all fits include a tank) either [[Shield tanking|shield tank]] or [[Armour tanking|armor tank]]. Don't shield tank and armor tank in the same fit.<br />
<br />
Most of the time a tank takes up a substantial proportion of your powergrid, your CPU and either your midslots (for a shield tank) or your lowslots (armor tank). If you fit a shield tank, you can put useful things (damage modules, speed and agility modules &c) in your lowslots, and if you armor tank you can put useful things (tackling modules, electronic warfare modules, propulsion modules &c) in your midslots.<br />
<br />
If you mount two tanks, even if they're both buffer tanks, your ship won't be very useful except as a target.<br />
<br />
=== Don't mix guns ===<br />
<br />
If you have a rack of exactly identical guns on your ship, they will all have precisely the same optimal and falloff ranges, and exactly the same tracking. This means you only have to worry about getting your ship to one ideal range and keeping the enemy's angular velocity below one value.<br />
<br />
Furthermore, you can group identical weapons so that they can all be activated or reloaded or unloaded at once, which reduces the micromanagement required in combat. Grouping isn't always the best option, especially if you learn to [[Overheating|overheat]] your guns using the Thermodynamics skill, but it's a good way to start. (There are, however, cases where having mixed guns due to fitting reasons can squeeze a bit more DPS from your ship.)<br />
<br />
Missiles are a little different, because they aren't affected by tracking and have a simpler kind of range, but the same principle often applies to them. Note that 'don't mix guns' doesn't mean you shouldn't put missile launchers in extra highslots if all your turret hardpoints are full and you want more DPS (as in, for example, a [[Rifter]] with three autocannons and a missile launcher) -- though there are other options for spare highslots, such as energy neutralisers/vampires, salvagers, tractor beams, remote repair modules and drone link augmentors.<br />
<br />
=== Bigger guns are not necessarily better ===<br />
<br />
Bigger guns do more DPS, assuming they hit, but they [[Gunnery_Guide#Tracking|track]] targets more slowly and they use up more powergrid and CPU.<br />
<br />
So, for example, there are three kinds of medium-sized autocannon (the short-ranged kind of projectile weapon): Dual 180mm, 220mm, and 425mm. The 425mm autocannons do a bit more damage, but the 220mm autocannons have much more forgiving fitting requirements (especially if your fitting skills -- see [[#Train fitting skills|below]] -- need more training). On some ships it may be that fitting a rack of 425s would use up so much powergrid and CPU that you wouldn't be able to fit a tank. In that situation, fitting 220s would be better because, even though you would do a little less damage per second, your ship would survive longer and so apply more total damage.<br />
<br />
(This does not mean that you should fit frigate-sized guns on a cruiser. Downsizing within the available medium or large guns is sometimes wise, but downsizing from large to medium guns, or from mediums to smalls, usually isn't, unless you're fitting a bait ship or certain kinds of drone boat fits.)<br />
<br />
=== Try fits outside the game ===<br />
<br />
There are a number of programs which let you try out out a fit hypothetically, outside the game.<br />
<br />
The most popular is the EVE Fitting Tool, which you can acquire [https://forums.eveonline.com/default.aspx?g=posts&t=24359 here]. EFT can tell you about the performance and fitting requirements of a particular fit. If you import your character's skills into it it can give you numbers accurate for your character. This lets you check that you can fit everything you want on to a particular ship before you buy the ship and modules.<br />
<br />
This wiki has a detailed guide to using EFT [[Guide_to_using_EFT|here]].<br />
<br />
EFT's numbers aren't always perfectly accurate, and it's possible to be caught up in the numbers so that you forget the practical realities of piloting in EVE -- EFT can import your character's skills but it can't factor in your own piloting skills and experience. Nevertheless, it's a very useful tool.<br />
<br />
If you can't use EFT (e.g. Mac user) or just want an alternative, try [https://github.com/pyfa-org/Pyfa/releases Pyfa]. It offers all the functionality of EFT, including DPS graphs (however Pyfa's are less powerful). It is written in Python and is open source.<br />
<br />
This wiki has a detailed guide to using Pyfa [[Guide_to_using_PYFA|here]].<br />
<br />
=== Steal other people's ideas ===<br />
<br />
EVE University has two ship loadout forums, where pilots can get comments on their fitting ideas. They have some threads with suggested fits. It's also worth searching the forums for past threads if you're interested in a particular ship. <br />
<br />
*The [http://forum.eveuniversity.org/viewforum.php?f=128 PvE Ship Loadouts] and [http://forum.eveuniversity.org/viewforum.php?f=129 PvP Ship Loadouts] forums should be the first place new players look for fits, and ask for advice. This forum is restricted to EVE University members and alumni.<br />
<br />
EVE University also has a group on [[Fleet-Up]], where you can find fits for particular doctrines. <br />
<br />
The wiki also has a page for each ship in eve (eg. [[Atron]]). These pages often have recommended fits and skills to help you get an idea for how to fit the ship, and are a good starting place to get a sense of how the ship flies, although there is no alternative for flying a couple for yourself. <br />
<br />
You can also get advice in the University's chat channels. (To link a fit that you have set up already into chat, drag the ship's name from the fitting window and drop it into the chat entry box; to link one from the fittings browsing window, drag the image of the ship.) <br />
<br />
If you want to go further afield there's a forum for EVE players called Failheap Challenge which has fairly comprehensive [http://failheap-challenge.com/showthread.php?2655-Ship-Fittings-PvP pvp] and [http://failheap-challenge.com/showthread.php?4119-Ship-Fittings-PvE pve] ship fittings forums. Bear in mind that fittings suggested on Scrapheap are usually aimed at players with a lot of skillpoints, and a lot of the PvP fittings are for small gang or solo PvP. It's also a forum with a fairly aggressive and competitive posting culture which doesn't suffer fools, new members or people who break the rules (or any combination of the three), gladly.<br />
<br />
The subreddit devoted to EVE ship fitting, [https://www.reddit.com/r/fittings r/fittings] has active discussions of ship fittings and posts asking for suggested fits for specific play styles and ships.<br />
<br />
[https://zkillboard.com/ zkillboard.com] shows you how people fit their ships in actual fights. Take this with a grain of salt, however. Not everybody fits their ship smartly. See this [[zKillboard|guide]] to make the most of [https://zkillboard.com/ zkillboard.com].<br />
<br />
=== Don't overuse fitting modules ===<br />
<br />
There are some low-slot modules and rigs which increase your powergrid or CPU, and so are sometimes called 'fitting modules'. See below for how to decide on which fitting module to use. <br />
<br />
It is sometimes necessary to use a fitting module or a fitting rig, but if you have a fit that requires more than one it's often a bad sign, and it may mean that you need better fitting skills.<br />
<br />
=== Train fitting skills ===<br />
<br />
Fitting skills reduce the CPU or powergrid requirements of modules, or just give you more raw CPU or powergrid to play with. Having decent fitting skills is very useful, and having very good fitting skills really helps to fit T2 modules and weapons, which demand more CPU and powergrid than their T1 equivalents. Levels in these skills are often required to fit useful modules, too. The fitting skills are:<br />
<br />
* {{sk|CPU Management}}: 5% more CPU per level<br />
* {{sk|Power Grid Management}}: 5% more powergrid per level<br />
* {{sk|Weapon Upgrades}}: 5% less CPU need for weapons per level<br />
* {{sk|Shield Upgrades}}: 5% less powergrid need for shield extenders, shield rechargers &c<br />
* {{sk|Advanced Weapon Upgrades}} (requires Weapon Upgrades V): 2% less powergrid need for weapons per level<br />
* {{sk|Electronics Upgrades}}: 5% less CPU need for signal amplifiers, co-processors &c<br />
* {{sk|Energy Grid Upgrades}}: 5% less CPU need for most of the modules listed under "Engineering Equipment"<br />
* {{sk|Mining Upgrades}}: 5% less CPU need for mining upgrade modules (useful for miners)<br />
<br />
(Note that {{sk|Hull Upgrades}} doesn't make basic fitting easier, even though it has 'Upgrades' in its name. It gives a pilot 5% more armor per level, and Hull Upgrades at Lvl 5 is required to fit a [[Armour Tanking#Armor Tanking Skills|Tech 2 armor tank]].)<br />
<br />
Tip: The benefits of CPU Management and Power Grid Management apply to the whole ship. Skill point for skill point, they provide significantly more fitting benefit than the module specific skills. You can't go wrong training these two skills to level 5 as soon as practical.<br />
<br />
==Choosing Modules (PvP)==<br />
<br />
Once you have selected the the engagement range, role, and tank of your ship, comes the time to actually fit it. Here is a guide on how to actually do this. Note that this guide is PvP orientated. While it may have some applications for PvE fits be cautious following this guide for them.<br />
<br />
=== Weapons ===<br />
<br />
For ships where damage is the primary purpose, start with weapons that are consistent with your engagement range and ship class: laser beams for snipers, artillery for skirmishers, blasters or rockets for brawlers etc. Try to use the most damaging weapons of the class that you've selected. You may have to downgrade them later (or may choose to downgrade them later so that everything will fit, or to improve tracking), but for now, if you're fitting blasters, try to fit neutron blasters, and so on.<br />
<br />
Do not mix weapons and stick to weapons that go with your ship's bonuses. In addition, fit as many weapons as your ship has either missile or gun hard-points. Finally, do not mix weapons of the same type but of different "grades". For instance, do not mix 180mm and 220mm autocannons on the same ship.<br />
<br />
In a similar fashion, if the ship is designed to act as logi, the first thing to do is to fit the remote repair modules. If you are fitting an EWAR ship, start by fitting the EWAR modules that match your ship bonuses.<br />
<br />
=== Role Enhancing Modules ===<br />
<br />
Now look at your ship's role. If your role is damage, you're probably already in good shape but start to consider tracking. If you are going to be shield tanking, by default you should be using two damage-increasing modules consistent with your weapons in the lows. You might end up with one, you might end up with three. But start with two. If you have more than four low slots and will be using guns, you'll probably want to fit at least one Tracking Enhancer module as well. If you are going to be armor tanking, by default you should have one damage-increasing module consistent with your weapons in the lows.<br />
<br />
This also applies to ECM ships: if you are shield-tanking, fit two Signal Distortion Amplifiers. If you are armor-tanking, try to find room for one. This is generally a good rule of thumb for enhancing the damage or the other effects that your ship puts out.<br />
<br />
Finally, armor-tanking gun-ships with lots of mid-slots should consider a Tracking Computer in one or perhaps two of them. <br />
<br />
Nearly all PvP ships should give a single mid slot over to a propulsion module, something to increase your ship's speed. You must choose between a [[Microwarpdrive]] (MWD) or [[Afterburner]] (AB). A MWD allows greater manoeuvrability which makes them more commonly fit. However ABs are popular on brawling armor ships as they enhance their natural signature tank and cannot be shut off by warp scramblers (often found at close ranges).<br />
<br />
Most PvP ships should give a single mid slot to a tackle module of some type. For [[skirmishers]] (specialised scouts), primary damage, and screen ships this should nearly always be a long point, a Warp Disruptor module of some kind. Ships in a tackle role should usually fit a Warp Scrambler module of some kind. Ships in other roles can forgo tackle modules.<br />
<br />
ECM is a large danger to logistics so you should consider fitting [[ECCM]] to counter it. A sensor booster (either to counter sensor dampening or to allow your to apply reps faster) should also be considered.<br />
<br />
=== Tank ===<br />
<br />
Next, consider your tank. First, fit a Damage Control unit of some kind. T2 should always be favoured however meta 3 or 4 can be used due to dramatically less CPU usage (bear in mind that meta 4 damage controls are quite costly).<br />
<br />
Buffer armor tanks use between two (generally for T1 frigates) and six (generally for battleships or logistics) low slots. In order, fit the following:<br />
*the heaviest armor plate your ship can fit consistent with its size and your guns (i.e. 200 or 400mm for frigates and destroyers, 800 or 1600mm for cruiers, 1600mm for battlecruisers and battleships). You should fit T2 if you can, downgrading to meta 4 otherwise.<br />
*An Energized Adaptive Nano Membrane (EANM), T2 if you can<br />
*A second T2 EANM, or an Adaptive Nano Plating (ANP) if it won't fit<br />
**NB: A T2 ANP is both easier to fit and gives better bonuses than a meta EANM<br />
*look at your four resistances and "close" the one that is lowest with a single active armor hardener of the appropriate type<br />
*if you are flying a battleship, consider adding a second plate.<br />
*either add a 3rd EANM, or a reactive armor hardener; alternatively, consider removing both EANMs and fitting 3 active hardeners of your lowest resists<br />
<br />
Remember that on DD ships you want to leave room for at least one damage module (eg. magnetic field stabiliser for hybrids), and often two. <br />
<br />
Buffer shield tanks operate in a very similar fashion but with one fewer slot, using between two and five. In order, fit the following:<br />
*a Large Shield Extender (for cruisers and larger) or a Medium Shield Extender (for frigates and destroyers). Small Shield Extenders should never be used, on any ship<br />
*one Adaptive Invulnerability Field, or if cap is an issue (and you are only using two slots) possibly a second shield extender of the same type <br />
*look at your four resistances and "close" the one that is lowest with a single active shield hardener of the appropriate type<br />
*a second Adaptive Invulnerability Field<br />
*if you have the power grid for it, a second Large Shield Extender<br />
<br />
Active armor tanks operate in a similar fashion, but generally replace the plates with Armor Repair Modules plus one Ancillary Armor Repair module of the appropriate size. They may also replace EANMs with a second (and sometimes even third!) armor repairer. Active shield tanks replace the Shield Extenders with one or perhaps two Shield Boosters, the first of which is usually an X-Large Ancillary Shield Booster (cruisers and up) or Medium Ancillary Shield Booster (frigates). Use caution if intending to fit a Large Ancillary Shield Booster. In most applications, it will not repair sufficient damage to be useful. The Small Ancillary Shield Booster should not be used on any ship.<br />
<br />
Passive shield tanking is not normally used for PvP.<br />
<br />
=== Fitting modules ===<br />
<br />
At this point, you are possibly running out of power grid, CPU, or both. It is at this point that you begin to have to consider using "fitting mods." Fitting mods operate by closing the gaps in your fit to allow everything you want to use to fit on the ship. In general, you should try not to use fitting mods unless the fit absolutely demands it. The six most common fitting mods are:<br />
*Ancillary Current Router rig<br />
*Power Diagnostic System low slot module<br />
*Reactor Control Unit low slot module<br />
*Micro Auxiliary Power Core (MAPC) low slot module.<br />
*Co-Processor low slot module<br />
*Processor Overclocking Unit rig<br />
<br />
The first four increase your power grid; the MAPC is for greatly increasing grid on frigates - and is almost mandatory on every shield tanked frigate - and the RCU is for greatly increasing grid on ships bigger than frigates. The last two increase your CPU. In general, try to use the rig first before sacrificing a valuable low-slot module. '''Under almost no circumstances is fitting more than two fitting mods a good choice.''' If you find yourself fitting more than two fitting mods, you have probably made an incorrect choice in your ship fit somewhere. Fit meta 4 shield extenders or plates; reduce the number of shield extenders or plates; or reduce the guns you have chosen by one grade, from (for instance) neutron blasters to ion blasters, or from 425mm autocannons to 220mm autocannons.<br />
<br />
As you adjust the fit of your ship, do not be afraid to change some of the modules from T2 to meta modules, usually meta 4 modules. This most often applies to Shield Extenders, your Damage Control, your point or scram, and your afterburner if not already meta (microwarpdives should never be T2). These changes will give you back a couple of percent of power grid or CPU here and there and are often all that's needed to bring a fit into line if the fit is close. It is usually not a good idea to change your resistance modules for meta modules; they are far less effective than T2 modules.<br />
<br />
=== Speed Tanking ===<br />
<br />
Speed-tanking operates in a similar fashion, but reduces the maximum number of tanking modules available to one or two, usually focusing on shield. Most often, a Medium Shield Extender (often of the meta variety) and a Damage Control module are the two modules chosen. Alternately, other ships work well with two Large Shield Extenders and a Damage Control. In the general case, if you have only a few tanking modules on a ship, it is better to increase buffer with those that you do use unless you are also flying with a logistics ship, in which case you can replace one with a single module to increase your resists. <br />
<br />
=== Final Slots ===<br />
<br />
At this point, you may have a low slot or two free. You may have a mid slot or two free. And you may have a high slot or two free. High slots are the easiest, and the only ones you should consider leaving empty (due to high fitting requirements of the options). For ships in a tackle role, a NOS is usually the best choice. For ships in all other roles, a neut is usually the best choice. A free low slot should be given to an additional damage module, an additional Tracking Enhancer, or (if you're running short of CPU), a Nanofiber Internal Structure. An additional mid slot should be given to an additional tackle mod (usually a Stasis Webifier), a Capacitor Booster, or some form of utility electronic warfare, usually a Sensor Dampener.<br />
<br />
Inertia Stabilizers should not be fit on PvP ships under any circumstances. Sensor Boosters can be fit on PvP ships but should be fit only with a great deal of care and consideration - the most common being for gate camping. In a gang, this module will nearly always get you made fun of unless it is specifically required for sniping applications or the like.<br />
<br />
Finally, modules that passively regenerate some aspect of your ship's operation should almost never be used in PvP. These include Cap Rechargers, Cap Power Relays, Shield Rechargers, and Shield Power Relays. While these modules are fine for PvE, the incoming damage or impacts to capacitor in PvP will generally be too strong for these modules to have much if any effect.<br />
<br />
=== Rigs ===<br />
<br />
Finally and last, rig your ship using any remaining rig slots. In general at the basic level, passive shield tanking ships should use a full set of Core Defense Field Extender rigs. Passive armor ships should use a full set of Trimark Armor Pumps. This will increase the size of your ship's buffer and extend your life on the battle field. Active tanking ships use more specialized rigs. Active armor-tanking ships will use two Auxiliary Nano Pump rigs and one Nanobot Accelerator rig. Active shield-tanking ships will give one or two rig slots over to increasing shield resistances but may also use a Core Defense Operational Solidifier or (much more rarely) a Core Defense Capacitor Safeguard. Of course, if you have given over some rig slots to fitting rigs, you will have fewer rigs to devote to defense.<br />
<br />
As with passive regeneration modules, do not use the Core Defense Field Purger rig in PvP at the basic level. While there are advanced level ships that can (and do) use this rig successfully in PvP, at the basic level you should stick with increasing buffer.<br />
<br />
== Further reading ==<br />
<br />
*A working example for fitting a ship [[Fitting A Ship (Working Example)]]<br />
*A summary reference of the various types of modules and rigs that you can fit on your ship: the [[Fitting Modules and Rigs Guide]]. <br />
*When planning your ship fits keep in mind that often modules are stacking penalized. For further reading on stacking check out [[Stacking_penalties|the Guide on Stacking Penalties.]]<br />
*Jester releases a ship fit every week which is sometimes quite good, sometimes quite hilarious and sometimes both. You can read about it [http://jestertrek.blogspot.de/search/label/FOTW here]<br />
*Jester wrote in June 2013 an excellent guide to fitting a ship for PvP. Even if PvP is not your main activity, the [http://jestertrek.blogspot.ca/2013/06/pvp-201-basic-ship-fitting-theory.html guide] is a must read.<br />
<br />
[[Category:Guides]]<br />
[[Category:Fitting]]</div>Detroit dieselhttps://wiki.eveuniversity.org/index.php?title=Tanking&diff=140213Tanking2018-12-31T15:19:30Z<p>Detroit diesel: /* Understand Shield Recharge Rate */</p>
<hr />
<div>'''Tanking''' is the act of fitting a ship with modules in order to improve its defensive capabilities to resist, absorb, or mitigate incoming damage, thus preventing or delaying your ship's destruction.<br />
<br />
[[file:402status panel.jpg|thumb|450px|right|Ship Status Panel]]<br />
The amount of hitpoints on your ship is represented by the Ship Status Panel - the three rings on the top of the status panel represent, from outermost to the inner ring: your ship's shield, armor and structure (also called "hull"). As you incur damage, each ring will fill with red coloring, starting with your shields, then your armor, and finally, your structure. When the structure ring is completely red, that means your hull has been breached, and your ship is destroyed - and you'll find yourself floating in space in a pod.<br />
<br />
To avoid finding yourself floating in your pod you need to be able to tank the damage. This is generally achieved through three ways:<br />
* Increase ship raw HP. Generally known as buffer tanking.<br />
* Repair damage received. Known as active tanking. Passive shield tanking is a special case.<br />
* Increase damage resists. Used to increase effectiveness of both passive and active tanking.<br />
<br />
== Buffer tanking ==<br />
The buffer tank is based around the principle of having high damage resistance and as many hit points as possible, thus increasing the Effective HitPoints (EHP) of the ship. The concept behind this is simple, add enough EHP to your ship to outlast your opponent through the use of active and/or passive resistance modules, which complement the HP increasing modules that add raw hit points.<br />
<br />
This type of fitting uses a minimal amount of capacitor to run hardeners making it easily sustainable, but can be made fully passive by using only passive resistance modules instead. The primary drawback to Buffer Tanking is that you have no way to repair yourself, so when you run out of hit points you are toast.<br />
<br />
Most common in fleet PvP, but also group PvE with logistic support (like incursions, wormhole anomalies / signatures and a few others). In PvP, a fleet will overwhelm an active tank in fairly short order, whereas a buffer tank will give you more survival time. Although, some ships with faction gear and active tank bonuses can field some extremely resistant active tanks that can take on more than you might think. <br />
<br />
The effective hitpoints are product of raw HP and resist. In general if you are expecting to have Logistical support (friends to rep your armor) then you want to buffer tank more towards resistance, because the higher your resistances the more effective logistic reps are. While if you don't expect logistical support, you only care about the Effective Hit Points, so whatever combination gives you more effective hit points is the best option.<br />
<br />
== Active tanking==<br />
<br />
Active tanking is most commonly used for solo activities such as mission/complex running, ratting, and solo PvP. Active tanking differs from buffer tanking in that it uses armor repair or shield booster modules to actively repair damage done to the ship. You should be careful to include enough resistance and buffer to keep your repair modules from being overwhelmed by incoming damage; frequently this means packing resistance modules (either passive or active) that compensate for the specific types of damage you expect to be receiving.<br />
<br />
This type of fitting takes a lot of capacitor to sustain your cap-hungry repair modules so it should ideally include modules such as cap rechargers, capacitor batteries or capcitor rigs to balance out and maintain capacitor stability.<br />
<br />
Active Tanking uses energy from the ship's capacitor to run a local repair module. Active tanks are stronger against higher bursts of damage but tend to drain the pilot's capacitor over time resulting in the tank 'breaking' during long engagements and are vulnerable to [[Capacitor Warfare]] that drains the ships capacitor dry.<br />
<br />
Capacitor stability is important because it allows you to leave your tank modules turned on without ever worrying about running out of capacitor. So long as incoming damage is less than what your repair modules can handle your ship should be able to sustain that level of damage indefinitely. This is commonly referred to as perma-tanking. If incoming damage exceeds your repair capacity you will gradually run out of Hit Points and die. This is commonly referred to as breaking the tank.<br />
<br />
For PvP purposes, a cap booster can be used to temporarily supplement capacitor output to allow for short bursts of heavy tanking. The primary drawback to this approach is that unlike the capacitor stable fitting described above, when you run out of charges to run your capacitor booster, you quickly run out of capacitor, your tank will fail and you will die horribly. Cap boosters, will also offer some safety against [[Capacitor warfare|neuting]] allowing you to keep on cycling modules even when your capacitor disappears in few seconds.<br />
<br />
Similarly, weapon systems that drain your ship's capacitor will effectively disable your active tanking modules. As above, your tank will fail and you will die horribly. In this case, the capacitor booster can be used on an otherwise capacitor stable fitting to provide emergency power to prevent being drained and destroyed.<br />
<br />
Ancillary armor repairers and shield boosters are another way to field strong active tank for a short duration. These modules can be loaded with nanite repair paste and cap boosters. While the module has charges you will be able to tank quite massive damage but once the charges are out your repairing ability quicly disappears.<br />
<br />
==Resists==<br />
<br />
Resists on a ship will reduce the damage taken. It is a number that tells you by how large a percentage the incoming damage is reduced. For example 30% thermal resistance on shields means that all incoming thermal damage is reduced by 30%.<br />
<br />
The T1 ships have almost identical base resist values but many of the T2 ships have so called "T2 resists" that drastically vary between races. For example Minmatar ships with T2 resists have massive EM and thermal resists even on shields but have low resists against explosive and kinetic.<br />
<br />
But the base resists of a ship are almost always modified by modules fitted on the ship. Resistance percentages are calculated in a way that many people find confusing. A module may list itself as having a 30% bonus to resistances -- but the only time you'll actually see a 30% increase in resistance when using it is if your current resistance is 0%. <br />
<br />
The way the calculations work is that the percentage is applied to the remaining damage after resists. If things didn't work this way, you'd easily get resistances above 100%, and shooting you would cause armor to grow on your ship. <br />
<br />
Resistances are easier to figure out if you think in damage vulnerability rather than damage resistance. A ship with 60% EM resist is then 40% EM damage received. Adding a 30% resist module multiplies the damage taken by 0.7 so you now take 0.7*0.4 = 0.28 = 28% of the raw damage. <br />
<br />
Because of [[stacking penalties]], and the way resistances multiply together, it is not possible to be 100% resistant to a damage type<ref name="100%resist">It is possible to have over 100% resist by overheating a deadspace hardener on a [[Deep Space Transport]] in a red giant wormhole system. This will result in '''immediate destruction''' of the ship if any damage is taken so don't do it.</ref>. The final resist with multiple modules and stacking penalties can be calculated with formula<br><br />
1-(1-R0)(1-R1)(1-R2×0.869)(1-R3×0.571)(1-R4×0.283)...<br />
where R0 is the hull resist and R1, R2, R3,... are module resists in descending order.<br />
<br />
It's often more sensible to increase the resistances of your ship than to increase the total number of raw HP. The damage reduction of resistance modules is a constant where as the buffer reduces with each attack. The fitting requirements for resistance modules are often less than the fitting requirements for Shield Extenders and armor plates. The one drawback is [[Stacking_penalties|stacking penalties]] that will inhibit the effectiveness of additional resistance modules but do not apply to Shield Extenders.<br />
<br />
====Negative resists====<br />
Certain effects will apply negative resists to a ship. These include [[incursion]] effects, [[Abyssal Deadspace]] effects and [[phenomena generators]]. The way these are applied may seem confusing but they are simpler than they seem. The idea is exactly same as with normal resists explained above where the percentage change is applied to vulnerability (100% - resist) instead of resist.<br />
<br />
A 50% resist penalty means that your ship will take 50% more damage.<br />
<br />
Example: You fly your ship with 70% resist into a situation where you receive 50% resist penalty. Your new resist is 55%, how can this make any sense? <br><br />
Your ship has 70% resistance meaning you will receive 30% of the incoming damage. If 50% resist penalty is applied on your ship you will take 50% more damage. You will be receiving 1.5×30% = 45% damage after your resists. So the new resistance is 100% - 45% = 55%.<br />
<br />
The math is simply:<br />
New resist = 1-(1-Resist)×(1+Penalty)<br />
<br />
The resist penalties will never cause the ship to have below 0% resist. If the penalty is big enough that the new resist would be negative the new resist will simply be 0%.<br />
<br />
==Armor tanking==<br />
<br />
Armor tanking emphasizes the use of the low slot modules to increase armor hit points, resistance to damage and repair damage done to it. Regardless of the approach taken to armor tanking, it is wise to understand that armor on T1 hulls has an inherent weakness to explosive damage and plan your resistance modules accordingly. Armor tanking ships most commonly have high number of low slots to spare.<br />
<br />
Armor tank generally has much stronger buffer than shield ships. There are additional kinds of armor tanking modules than shield tanking modules, most notably energized adaptive membrane and reactive armor hardener, which do not have shield counterparts.<br />
<br />
Armor tanking modules are quite light on CPU usage but use lots of powergrid instead. Low slot using armor modules also leave all the mid slots free for various [[Propulsion equipment|propulsion modules]], [[Electronic warfare|electronic attack]] modules, capacitor modules or application modules. This freedom on mid slots makes armor tanked fits versatile. But using low slot for armor, prevents you from using damage modules resulting in lower damage output.<br />
<br />
Armor repairers are more efficient at using capacitor but on the other hand a single armor repairer, repairs considerably less HP than corresponding shield booster. Armor repairs also apply the repair at the end of the module cycle requiring pilot to anticipate when the repair is needed. <br />
<br />
Once your armor is gone your ship has only hull left. This leaves very little safety margin on armor ships. Combined with delayed repair cycles makes it possible for armor ships to easily die in between repair cycles.<br />
<br />
Armor plates and armor rigs give penalty to ship mass. This reduces the speed bonus from propulsion modules and makes the ship less agile.<br />
<br />
Unlike shields, armor has no passive regeneration of any kind. Armor repairers are the only way to get armor back.<br />
<br />
===Armor tanking modules===<br />
<br />
{|class=wikitable style="width: 900px;background:#111111"<br />
|-<br />
|[[File:Icon armor plate.png|link=|]]<br />
|'''{{co|wheat|Armor plates}}''' increase the ships armor HP by a flat number. The drawback is increased mass that results in slower and less agile ship. It is somewhat common to fit oversized plates. For example 1600mm plates on a cruiser.<br />
|-<br />
<br />
|[[File:Icon energized membrane.png|link=|]]<br />
|'''{{co|wheat|Energized armor layering membranes}}''' are passive modules that increase ship's armor by a percentage amount. These are rarely used as a plate and resist module are usually better than this module.<br />
|-<br />
<br />
|[[File:Icon adaptive nano plating.png|link=|]]<br />
|'''{{co|wheat|Layered platings}}''' are passive modules that increase ship's armor by a percentage amount. These are less effective than the energized membrane variant but are much easier to fit. These are rarely used as a plate and resist module are both better than this module.<br />
|-<br />
<br />
|[[File:Icon armor thermal hardener.png|link=|]]<br />
|'''{{co|wheat|Armor hardeners}}''' are active modules that boost one of the four armor resistances: EM, Thermal, Kinetic or Explosive.<br>Compared to membranes, they use capacitor (not much though) and slightly more CPU, but offer a large boost in effectiveness.<br />
|-<br />
<br />
|[[File:Icon energized membrane.png|link=|]]<br />
|'''{{co|wheat|Energized membranes}}''' are passive resist modules that moderately increase the armor resists. The resist bonus is smaller than on active hardeners but greater than on resistance platings. There are damage type specific modules that increase only one resist type and an adaptive membrane that increases all resist types. The name "adaptive" is misleading and the resist bonus is static. The resist bonus is increased by corresponding Armor Compensation skill.<br />
<br />
It is good to note that only T2 energized adaptive nano membrane is generally worth using. Both meta 4 and T2 adaptive nano platings have better stats and lower requirements than any of the meta adaptive energized membranes.<br />
|-<br />
<br />
|[[File:Icon adaptive nano plating.png|link=|]]<br />
|'''{{co|wheat|Resistance platings}}''' are passive resistance modules that increase the armor resistances. They require practically nothing to fit, only 1 PG. They offer lower resist bonus than energized membranes or active hardeners. There are both type specific modules that increase only one resist type and an adaptive plating that increases all resist types. The name "adaptive" is misleading and the resist bonus is static. The resist bonus is increased by corresponding Armor Compensation skill.<br />
|-<br />
<br />
|[[File:Icon module damage control.png|link=|]]<br />
|'''{{co|wheat|Damage control}}''' is a passive module that increases ship's shield, armor and hull resists. This module is not stacking penalized with most other resist modules. Only the reactive armor hardener is stacking penalized with damage control.<br />
|-<br />
<br />
|[[File:icon_reactive_armor_hardener.png|link=|]]<br />
|'''{{co|wheat|Reactive armor hardener}}''' is a active module that increases armor resists. it gives in total 60% resist bonus split across all four damage types. When you first activate the module the resists are evenly split to 15% per damage type. As you receive armor damage the RAH will adjust its resist at the end of cycle by increasing the resist against two highest received damage types and reducing the resist against rest of the damage types. The resists shift by 6% per cycle. This module is not stacking penalized with other modules except for Damage Control.<br />
|-<br />
<br />
|[[File:Icon armor repairer i.png|link=|]]<br />
|'''{{co|wheat|Armor repairers}}''' are modules that consume moderate amount of capacitor and use that to repair the ship's armor.<br> <br />
The capacitor is consumed at the beginning of the cycle but the repair happens at the end of the cycle.<br />
|-<br />
<br />
|[[File:Icon armor repairer i.png|link=|]]<br />
|'''{{co|wheat|Ancillary armor repairers}}''' are similar to normal armor repairers. These modules can be loaded with nanite repair paste to drastically increase the repair amount. With paste the ancillary armor repairers repair considerably (1.25x) more than normal T2 armor repairers. Each cycle consumes nanite paste (1 for small, 4 for medium, 8 for large). Once the paste runs out the module can be used without paste. Without paste the ancillary armor repairers repair considerably (0.75x) less than T2 normal armor repairers. Reloading the paste takes one minute. During this time the module can not be used.<br />
<br />
Ancillary Armor Repairers are almost exclusively used in PvP to provide a capacitor-free method of active tanking. Usage in PvE is not recommended due to the high cost of Nanite pastes.<br />
|-<br />
<br />
|[[File:Icon remote armor repair i.png|link=|]]<br />
|'''{{co|wheat|Remote armor repair systems}}''' consume capacitor to remotely repair armor on single target. The repair again happens at the end of the cycle. This can make it hard to repair targets if they die before the repair lands. Long optimal range, short falloff range. As a result the effectiveness drops rapidly if the target is beyond optimal range.<br />
|-<br />
<br />
|[[File:Icon remote armor repair i.png|link=|]]<br />
|'''{{co|wheat|Ancillary remote armor repair systems}}''' are the remote counterpart of local ancillary armor repairers. Like the local ancillary armor repairers These can be loaded with nanite repair paste for increased repairs. But once the paste runs out they will repair less than normal remote repairers.<br />
|-<br />
<br />
|[[File:Module icon armor rig tech1.png|link=|]]<br />
|'''{{co|wheat|Rigs}}''' <br />
* Trimark armor pump increases the raw HP by a percentage, at the cost of reduced maximum speed. They are popular in PvP fits and thus are generally expensive due to the high demand.<br />
* Anti-damage type rigs increase damage resist to single damage type, at the cost of reduced maximum speed.<br />
* Auxiliary nano pump increases a ship's armor repairer repair amount per cycle. Increases the power grid use for local armor reps.<br />
*Nanobot accelerator speeds up armor repair module cycle times at the cost of armor repairers' power grid use. In theory this is more effective for active armor tanks than the Auxiliary Nano Pump, but note that shorter cycle time also results in higher capacitor use.<br />
|-<br />
<br />
|[[File:Icon_implant_hardwiring.png|link=|]]<br />
|'''{{co|wheat|Implants}}''' <br />
*Repair Systems RS-6xx series - Slot 6 - reduces armor and hull repair systems duration by 1% to 6%, depending on model number<br />
*Remote Repair Sustems RA-7xx series - Slot 7 - reduces capacitor need for remote armor repair modules by 1% to 6%, depending on model number<br />
*Repair Proficiency RP-9xx series - Slot 9 - increases armor repair system amount by 1% to 6%, depending on model number <br />
*Hull Upgrades HP-10xx series - Slot 10 increases armor hit points by 1% to 6%, depending on model number<br />
* There is also the incredible Slave set of pirate implants. <br />
** This is a series of implants that fit into slots 1-6. Each provides a bonus to armor hit points, but when you fit the entire set, it provides a multiplicative total bonus of 53.63%. Unfortunately, a complete Slave set cost about 1.8 billion ISK or more. <br />
** There is a less expensive Medium-and Low-grade Slave set. Full low-grade set provides an aggregate bonus of 33.83% to armor hit points. These are a relative bargain at only 750 million ISK or so.<br />
** You can mix & match HG, MG, and LG Slave implants, for a final armor HP bonus partway in between.<br />
|-<br />
<br />
|[[File:Icon exile.png|link=|]]<br />
|'''{{co|wheat|Exile}}''' medical booster greatly increases the ship's active armor repair amount, however they carry a chance to reduce your Armor hitpoints, Repair amount, or capacitor capacity.<br />
|-<br />
<br />
|}<br />
<br />
=== Armor Tanking Skills ===<br />
*{{sk|Hull Upgrades}} <br />
** 5% armor HP per level<br />
** Required for armor plates, hardeners, membranes and resist plates.<br />
*{{sk|Mechanics}}<br />
** 5% hull HP per level<br />
** Reqruired for armor repairers<br />
*{{sk|Repair Systems}}<br />
** 5% reduction in armor repair module cycle duration. It should be noted that a reduction in activation time increase the capacitor need of the module.<br />
** Required for armor repairers<br />
* {{sk|EM Armor Compensation}}, {{sk|Thermal Armor Compensation}}, {{sk|Kinetic Armor Compensation}}, {{sk|Explosive Armor Compensation}}<br />
** 5% increase per level in the corresponding resist for membranes and resist plates<br />
* {{sk|Armor Rigging}}<br />
** Reduces the drawbacks of armor rigs by 10% per level.<br />
* {{sk|Armor Layering}}<br />
** 5% redution in mass penalty of armor plates per level.<br />
* {{sk|Resistance Phasing}}<br />
** 10% reduction in cycle time and capacitor usage of reactive armor hardener per level.<br />
<br />
==Shield tanking==<br />
<br />
Shield Tanking: Focuses on maximizing your shields' ability to withstand and/or repair damage. This is the most common type of defense for ships with larger numbers of mid-slots, where most shield modules are fitted. It should be remembered that shields on T1 hulls are naturally weak to EM damage.<br />
<br />
The versatility of shield modules is somewhat more limited than that of armor modules. Most notable is the lack of good passive shield hardeners. As a result even buffer fit shield ships are often vulnurable to suficiently large number of neuting.<br />
<br />
Shield modules generally fit on mid slots. This leaves low slots for damage modules, fitting modules or piloting modules. As a result shield ships generally have higher damage output than their armored cousins. But on the other hand using mid slots for tank limits the ship fitt into more or less pure damage dealing as the tank competes with tackling, EWAR, and propulsion modules.<br />
<br />
Shield extenders and shield rigs have penalty to the ship's signature radius. This makes it easier to hit shield ships. Shields generally also have less buffer than armor ships. This is most notable when fighting against ships larger than your own.<br />
<br />
Unlike Armor Repairers, Shield Boosters give the boost at the beginning of the cycle time instead of at the end, meaning you can wait until you need the shields to activate the shield booster instead of activating it in anticipation of needing it, as is commonly done with armor repairers. Shield boosters also repair much faster and more than armor repairers. This comes at cost of using more capacitor.<br />
<br />
After shields are exhausted there is still some armor and hull remaining, leaving a little more room for error. <br />
<br />
Shields heal themselves over time at a natural recharge rate. Armor and Hull damage taken is going to sit there until it is repaired. This passive regeneration is taken to extreme on passive shield fits described below.<br />
<br />
In short the advantages of shields are:<br />
*Does not reduce speed or maneuverability.<br />
*As a first line of defense, leaves you with Armor and Hull as a fallback if shields go down.<br />
*Recharge on their own – no need to dock for repairs.<br />
*Shield boosting modules work more quickly than armor repair modules and apply effects immediately.<br />
*Low slots are available for weapon enhancing modules.<br />
<br />
And the disadvantages of shields are:<br />
*Increases signature radius – ship becomes easier to hit.<br />
*Fewer kinds of enhancement modules – less choice than with armor.<br />
*Shield recharge modules use more capacitor than armor repair modules.<br />
*Mid slots are not available for EWAR, tackle or propulsion modules.<br />
<br />
=== Passive Shield Tanking ===<br />
<br />
Unlike Armor hit points, shields will recharge themselves after taking damage. The Passive Shield tank is designed to maximize this natural recharge rate without the use of active Shield Booster modules. The shields of a ship have two stats that are relevant to passive recharge: Shield capacity and shield recharge time. The shield capacity is simply the maximum HP for the shields while the recharge time tells how long it takes for the shields to recharge.<br />
<br />
The concept behind the Passive Shield Tank is deceptively simple: find a ship with a relatively high natural recharge rate (Shield HP / Recharge time = Average recharge rate), then add as many additional shield hit points to your ship as possible using shield extenders. Because the recharge time for a given ship is a fixed amount no matter how many points of shields you have, adding multiple shield extenders not only adds a lot of buffer, it indirectly increases the recharge rate because more Hit Points are being recharged in the same amount of time. Now add passive modules that increase the recharge rate even further, such as Shield Rechargers, Shield Power Relays and Power Diagnostic Systems; and you have a monster sized Buffer tank that regenerates very quickly without using any capacitor making your defense invulnerable to weapons that drain the capacitor. Shield Flux Coils also increase recharge rate, but should be avoided because they also lower your shield hit points, which is self defeating for the same reason adding Shield Extenders improves your recharge rate.<br />
<br />
As the name implies, a fully passive tank does not require any modules that need to be “turned on” to function, and therefore does not require capacitor. The drawback to Passive Shield tanking is the number of modules required to pull it off, which leaves very little room to fit other useful modules such as damage improvement and tackling equipment, which makes this fitting of limited use outside of mission running and bait ships.<br />
<br />
While this fitting is more about raw hit points than it is damage resistance adding resit modules will greatly increase the effectiveness of passive recharge. Shield resistance amplifiers can be added to provide a little damage reduction. Some people use Adaptive Invulnerability Fields and Shield Hardeners to improve damage resistance, but these are active modules that require capacitor, thus making your Passive Shield tank not quite passive any more. This can be problematic because the Shield Power Relays you depend on to increase your shield recharge rate also totally gimp your capacitor recharge rate. For this reason careful balancing is necessary to make the Passive Shield Tank effective. When done correctly, however, Passive Shield tanking can be used to handle tough missions with a single ship.<br />
<br />
It is generally advised '''NOT''' to mix modules that increase shield recharge rate with modules that repair shield damage.<br />
<br />
==== Understand Shield Recharge Rate ====<br />
It is valuable to understand the mechanics of shield recharge rate. All ships have shields, and all shields have a recharge rate. Therefore, this concept applies to every ship, shuttle, and pod in Eve, and thus to every pilot who undocks. <br />
<br />
NOTE: The math behind the shield recharge rate calculation is the same as that used for a ship's [[capacitor recharge rate]].<br />
<br />
In a ship's information screen, on the attributes tab, under the shield heading, is listed the total shield amount of the hull, and the shield recharge time. The recharge time expresses how long it will take to go from 0% shields to roughly 98% shields when the ship is sitting idle in space and no one is repairing the shields or damaging them. That last ~2% of your shields will take much longer.<br />
<br />
But shields do not recharge at a constant rate. Imagine a ship with a 440 shield and a shield recharge time of 440 seconds. To find out how many shield points you regain per second you might divide: 440 shields / 440 seconds = 1.0 shields per second. <br />
<br />
That is close but not quite correct. The ''average'' shield recharge rate is going to be 1.0 shields per second but sometimes it will be higher, and sometimes it will be lower. <br />
<br />
The ''actual'' behavior is that when the shield is near 0% or 100% it replenishes slower. The ''peak recharge'' rate will be 2.5x the average rate and will occur when the shields are damaged to 25% of shield maximum capacity. <br />
<br />
Shield recharge rates above ~98% shield is extremely low. For ships with small shield capacity it is essentially non-existent. The shield recharge rate also drops sharply below 25% capacity. Once shields have been damaged beyond 25% the passive tank "breaks" and the ship dies shortly.<br />
<br />
[[File:Shield_recharge.png|400px|thumb|Measured shield HP during passive recharge from zero and theoretical shield HP from formula plotted. Click to enlarge.]]<br />
[[File:Shield recharge rate.png|400px|thumb|Shield recharge rate as function of shield HP according to the formula. Click to enlarge.]]<br />
<br />
As the shield takes damage, its level goes '''''down'''''. In response, the rate at which it rebuilds itself goes '''''up'''''. The increase in shield recharge rate continues until it peaks at 25% of shield capacity. At this threshold, the default ship Health Alert noise will sound to warn the pilot that the shield is at its recharging limit. If it continues to take more damage than it can hold, the regeneration will drop off quickly. This means if constant damage is applied, the shield will regenerate less as it becomes empty, thus making it easier to shoot the armor below it.<br />
<br />
{{ note box | THE MAIN POINT: In combat the shield will recharge at an increasing rate until 25% of its capacity remains; then the rate will fall off quickly towards zero.}}<br />
<br />
The math for shield regeneration is exactly the same as that of the [[capacitor recharge rate]]. Two numerical attributes are required: shield capacity, and shield recharge time. These are both displayed in the ship's "show info" attributes panel in-game, below its capacity. Note that modules that refer to "recharge rate" modify the recharge time number, not the raw regeneration in HP/s.<br />
<br />
[[File:EVE Cap Recharge Rate Diff Formula.png|center|300px]]<!-- TeX: {\color{White}{dC\over dt}={2C_\mathrm{max}\over\tau}\left(\sqrt{C\over C_{\mathrm{max}}}-{C\over C_\mathrm{max}}\right)} --><br />
<br />
...where:<br /><br />
'''C''' is your current shield HP.<br /><br />
'''C<sub>max</sub>''' is your maximum shield HP.<br /><br />
''dC''/''dt'' is your current shield regeneration in HP/s.<br /><br />
''T'' is shield recharge time.<br />
<br />
;Consequences<br />
<br />
The fact that these attributes are both set has some interesting consequences. Notably for this calculation, recharge time is ''not'' dependent on anything else, including maximum shield capacity--as you might have intuitively expected. This has the effect that if two ships have the same "recharge time" attribute, and one has more capacity, then the one with the larger capacity will get more raw HP/s regeneration, and appear to 'repair faster' despite reaching its maximum level in the same time. In simple terms, recharge is calculated ''by percentage'' first, which is then translated into HP/s of regeneration. So maximum capacity indirectly affects the amount of HP/sec regenerated, having the effect that Extender modules increase regeneration, and flux coils become much less useful compared to Rechargers or Power Relays.<br />
<br />
;Calculating Average rate<br />
<br />
The average shield regeneration per second can be computed by dividing the shield capacity by its recharge time.<br />
<br />
Average HP/s = Shield maximum / Recharge time<br />
<br />
The peak recharge Rate is 250% of average shield recharge. It occurs when the capacity of the shield is at 25% of its maximum value. Shield recharge rate drops rapidly once the shield falls below 25% of shield capacity.<br />
<br />
=== Fitting a shield tank ===<br />
<br />
In many cases the technical construction of the ship dictates the use of Shields (or Armor) as its primary defense. Any ship receiving a bonus to shield capabilites would likely use shields. And because most shield modules use medium power slots, a ship with more mid than low slots will tend to use shields. Though the purpose of the ship can never be ignored. As a shield ships use mainly mid slots for defence they can fit much higher damage output and are often faster.<br />
<br />
Every ship has a shield. Whether or not a pilot decides to expand and improve the shield is his or her choice.<br><br />
That said, here are the factors that you look for when you are thinking about shields:<br />
* Shield specific hull bonus.<br />
* Surplus of mid slots or shortage of low slots.<br />
* More need to favor modules that improve weapons (which tend to need low slots).<br />
* Less need for EWAR modules (which tend to need mid slots).<br />
<br />
{|class=wikitable style="width: 900px;background:#111111"<br />
|-<br />
|[[File:Icon shield extender.png|link=|]]<br />
|'''{{co|wheat|Shield extenders}}''' increase ships shield HP by a flat number. The drawback is increased signature radius that makes the ship easier to hit. Oversized modules are often used (Medium size on a Frigate class ship, for example). <br />
|-<br />
<br />
|[[File:Icon resists.png|link=|]]<br />
|'''{{co|wheat|Shield hardeners}}''' are active modules that increase ship's shield resists. Adaptive invulnerability field increases resist to all damage types but less than type specific modules. The name is misleading and the module does not adapt to damage like the reactive armor hardener. Active shield hardeners are considerably more effective than the passive shield resistance amplifiers.<br />
|-<br />
<br />
|[[File:Icon thermal amplifier.png|link=|]]<br />
|'''{{co|wheat|Shield resistance amplifiers}}''' are passive modules that increase ship's shield resists. Easier to fit than active hardeners and do not need any capacitor. Considerably lower resist bonus compared to active hardeners. The resist bonus increases with appropriate shield compensation skill. There is no resistance amplifier that increases all resist types like there is for armor.<br />
|-<br />
<br />
|[[File:Icon module damage control.png|link=|]]<br />
|'''{{co|wheat|Damage control}}''' is a passive module that increases ship's shield, armor and hull resists. This module is not stacking penalized with any other shield resist module.<br />
|-<br />
<br />
|[[File:Icon shield recharger.png|link=|]]<br />
|'''{{co|wheat|Shield power relays}}''' are passive modules that increase ship's shield recharge rate at the cost of reduced capacitor recharge rate. This module defines a passive shield tank. Since the relay modules fit in low slots, this means more Extenders may be fitted alongside them. On the other hand, this also means no low slot weapon upgrade modules for high damage. This will limit the situations where a passive tank may be used. One of the few low slot shield modules.<br />
|-<br />
<br />
|[[File:Icon shield recharger.png|link=|]]<br />
|'''{{co|wheat|Shield flux coils}}''' are passive modules that increase ship's shield recharge rate at the cost of reduced shield capacity. The reduced shield capacity reduces the shield recharge rate but the recharge rate bonus on flux coils is larger than on power relays resulting in higher recharge rate.<br />
|-<br />
<br />
|[[File:Icon shield recharger.png|link=|]]<br />
|'''{{co|wheat|Shield rechargers}}''' are passive mid slot modules which provide a modest increase to the shield recharge rate. If there is fitting room for shield extender then that may be a better choice.<br />
|-<br />
<br />
|[[File:Icon shield glow.png|link=|]]<br />
|'''{{co|wheat|Shield boosters}}''' consume ship's capacitor to repair (or ''boost'', as the name says) the shields in exchange. Note that the repair happens at the beginning of the module cycle. Shield boosters generally have short cycle time and mediocre capacitor:hitpoint rate compared to Armor Repairers.<br />
|-<br />
<br />
|[[File:Icon ancillary shield booster.png|link=|]]<br />
|'''{{co|wheat|Ancillary shield booster}}''' provides a capacitor-free method of active shield tanking for limited time. They can be loaded with Capacitor Booster Charges, and will consume the loaded charges upon activation. When no charges are loaded, it will consume quite a large amount of capacitor instead. They will reload in 1 minute (60 seconds). Capacitor Booster Charges of different sizes can be fitted, however it is recommended to use the Navy variant of the smallest charge available (the accepted charge size is displayed on the Show Info tab). Using larger charges offers no benefits. Ancillary shield boosters are almost exclusively used in PvP situations to provide repairs without consuming the precious capacitor. Usage in PvE is not recommended due to the long reload time, the cost of Capacitor Booster Charges and burst tanking nature.<br />
|-<br />
<br />
|[[File:Icon shield boost amplifier.png|link=|]]<br />
|'''{{co|wheat|Shield boost amplifiers}}''' are passive mid slot modules that increase shield booster repair amount without increasing the capacitor usage. They are completely passive and use only 1 powergrid, however they require quite a bit of CPU. This makes these impractical for smaller hulls due to the limited med slots and fitting resources. However, Boost Amplifiers double the heat damage from [[overheating]].<br />
|-<br />
<br />
|[[File:Icon shield transporter i.png|link=|]]<br />
|'''{{co|wheat|Remote shield boosters}}''' use capacitor to repair shields of a single target. Moderately short Optimal range and long Falloff range. Note that the repair is delivered at the start of the cycle.<br />
|-<br />
<br />
|[[File:RemoteShieldBoostIcon.png|link=|]]<br />
|'''{{co|wheat|Ancillary remote shield boosters}}''' are remote shield boosters that can be loaded with cap boosters. They behave exactly the same with local Ancillary Shield Boosters except they repair other ships instead. Usage without Cap Booster Charges are highly discouraged due to the large Capacitor usage.<br />
|-<br />
<br />
|[[File:Icon powergrid.png|link=|]]<br />
|'''{{co|wheat|Power diagnostics systems}}''' are low slot engineering modules. Small percentage increase to shield capacity, capacitor capacity, powergrid output, shield recharge rate and capacitor recharge rate.<br />
|-<br />
<br />
|[[File:Icon capacitor recharger.png|link=|]]<br />
|'''{{co|wheat|Capacitor power relays}}''' are not exactly a shield modules, but an engineering module. They are a passive low slot module that increase capacitor recharge rate at the expense of reduced shield booster repair amount. These are generally avoided on active shield tanked ships. The penalty does not apply to remote shield boosters.<br />
|-<br />
<br />
|[[File:Module icon shield rig tech1.png|link=|]]<br />
|'''{{co|wheat|Rigs}}'''<br />
* Core defense field extenders increase shield capacity by a percentage amount. They are popular on PvP fits, and thus are a bit more expensive due to the high demand.<br />
* Core defense field purgers increase the shield recharge rate. It is however, a lot more effective than a Shield Recharger, and is a staple on almost all passively-tanked ships.<br />
* Screen reinforcers increases a ship resistance to single type of damage. The most commonly used is the anti-EM and anti-thermal reinforcers as the shields are naturally vulnurable to these damage types.<br />
* Core defense capacitor safeguards make a shield booster run more efficiently reducing the cap requirement.<br />
* Core defense operational solidifiers make the shield boosters run faster, increasing tank but also capacitor use. Unlike its armor equivalent, usually ignored in favour of a boost amplifier module.<br />
* Core defense charge economizers reduce the powergrid need of shield extenders. Rarely used except in some very large buffers to pvp fits. They are much cheaper than the general PG upgrade rig<br />
|-<br />
<br />
|[[File:Icon implant hardwiring.png|link=|]]<br />
|'''{{co|wheat|Implants}}'''<br />
* Slot 6: Zainou 'Gnome' Shield Upgrades SU-6XX series reduces shield extender powergrid needs by a few&nbsp;%. Rarely used.<br />
* Slot 7: Zainou 'Gnome' Shield Management SM-7XX series bonus to shield capacity. Useful for buffer and passive tanks.<br />
* Slot 8: Zainou 'Gnome' Shield Emission Systems SE-8XX series reduced capacitor need for remote shield repair equipment. Useful for logistics fits.<br />
* Slot 9: Zainou 'Gnome' Shield Operation SP-9XX series increases shield recharge rate. useful for passive tanks.<br />
* You can also pick up the 'Crystal' pirate implant set for a large amount of ISK. This is a set of 6 implants that fit in slots 1-6, and taken together will increase your active shield boosting rates to fantastic levels. The 'Crystal' set comes in high-grade, mid-grade, and low-grade versions, low-grade being for the poor people out there that can't afford the real deal. You can mix and match from different grade sets for a final boost bonus somewhere in between the two values stated on the presentation.<br />
* Unlike the armor 'Slave' set implants, there are no slot 1~6 implant sets that increase total shield hitpoints.<br />
|-<br />
<br />
|[[File:Icon blue pill.png|link=|]]<br />
|'''{{co|wheat|Blue Pill}}''' medical booster greatly increases the ship's active shield boosting amount, however they have a chance to penalize your ship's Capacitor and Shield capacity, your turret's optimal range, or your missile's explosion velocity. <br />
|-<br />
<br />
|}<br />
<br />
=== Shield skills===<br />
The following skills are required to field a full Tech 2 Shield tank:<br />
<br />
*{{sk|Shield Management}}<br />
** 5% increase in shield capacity per level.<br />
** Required for shield boost amplifiers.<br />
<br />
*{{sk|Energy Grid Upgrades}} <br />
** 5% PG per level. Required for shield power relays and power diagnostic units.<br />
<br />
*{{sk|Shield Upgrades}}<br />
** 5% reduction in shield extener PG usage.<br />
** Required for resistance amplifier, shield recharger modules.<br />
<br />
*{{sk|Shield Operation}}<br />
** 5% reduction in shield recharge time per level.<br />
** Required for shield boosters and maximize shield recharge.<br />
<br />
*{{sk|Tactical Shield Manipulation}} <br />
** Reduces damage bleeding to armor through shields-.<br />
** Required for shield hardeners. No good reason for training beyond IV unless you want to use certain capital modules.<br />
<br />
* {{sk|EM Shield Compensation}}, {{sk|Thermal Shield Compensation}}, {{sk|Kinetic Shield Compensation}}, {{sk|Explosive Shield Compensation}}<br />
** Increases the specific resist of the passive shield resistance amplifiers.<br />
** Training the four damage type-specific shield compensation skills is less important. The passive Shield Amplifier modules benefit most from them, but are not widely used, but active resistance modules (like Adaptive Invulnerability Fields) get no benefit at all.<br />
<br />
* {{sk|Shield Compensation}}<br />
** 2% reduced capacitor usage for shield boosters.<br />
<br />
* {{sk|Shield Emission Systems}}<br />
** 5% reduced capacitor usage for remote shield boosters.<br />
<br />
* {{sk|Shield Rigging}}<br />
** Reduces the drawbacks of shield rigs.<br />
<br />
*{{sk|Hull Upgrades}}<br />
** 5% hull HP per level. Required for damage control.<br />
<br />
==Hull tanking==<br />
<br />
Hull tanking is the most... adrenaline-inducing... form of tanking. With hull tanking there is no safety buffer. Once your hull tank is gone your ship goes out in glorious explosion. Additionally the incoming damage slowly bleeds into the ship's modules making it unwise to hull tank for long period of time. Not that you could maintain hull tank anyways since all active hull repair methods are laughably slow. Even the T2 hull repairers have staggering 24 second cycle time.<br />
<br />
Regardless of these disadvantages hull tank is sometimes used unironically. A bait ship with hull tank can lull the gankers into false sense of victory as they see the shields and armor waning away, only to spend ages grinding down the hull. Gallente ships like [[Brutix]] have a notably impressive hull, making them viable at hull tanking.<br />
<br />
As all the practically useful hull tanking modules are passive, a hull tank is resistant to neuting and other forms of capacitor warfare.<br />
<br />
{|class=wikitable style="width: 900px;background:#111111"<br />
|-<br />
|[[File:Icon reinforced bulkhead.png|link=|]]<br />
|'''{{co|wheat|Reinforced bulkheads}}''' give a percentage bonus to hull HP. These are the only modules that increase hull HP.<br />
|-<br />
<br />
|[[File:Icon module damage control.png|link=|]]<br />
|'''{{co|wheat|Damage control}}''' increases ship's hull resist to all damage.<br />
|-<br />
<br />
|[[File:Icon hull repairer i.png|link=|]]<br />
|'''{{co|wheat|Hull repairers}}''' use capacitor to repair hull. These modules are extremely slow and can not be practically used in combat.<br />
|-<br />
<br />
|[[File:Icon remote hull repair i.png|link=|]]<br />
|'''{{co|wheat|Remote hull repairers}}''' allow you to remotely repair hull on another ship. These modules are extremely slow and can not be practically used in combat. No ship is bonused for using these modules.<br />
|-<br />
<br />
|[[File:Module icon armor rig tech1.png|link=|]]<br />
|'''{{co|wheat|Transverse bulkheads}}''' give a large percentage bonus to hull HP. No other rig gives any bonuses to hull.<br />
|-<br />
<br />
|}<br />
<br />
Hull tanking is improved by only a single skill:<br />
*{{sk|Hull Upgrades}}<br />
** 5% hull HP per level. Required for damage control.<br />
<br />
==Remote repairing==<br />
{{main|Logistics}}<br />
<br />
Remote repairing means that the main fleet outsources the repair duty to dedicated logistic wing. This allows the main fleet to fit large buffer tank that makes them able to survive the alpha of enemy fleet. This also allows the logi wing to focus the repping power of whole fleet on single ship.<br />
<br />
=== Spider Tanking ===<br />
<br />
While normal logistic fleet configuration outsources repairing to logistic wing spider tanking shares the repairing and combat duty between the whole fleet.<br />
<br />
In simple terms, Spider tanking involves the use of a Buffer and/or highly resistant tank that is repaired remotely by other ships in your squad who are in turn repaired by remote repair modules on your ship. This is an advanced technique that requires a good deal of coordination to function effectively.<br />
<br />
==References==<br />
<references /><br />
[[Category:Combat]]</div>Detroit dieselhttps://wiki.eveuniversity.org/index.php?title=Turret_mechanics&diff=140210Turret mechanics2018-12-31T14:42:01Z<p>Detroit diesel: /* Damage */</p>
<hr />
<div>{{Weapon Systems Links}}<br />
<br />
'''Turret mechanics''' dictate how accurately turrets hit and how much damage is dealt. It is obvious that these two are connected since missing shots directly effects applied damage but the hit and damage mechanics are actually connected in another way too. <br />
<br />
There are basically two things that affect your chance to hit a target with a turret-mounted weapon: range and tracking. This guide explains each factor in turn, and explores some of these factors' practical implications for combat. The second section looks at how the damage is calculated and how hit chance effects damage distribution. having a basic understanding on the mechanics is important for anyone who flies a turret based ship in EVE, or wishes to avoid being hit by 1400mm artillery fire.<br />
<br />
=Hit chance=<br />
[[File:QST_turret_range.gif|frame|right|alt=range animation showing falloff|<center>Range, falloff and chance to hit</center>]] <br />
<br />
The basic question of shooting a turret is wether you will hit or not. In EVE, hitting with a turret is not quite a simple question of being either in range or out of range. Instead it depends on the concepts of optimal range, falloff and tracking. You can find figures for all of these if look at your fitted turret info.<br />
<br />
Due to how the hit chance is calculated the range and tracking do not effect each other and can be considered separately. A nice thing to remember is that against a stationary target the tracking part can be ignored while against a target that is in optimal range the range part can be ignored.<br />
<br />
==Range==<br />
<br />
Every turret has two range parameters called "Optimal Range" and "Accuracy Falloff".<br />
<br />
A gun's optimal range is the range within which distance has no effect on hit chance. In other words in optimal range the distances can be completely ignored and only tracking has any effect on hitting.<br />
<br />
Accuracy falloff begins at the end of optimal range. Falloff measures how quickly the chance to hit decreases as the target distance grows ''beyond'' optimal range. At a gun's optimal range ''plus'' its falloff, the chance to hit is reduced to 50%. At a gun's optimal range plus ''twice'' the falloff range, the chance to hit is reduced to only 6.25%. Since other factors can reduce this hit chance even further, at excessive ranges it is often not worth it at all to fire turrets, unless you're trying to draw aggression from a rat (which can be done at maximum targeting range).<br />
<br />
So, for example, you're firing a gun which has 20km optimal range and 6km falloff at a target which is moving steadily straight away from you (zero transversal), starting at only 1km range. You will (if nothing else intervenes) always hit a target that is less than 20km (your optimal range) from you; your chance to hit will gradually decrease as your target moves between 20km and 26km (your optimal + falloff) from you, reaching 50% at 26km. By 32km (optimal + twice your falloff) your chance to hit will be down to 6.25% and decreasing.<br />
<br />
The penalty for exceeding the optimal range by a small amount is reasonably low; the chance to hit a target at 33% of the falloff range in excess of the optimal range is still above 90%. Minmatar ships especially have significant falloff ranges allowing them to fight effectively beyond their optimal range. However, as the distance increases, the chance to hit decreases faster and faster.<br />
<br />
When using turrets that fight inside falloff ranges it can be useful to know that being at optimal+(falloff / 2) results in -20% average damage and being at optimal+falloff results in -60% average damage (note: average damage falls faster than hit chance due to how the random damage interval is calculated, see below). <br />
<br />
Falloff and optimal ranges are visible in the turrets info window. They are further modified by skills, ammo, modules, hull bonuses and incoming tracking disruptors. Target distance is visible on the overview. <br />
<br />
==Tracking==<br />
<br />
Tracking tells how well turrets hit a moving target. If the target is stationary relative to the shooter tracking is ignored and only range effects hit chance. If the target is both inside optimal range and stationary the turrets have 100% chance to hit. As a result against stationary target the turret tracking is irrelevant and even the largest turrets can hit the smallest targets if the target is foolish enough to sit still.<br />
<br />
This is why it ''is'' possible for a rack of battleship guns to hit a frigate for (as they say) massive damage despite the frigate's very small signature: if the frigate sits still, or burns straight towards or away from the battleship, or is at a long enough range that despite its speed it doesn't have much angular velocity from the battleship's point of view, it is toast.<br />
<br />
Against moving targets the tracking is more complicated concept than range due to larger number of variables, less intuitive variables, the player not seeing all the variables and chaotically changing variables. Tracking depends on three variables: "Turret Tracking", angular velocity and target signature radius. <br />
<br />
The concept of turret tracking value is simple: The smaller a turret is, the faster its tracking speed will be: small autocannon, for example, track faster than medium autocannon. Short-ranged varieties of turret have better tracking than their long-ranged counterparts -- so, for example, medium pulse lasers track faster than medium beam lasers and large blasters track faster than large railguns. There is only one value for tracking unlike the optimal and falloff for range. One way to look at it is to consider the turret to always being in "tracking falloff" with zero optimal tracking.<br />
<br />
[[Image:Angular velocity.png|right|256 px|thumb|The general case of angular velocity. Angular velocity of ship depends on ship velocity, target velocity and distance. The total velocity vector is target velocity vector-your velocity vector and the dashed vectors are parallel and perpendicular components of total velocity vector. Note the 90° angles.]]<br />
[[Image:Orbit angular velcoity.png|right|256 px|thumb|Angular velocity while orbiting is much simpler than the general case. The angular velocity is simply the orbiting velocity multiplied by distance. Many situations where one ship is much faster can be approximated to to be like this.]]<br />
<br />
Instead of measuring an object's speed as m/s or miles/hour, a speed can also be measured as an angle. A good example is the suns movement across the sky, where it moves 360° in 24 hours, which makes the angular velocity 15°/hour. If the sun is moving away or towards us wouldn't matter, because that wouldn't change the angle, only sideways movement counts.<br />
<br />
Just as a circle can be described as an angle of 360°, it can also be described as an angle of 2&pi; radians. Meaning that one radian equals to roughly 57° (360/2&pi;).<br />
<br />
The ingame overview can show the angular velocity of a target if you open the settings and tick a box under the tab called columns. Angular velocity is used to determine the penalty to the hit chance based on the turret's tracking ability. Relying on high angular velocities to stay alive is called speed tanking (not to be mixed up with kiting, which is to keep something at range).<br />
<br />
Angular velocity is calculated as ω=v<sub>t</sub>/d, where v<sub>t</sub> is transversal velocity of the target relative to shooter and d is distance to target. Two ships will always have the same angular velocity to each other.<br />
<br />
Angular velocity depends on the ratio of transversal velocity and range (it's to do with the geometry of circles and radii) -- but it's easier to think about angular velocity since measurements of it in radians per second relate easily to the figures for gun tracking speed.<br />
<br />
In chance-to-hit calculations, your guns' tracking speed is compared against your target's angular velocity and signature radius. Angular velocity is a geometric concept to do with radii of circles, but it can be hard to visualize. One way to think about it is to imagine that your screen's point of view in EVE is looking out above the barrels of your turret as it looks at your target -- a turret's-eye-view, so to speak. If your target was moving quickly across your turret's point-of-view, it would have a high angular velocity, and if it was moving slowly across your turret's point-of-view it would have a low angular velocity. Due to symmetry the angular velocity is same for both ships.<br />
<br />
The ratio of your target's angular velocity to your guns' tracking speed is what's important. If their angular velocity is high, the ratio will be high, and you're very unlikely to hit them.<br />
The speed at which a target moves across a turret's field of view doesn't depend only on the target's real velocity. The direction the target's moving in relative to the ship firing at it matters too: a ship that burns straight towards you could be quite easy to hit, regardless of its speed, because it's not moving very fast across your turrets' point-of-view. Range also affects angular velocity: a target orbiting you at 400m/s at a range of 7,000m has a much higher angular velocity than a target orbiting you at 400m/s at a range of 30km.<br />
<br />
Lastly the target signature radius. Every ship in EVE has a [[signature radius]] (you can find a figure for yours on the fitting screen). Signature radius represents, roughly speaking, a ship's footprint on everyone else's sensors. This can be thought of as multiplier that is applied to the ratio of angular velocity and turret tracking. <br />
<br />
Signature radius depends mostly on hull but target painters and many shield modules will increase it. Some examples of ship signature radiuses without modules: <br />
* Tormentor 35 m<br />
* Thrasher 56 m<br />
* Caracal 125 m<br />
* Brutix 305 m<br />
* Tempest 360 m<br />
<br />
As the ratio (tracking*signature radius)/angular velocity is the important part you can see clearly how much easier larger ships are to hit. Against a battleship you can go 10x faster than against a frigate while still enjoying same hit chance, or in other words you must somehow slow down a frigate to 1/10th of the speed of a battleship to hit it with same accuracy as if it was a battleship.<br />
<br />
Due to how nice ratios are doubling tracking, doubling target signature radius and halving angular velocity all have exactly same effect on hit chance. This makes it very easy to hit large targets at high speeds and also makes webs and manual piloting very effective at manipulating hit chance as seen in sections below.<br />
<br />
Since the tracking depends on all three: target signature radius, turret tracking and angular velocity it can be hard to intuitively see when it is possible to hit. For example a medium autocannon with 50 tracking shooting a cruiser with 150 m signature radius and an angular velocity of 0.073 rad/s has 90% chance to hit. In same situation, but when shooting at frigate with 50 m signature, the hit chance is only 39%.<br />
<br />
{| class="wikitable" border=0<br />
! Hit chance from tracking || Angular velocity (rad/s) as a function of <br /> tracking (T) and signature radius (S)<br />
|-<br />
| 50% || T×S/40000 <br />
|-<br />
| 60% || T×S/47000<br />
|-<br />
| 70% || T×S/56000<br />
|-<br />
| 80% || T×S/70000<br />
|-<br />
| 90% || T×S/103000<br />
|-<br />
| 100% || 0<br />
|}<br />
<br />
It is often best to use [[Third-party tools|a Third-party tools]] to see how well your guns track moving targets. Both EFT and PYFA are able to draw damage application figures on moving targets.<br />
<br />
Much of this information is most useful when theorycrafting, as there is often little time or need for complex mathematics during combat. However, pilots who are familiar with these concepts can still use them in a general sense to make decisions when in space.<br />
<br />
{{expansion past | Updates to tracking have made it much easier to compare the tracking abilities of different turrets, but they have also made the numbers more abstract and harder to use in combat (not that it was feasible to compare tracking numbers before unless fighting targets of same size). The "Turret Tracking" attribute in the formula used to be split into "Turret Tracking" and "Turret Signature Resolution". Combining them to single number simplified the formula without changing any mechanics. If you need to calculate turret hit chance with "Turret Signature Resolution" (for example using old NPC attribute info) just replace 40000 with Turret Signature Resolution. If you encounter nonsensical tracking values anywhere they may be in this old format.<br />
<br />
To convert turret tracking speed to rad/s the following formula can be used:<br />
<pre>turret tracking (new) = Turret tracking (old) * 40000 m / Optimal Signature Resolution</pre>}}<br />
<br />
==Math==<br />
<br />
A turret's chance to hit a target is calculated using the equation below. It will produce a result between 0 and 1, representing a probability between 0% and 100%. This value is then compared to a random number between 0 and 1. If the random number is greater than the calculated result, the turret misses.<br />
<br />
'''Note: The entire expression contained within the outermost set of parentheses is an exponent.'''<br />
<br />
[[Image:Turret hit chance.png]]<!--<math>\pagecolor{Black}\color{White}\text{Chance to Hit} = {0.5^{\left({\left({\frac{V_{angular} \times 40000m}{WAS \times sig_{target}}}\right)^{2} + \left({\frac{max(0, Distance - opt_{turret})}{fall_{turret}}}\right)^{2}}\right)}}</math>--><br />
<br />
<br />
''Angular'' is angular velocity (movement between the attacker and the target expressed as an angle (in radians) per second)<br />
<br />
''Tracking'' is the turrets tracking value (listed on the info window and means how well the turret can hit a moving target<br />
<br />
''Signature'' is target signature radius (aka target size, a big target is easier to track)<br />
<br />
''Distance'' is the range in meters<br />
<br />
''Optimal'' is optimal range of turret <br />
<br />
''Falloff'' is falloff range of turret<br />
<br />
The hit chance equation has the form of ''x''<sup>(''a''+''b'')</sup>, which can also be written as ''x<sup>a</sup>x<sup>b</sup>''. In this case, x = 0.5, a = all tracking terms and b = all range terms. In other words, the hit chance equation can be thought of as having two separate parts (tracking and range), which are calculated individually and then multiplied at the end to get the final hit chance. This means that tracking and range don't interfere with one another, they are indeed two separate things.<br />
<br />
The equation also shows that the reduction of hit chance from falloff and tracking respectively follow the same pattern. This is because they both look like ''0.5''<sup>(something / x)<sup>2</sup></sup>, where x is either tracking or falloff. The only difference between them are the input variables, the output look the same.<br />
<br />
The equation is not fully realistic, as it only considers the relative movement between the attacker and the target, and does not take into account any rotation of the attacking ship. From the attacker's point of view, this relative movement appears as a change in the angle to the target. <br />
<br />
'''Example:''' At a range equal to optimal+falloff the range part of the equation becomes ''0.5''<sup>''1''</sup>, which means a 50% chance to hit. Against a target with the same angular velocity (rad/s) as a turrets tracking value multiplied with the targets size and divided by 40000m, the tracking part of the equation becomes ''0.5''<sup>''1''</sup>, which is also a 50% chance to hit. In the first case the full falloff range was used, in the second case the full turret tracking was used, and since they both follow the same pattern they end up at the same hit chance.<br />
<br />
=Damage=<br />
<br />
The damage that a turret deal will be randomly spread around a fixed value called base damage. The base damage is calculated from the turret's Damage Multiplier attribute, the ammo's damage values, hull modifiers and skills. The base damage is the so called "paper damage" that is shown in all info windows. "Paper DPS" is simply "paper damage" divided by rate of fire.<br />
<br />
But the surprising part of the damage mechanic is that the damage calculations are linked to hit chance calculations. At the heart of each turret's damage output is a single randomly generated value between 0 and 1 that is several digits long. This random number is used to determine '''both''' if the turret hits and how much damage it does. Unfortunately, the misses are those random numbers that would have caused the most damage. If the random number is less than 0.01 (1% chance) a special case occurs, a perfect hit, these will always deal exactly 300% of the base damage. A funny result of this is that when the hit chance is 1% or less, only misses and perfect hits can occur.<br />
<br />
The damage modifier for a normal hit is calculated with the following formula. In 100% hit chance situation this leads to even distribution from 50% to 150% with extra spike at 300% damage.<br />
<br />
Random Damage modifier = Random number[0.01,1] + 0.49<br />
<br />
The combat log will show the quality of a hit as follows<br />
<br />
[[File:Turret_HitChance_and_AverageDamage.PNG|500px|thumb|right|Average applied DPS compared to hit chance.]]<br />
{| class="wikitable" border=0<br />
! Hit description !! Random damage modifier<br />
|-<br />
| Grazes || 0.500–0.625<br />
|-<br />
| Glances off || 0.625–0.750<br />
|-<br />
| Hits || 0.750–1.000<br />
|-<br />
| Penetrates || 1.000–1.250<br />
|-<br />
| Smashes || 1.250–1.490<br />
|-<br />
| Wrecks || 3.000<br />
|}<br />
<br />
===Average damage===<br />
<br />
As was mentioned earlier, your chance of dealing good, more damaging hits ('wrecking' shots that deal more damage) decreases as your chance to hit decreases. This relationship is not linear, and your chance of good hits decreases quite rapidly as you move into falloff. At optimal + falloff, where your chance to hit is (as always, assuming other factors don't intervene) 50%, you can expect 40%, not 50%, of your theoretical maximum DPS.<br />
<br />
A turret with a hit chance of 100% will strike for 50% - 149% of its base damage with every non perfect hit. But when the hit chance is reduced, the upper random damage interval will also be reduced. The average damage is thus reduced in two ways, firstly by having some shots miss completely and deal no damage at all, and secondly by having the maximum random damage go down. The average damage will therefore always be reduced more than the hit chance is.<br />
<br />
'''Example:''' When the hit chance of a turret is 70% the damage interval has shrunk to 50% - 119% for all non perfect hits. When combined, these two things results in an average damage of just 61.3% (69%*(50%+119%)/2+1%*3) of the base damage.<br />
<br />
===Will grouping guns change the damage?===<br />
No. Even if the guns are grouped on your screen, they are still treated separately. This can be seen by collecting damage data and comparing that with the expected damage distribution, it's very clear that it's a combination of several separate turret shots instead of a single one. It can also be deduced by looking at the turret group's damage output when shooting at hard to hit objects, like things deep into falloff, it's then possible to tell when one, two or more guns hit the target.<br />
<br />
=Practical applications=<br />
<br />
[[Image:Eft dps figure.png|right|500 px|thumb|Since the hit chance can be hard to work on intuitively it is often best to use a tool for it. Analyzing these figures allows the pilot to choose best weapon system for the engagement range and the best engagement range for a weapon system. Here is an example dps figure generated with EFT that shows maelstrom with artillery (green) and autocannons (red) shooting at a maelstrom. Here you can easily see that the best range for artillery is at around 40 km and the choice between AC and artillery depends on whether fight happens at below or above 30 km. Both EFT and PYFA can create these figures.]]<br />
<br />
The hit chance and its relation to range, tracking, velocity and signature radius have many effects on combat with turret ships. Taking advantage of this knowledge allows you to control range, control velocities and choose the right modules for the job. This section gives several useful tricks and maneuvers for ships that either fight with turrets or against a turret ship.<br />
<br />
Although you can add angular velocity (or transversal velocity, if you want it) as an extra column to your overview, you'll never have the time in combat to get out a calculator and run through chance-to-hit equations. There are however some tactics which let you use gunnery mechanics to your advantage.<br />
<br />
Most turrets lose their effectiveness fast outside optimal range. Autocannon are an exception here, as they have very long falloff ranges and some Minmatar ships have specific bonuses to falloff (220mm autocannon loaded with Barrage and fitted on a Vagabond with Tracking Enhancers can theoretically have over 40km falloff, for instance). Pilots flying with autocannon should therefore feel happier about fighting in falloff.<br />
<br />
Obviously if you find a way to pin your enemy down at a range where you can hurt them but they can't hurt you, you'll win. On the other hand, if you find yourself fighting an enemy who outranges you and can move faster than you, and you can't ameliorate either of those problems, you should consider trying to escape.<br />
<br />
Although you can use tools like EFT's DPS graphs, this knowledge comes partly with experience. It's much easier to figure out against NPC rats, which always have the same characteristics while kindly heading more or less straight for you until they close into their preferred orbit range, than it is with PvP enemies.<br />
<br />
But range control is not the end of turret management. You must also always remember that range is directly tied to angular velocity. In practice, if you're using long-ranged turrets (artillery, railguns and beam lasers) you will find that once targets get close enough within your optimal range their angular velocity will rise so much that you can't hit them. Some ways to handle small, fast, closely-orbiting targets are discussed below. Besides dealing with them once they do get close, it's worth finding a range which is within your optimal yet far enough away that the enemy are easy to track.<br />
<br />
If your ship is faster and more agile, and the opponent is orbiting you, the angular velocity can be minimized (can reach zero) by using Approach. If your ship is slower or less agile, and the opponent is orbiting you, angular velocity can be minimized by using Keep at Range (if set to far away, but be warned: if you reach this range your ship will stop). Alternatively, if your ship has very poor agility, it is better to fly in a straight line to maximize your own speed and let the orbiting ship chase after you. Maximizing the angular velocity is harder but will happen if both ships orbit one another, or if one is using Approach but isn't agile enough to get behind the other. A ships agility is the multiplication of its inertia modifier and mass, a lower value means it can do sharper turns.<br />
<br />
In missions with slow battleship and dumb AI you can look at the velocity vector of your target either with tactical overlay or by looking at their ship model. You can then easily attempt to match velocity vector with them by manually aligning in same direction they are going. If the speed and velocity vector are matched angular velocity drops very low and hitting is much easier.<br />
<br />
From the point of view of a large ship struggling to hit small fast ships which are orbiting close to it, either in PvP or PvE, the solution is to reduce your target's angular velocity and/or increase their signature. If you can almost entirely reduce their angular velocity you won't need to worry about increasing their signature because (as described above) the effects of signature radius and resolution affect the tracking calculation within the chance to hit calculation, not the chance to hit calculation directly. Stasis Webifiers are a common solution. T1 webs reduce their target's speed by 50%, T2 webs by 60% ([[Overloading|overheating]] a webifier increases its range, which can help you snag a player who's dancing just beyond web range). Target Painters will help, though it is not as effective as web it has much greater range. You can also try boosting the tracking speed of your guns with Tracking Computers and Tracking Enhancers.<br />
<br />
There are rigs and modules that improve tracking directly. However, since bigger targets are easier to track, a Target Painter will also make someone easier to track. A Target Painter is an active module and will require more micromanagement of its pilot, but the good thing is that the victim is easier to track for everyone.<br />
<br />
Shield extenders increases the signature resolution (size) of a ship, which makes them easier to track with turrets. Armor plates increases mass (slower turn speed) and reduces the top speed with afterburners and microwarp drives, which makes them easier to track too.<br />
<br />
==Controlling battle==<br />
<br />
The conclusion from all the information about tracking speed and signature radius is: when you want to avoid damage, you want your angular velocity to be as high as possible and your signature radius to be low. But if you want to hit should probably try to fight within your guns' optimal range, but be prepared to fight within your optimal + falloff range (also called 'first falloff') if you must. One of the simplest yet important rules to remember is that two ships always have the same range and angular velocity towards eachother. The pilot who can control these two values, can control how much damage turrets will be able to do.<br />
<br />
If the size and speed difference between you and your target is not so great, you may be able to reduce their angular velocity simply by maneuvering.<br />
* You can try burning away from them -- hopefully encouraging them to follow you in a straight line.<br />
* If they're not chasing you directly you can try burning on a course parallel to theirs and in the same direction, which should also reduce angular velocity.<br />
* If they're trying to keep beyond a particular range (web range, for example) from you, you can try burning straight towards them -- they may make the mistake of burning directly away from you along the course you're traveling.<br />
* If you're fighting a player who's trying to keep outside of web range, but has to stay within the range of a long point to keep you tackled, you can try burning away to get them to chase you, and then turning around and burning towards them -- at least this will disrupt their orbit, and at best you will trick them into web range (again, remember that overheating increases web range).<br />
<br />
If you have a PvP fleet of large ships that are struggling to hit a swarm of smaller targets you may find it helpful to spread out, and order each ship to target the enemies furthest away from it. Even if your enemies are flying under your guns individually, you can use the low angular velocity provided by greater range to kill the small ships attacking your fleetmates, who can do the same to the small ships attacking you. (By the same token, large ships are most vulnerable to smaller enemies when they're on their own.)<br />
<br />
However, if you're in a ship that is very much larger and slower than your target, you're unlikely to be able to win through good manual piloting. Sometimes, however, the solutions to this problem aren't directly related to gunnery. battleship fits usually outsource frigate problems to [[Drones|drones]]. In PvP larger ships can use drones, large energy neutralizers, smartbombs or the help of smaller support ships to drive small, fast targets off or kill them.<br />
<br />
For new pilots who are likely to be flying small fast ships one of the key ideas that follows from this is the tactic of 'flying under the guns' of an enemy ship: orbiting them at high speed and short range so it's very hard for their guns to track your small-signature ship. (Sometimes referred to as a form of 'speed tanking' or 'sig tanking'.) Assuming you're fast and small enough to survive under the enemy's guns, the main trick is getting there in the first place: if you burn straight towards the enemy, they will probably hit you (especially if you have an active MWD). If you approach a distant target straight on, there is no angular velocity, and the hit chance from the tracking term will be 100%. A battleship can easily hit a frigate for full damage if there is no need to track it.<br />
<br />
Therefore it's wise to spiral in towards the enemy. To do this:<br />
# Zoom in reasonably close to your ship and press C to make your camera autofollow the selected enemy (alternatively center the camera on your enemy manually so that it covers up the enemy on your screen.)<br />
# Now double-click in space halfway between your ship and the edge of the screen (in any direction).<br />
# Your ship will begin moving roughly towards the enemy, but not directly at them; it will also move away from its position covering the enemy ship on your screen. <br />
# As it does so, every few seconds repeat double-clicking halfway between your ship and the edge of your screen. (If you are playing without autocamera repeatedly realign your camera so your ship goes back to blocking your view of the enemy, and each time you do so double-click halfway between your ship and the edge of your screen again.)<br />
# This should make you spiral around them, moving ever closer until you can orbit (hopefully safely).<br />
# There is no six. (It burned straight towards the enemy with its MWD on and was one-shotted.)<br />
# It might be a good idea to practice this on large NPC belt rats before trying it in PvP combat.<br />
<br />
Similarly it's good not to just burn straight away from a larger enemy if you're trying to escape, though by that point in a battle you may find you're too busy to take account of your relationship to enemy tracking. To do this spiral out:<br />
# Open the Tactic overview (which is located left to your HUD, or press CTRL + D)<br />
# Make sure you have the ship selected from which you want to escape<br />
# Zoom in reasonably close to your ship, notice the line drawn between the enemy and your ship.<br />
# Then turn your camera by about 180° and try use that line to look directly away from the enemy (don't bother with matching the line perfectly)<br />
# Now double-click in space halfway between your ship and the edge of the screen (in any direction).<br />
# Six shan't be.<br />
# Repeat realigning your camera to the line and then repeat double-clicking.<br />
<br />
The Disruption EWAR module will reduce a turrets tracking and/or range. Since ships are often fitted around an idea, like fighting at a certain range, a disruptor can really mess with that. Always bring both range and tracking disruption scripts, you won't know which one you'll need until you are in combat.<br />
<br />
====Caveats====<br />
* Against missile ships angular velocity is irrelevant, although a small signature and high speed still help you reduce damage from missiles; if you're only facing a missile ship, you could head straight for them<br />
* Drone ships using normal drones (''not'' sentry drones) won't have a problem because their main damage dealing is coming from the drones, not any guns they have fitted<br />
* Your angular velocity will be different in relation to different people: if you're safely orbiting one enemy fast and close enough that he can't hit you, another enemy who's 20km away might be able to hit you much more easily<br />
* When you finally issue an orbit command to your ship it may change direction, possibly one which will briefly, but dramatically, reduce your angular velocity; there's a lower chance of this happening if you issue the orbit command ''before'' you reach your planned orbit range, rather than once you're already within it<br />
* Your orbit will probably not be circular, but elliptical, with your angular velocity rising and falling as you travel around it<br />
** If you orbit ''very'' close to your target, your ship will fly an elliptical orbit to try to cope with the fact that your speed makes it hard for it to fly a tight orbit (afterburners will exacerbate this)<br />
** If your target is moving (and it probably will be) this will also produce an elliptical orbit<br />
* Your enemy may have smartbombs, and medium and especially large smartbombs deal quickly with frigates; this is why rookie tacklers are advised to orbit large ships outside smartbomb range<br />
<br />
=References=<br />
<br />
https://www.reddit.com/r/Eve/comments/5h24bk/turrets_listed_signature_resolution_is_40km/</div>Detroit dieselhttps://wiki.eveuniversity.org/index.php?title=Turret_mechanics&diff=140208Turret mechanics2018-12-31T14:32:23Z<p>Detroit diesel: /* Math */</p>
<hr />
<div>{{Weapon Systems Links}}<br />
<br />
'''Turret mechanics''' dictate how accurately turrets hit and how much damage is dealt. It is obvious that these two are connected since missing shots directly effects applied damage but the hit and damage mechanics are actually connected in another way too. <br />
<br />
There are basically two things that affect your chance to hit a target with a turret-mounted weapon: range and tracking. This guide explains each factor in turn, and explores some of these factors' practical implications for combat. The second section looks at how the damage is calculated and how hit chance effects damage distribution. having a basic understanding on the mechanics is important for anyone who flies a turret based ship in EVE, or wishes to avoid being hit by 1400mm artillery fire.<br />
<br />
=Hit chance=<br />
[[File:QST_turret_range.gif|frame|right|alt=range animation showing falloff|<center>Range, falloff and chance to hit</center>]] <br />
<br />
The basic question of shooting a turret is wether you will hit or not. In EVE, hitting with a turret is not quite a simple question of being either in range or out of range. Instead it depends on the concepts of optimal range, falloff and tracking. You can find figures for all of these if look at your fitted turret info.<br />
<br />
Due to how the hit chance is calculated the range and tracking do not effect each other and can be considered separately. A nice thing to remember is that against a stationary target the tracking part can be ignored while against a target that is in optimal range the range part can be ignored.<br />
<br />
==Range==<br />
<br />
Every turret has two range parameters called "Optimal Range" and "Accuracy Falloff".<br />
<br />
A gun's optimal range is the range within which distance has no effect on hit chance. In other words in optimal range the distances can be completely ignored and only tracking has any effect on hitting.<br />
<br />
Accuracy falloff begins at the end of optimal range. Falloff measures how quickly the chance to hit decreases as the target distance grows ''beyond'' optimal range. At a gun's optimal range ''plus'' its falloff, the chance to hit is reduced to 50%. At a gun's optimal range plus ''twice'' the falloff range, the chance to hit is reduced to only 6.25%. Since other factors can reduce this hit chance even further, at excessive ranges it is often not worth it at all to fire turrets, unless you're trying to draw aggression from a rat (which can be done at maximum targeting range).<br />
<br />
So, for example, you're firing a gun which has 20km optimal range and 6km falloff at a target which is moving steadily straight away from you (zero transversal), starting at only 1km range. You will (if nothing else intervenes) always hit a target that is less than 20km (your optimal range) from you; your chance to hit will gradually decrease as your target moves between 20km and 26km (your optimal + falloff) from you, reaching 50% at 26km. By 32km (optimal + twice your falloff) your chance to hit will be down to 6.25% and decreasing.<br />
<br />
The penalty for exceeding the optimal range by a small amount is reasonably low; the chance to hit a target at 33% of the falloff range in excess of the optimal range is still above 90%. Minmatar ships especially have significant falloff ranges allowing them to fight effectively beyond their optimal range. However, as the distance increases, the chance to hit decreases faster and faster.<br />
<br />
When using turrets that fight inside falloff ranges it can be useful to know that being at optimal+(falloff / 2) results in -20% average damage and being at optimal+falloff results in -60% average damage (note: average damage falls faster than hit chance due to how the random damage interval is calculated, see below). <br />
<br />
Falloff and optimal ranges are visible in the turrets info window. They are further modified by skills, ammo, modules, hull bonuses and incoming tracking disruptors. Target distance is visible on the overview. <br />
<br />
==Tracking==<br />
<br />
Tracking tells how well turrets hit a moving target. If the target is stationary relative to the shooter tracking is ignored and only range effects hit chance. If the target is both inside optimal range and stationary the turrets have 100% chance to hit. As a result against stationary target the turret tracking is irrelevant and even the largest turrets can hit the smallest targets if the target is foolish enough to sit still.<br />
<br />
This is why it ''is'' possible for a rack of battleship guns to hit a frigate for (as they say) massive damage despite the frigate's very small signature: if the frigate sits still, or burns straight towards or away from the battleship, or is at a long enough range that despite its speed it doesn't have much angular velocity from the battleship's point of view, it is toast.<br />
<br />
Against moving targets the tracking is more complicated concept than range due to larger number of variables, less intuitive variables, the player not seeing all the variables and chaotically changing variables. Tracking depends on three variables: "Turret Tracking", angular velocity and target signature radius. <br />
<br />
The concept of turret tracking value is simple: The smaller a turret is, the faster its tracking speed will be: small autocannon, for example, track faster than medium autocannon. Short-ranged varieties of turret have better tracking than their long-ranged counterparts -- so, for example, medium pulse lasers track faster than medium beam lasers and large blasters track faster than large railguns. There is only one value for tracking unlike the optimal and falloff for range. One way to look at it is to consider the turret to always being in "tracking falloff" with zero optimal tracking.<br />
<br />
[[Image:Angular velocity.png|right|256 px|thumb|The general case of angular velocity. Angular velocity of ship depends on ship velocity, target velocity and distance. The total velocity vector is target velocity vector-your velocity vector and the dashed vectors are parallel and perpendicular components of total velocity vector. Note the 90° angles.]]<br />
[[Image:Orbit angular velcoity.png|right|256 px|thumb|Angular velocity while orbiting is much simpler than the general case. The angular velocity is simply the orbiting velocity multiplied by distance. Many situations where one ship is much faster can be approximated to to be like this.]]<br />
<br />
Instead of measuring an object's speed as m/s or miles/hour, a speed can also be measured as an angle. A good example is the suns movement across the sky, where it moves 360° in 24 hours, which makes the angular velocity 15°/hour. If the sun is moving away or towards us wouldn't matter, because that wouldn't change the angle, only sideways movement counts.<br />
<br />
Just as a circle can be described as an angle of 360°, it can also be described as an angle of 2&pi; radians. Meaning that one radian equals to roughly 57° (360/2&pi;).<br />
<br />
The ingame overview can show the angular velocity of a target if you open the settings and tick a box under the tab called columns. Angular velocity is used to determine the penalty to the hit chance based on the turret's tracking ability. Relying on high angular velocities to stay alive is called speed tanking (not to be mixed up with kiting, which is to keep something at range).<br />
<br />
Angular velocity is calculated as ω=v<sub>t</sub>/d, where v<sub>t</sub> is transversal velocity of the target relative to shooter and d is distance to target. Two ships will always have the same angular velocity to each other.<br />
<br />
Angular velocity depends on the ratio of transversal velocity and range (it's to do with the geometry of circles and radii) -- but it's easier to think about angular velocity since measurements of it in radians per second relate easily to the figures for gun tracking speed.<br />
<br />
In chance-to-hit calculations, your guns' tracking speed is compared against your target's angular velocity and signature radius. Angular velocity is a geometric concept to do with radii of circles, but it can be hard to visualize. One way to think about it is to imagine that your screen's point of view in EVE is looking out above the barrels of your turret as it looks at your target -- a turret's-eye-view, so to speak. If your target was moving quickly across your turret's point-of-view, it would have a high angular velocity, and if it was moving slowly across your turret's point-of-view it would have a low angular velocity. Due to symmetry the angular velocity is same for both ships.<br />
<br />
The ratio of your target's angular velocity to your guns' tracking speed is what's important. If their angular velocity is high, the ratio will be high, and you're very unlikely to hit them.<br />
The speed at which a target moves across a turret's field of view doesn't depend only on the target's real velocity. The direction the target's moving in relative to the ship firing at it matters too: a ship that burns straight towards you could be quite easy to hit, regardless of its speed, because it's not moving very fast across your turrets' point-of-view. Range also affects angular velocity: a target orbiting you at 400m/s at a range of 7,000m has a much higher angular velocity than a target orbiting you at 400m/s at a range of 30km.<br />
<br />
Lastly the target signature radius. Every ship in EVE has a [[signature radius]] (you can find a figure for yours on the fitting screen). Signature radius represents, roughly speaking, a ship's footprint on everyone else's sensors. This can be thought of as multiplier that is applied to the ratio of angular velocity and turret tracking. <br />
<br />
Signature radius depends mostly on hull but target painters and many shield modules will increase it. Some examples of ship signature radiuses without modules: <br />
* Tormentor 35 m<br />
* Thrasher 56 m<br />
* Caracal 125 m<br />
* Brutix 305 m<br />
* Tempest 360 m<br />
<br />
As the ratio (tracking*signature radius)/angular velocity is the important part you can see clearly how much easier larger ships are to hit. Against a battleship you can go 10x faster than against a frigate while still enjoying same hit chance, or in other words you must somehow slow down a frigate to 1/10th of the speed of a battleship to hit it with same accuracy as if it was a battleship.<br />
<br />
Due to how nice ratios are doubling tracking, doubling target signature radius and halving angular velocity all have exactly same effect on hit chance. This makes it very easy to hit large targets at high speeds and also makes webs and manual piloting very effective at manipulating hit chance as seen in sections below.<br />
<br />
Since the tracking depends on all three: target signature radius, turret tracking and angular velocity it can be hard to intuitively see when it is possible to hit. For example a medium autocannon with 50 tracking shooting a cruiser with 150 m signature radius and an angular velocity of 0.073 rad/s has 90% chance to hit. In same situation, but when shooting at frigate with 50 m signature, the hit chance is only 39%.<br />
<br />
{| class="wikitable" border=0<br />
! Hit chance from tracking || Angular velocity (rad/s) as a function of <br /> tracking (T) and signature radius (S)<br />
|-<br />
| 50% || T×S/40000 <br />
|-<br />
| 60% || T×S/47000<br />
|-<br />
| 70% || T×S/56000<br />
|-<br />
| 80% || T×S/70000<br />
|-<br />
| 90% || T×S/103000<br />
|-<br />
| 100% || 0<br />
|}<br />
<br />
It is often best to use [[Third-party tools|a Third-party tools]] to see how well your guns track moving targets. Both EFT and PYFA are able to draw damage application figures on moving targets.<br />
<br />
Much of this information is most useful when theorycrafting, as there is often little time or need for complex mathematics during combat. However, pilots who are familiar with these concepts can still use them in a general sense to make decisions when in space.<br />
<br />
{{expansion past | Updates to tracking have made it much easier to compare the tracking abilities of different turrets, but they have also made the numbers more abstract and harder to use in combat (not that it was feasible to compare tracking numbers before unless fighting targets of same size). The "Turret Tracking" attribute in the formula used to be split into "Turret Tracking" and "Turret Signature Resolution". Combining them to single number simplified the formula without changing any mechanics. If you need to calculate turret hit chance with "Turret Signature Resolution" (for example using old NPC attribute info) just replace 40000 with Turret Signature Resolution. If you encounter nonsensical tracking values anywhere they may be in this old format.<br />
<br />
To convert turret tracking speed to rad/s the following formula can be used:<br />
<pre>turret tracking (new) = Turret tracking (old) * 40000 m / Optimal Signature Resolution</pre>}}<br />
<br />
==Math==<br />
<br />
A turret's chance to hit a target is calculated using the equation below. It will produce a result between 0 and 1, representing a probability between 0% and 100%. This value is then compared to a random number between 0 and 1. If the random number is greater than the calculated result, the turret misses.<br />
<br />
'''Note: The entire expression contained within the outermost set of parentheses is an exponent.'''<br />
<br />
[[Image:Turret hit chance.png]]<!--<math>\pagecolor{Black}\color{White}\text{Chance to Hit} = {0.5^{\left({\left({\frac{V_{angular} \times 40000m}{WAS \times sig_{target}}}\right)^{2} + \left({\frac{max(0, Distance - opt_{turret})}{fall_{turret}}}\right)^{2}}\right)}}</math>--><br />
<br />
<br />
''Angular'' is angular velocity (movement between the attacker and the target expressed as an angle (in radians) per second)<br />
<br />
''Tracking'' is the turrets tracking value (listed on the info window and means how well the turret can hit a moving target<br />
<br />
''Signature'' is target signature radius (aka target size, a big target is easier to track)<br />
<br />
''Distance'' is the range in meters<br />
<br />
''Optimal'' is optimal range of turret <br />
<br />
''Falloff'' is falloff range of turret<br />
<br />
The hit chance equation has the form of ''x''<sup>(''a''+''b'')</sup>, which can also be written as ''x<sup>a</sup>x<sup>b</sup>''. In this case, x = 0.5, a = all tracking terms and b = all range terms. In other words, the hit chance equation can be thought of as having two separate parts (tracking and range), which are calculated individually and then multiplied at the end to get the final hit chance. This means that tracking and range don't interfere with one another, they are indeed two separate things.<br />
<br />
The equation also shows that the reduction of hit chance from falloff and tracking respectively follow the same pattern. This is because they both look like ''0.5''<sup>(something / x)<sup>2</sup></sup>, where x is either tracking or falloff. The only difference between them are the input variables, the output look the same.<br />
<br />
The equation is not fully realistic, as it only considers the relative movement between the attacker and the target, and does not take into account any rotation of the attacking ship. From the attacker's point of view, this relative movement appears as a change in the angle to the target. <br />
<br />
'''Example:''' At a range equal to optimal+falloff the range part of the equation becomes ''0.5''<sup>''1''</sup>, which means a 50% chance to hit. Against a target with the same angular velocity (rad/s) as a turrets tracking value multiplied with the targets size and divided by 40000m, the tracking part of the equation becomes ''0.5''<sup>''1''</sup>, which is also a 50% chance to hit. In the first case the full falloff range was used, in the second case the full turret tracking was used, and since they both follow the same pattern they end up at the same hit chance.<br />
<br />
=Damage=<br />
<br />
The damage that a turret deal will be randomly spread around a fixed value called base damage. The base damage is calculated from the turret's Damage Multiplier attribute, the ammo's damage values, hull modifiers and skills. The base damage is the so called "paper damage" that is shown in all info windows. "Paper DPS" is simply "paper damage" divided by rate of fire.<br />
<br />
But the surprising part of damage mechanic is that the damage calculations are linked to hit chance calculations. At the heart of each turret's damage output is a single randomly generated value between 0 and 1 that is several digits long. This random number is used to determine '''both''' if the turret hits and how much damage it does. Unfortunately, the misses are those random numbers that would have caused the most damage. If the random number is less than 0.01 (1% chance) a special case occurs, a perfect hit, these will always deal exactly 300% of the base damage. A funny result of this is that when the hit chance is 1% or less, only misses and perfect hits can occur.<br />
<br />
The damage modifier for a normal hit is calculated with the following formula. In 100% hit chance situation this leads to even distribution from 50% to 150% with extra spike at 300% damage.<br />
<br />
Random Damage modifier = Random number[0.01,1] + 0.49<br />
<br />
The combat log will show the quality of a hit as follows<br />
<br />
[[File:Turret_HitChance_and_AverageDamage.PNG|500px|thumb|right|Average applied DPS compared to hit chance.]]<br />
{| class="wikitable" border=0<br />
! Hit description !! Random damage modifier<br />
|-<br />
| Grazes || 0.500–0.625<br />
|-<br />
| Glances off || 0.625–0.750<br />
|-<br />
| Hits || 0.750–1.000<br />
|-<br />
| Penetrates || 1.000–1.250<br />
|-<br />
| Smashes || 1.250–1.490<br />
|-<br />
| Wrecks || 3.000<br />
|}<br />
<br />
===Average damage===<br />
<br />
As was mentioned earlier, your chance of dealing good, more damaging hits ('wrecking' shots that deal more damage) decreases as your chance to hit decreases. This relationship is not linear, and your chance of good hits decreases quite rapidly as you move into falloff. At optimal + falloff, where your chance to hit is (as always, assuming other factors don't intervene) 50%, you can expect 40%, not 50%, of your theoretical maximum DPS.<br />
<br />
A turret with a hit chance of 100% will strike for 50% - 149% of its base damage with every non perfect hit. But when the hit chance is reduced, the upper random damage interval will also be reduced. The average damage is thus reduced in two ways, firstly by having some shots miss completely and deal no damage at all, and secondly by having the maximum random damage go down. The average damage will therefore always be reduced more than the hit chance is.<br />
<br />
'''Example:''' When the hit chance of a turret is 70% the damage interval has shrunk to 50% - 119% for all non perfect hits. When combined, these two things results in an average damage of just 61.3% (69%*(50%+119%)/2+1%*3) of the base damage.<br />
<br />
===Will grouping guns change the damage?===<br />
No. Even if the guns are grouped on your screen, they are still treated separately. This can be seen by collecting damage data and comparing that with the expected damage distribution, it's very clear that it's a combination of several separate turret shots instead of a single one. It can also be deduced by looking at the turret group's damage output when shooting at hard to hit objects, like things deep into falloff, it's then possible to tell when one, two or more guns hit the target.<br />
<br />
=Practical applications=<br />
<br />
[[Image:Eft dps figure.png|right|500 px|thumb|Since the hit chance can be hard to work on intuitively it is often best to use a tool for it. Analyzing these figures allows the pilot to choose best weapon system for the engagement range and the best engagement range for a weapon system. Here is an example dps figure generated with EFT that shows maelstrom with artillery (green) and autocannons (red) shooting at a maelstrom. Here you can easily see that the best range for artillery is at around 40 km and the choice between AC and artillery depends on whether fight happens at below or above 30 km. Both EFT and PYFA can create these figures.]]<br />
<br />
The hit chance and its relation to range, tracking, velocity and signature radius have many effects on combat with turret ships. Taking advantage of this knowledge allows you to control range, control velocities and choose the right modules for the job. This section gives several useful tricks and maneuvers for ships that either fight with turrets or against a turret ship.<br />
<br />
Although you can add angular velocity (or transversal velocity, if you want it) as an extra column to your overview, you'll never have the time in combat to get out a calculator and run through chance-to-hit equations. There are however some tactics which let you use gunnery mechanics to your advantage.<br />
<br />
Most turrets lose their effectiveness fast outside optimal range. Autocannon are an exception here, as they have very long falloff ranges and some Minmatar ships have specific bonuses to falloff (220mm autocannon loaded with Barrage and fitted on a Vagabond with Tracking Enhancers can theoretically have over 40km falloff, for instance). Pilots flying with autocannon should therefore feel happier about fighting in falloff.<br />
<br />
Obviously if you find a way to pin your enemy down at a range where you can hurt them but they can't hurt you, you'll win. On the other hand, if you find yourself fighting an enemy who outranges you and can move faster than you, and you can't ameliorate either of those problems, you should consider trying to escape.<br />
<br />
Although you can use tools like EFT's DPS graphs, this knowledge comes partly with experience. It's much easier to figure out against NPC rats, which always have the same characteristics while kindly heading more or less straight for you until they close into their preferred orbit range, than it is with PvP enemies.<br />
<br />
But range control is not the end of turret management. You must also always remember that range is directly tied to angular velocity. In practice, if you're using long-ranged turrets (artillery, railguns and beam lasers) you will find that once targets get close enough within your optimal range their angular velocity will rise so much that you can't hit them. Some ways to handle small, fast, closely-orbiting targets are discussed below. Besides dealing with them once they do get close, it's worth finding a range which is within your optimal yet far enough away that the enemy are easy to track.<br />
<br />
If your ship is faster and more agile, and the opponent is orbiting you, the angular velocity can be minimized (can reach zero) by using Approach. If your ship is slower or less agile, and the opponent is orbiting you, angular velocity can be minimized by using Keep at Range (if set to far away, but be warned: if you reach this range your ship will stop). Alternatively, if your ship has very poor agility, it is better to fly in a straight line to maximize your own speed and let the orbiting ship chase after you. Maximizing the angular velocity is harder but will happen if both ships orbit one another, or if one is using Approach but isn't agile enough to get behind the other. A ships agility is the multiplication of its inertia modifier and mass, a lower value means it can do sharper turns.<br />
<br />
In missions with slow battleship and dumb AI you can look at the velocity vector of your target either with tactical overlay or by looking at their ship model. You can then easily attempt to match velocity vector with them by manually aligning in same direction they are going. If the speed and velocity vector are matched angular velocity drops very low and hitting is much easier.<br />
<br />
From the point of view of a large ship struggling to hit small fast ships which are orbiting close to it, either in PvP or PvE, the solution is to reduce your target's angular velocity and/or increase their signature. If you can almost entirely reduce their angular velocity you won't need to worry about increasing their signature because (as described above) the effects of signature radius and resolution affect the tracking calculation within the chance to hit calculation, not the chance to hit calculation directly. Stasis Webifiers are a common solution. T1 webs reduce their target's speed by 50%, T2 webs by 60% ([[Overloading|overheating]] a webifier increases its range, which can help you snag a player who's dancing just beyond web range). Target Painters will help, though it is not as effective as web it has much greater range. You can also try boosting the tracking speed of your guns with Tracking Computers and Tracking Enhancers.<br />
<br />
There are rigs and modules that improve tracking directly. However, since bigger targets are easier to track, a Target Painter will also make someone easier to track. A Target Painter is an active module and will require more micromanagement of its pilot, but the good thing is that the victim is easier to track for everyone.<br />
<br />
Shield extenders increases the signature resolution (size) of a ship, which makes them easier to track with turrets. Armor plates increases mass (slower turn speed) and reduces the top speed with afterburners and microwarp drives, which makes them easier to track too.<br />
<br />
==Controlling battle==<br />
<br />
The conclusion from all the information about tracking speed and signature radius is: when you want to avoid damage, you want your angular velocity to be as high as possible and your signature radius to be low. But if you want to hit should probably try to fight within your guns' optimal range, but be prepared to fight within your optimal + falloff range (also called 'first falloff') if you must. One of the simplest yet important rules to remember is that two ships always have the same range and angular velocity towards eachother. The pilot who can control these two values, can control how much damage turrets will be able to do.<br />
<br />
If the size and speed difference between you and your target is not so great, you may be able to reduce their angular velocity simply by maneuvering.<br />
* You can try burning away from them -- hopefully encouraging them to follow you in a straight line.<br />
* If they're not chasing you directly you can try burning on a course parallel to theirs and in the same direction, which should also reduce angular velocity.<br />
* If they're trying to keep beyond a particular range (web range, for example) from you, you can try burning straight towards them -- they may make the mistake of burning directly away from you along the course you're traveling.<br />
* If you're fighting a player who's trying to keep outside of web range, but has to stay within the range of a long point to keep you tackled, you can try burning away to get them to chase you, and then turning around and burning towards them -- at least this will disrupt their orbit, and at best you will trick them into web range (again, remember that overheating increases web range).<br />
<br />
If you have a PvP fleet of large ships that are struggling to hit a swarm of smaller targets you may find it helpful to spread out, and order each ship to target the enemies furthest away from it. Even if your enemies are flying under your guns individually, you can use the low angular velocity provided by greater range to kill the small ships attacking your fleetmates, who can do the same to the small ships attacking you. (By the same token, large ships are most vulnerable to smaller enemies when they're on their own.)<br />
<br />
However, if you're in a ship that is very much larger and slower than your target, you're unlikely to be able to win through good manual piloting. Sometimes, however, the solutions to this problem aren't directly related to gunnery. battleship fits usually outsource frigate problems to [[Drones|drones]]. In PvP larger ships can use drones, large energy neutralizers, smartbombs or the help of smaller support ships to drive small, fast targets off or kill them.<br />
<br />
For new pilots who are likely to be flying small fast ships one of the key ideas that follows from this is the tactic of 'flying under the guns' of an enemy ship: orbiting them at high speed and short range so it's very hard for their guns to track your small-signature ship. (Sometimes referred to as a form of 'speed tanking' or 'sig tanking'.) Assuming you're fast and small enough to survive under the enemy's guns, the main trick is getting there in the first place: if you burn straight towards the enemy, they will probably hit you (especially if you have an active MWD). If you approach a distant target straight on, there is no angular velocity, and the hit chance from the tracking term will be 100%. A battleship can easily hit a frigate for full damage if there is no need to track it.<br />
<br />
Therefore it's wise to spiral in towards the enemy. To do this:<br />
# Zoom in reasonably close to your ship and press C to make your camera autofollow the selected enemy (alternatively center the camera on your enemy manually so that it covers up the enemy on your screen.)<br />
# Now double-click in space halfway between your ship and the edge of the screen (in any direction).<br />
# Your ship will begin moving roughly towards the enemy, but not directly at them; it will also move away from its position covering the enemy ship on your screen. <br />
# As it does so, every few seconds repeat double-clicking halfway between your ship and the edge of your screen. (If you are playing without autocamera repeatedly realign your camera so your ship goes back to blocking your view of the enemy, and each time you do so double-click halfway between your ship and the edge of your screen again.)<br />
# This should make you spiral around them, moving ever closer until you can orbit (hopefully safely).<br />
# There is no six. (It burned straight towards the enemy with its MWD on and was one-shotted.)<br />
# It might be a good idea to practice this on large NPC belt rats before trying it in PvP combat.<br />
<br />
Similarly it's good not to just burn straight away from a larger enemy if you're trying to escape, though by that point in a battle you may find you're too busy to take account of your relationship to enemy tracking. To do this spiral out:<br />
# Open the Tactic overview (which is located left to your HUD, or press CTRL + D)<br />
# Make sure you have the ship selected from which you want to escape<br />
# Zoom in reasonably close to your ship, notice the line drawn between the enemy and your ship.<br />
# Then turn your camera by about 180° and try use that line to look directly away from the enemy (don't bother with matching the line perfectly)<br />
# Now double-click in space halfway between your ship and the edge of the screen (in any direction).<br />
# Six shan't be.<br />
# Repeat realigning your camera to the line and then repeat double-clicking.<br />
<br />
The Disruption EWAR module will reduce a turrets tracking and/or range. Since ships are often fitted around an idea, like fighting at a certain range, a disruptor can really mess with that. Always bring both range and tracking disruption scripts, you won't know which one you'll need until you are in combat.<br />
<br />
====Caveats====<br />
* Against missile ships angular velocity is irrelevant, although a small signature and high speed still help you reduce damage from missiles; if you're only facing a missile ship, you could head straight for them<br />
* Drone ships using normal drones (''not'' sentry drones) won't have a problem because their main damage dealing is coming from the drones, not any guns they have fitted<br />
* Your angular velocity will be different in relation to different people: if you're safely orbiting one enemy fast and close enough that he can't hit you, another enemy who's 20km away might be able to hit you much more easily<br />
* When you finally issue an orbit command to your ship it may change direction, possibly one which will briefly, but dramatically, reduce your angular velocity; there's a lower chance of this happening if you issue the orbit command ''before'' you reach your planned orbit range, rather than once you're already within it<br />
* Your orbit will probably not be circular, but elliptical, with your angular velocity rising and falling as you travel around it<br />
** If you orbit ''very'' close to your target, your ship will fly an elliptical orbit to try to cope with the fact that your speed makes it hard for it to fly a tight orbit (afterburners will exacerbate this)<br />
** If your target is moving (and it probably will be) this will also produce an elliptical orbit<br />
* Your enemy may have smartbombs, and medium and especially large smartbombs deal quickly with frigates; this is why rookie tacklers are advised to orbit large ships outside smartbomb range<br />
<br />
=References=<br />
<br />
https://www.reddit.com/r/Eve/comments/5h24bk/turrets_listed_signature_resolution_is_40km/</div>Detroit dieselhttps://wiki.eveuniversity.org/index.php?title=Jump_clones&diff=132631Jump clones2018-02-03T13:17:05Z<p>Detroit diesel: /* Activating jump clones */</p>
<hr />
<div>{{related class|Jump Clones 101}}<br />
'''Jump clones''' are a technology used by capsuleers (i.e. players in EVE) which allow them to transfer their consciousness between different bodies. Your [[clone|medical clone]] is different than your jump clones so don't think of them as the same thing. Medical clones are essentially your new body that you wake up in with the location determined by what you have set as your current Home Station, should your capsule get destroyed (usually only by other players via PvP/gank, or NPCs known as Circadian Seekers and Drifters if you aggress them and lose/don't get away).<br />
<br />
Jump clones require specific skills and can cost ISK to set up and use, but can be used at will (with a cooldown period between uses, unless via [[Citadels]]). <br />
<br />
A good way to think about jump clones is to imagine that you have a number of bodies available to you (which may be in widely scattered corners of the galaxy), but only one of these bodies currently holds your consciousness; the other bodies, without a consciousness, are inert. You can transfer your consciousness from your current body to another body, thereby taking control of your new body and rendering your old one inert. You will still have your experience intact, but any physical possessions won't travel with you (they stay with your old body). <br />
<br />
In game terms, when you jump from one body ("clone") to another, you take your skill points, standings, corporation membership, and [[cerebral accelerator]]s with you (i.e. they are unaffected). However, you cannot take any items or ships with you, and any [[implants]] also remain with your old body. Your old body effectively turns into an inactive jump clone, and you can jump back into it later. <br />
<br />
== Prerequisites ==<br />
<br />
In order to create or use jump clones, you need at least one level in the skill {{sk|Infomorph Psychology|icon=yes|price=yes|mult=yes}}; every level of allows you to create an additional jump clone. After training Infomorph Psychology to level V (which allows you to create up to 5 jump clones), you can train the {{sk|Advanced Infomorph Psychology|icon=yes|price=yes|mult=yes}} skill, which allows you to create one additional jump clone per level (up to a maximum of 10 in total). Your medical clone does not count towards this total.<br />
<br />
Jump clones are purchased and installed at Clone Bay facilities in NPC stations for 900,000 ISK. They can also be installed elsewhere (see below). However, once you have installed a jump clone(s), they are yours forever, unless you destroy them accidentally or on purpose (see below).<br />
<br />
Note that not all stations have medical facilities. Additionally, you may also install jump clones on board [[Capital Ship|capital ship]]s with Clone Vat Bays fitted on ([[Titan]]s and [[Rorqual]]s), or in player-owned outposts in [[System_Security#Claimable_NullSec|sovereign nullsec space]] and [[Citadels]] fit with a Stand Up Cloning Center I (fees may be set by the owner via standings).<br />
<br />
{{expansion past | Before the Aegis update on July 14th of 2015, there was a requirement that you, or your corporation, have a standing of 8.0 or better with the corp that owned the station where you wanted to buy a jump clone.}}<br />
<br />
== Activating jump clones ==<br />
[[File:Jumpcloneexample.gif|right|thumb|300px|An animated guide to how jump clones work (click to see animation).]]<br />
Once you have a jump clone installed, you can activate it from your character sheet after exiting your ship. Jumping is instantaneous, but you must wait at least 24 hours between clone jumps (training {{sk|Infomorph Synchronizing|icon=yes|price=yes|mult=yes}} decreases this delay by 1 hour per skill level) when the clone is at a station.<br />
<br />
* Leaving behind, or "installing", a jump clone at the station or citadel you are jumping from requires you to pay a fee. This fee is 900k isk for NPC stations and owners of citadels can set this usage fee freely.<br />
<br />
* A unique feature you can use at citadels is to "switch" jump clones, basically jumping to a jump clone located at the same citadel as your active clone. This does incur the regular installation fee (for "installing" the clone you leave behind), but it does not trigger the 24h cooldown timer between jumps and you can even do so while you still have an active cooldown timer.<br />
<br />
== Reasons for using jump clones ==<br />
There are three main advantages to using jump clones:<br />
* Quickly travel to other parts of the EVE universe: You can have jump clones (with a few ships and modules) positioned in various parts of New Eden, allowing you to easily jump between these stations to participate in activities suitable for that location. <br />
* Safeguard valuable implants when fighting other players (PvP): you can switch to a "clean clone" (i.e. a jump clone with no implants) when there is a high chance that you will be podded while engaging in PvP, to avoid losing expensive implants (which would be destroyed when you are podded).<br />
* Have jump clones specialized for certain tasks: As [[Implants#Skill_Hardwirings|skill hardwiring implants]] give very specific bonuses (e.g. the {{co|wheat|Zainou 'Deadeye' Large Hybrid Turret}} implant gives a bonus to damage for large hybrid turret weapons only) and cannot be removed without destroying them, it may be worth having jump clones with implant sets geared towards different activities. <br />
<br />
=== Examples ===<br />
* A pilot is running high-level missions for two NPC corporations, which are located far away from each other (to, for instance, balance out his [[Faction Standings|faction standings]]). Instead of flying his slow battleship between the two mission hubs, he installs a jump clone (and stations a fully fit battleship) at each mission hub. He can then clone jump between the two locations easily to run missions for both corporations (on alternate days).<br />
* A new member of EVE University has taken advantage of the University's [[The +3 Implants Program|implants program]] and installed a set of +3 learning implants to speed up his skill training. He wants to poke his toes into low-sec, but is worried about being ganked and losing his implants. He therefore creates a jump clone without any implants, and switches to it before heading into low-sec, thereby safeguarding his implants. He can then switch back and forth between his clone with implants (to speed up his skill training) and his clean clone (for venturing into lowsec) depending on what he wants to do that day in EVE. <br />
* An experienced pilot wants to specialise in running [[Incursions]], but still enjoys some frigate PvP to relax. She creates a jump clone and fits it out with high-level (and expensive!) implants to maximise the performance of her incursion-running battleship (e.g. implants to boost the amount of armor on her ship and the damage of her large laser turrets), but switches to a clone without any implants when she just wants to jump into her frigate and shoot at anything that moves. <br />
* An industrialist runs an extensive manufacturing operation in a quiet, out-of-the-way system. He hates hauling, so to sell his final product he ships his items via [[Contract#Courier_Contract|courier contract]] to a [[Trade Hubs|trade hub]]. He then creates a jump clone at the trade hub, and uses it to periodically jump to the trade hub to sell his products (which is faster than flying back and forth in a ship).<br />
<br />
== Step-by-Step instructions ==<br />
=== Skills ===<br />
Make sure that you meet the [[#Prerequisites|prerequisites]]:<br />
* Have learned at least one level of the {{sk|Infomorph Psychology|icon=yes}} skill<br />
* Have at least 900,000 ISK available to pay for the jump clone if installing at an NPC station. Owners of outposts or citadels may set fees via standings.<br />
<br />
=== Finding a clone bay ===<br />
<br />
# Access your map (default: F10) <br />
# Click on the second icon from the left in the title bar, the multicolored circle called '''Color By'''<br />
# In the '''Services''' section, select '''Clone Bay'''<br />
Your map will highlight all the systems with clone bays, hovering over the system will tell you exactly which station.<br />
<br />
You can also look for clone bays in citadels which are often cheaper than stations but you ''can'' lose access to them (see below):<br />
# Access your game menu (the first icon in the top left)<br />
# In the '''Business''' sub-menu, click on '''Structure Browser'''<br />
# Click on '''Service Filter''' and select '''Clone Bay'''<br />
The list will update with all the nearby structures with clone bays. If you hover over the clone bay icon in the last column, the installation fee will be shown.<br />
<br />
=== Create a jump clone ===<br />
[[File:Jump clone window.jpg|thumb|right|250px|The jump clone window (accessed from the character screen).]]<br />
#Dock at the station, outpost, or citadel where you would like to create your jump clone. For installing through a Rorqual or Titan you will need to be in space very close to the ship in question.<br />
#Use the Clone Bay (accessible from the station services menu) to install and purchase a jump clone. Make sure to select "{{co|wheat|Jump Clone}}" (and not "{{co|wheat|Medical Clone}}" Note that the Clone Bay can be used to set your new Home station for your medical clone).<br>''Now you have both your active clone and an inactive jump clone in that station.''<br />
#If you want to fly your current (active) clone to a particular location, undock from the station and do so.<br />
#To jump into the new jump clone you just created, dock up at a station and leave your ship (so that you are in your capsule). <br />
#Open your character sheet, and select the "{{co|wheat|Jump Clones}}" tab. Here you will see a list of all your available inactive jump clones, including their locations and any [[implants]] they may have installed. Select the jump clone you just created, and click the "{{co|wheat|Jump}}" button.<br>''Congratulations! You have just performed your first clone jump!''<br />
<br />
You can repeat this procedure as often as you'd like to create additional jump clones, with two restrictions:<br />
* You need to have [[#Prerequisites|sufficient levels]] in the {{sk|Infomorph Psychology|icon=yes}} and {{sk|Advanced Infomorph Psychology|icon=yes}} skills to create additional jump clones.<br />
* You may not create a jump clone at a station at which you currently have an inactive jump clone. You can easily get around this problem by choosing a different station, or by jumping to the offending jump clone and moving it somewhere else.<br />
<br />
== Losing Jump Clones ==<br />
<br />
Once you have installed/bought a jump clone, it is yours forever. Additionally, if you get [[pod]]ded, you will find yourself at your home station (the station where you last installed your [[clone|medical clone]]), while all your inactive jump clones will still be available (although you will lose any implants that were installed in your active clone in the moment you were podded). This new clone you find yourself in is essentially now the jump clone you were just podded in, less any implants.<br />
<br />
There are, however, three cases which would destroy one of your jump clones:<br />
* If an inactive jump clone is located in a [[Capital Ships|capital ship]] (with a clone vat bay module), and that ship is destroyed, the jump clone (and any implants installed in it) will be destroyed.<br />
* If an inactive jump clone is located in a [[Citadels|citadel]], that clone will be destroyed if the citadel is destroyed, or if the owner of the citadel offlines or unplugs the Clone module.<br />
* Due to a limitation of the game mechanics, you cannot have two ''inactive'' jump clones at the same station. The game will warn you if you try to clone jump away from a station which already has an inactive jump clone, but if you ignore its warnings, then one of your jump clones (including any implants installed in it) will be destroyed. Note that this does not apply to medical clones - it's perfectly safe to have a medical clone and an inactive jump clone in the same station. Also you can jump from your active clone in a station or citadel to an inactive clone in the same station or citadel.<br />
<br />
You can also destroy any jump clone you via the Jump Clone tab on your character sheet. This can be handy for freeing up a jump clone slot to then be able to install a new one at your current location, especially if the other jump clone was clean, and you don't need to have a clone at that location anymore.<br />
<br />
== Losing Access to Jump Clones ==<br />
<br />
Before Citadels existed, it was the case that if you had a jump clone somewhere, you could always jump to it (cool-down timer permitting). In particular, in Sov Null, if you left a jump clone in a station/outpost when you lost sov and evacuated, you could later jump back there, even if you no longer had docking (or any other) rights in that station/outpost.<br />
<br />
However, Clone bays in Citadels are controlled by Access Lists, and if the owner of the Citadel changes them so that you have no access to the Clone Bay, then even if you have a jump clone in that Citadel, game mechanics will prevent you from jumping into it.<br />
<br />
== Jump Clone Example ==<br />
Suppose you have the following clones: <br />
<br />
*In Jita, you have a medical clone. <br />
*In Jita, you have an inactive jump clone with a memory implant. <br />
*In Rens, you have an inactive jump clone with a willpower implant. <br />
*In Dodixie, you have an active clone (i.e. that's where your character is at the moment), with a perception implant.<br />
<br />
Suppose that you fly your character from Dodixie to Rens. You will now have an active clone and an inactive jump clone in Rens. <br />
<br />
If you try to install a second jump clone in Rens, the game will refuse to install it. You will not lose anything. <br />
<br />
If you tried to jump clone from Rens to Jita, you would have ended up with two inactive jump clones in Rens, which is not allowed. The game will warn you not to do this and allow you to cancel; if you ignore the warning and clone jump nonetheless, your inactive clone in Rens (with a willpower implant) will be destroyed, but you will keep the inactive clone containing the perception implant. <br />
<br />
You can, however, jump from your current body in Rens (with the perception implant) to your inactive jump clone in Rens (with the willpower implant) without destroying any jump clones.<br />
<br />
At any time, if you are podded, you will wake up in Jita, at which point you will have an active clone and an inactive jump clone, both in Jita.<br />
<br />
== External links ==<br />
*[http://jestertrek.blogspot.de/2012/10/guide-implants-and-jump-clones-part-1.html Jester´s Guide to Implants and Jump Clones] (2012)<br />
<br />
[[Category:Getting Started]]<br />
[[Category:Game mechanics]]</div>Detroit diesel