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Turrets: Difference between revisions

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{{Weapon Systems Links}}
{{Weapon Systems Links}}
{{hatnote|This article details different types of turrets. For information about turret mechanics, including damage and hit chance, see [[Turret mechanics]].}}
{{hatnote|This article details different types of turrets. For information about turret mechanics, including damage and hit chance, see [[Turret mechanics]].}}
'''Turrets''' are the most common weapon system in EVE. They apply damage instantly, use ammunition or charges, and their effectiveness is partially determined by the [[tracking|traversal]] speed of the firing ship and its target. This page explains the five variations of turret and their ammunition available in EVE.
'''Turrets''' are the most common weapon system in EVE. They apply damage instantly, use ammunition or charges, and their effectiveness is partially determined by the [[tracking|traversal]] speed of the firing ship and its target. This page explains the four types of turrets and their ammunition available in EVE.


== Overview ==
== Overview ==
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Tech 2 turrets, particularly large and medium ones, require considerable training time. The long-ranged and short-ranged varieties of Tech 2 turrets require separate skills -- returning to hybrid turrets, for example, you need {{Sk|Small Blaster Specialization}} to use small Tech 2 blasters but {{Sk|Small Railgun Specialization}} to use small Tech 2 railguns.
Tech 2 turrets, particularly large and medium ones, require considerable training time. The long-ranged and short-ranged varieties of Tech 2 turrets require separate skills -- returning to hybrid turrets, for example, you need {{Sk|Small Blaster Specialization}} to use small Tech 2 blasters but {{Sk|Small Railgun Specialization}} to use small Tech 2 railguns.


Each of the five kinds of turret comes in three sizes:
Each of the four kinds of turret comes in four sizes:
* small (mounted on [[frigates]] and [[destroyers]])
* small (mounted on [[frigates]] and [[destroyers]])
* medium (mounted on [[cruisers]] and [[battlecruisers]])
* medium (mounted on [[cruisers]] and [[battlecruisers]])
* large (mounted on [[battleships]] and [[Battlecruiser#Attack Battlecruisers|attack battlecruisers]])
* large (mounted on [[battleships]] and [[Battlecruiser#Attack Battlecruisers|attack battlecruisers]])
Hybrid, projectile, energy, and precursor turrets also come in a fourth size:
* extra-large (mounted on [[Capital ships|capital and supercapital ships]])
* extra-large (mounted on [[Capital ships|capital and supercapital ships]])


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Each ammunition type has a different range modifier, does a different amount of damage and uses a different amount of your capacitor when fired. The better the range, the lower base damage the ammo deals, creating a sliding scale from short-ranged, high-damage Antimatter to long-ranged, low-damage Iron.
Each ammunition type has a different range modifier, does a different amount of damage and uses a different amount of your capacitor when fired. The better the range, the lower base damage the ammo deals, creating a sliding scale from short-ranged, high-damage Antimatter to long-ranged, low-damage Iron.


{| class="wikitable sortable" style="font-size: 90%; text-align: center;"
{| class="wikitable sortable" style="text-align: center;"
|-  style="background-color: #222222;"
|-  style="background-color: var(--background-color-warning-subtle);"
! Name
! Name
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
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| 3
| 3
| I
| I
|  
| I+N
|  
|  
|-
|-
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|  
|  
|  
|  
| IN
| I+N
|-
|-
| style="text-align: left;" | Iron  
| style="text-align: left;" | Iron  
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| I
| I
|-
|-
! colspan=9 style="background-color:#222222; text-align:left;font-size:95%;line-height:130%;font-weight:normal;"  | Click on the column headers to sort the table; mouse over them for a more detailed explanation.<br>Damage is the raw figures for the 'Small' ammo size;<br>Medium is 2x greater, Large is 4x greater, and Extra Large is 8x greater.
! colspan=9 style="background-color: var(--background-color-warning-subtle); text-align: left; line-height: 130%; font-size: 95%; font-weight: normal;"  | Click on the column headers to sort the table; mouse over them for a more detailed explanation.<br>Damage is the raw figures for the 'Small' ammo size;<br>Medium is 2x greater, Large is 4x greater, and Extra Large is 8x greater.
|}
|}


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The two Tech 2 ammunition types for blasters are Null and Void. Void charges turn blasters into the true uncontested highest-DPS weapons in the game, at the cost of even further reducing their already short range and making it difficult to hit targets which are not either larger or effectively stationary. Null charges allow good damage to be projected to a longer range, and are usable by pilots who either cannot keep themselves close to their targets or are forced to extend out to avoid being tackled or the like. The effects of these ammo types on range, tracking speed, and capacitor need is given in the following table:
The two Tech 2 ammunition types for blasters are Null and Void. Void charges turn blasters into the true uncontested highest-DPS weapons in the game, at the cost of even further reducing their already short range and making it difficult to hit targets which are not either larger or effectively stationary. Null charges allow good damage to be projected to a longer range, and are usable by pilots who either cannot keep themselves close to their targets or are forced to extend out to avoid being tackled or the like. The effects of these ammo types on range, tracking speed, and capacitor need is given in the following table:


{| class="wikitable" style="font-size: 90%; text-align: center;"
{| class="wikitable" style="text-align: center;"
|- style="background-color:#222222;"
|- style="background-color: var(--background-color-warning-subtle);"
! Name
! Name
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
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The two Tech 2 ammo types for railguns are Spike and Javelin. Javelin lets railguns pretend to be blasters: it has a much shorter range, higher damage, and a tracking bonus. Spike is an extra-long range ammo, with an 80% range bonus but very large penalties to tracking speed. Javelin ammunition is not extremely common, as the range penalty is generally not worth the marginal damage gained over Navy Antimatter. Spike, meanwhile, is the be-all end-all in sniping ammunition, extending railguns' already ridiculous range to the point where even other turrets a full size larger can find it difficult to retaliate.
The two Tech 2 ammo types for railguns are Spike and Javelin. Javelin lets railguns pretend to be blasters: it has a much shorter range, higher damage, and a tracking bonus. Spike is an extra-long range ammo, with an 80% range bonus but very large penalties to tracking speed. Javelin ammunition is not extremely common, as the range penalty is generally not worth the marginal damage gained over Navy Antimatter. Spike, meanwhile, is the be-all end-all in sniping ammunition, extending railguns' already ridiculous range to the point where even other turrets a full size larger can find it difficult to retaliate.


{| class="wikitable" style="font-size: 90%; text-align: center;"
{| class="wikitable" style="text-align: center;"
|- style="background-color: #222222;"
|- style="background-color: var(--background-color-warning-subtle);"
! Name
! Name
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
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Projectile ammo can be split into three tiers, short-ranged (EMP, Fusion and Phased Plasma), medium-ranged (Titanium Sabot and Depleted Uranium) and long-ranged (Proton, Nuclear and Carbonized Lead). All ammo within each tier has the same range and tracking modifiers, but the different types offer different kinds of damage. The medium-ranged tier (Titanium Sabot and Depleted Uranium) has a significant tracking speed bonus.
Projectile ammo can be split into three tiers, short-ranged (EMP, Fusion and Phased Plasma), medium-ranged (Titanium Sabot and Depleted Uranium) and long-ranged (Proton, Nuclear and Carbonized Lead). All ammo within each tier has the same range and tracking modifiers, but the different types offer different kinds of damage. The medium-ranged tier (Titanium Sabot and Depleted Uranium) has a significant tracking speed bonus.


{| class="wikitable sortable" style="font-size: 90%; text-align: center;"
{| class="wikitable sortable" style="text-align: center;"
|- style="background-color: #222222;"
|- style="background-color: var(--background-color-warning-subtle);"
! Name
! Name
! | [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
! [[File:Icon_tracking.png|26px|link=|Modifier to tracking speed]]Tracking
! [[File:Icon_tracking.png|26px|link=|Modifier to tracking speed]]Tracking
! Total damage
! Total damage
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| I
| I
|-
|-
! colspan=11 style="background-color:#222222; text-align: left; font-size: 95%; line-height: 130%;font-weight: normal;" | Click on the column headers to sort the table; mouse over them for a more detailed explanation.<br>Damage is the raw figures for the 'Small' ammo size;<br>Medium is 2x greater, Large is 4x greater, and Extra Large is 8x greater.
! colspan=11 style="background-color: var(--background-color-warning-subtle); text-align: line-height: 130%; left; font-size: 95%; font-weight: normal;" | Click on the column headers to sort the table; mouse over them for a more detailed explanation.<br>Damage is the raw figures for the 'Small' ammo size;<br>Medium is 2x greater, Large is 4x greater, and Extra Large is 8x greater.
|}
|}


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The two Tech 2 ammunition types for autocannon are Barrage and Hail. Barrage has a tracking penalty but a 40% falloff increase, and is popular with ships like the [[Vagabond]] which like to skirmish in falloff range. Hail has a penalty to falloff range and a large penalty to optimal range, and to tracking, but it deals very high damage. In practice the range and tracking speed drawbacks mean that Hail rarely offers more DPS, although it can be effective against big, stationary ships or POSs. Barrage does roughly equal amounts of explosive and kinetic damage, while Hail does a lot of explosive damage and a little kinetic on the side.
The two Tech 2 ammunition types for autocannon are Barrage and Hail. Barrage has a tracking penalty but a 40% falloff increase, and is popular with ships like the [[Vagabond]] which like to skirmish in falloff range. Hail has a penalty to falloff range and a large penalty to optimal range, and to tracking, but it deals very high damage. In practice the range and tracking speed drawbacks mean that Hail rarely offers more DPS, although it can be effective against big, stationary ships or POSs. Barrage does roughly equal amounts of explosive and kinetic damage, while Hail does a lot of explosive damage and a little kinetic on the side.


{| class="wikitable" style="font-size: 90%; text-align: center;"
{| class="wikitable" style="text-align: center;"
|- style="background-color: #222222;"
|- style="background-color: var(--background-color-warning-subtle);"
! Name
! Name
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
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The two Tech 2 ammunition types for artillery are Quake and Tremor. Quake, much like Javelin for hybrids, lets artillery pretend to be autocannons, with high damage but much-reduced range. (However, because projectile turret falloff is so long, the Quake optimal range penalty is less of a problem to artillery than Gleam or Javelin's penalty is to railguns or beam lasers.) Tremor has a dramatic 80% range bonus, but a very significant penalty to tracking. Both do a mixture of explosive and kinetic damage.
The two Tech 2 ammunition types for artillery are Quake and Tremor. Quake, much like Javelin for hybrids, lets artillery pretend to be autocannons, with high damage but much-reduced range. (However, because projectile turret falloff is so long, the Quake optimal range penalty is less of a problem to artillery than Gleam or Javelin's penalty is to railguns or beam lasers.) Tremor has a dramatic 80% range bonus, but a very significant penalty to tracking. Both do a mixture of explosive and kinetic damage.


{| class="wikitable" style="font-size: 90%; text-align: center;"
{| class="wikitable" style="text-align: center;"
|- style="background-color: #222222;"
|- style="background-color: var(--backgrounf-color-warning-subtle);"
! Name
! Name
! | [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
! | [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
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Each crystal has a different range modifier, does a different amount of damage and has a different modifier to lasers' capacitor use. The better the range, the lower base damage the ammo deals, creating a sliding scale from short-ranged, high-damage Multifrequency to long-ranged, low-damage Radio.
Each crystal has a different range modifier, does a different amount of damage and has a different modifier to lasers' capacitor use. The better the range, the lower base damage the ammo deals, creating a sliding scale from short-ranged, high-damage Multifrequency to long-ranged, low-damage Radio.


{| class="wikitable sortable" style="font-size: 90%; text-align: center;"
{| class="wikitable sortable" style="text-align: center;"
|- style="background-color: #222222;"
|- style="background-color: var(--background-color-warning-subtle);"
! Name
! Name
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
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| 4
| 4
|-
|-
| style="text-align:left;" | X-Ray
| style="text-align:left;" | Xray
| -25%  
| -25%  
| -25% (++)
| -25% (++)
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|
|
|-
|-
! colspan=6 style="background-color: #222222; text-align: left; font-size: 95%; line-height: 130%; font-weight: normal;"  | Click on the column headers to sort the table; mouse over them for a more detailed explanation.<br>Damage is the raw figures for the 'Small' ammo size;<br>Medium is 2x greater, Large is 4x greater, and Extra Large is 8x greater.
! colspan=6 style="background-color: var(--background-color-warning-subtle); text-align: left; line-height: 130%; font-size: 95%; font-weight: normal;"  | Click on the column headers to sort the table; mouse over them for a more detailed explanation.<br>Damage is the raw figures for the 'Small' ammo size;<br>Medium is 2x greater, Large is 4x greater, and Extra Large is 8x greater.
|}
|}


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The Tech 2 crystals for pulse lasers are Conflagration and Scorch. Conflagration does the most damage of any crystal, at the cost of a 30% tracking speed penalty and a 25% greater capacitor usage. Scorch has a damage only slightly lower than Imperial Navy Multifrequency, but grants 40% increased optimal range, at the cost of 25% tracking. The damage and projection of these crystals is so good that they render tech 1 pulse laser crystals largely obsolete; Conflagration's damage blows Multifrequency out of the water, while Scorch provides good damage at stunningly long ranges, especially at the battleship scale.
The Tech 2 crystals for pulse lasers are Conflagration and Scorch. Conflagration does the most damage of any crystal, at the cost of a 30% tracking speed penalty and a 25% greater capacitor usage. Scorch has a damage only slightly lower than Imperial Navy Multifrequency, but grants 40% increased optimal range, at the cost of 25% tracking. The damage and projection of these crystals is so good that they render tech 1 pulse laser crystals largely obsolete; Conflagration's damage blows Multifrequency out of the water, while Scorch provides good damage at stunningly long ranges, especially at the battleship scale.


{| class="wikitable" style="font-size: 90%; text-align: center;"
{| class="wikitable" style="text-align: center;"
|- style="background-color: #222222;"
|- style="background-color: var(--background-color-warning-subtle);"
! Name
! Name
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
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The Tech 2 crystals for beam lasers are Aurora and Gleam. Gleam deals good damage and receives a tracking bonus, but has a much shorter range. Aurora comes with a massive 80% range bonus but low damage and a heavy penalty to tracking speed. Similar to the performance of pulse laser crystals, Gleam is not commonly used as it deals only marginally more damage than the ever-popular Imperial Navy Multifrequency, while Aurora is taken full advantage of in longer-ranged engagements.
The Tech 2 crystals for beam lasers are Aurora and Gleam. Gleam deals good damage and receives a tracking bonus, but has a much shorter range. Aurora comes with a massive 80% range bonus but low damage and a heavy penalty to tracking speed. Similar to the performance of pulse laser crystals, Gleam is not commonly used as it deals only marginally more damage than the ever-popular Imperial Navy Multifrequency, while Aurora is taken full advantage of in longer-ranged engagements.


{| class="wikitable" style="font-size: 90%; text-align: center;"
{| class="wikitable" style="text-align: center;"
|- style="background-color: #222222;"
|- style="background-color: var(--background-color-warning-subtle);"
!Name
!Name
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
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! [[File:icon_damage_therm.png|26px|link=|Thermal damage]]
! [[File:icon_damage_therm.png|26px|link=|Thermal damage]]
|-
|-
| style=text-align:left;" | Aurora  
| style=text-align:left;" | Aurora  
| +80%  
| +80%  
| -75%  
| -75%  
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| 3
|-
|-
| style=text-align:left;" | Gleam  
| style=text-align:left;" | Gleam  
| -75%  
| -75%  
| +25%   
| +25%   
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[[File:Icon turret entropic disintegrator large.png|left]]Precursor Turrets are a turret type introduced with the Into The Abyss expansion in May 2018.
[[File:Icon turret entropic disintegrator large.png|left]]Precursor Turrets are a turret type introduced with the Into The Abyss expansion in May 2018.


Unlike traditional kinds of turrets, there is only one type of turret for short range, the '''Entropic Disintegrator''', and there's no long range version of it, as its long range counterpart is considered as the [[Vorton Projector]]. They use exotic plasma charges to fire a particle beam, which deals Thermal and Explosive damage. They also feature a unique damage spooling mechanic, where shots will deal more damage the longer the gun has been running. Normally, this is a +5% damage bonus to each consecutive shot, capping at +150% damage per shot after 30 shots. However, the maximum damage bonus can be affected by certain ship bonuses, and both the maximum bonus and bonus per shot can be modified with the Mimesis [[Implant]] set. Entropic Disintegrator turrets have the high tracking and ammo consumption of blasters, and the optimal range, capacitor use, and instant reloads of lasers, but also have zero falloff range. The turrets will deactivate if their target leaves optimal range. If a disintegrator deactivates for any reason, its damage bonus is reset to 0. Entropic Disintegrators can only be used on Triglavian ships, and only one turret can be fitted to each ship.
Unlike traditional kinds of turrets, there is only one type of turret for short range, the '''Entropic Disintegrator''', and there's no long range version of it, as its long range counterpart is considered as the [[Vorton Projector]]. They use exotic plasma charges to fire a particle beam, which deals Thermal and Explosive damage. They also feature a unique damage spooling mechanic, where shots will deal more damage the longer the gun has been running. Normally, this is a +7% damage bonus to each consecutive shot, capping at +212.5% damage per shot after 30 shots (the capital variant caps at +150% damage at +5% per cycle, but also has a higher turret damage multiplier leading to similar peak scaling). However, the maximum damage bonus can be affected by certain ship bonuses, and both the maximum bonus and bonus per shot can be modified with the Mimesis [[Implant]] set. Entropic Disintegrator turrets have the high tracking and ammo consumption of blasters, and the optimal range, capacitor use, and instant reloads of lasers, but also have zero falloff range. The turrets will deactivate if their target leaves optimal range. If a disintegrator deactivates for any reason, its damage bonus is reset to 0. Entropic Disintegrators can only be used on Triglavian ships, and only one turret can be fitted to each ship.


=== Exotic plasma ===
=== Exotic plasma ===
Exotic plasma ammo deals much higher damage than regular ammo types, due to Triglavian ships only having one turret slot and the turrets having a low damage multiplier. Each size of disintegrator subsitutes for a different number of regular turrets, meaning that the ammo damage scaling with increasing size is not smooth like with the other ammunition types. Unlike hybrid charges and frequency crystals, no exotic plasma charge reduces the capacitor need of an Entropic Disintegrator. The presence of only a single turret, and the high damage per shot, mean Entropic Disintegrators have very good ammunition economy.
Exotic plasma ammo deals much higher damage than regular ammo types, due to Triglavian ships only having one turret slot and the turrets having a low damage multiplier. Each size of disintegrator substitutes for a different number of regular turrets, meaning that the ammo damage scaling with increasing size is not smooth like with the other ammunition types. Unlike hybrid charges and frequency crystals, no exotic plasma charge reduces the capacitor need of an Entropic Disintegrator. The presence of only a single turret, and the high damage per shot, mean Entropic Disintegrators have very good ammunition economy.


There are three types of Tech 1 exotic plasma, offering various range options.
There are three types of Tech 1 exotic plasma, offering various range options.


{| class="wikitable" style="font-size: 90%; text-align: center;"
{| class="wikitable" style="text-align: center;"
|- style="background-color:#222222;"
|- style="background-color: var(--background-color-warning-subtle);"
! Name
! Name
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
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| 33
| 33
|-
|-
! colspan=6 style="background-color: #222222; text-align: left; font-size: 95%; line-height: 130%; font-weight :normal;"  | Damage is the raw figures for the 'Small' ammo size;<br> Medium is 3.07-3.17x greater, Large is 7.90-8.20x greater, and Extra Large is 39.47-41.32x greater, depending on ammo type.<br>Damage type ratio varies, with a higher Thermal to Explosive ratio for larger sizes.
! colspan=6 style="background-color: var(--background-color-warning-subtle); text-align: left; line-height: 130%; font-size: 95%; font-weight :normal;"  | Damage is the raw figures for the 'Small' ammo size;<br> Medium is 3.07-3.17x greater, Large is 7.90-8.20x greater, and Extra Large is 39.47-41.32x greater, depending on ammo type.<br>Damage type ratio varies, with a higher Thermal to Explosive ratio for larger sizes.
|}
|}


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Tech 2 Exotic Plasma can only be used with Tech 2, Faction, and Officer Entropic Disintegrators. Mystic offers the damage of Baryon with better range but with a hefty 50% tracking speed penalty, while Occult offers a closer range option with more damage compared to Tetryon but with a 25% tracking speed penalty. Tech 2 Disintegrator ammo is currently unavailable in Extra Large size.
Tech 2 Exotic Plasma can only be used with Tech 2, Faction, and Officer Entropic Disintegrators. Mystic offers the damage of Baryon with better range but with a hefty 50% tracking speed penalty, while Occult offers a closer range option with more damage compared to Tetryon but with a 25% tracking speed penalty. Tech 2 Disintegrator ammo is currently unavailable in Extra Large size.


{| class="wikitable" style="font-size: 90%; text-align: center;"
{| class="wikitable" style="text-align: center;"
|- style="background-color:#222222;"
|- style="background-color: var(--background-color-warning-subtle);"
! Name
! Name
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
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| 63
| 63
|-
|-
! colspan=6 style="background-color:#222222; text-align:left;font-size:95%;line-height:130%;font-weight:normal;"  | Damage is the raw figures for the 'Small' ammo size;<br> Medium is 3.03-3.19x greater, and Large is 7.84-7.99x greater, depending on ammo type. <br> Damage type ratio varies, with a higher Thermal to Explosive ratio for larger sizes.
! colspan=6 style="background-color: var(--background-color-warning-subtle); text-align: left; line-height: 130%; font-size: 95%; font-weight: normal;"  | Damage is the raw figures for the 'Small' ammo size;<br> Medium is 3.03-3.19x greater, and Large is 7.84-7.99x greater, depending on ammo type. <br> Damage type ratio varies, with a higher Thermal to Explosive ratio for larger sizes.
|}
|}


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Remember that [[stacking penalties]] mean that it's usually not worth fitting more than three modules which have the same effect.
Remember that [[stacking penalties]] mean that it's usually not worth fitting more than three modules which have the same effect.


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{|class=wikitable style="max-width: 900px;"
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|[[File:Icon gyrostablizer.png|link=|]]
|[[File:Icon gyrostablizer.png|link=|]]
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== Names reference ==
== Names reference ==
{|class=wikitable style="background: #111111; text-align: center" border="1" cellpadding="5" cellspacing="0"
{|c lass=wikitable style="background-color: var(); text-align: center" border="1" cellpadding="5" cellspacing="0"
|- style="background: #111111"
 
|- style="background-color: var(--background-color-warning-subtle);"
! rowspan="2" | Category  
! rowspan="2" | Category  
! rowspan="2" | Faction
! rowspan="2" | Faction
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! colspan="2" | Large  
! colspan="2" | Large  
! colspan="2" | Extra Large
! colspan="2" | Extra Large
|-
|- style="background-color: var(--background-color-warning-subtle);"
| colspan="2" | ''Frigates, Destroyers''  
| colspan="2" | ''Frigates, Destroyers''  
| colspan="2" | ''Cruisers, Battlecruisers''  
| colspan="2" | ''Cruisers, Battlecruisers''  
| colspan="2" | ''Battleships, Attack BCs''  
| colspan="2" | ''Battleships, Attack BCs''  
| colspan="2" | ''Dreadnoughts, Titans''
| colspan="2" | ''Dreadnoughts, Titans''
|-style= "background: #2f1f1f;"  
 
! rowspan="5" style="background:#111111" | Projectile  
|-style= "background-color: <!--#2f1f1f-->;"  
! rowspan="5" style="background-color: var(--background-color-warning-subtle)" | Projectile  
| rowspan="5" | ''Minmatar''  
| rowspan="5" | ''Minmatar''  
| rowspan="3" | Autocannon  
| rowspan="3" | Autocannon  
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| Quad 800mm
| Quad 800mm
| rowspan="3" | Repeating Cannon
| rowspan="3" | Repeating Cannon
|-style="background: #2f1f1f;"
|-style="background-color: <!--#2f1f1f-->;"
| colspan="2" | 150mm Light
| colspan="2" | 150mm Light
| colspan="2" | 220mm Vulcan
| colspan="2" | 220mm Vulcan
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| rowspan="2" | Repeating Cannon
| rowspan="2" | Repeating Cannon
| rowspan="2" | Hexa 2500mm
| rowspan="2" | Hexa 2500mm
|-style="background: #2f1f1f;"  
|-style="background-color: <!--#2f1f1f-->;"  
| colspan="2" | 200mm
| colspan="2" | 200mm
| colspan="2" | 425mm
| colspan="2" | 425mm
| 800mm
| 800mm
|-style="background: #2f1f1f;"  
|-style="background-color: <!--#2f1f1f;-->"  
| rowspan="2" | Artillery  
| rowspan="2" | Artillery  
| rowspan="2" | Long  
| rowspan="2" | Long  
Line 795: Line 795:
| colspan="2" | 1200mm
| colspan="2" | 1200mm
| colspan="2" rowspan="2" | Quad 3500mm Siege
| colspan="2" rowspan="2" | Quad 3500mm Siege
|-style="background: #2f1f1f;"  
|-style="background-color: <!--#2f1f1f;-->"  
| colspan="2" | 280mm Howitzer
| colspan="2" | 280mm Howitzer
| colspan="2" | 720mm Howitzer
| colspan="2" | 720mm Howitzer
| colspan="2" | 1400mm Howitzer
| colspan="2" | 1400mm Howitzer
|-style="background: #1c1c23;"
|-style="background-color: <!--#1c1c23;-->"
! rowspan="6" style="background: #111111;" | Hybrid
! rowspan="6" style="background-color: var(--background-color-warning-subtle);" | Hybrid
| rowspan="6" | ''Gallente/Caldari''   
| rowspan="6" | ''Gallente/Caldari''   
| rowspan="3" | Blaster
| rowspan="3" | Blaster
Line 811: Line 811:
| rowspan="3" | Blaster Cannon
| rowspan="3" | Blaster Cannon
| colspan="2" | Triple Neutron Blaster Cannon
| colspan="2" | Triple Neutron Blaster Cannon
|-style="background: #1c1c23;"
|-style="background-color: <!--#1c1c23-->;"
| Ion
| Ion
| Ion
| Ion
| Ion
| Ion
| colspan="2" rowspan="2" | Ion Siege
| colspan="2" rowspan="2" | Ion Siege
|-style="background: #1c1c23;"
|-style="background-color: <!--#1c1c23-->;"
| Neutron  
| Neutron  
| Neutron  
| Neutron  
| Neutron  
| Neutron  
|-style="background: #1c1c23;"
|-style="background-color: <!--#1c1c23-->;"
| rowspan="3" | Railgun
| rowspan="3" | Railgun
| rowspan="3" | Long
| rowspan="3" | Long
Line 827: Line 827:
| colspan="2" | Dual 250mm
| colspan="2" | Dual 250mm
| colspan="2" rowspan="3" | Dual 1000mm
| colspan="2" rowspan="3" | Dual 1000mm
|-style="background: #1c1c23;"
|-style="background-color: #1c1c23-->;"
| colspan="2" | 125mm
| colspan="2" | 125mm
| colspan="2" | 200mm
| colspan="2" | 200mm
| colspan="2" | 350mm
| colspan="2" | 350mm
|-style="background: #1c1c23;"
|-style="background-color: <!--#1c1c23-->;"
| colspan="2" | 150mm
| colspan="2" | 150mm
| colspan="2" | 250mm
| colspan="2" | 250mm
| colspan="2" | 425mm
| colspan="2" | 425mm
|-style="background:#25251d"
|-style="background-color: <!--#25251d-->;"
! rowspan="6" style="background: #111111;"| Energy
! rowspan="6" style="background-color: var(--background-color-warning-subtle);"| Energy
| rowspan="6" | ''Amarr''  
| rowspan="6" | ''Amarr''  
| rowspan="3" | Pulse
| rowspan="3" | Pulse
Line 844: Line 844:
| colspan="2"| Dual Heavy
| colspan="2"| Dual Heavy
| colspan="2" | Quad Mega
| colspan="2" | Quad Mega
|-style="background: #25251d;"
|-style="background-color: <!--#25251d-->;"
| colspan="2"| Dual Light
| colspan="2"| Dual Light
| colspan="2" rowspan="2" | Heavy
| colspan="2" rowspan="2" | Heavy
| colspan="2" rowspan="2" | Mega
| colspan="2" rowspan="2" | Mega
| colspan="2" rowspan="2" | Dual Giga
| colspan="2" rowspan="2" | Dual Giga
|-style="background: #25251d;"
|-style="background-color: <!--#25251d-->;"
| colspan="2"| Small Focused
| colspan="2"| Small Focused
|-style="background: #25251d;"
|-style="background-color: <!--#25251d-->;"
| rowspan="3" | Beam
| rowspan="3" | Beam
| rowspan="3" | Long
| rowspan="3" | Long
Line 858: Line 858:
| colspan="2" | Dual Heavy
| colspan="2" | Dual Heavy
| colspan="2" rowspan="3" | Dual Giga
| colspan="2" rowspan="3" | Dual Giga
|-style="background: #25251d;"
|-style="background-color: <!--#25251d-->;"
| colspan="2" rowspan="2" | Small Focused
| colspan="2" rowspan="2" | Small Focused
| colspan="2" | Focused Medium
| colspan="2" | Focused Medium
| colspan="2" | Mega
| colspan="2" | Mega
|-style="background: #25251d;"
|-style="background-color: <!--#25251d-->;"
| colspan="2" | Heavy
| colspan="2" | Heavy
| colspan="2" | Tachyon
| colspan="2" | Tachyon
|-style="background: #3f1010;"
|-style="background-color: <!--#3f1010-->;"
! style="background: #111111;" | Precursor
! style="background-color: var(--background-color-warning-subtle);" | Precursor
| ''Triglavian''
| ''Triglavian''
| Entropic <br> Disintegrator
| Entropic <br> Disintegrator
Line 884: Line 884:
...multiplied by the damage modifier of the turret.
...multiplied by the damage modifier of the turret.


{| class="wikitable collapsible collapsed sortable"
{| class="wikitable collapsible collapsed sortable" style="text-align: center;"
|-
|- style="background-color: var(--background-color-warning-subtle);"
! scope="col" | Name  
! scope="col" style="min-width: 10em;" | Name  
! scope="col" | Type  
! scope="col" | Type  
! data-sort-type=number scope="col" align="center" | &nbsp;Activation&nbsp;
! scope="col" data-sort-type=number | Activation
! data-sort-type=number scope="col" | Range
! scope="col" data-sort-type=number | Range
! data-sort-type=number scope="col" nowrap="nowrap" | Rate of fire  
! scope="col" data-sort-type=number | Rate of fire
! data-sort-type=number scope="col" nowrap="nowrap" | Damage mod
! scope="col" data-sort-type=number | Damage mod
! data-sort-type=number scope="col" nowrap="nowrap" | Tracking speed  
! scope="col" data-sort-type=number | Tracking speed
|-
|-
| nowrap="nowrap" | 125mm Gatling AutoCannon I  
| style="text-align: left;" | 125mm Gatling AutoCannon I
| align="center" | Projectile  
| Projectile
| align="center" | 0  
| 0
| align="center" | 800+4,300 m  
| 800+4,300 m
| align="center" | 3.00 s  
| 3.00 s
| align="left" | 2.0625 x  
| 2.0625 x
| align="left" | 417
| 417
|-
|-
| 150mm Light AutoCannon I  
| style="text-align: left;" | 150mm Light AutoCannon I  
| align="center" | Projectile  
| Projectile
| align="center" | 0  
| 0
| align="center" | 900+4,730 m  
| 900+4,730 m
| align="center" | 3.38 s  
| 3.38 s
| align="left" | 2.475 x  
| 2.475 x
| align="left" | 362
| 362
|-
|-
| 200mm AutoCannon I  
| style="text-align: left;" | 200mm AutoCannon I  
| align="center" | Projectile  
| Projectile
| align="center" | 0  
| 0
| align="center" | 1,000+5,160 m  
| 1,000+5,160 m
| align="center" | 3.75 s  
| 3.75 s
| align="left" | 2.8875 x  
| 2.8875 x
| align="left" | 315  
| 315
|-
|-
| 250mm Light Artillery Cannon I  
| style="text-align: left;" | 250mm Light Artillery Cannon I
| align="center" | Projectile  
| Projectile
| align="center" | 0  
| 0
| align="center" | 8,050+8,750 m  
| 8,050+8,750 m
| align="center" | 8.50 s  
| 8.50 s
| align="left" | 5.082 x  
| 5.082 x
| align="left" | 80
| 80
|-
|-
| 280mm Howitzer Artillery I  
| style="text-align: left;" | 280mm Howitzer Artillery I
| align="center" | Projectile  
| Projectile
| align="center" | 0  
| 0
| align="center" | 10,000+8,750 m  
| 10,000+8,750 m
| align="center" | 10.71 s  
| 10.71 s
| align="left" | 7.043 x  
| 7.043 x
| align="left" | 64  
| 64
|-
|-
| nowrap="nowrap" | Light Electron Blaster I  
| style="text-align: left;" | Light Electron Blaster I
| align="center" | Hybrid  
| Hybrid
| align="center" | 0.6566 GJ  
| 0.6566 GJ
| align="center" | 1,000+1,500 m  
| 1,000+1,500 m
| align="center" | 2.00 s  
| 2.00 s
| align="left" | 1.8375 x  
| 1.8375 x
| align="left" | 438  
| 438
|-
|-
| Light Ion Blaster I  
| style="text-align: left;" | Light Ion Blaster I
| align="center" | Hybrid  
| Hybrid
| align="center" | 1.0927 GJ  
| 1.0927 GJ
| align="center" | 1,250+2,000 m  
| 1,250+2,000 m
| align="center" | 3.00 s  
| 3.00 s
| align="left" | 2.953125 x  
| 2.953125 x
| align="left" | 403.2
| 403.2
|-
|-
| Light Neutron Blaster I  
| style="text-align: left;" | Light Neutron Blaster I
| align="center" | Hybrid  
| Hybrid
| align="center" | 1.4161 GJ  
| 1.4161 GJ
| align="center" | 1,500+2,500 m  
| 1,500+2,500 m
| align="center" | 3.50 s  
| 3.50 s
| align="left" | 3.675 x  
| 3.675 x
| align="left" | 379.8
| 379.8
|-
|-
| 75mm Gatling Rail I  
| style="text-align: left;" | 75mm Gatling Rail I
| align="center" | Hybrid  
| Hybrid
| align="center" | 1.1690 GJ  
| 1.1690 GJ
| align="center" | 6,000+3,000 m  
| 6,000+3,000 m
| align="center" | 2.60 s  
| 2.60 s
| align="left" | 1.65 x  
| 1.65 x
| align="left" | 136.5
| 136.5
|-
|-
| 125mm Railgun I  
| style="text-align: left;" | 125mm Railgun I
| align="center" | Hybrid  
| Hybrid
| align="center" | 1.5050 GJ  
| 1.5050 GJ
| align="center" | 9,000+5,000 m  
| 9,000+5,000 m
| align="center" | 3.25 s  
| 3.25 s
| align="left" | 2.2 x  
| 2.2 x
| align="left" | 89.25
| 89.25
|-
|-
| 150mm Railgun I  
| style="text-align: left;" | 150mm Railgun I
| align="center" | Hybrid  
| Hybrid
| align="center" | 2.3380 GJ  
| 2.3380 GJ
| align="center" | 12,000+6,000 m  
| 12,000+6,000 m
| align="center" | 4.25 s  
| 4.25 s
| align="left" | 3.025 x  
| 3.025 x
| align="left" | 73.5
| 73.5
|-
|-
| nowrap="nowrap" | Gatling Pulse Laser I&nbsp;
| style="text-align: left;" | Gatling Pulse Laser I
| align="center" | Laser  
| Laser
| align="center" | 1.82 GJ  
| 1.82 GJ
| align="center" | 4,200+1000 m  
| 4,200+1000 m
| align="center" | 2.10 s  
| 2.10 s
| align="left" | 1.5 x  
| 1.5 x
| align="left" | 308.125
| 308.125
|-
|-
| Dual Light Pulse Laser I&nbsp;
| style="text-align: left;" | Dual Light Pulse Laser I
| align="center" | Laser  
| Laser
| align="center" | 2.67 GJ  
| 2.67 GJ
| align="center" | 4,725+2,000 m  
| 4,725+2,000 m
| align="center" | 2.70 s  
| 2.70 s
| align="left" | 2 x  
| 2 x
| align="left" | 273.75
| 273.75
|-
|-
| Small Focused Pulse Laser I  
| style="text-align: left;" | Small Focused Pulse Laser I
| align="center" | Laser  
| Laser
| align="center" | 4.44 GJ  
| 4.44 GJ
| align="center" | 5,250+2,500 m  
| 5,250+2,500 m
| align="center" | 3.50 s  
| 3.50 s
| align="left" | 3 x  
| 3 x
| align="left" | 246.25
| 246.25
|-
|-
| Dual Light Beam Laser I  
| style="text-align: left;" | Dual Light Beam Laser I
| align="center" | Laser  
| Laser
| align="center" | 4.8625 GJ  
| 4.8625 GJ
| align="center" | 9,625+2,000 m  
| 9,625+2,000 m
| align="center" | 4.00 s  
| 4.00 s
| align="left" | 3 x  
| 3 x
| align="left" | 117  
| 117
|-
|-
| Small Focused Beam Laser I  
| style="text-align: left;" | Small Focused Beam Laser I
| align="center" | Laser  
| Laser
| align="center" | 9.025 GJ  
| 9.025 GJ
| align="center" | 11,000+2,500 m  
| 11,000+2,500 m
| align="center" | 5.00 s  
| 5.00 s
| align="left" | 4.5 x  
| 4.5 x
| align="left" | 90
| 90
|-
|-
| Light Entropic Disintegrator I
| style="text-align: left;" | Light Entropic Disintegrator I
| align="center" | Entropic
| Entropic
| align="center" | 4.5 GJ
| 4.5 GJ
| align="center" | 6,000 m
| 6,000 m
| align="center" | 3.5 s
| 3.5 s
| align="left" | 1 x
| 0.8 x
| align="left" | 410
| 410
|}
|}


Line 1,038: Line 1,038:
...multiplied by the damage modifier of the turret.
...multiplied by the damage modifier of the turret.


{| class="wikitable collapsible collapsed sortable"
{| class="wikitable collapsible collapsed sortable" style="text-align: center;"
|-
|- style="background-color: var(--background-color-warning-subtle);"
! scope="col" | Name  
! scope="col" style="min-width: 10em" | Name  
! scope="col" | Type  
! scope="col" | Type  
! data-sort-type=number scope="col" | &nbsp;Activation&nbsp;
! scope="col" data-sort-type=number | Activation
! data-sort-type=number scope="col" | Range
! scope="col" data-sort-type=number | Range
! data-sort-type=number scope="col" nowrap="nowrap" | &nbsp;Rate of fire&nbsp;
! scope="col" data-sort-type=number | Rate of fire
! data-sort-type=number scope="col" nowrap="nowrap" | &nbsp;Damage mod&nbsp;
! scope="col" data-sort-type=number | Damage mod
! data-sort-type=number scope="col" nowrap="nowrap" | &nbsp;Tracking speed&nbsp;
! scope="col" data-sort-type=number | Tracking speed
|-
|-
| Dual 180mm AutoCannon I  
| style="text-align: left;" | Dual 180mm AutoCannon I  
| align="center" | Projectile  
| Projectile  
| align="center" | 0  
| 0  
| align="center" | 1,600+9,030 m  
| 1,600+9,030 m  
| align="center" | 4.37 s  
| 4.37 s  
| align="left" | 2.0625 x  
| 2.0625 x  
| align="left" | 44.68992
| 44.68992
|-
|-
| 220mm Vulcan AutoCannon I  
| style="text-align: left;" | 220mm Vulcan AutoCannon I
| align="center" | Projectile&nbsp;
| Projectile
| align="center" | 0  
| 0
| align="center" | 1,800+9,933 m  
| 1,800+9,933 m
| align="center" | 4.58 s  
| 4.58 s
| align="left" | 2.31 x  
| 2.31 x
| align="left" | 38.8608  
| 38.8608
|-
|-
| 425mm AutoCannon I  
| style="text-align: left;" | 425mm AutoCannon I
| align="center" | Projectile  
| Projectile
| align="center" | 0  
| 0
| align="center" | 2,000+10,836 m  
| 2,000+10,836 m
| align="center" | 5.62 s  
| 5.62 s
| align="left" | 2.8875 x  
| 2.8875 x
| align="left" | 33.792
| 33.792
|-
|-
| 650mm Artillery Cannon I  
| style="text-align: left;" | 650mm Artillery Cannon I
| align="center" | Projectile  
| Projectile
| align="center" | 0  
| 0
| align="center" | 16,100+17,500 m  
| 16,100+17,500 m
| align="center" | 11.47 s  
| 11.47 s
| align="left" | 4.62 x  
| 4.62 x
| align="left" | 8.352
| 8.352
|-
|-
| 720mm Howitzer Artillery I  
| style="text-align: left;" | 720mm Howitzer Artillery I
| align="center" | Projectile  
| Projectile
| align="center" | 0  
| 0
| align="center" | 20,000+17,500 m  
| 20,000+17,500 m
| align="center" | 18 s  
| 18 s
| align="left" | 7.97 x
| 7.97 x
| align="left" | 6.688
| 6.688
|-
|-
| Heavy Electron Blaster I  
| style="text-align: left;" | Heavy Electron Blaster I
| align="center" | Hybrid  
| Hybrid
| align="center" | 1.9600 GJ  
| 1.9600 GJ
| align="center" | 2,000+3,000 m  
| 2,000+3,000 m
| align="center" | 3.00 s  
| 3.00 s
| align="left" | 1.8375 x  
| 1.8375 x
| align="left" | 46.08
| 46.08
|-
|-
| Heavy Ion Blaster I  
| style="text-align: left;" | Heavy Ion Blaster I
| align="center" | Hybrid  
| Hybrid
| align="center" | 3.2683 GJ  
| 3.2683 GJ
| align="center" | 2,500+4,000 m  
| 2,500+4,000 m
| align="center" | 4.50 s  
| 4.50 s
| align="left" | 2.953125 x  
| 2.953125 x
| align="left" | 42.24
| 42.24
|-
|-
| nowrap="nowrap" | Heavy Neutron Blaster I &nbsp;
| style="text-align: left;" | Heavy Neutron Blaster I
| align="center" | Hybrid&nbsp;
| Hybrid
| align="center" | 4.2483 GJ  
| 4.2483 GJ
| align="center" | 3,000+5,000 m  
| 3,000+5,000 m
| align="center" | 5.25 s  
| 5.25 s
| align="left" | 3.675 x  
| 3.675 x
| align="left" | 38.4  
| 38.4
|-
|-
| Dual 150mm Railgun I  
| style="text-align: left;" | Dual 150mm Railgun I
| align="center" | Hybrid  
| Hybrid
| align="center" | 3.5 GJ  
| 3.5 GJ
| align="center" | 12,000+6,000 m  
| 12,000+6,000 m
| align="center" | 3.56 s  
| 3.56 s
| align="left" | 1.9 x  
| 1.9 x
| align="left" | 12
| 12
|-
|-
| 200mm Railgun I  
| style="text-align: left;" | 200mm Railgun I
| align="center" | Hybrid  
| Hybrid
| align="center" | 4.515 GJ  
| 4.515 GJ
| align="center" | 18,000+10,000 m  
| 18,000+10,000 m
| align="center" | 4.46 s  
| 4.46 s
| align="left" | 2.53 x  
| 2.53 x
| align="left" | 8
| 8
|-
|-
| 250mm Railgun I  
| style="text-align: left;" | 250mm Railgun I
| align="center" | Hybrid  
| Hybrid
| align="center" | 7 GJ  
| 7 GJ
| align="center" | 24,000+12,000 m  
| 24,000+12,000 m
| align="center" | 5.83 s  
| 5.83 s
| align="left" | 3.48 x  
| 3.48 x
| align="left" | 6.56
| 6.56
|-
|-
| Focused Medium Pulse Laser I  
| style="text-align: left;" | Focused Medium Pulse Laser I
| align="center" | Laser&nbsp;
| Laser
| align="center" | 8 GJ  
| 8 GJ
| align="center" | 9,450+4,000 m  
| 9,450+4,000 m
| align="center" | 4.05 s  
| 4.05 s
| align="left" | 2 x  
| 2 x
| align="left" | 28.8
| 28.8
|-
|-
| Heavy Pulse Laser I  
| style="text-align: left;" | Heavy Pulse Laser I
| align="center" | Laser  
| Laser
| align="center" | 13.33 GJ&nbsp;
| 13.33 GJ
| align="center" | 10,500+5,000 m  
| 10,500+5,000 m
| align="center" | 5.25 s  
| 5.25 s
| align="left" | 3 x  
| 3 x
| align="left" | 26
| 26
|-
|-
| Quad Light Beam Laser I  
| style="text-align: left;" | Quad Light Beam Laser I
| align="center" | Laser  
| Laser
| align="center" | 5.45 GJ  
| 5.45 GJ
| align="center" | 8,800+1,000 m  
| 8,800+1,000 m
| align="center" | 3.15 s  
| 3.15 s
| align="left" | 1.88 x  
| 1.88 x
| align="left" | 23.328
| 23.328
|-
|-
| nowrap="nowrap" | Focused Medium Beam Laser I
| style="text-align: left;" | Focused Medium Beam Laser I
| align="center" | Laser  
| Laser
| align="center" | 11.67 GJ  
| 11.67 GJ
| align="center" | 19,250+6,000 m  
| 19,250+6,000 m
| align="center" | 4.80 s  
| 4.80 s
| align="left" | 2.5 x  
| 2.5 x
| align="left" | 12.096
| 12.096
|-
|-
| Heavy Beam Laser I  
| style="text-align: left;" | Heavy Beam Laser I
| align="center" | Laser  
| Laser
| align="center" | 21.67 GJ  
| 21.67 GJ
| align="center" | 22,000+8,000 m  
| 22,000+8,000 m
| align="center" | 6.00 s  
| 6.00 s
| align="left" | 3.75 x  
| 3.75 x
| align="left" | 9.504
| 9.504
|-
|-
| Heavy Entropic Disintegrator I
| style="text-align: left;" | Heavy Entropic Disintegrator I
| align="center" | Entropic
| Entropic
| align="center" | 20.4 GJ
| 20.4 GJ
| align="center" | 15,500 m  
| 15,500 m
| align="center" | 5.5 s
| 5.5 s
| align="left" | 1 x  
| 0.8 x
| align="left" | 42
| 42
|}
|}


Line 1,192: Line 1,192:
...multiplied by the damage modifier of the turret.
...multiplied by the damage modifier of the turret.


{| class="wikitable collapsible collapsed sortable"
{| class="wikitable collapsible collapsed sortable" style="text-align: center;"
|- style="background-color: var(--background-color-warning-subtle);"
! scope="col" style="min-width: 10em;" | Name
! scope="col" | Type
! scope="col" data-sort-type=number | Activation
! scope="col" data-sort-type=number | Range
! scope="col" data-sort-type=number | Rate of fire
! scope="col" data-sort-type=number | Damage mod
! scope="col" data-sort-type=number | Tracking speed
|-
|-
! scope="col" align="center" | Name
| style="text-align: left;" | Dual 425mm AutoCannon I
! scope="col" align="center" | Type
| Projectile
! data-sort-type=number scope="col" align="center" | &nbsp;Activation&nbsp;
| 0
! data-sort-type=number scope="col" align="center" | Range
| 3,200+17,200 m
! data-sort-type=number scope="col" nowrap="nowrap" align="center" | &nbsp; Rate of fire&nbsp;
| 6.75 s
! data-sort-type=number scope="col" nowrap="nowrap" align="center" | &nbsp;Damage mod&nbsp;
| 2.0625 x
! data-sort-type=number scope="col" nowrap="nowrap" align="center" | Tracking speed
| 5.7132
|-
|-
| Dual 425mm AutoCannon I  
| style="text-align: left;" | Dual 650mm Repeating Cannon I
| align="center" | Projectile  
| Projectile
| align="center" | 0  
| 0
| align="center" | 3,200+17,200 m  
| 3,600+18,920 m
| align="center" | 6.75 s  
| 7.5 s
| align="left" | 2.0625 x  
| 2.444203042 x
| align="left" | 5.7132
| 4.968
|-
|-
| Dual 650mm Repeating Cannon I  
| style="text-align: left;" | 800mm Repeating Cannon I
| align="center" | Projectile  
| Projectile
| align="center" | 0  
| 0
| align="center" | 3,600+18,920 m  
| 4,000+20,640 m
| align="center" | 7.5 s  
| style="text-align: center;" | 7.88 s
| align="left" | 2.444203042 x  
| 2.695 x
| align="left" | 4.968
| 4.32
|-
|-
| 800mm Repeating Cannon I  
| style="text-align: left;" | 1200mm Artillery Cannon I
| align="center" | Projectile  
| Projectile
| align="center" | 0  
| 0
| align="center" | 4,000+20,640 m  
| 32,200+35,000 m
| align="center" | 7.88 s  
| 21.04 s
| align="left" | 2.695 x  
| 5.082 x
| align="left" | 4.32
| 1.125
|-
|-
| 1200mm Artillery Cannon I  
| style="text-align: left;" | 1400mm Howitzer Artillery I
| align="center" | Projectile  
| Projectile
| align="center" | 0  
| 0
| align="center" | 32,200+35,000 m  
| 40,000+35,000 m
| align="center" | 21.04 s  
| 40.16 s
| align="left" | 5.082 x  
| 10.672 x
| align="left" | 1.125
| 0.9
|-
|-
| 1400mm Howitzer Artillery I
| style="text-align: left;" | Electron Blaster Cannon I
| align="center" | Projectile
| Hybrid
| align="center" | 0
| 5.88 GJ
| align="center" nowrap="nowrap" | &nbsp; 40,000+35,000 m&nbsp;
| 4,000+6,000 m
| align="center" | 40.16 s  
| 4.5 s
| align="left" | 10.672 x  
| 1.8375 x
| align="left" | 0.9
| 6
|-
|-
| nowrap="nowrap" | Electron Blaster Cannon I&nbsp;
| style="text-align: left;" | Ion Blaster Cannon I
| align="center" | Hybrid  
| Hybrid
| align="center" | 5.88 GJ  
| 9.8 GJ
| align="center" | 4,000+6,000 m  
| 5,000+8,000 m
| align="center" | 4.5 s  
| 6.75 s
| align="left" | 1.8375 x  
| 2.953125 x
| align="left" | 6
| 5.52
|-
|-
| Ion Blaster Cannon I  
| style="text-align: left;" | Neutron Blaster Cannon I
| align="center" | Hybrid  
| Hybrid
| align="center" | 9.8 GJ  
| 12.74 GJ
| align="center" | 5,000+8,000 m  
| 6,000+10,000 m
| align="center" | 6.75 s  
| 7.88 s
| align="left" | 2.953125 x  
| 3.675 x
| align="left" | 5.52
| 5.196
|-
|-
| Neutron Blaster Cannon I
| style="text-align: left;" | Dual 250mm Railgun I
| align="center" | Hybrid  
| Hybrid
| align="center" | 12.74 GJ  
| 10.5 GJ
| align="center" | 6,000+10,000 m  
| 24,000+12,000 m
| align="center" | 7.88 s  
| style="text-align: center;" | 5.85 s
| align="left" | 3.675 x  
| 1.65 x
| align="left" | 5.196
| 1.8375
|-
|-
| Dual 250mm Railgun I  
| style="text-align: left;" | 350mm Railgun I  
| align="center" | Hybrid  
| Hybrid
| align="center" | 10.5 GJ  
| 15.4 GJ
| align="center" | 24,000+12,000 m  
| 36,000+20,000 m
| align="center" | 5.85 s  
| 7.31 s
| align="left" | 1.65 x  
| 2.2 x
| align="left" | 1.8375
| 1.22535
|-
|-
| 350mm Railgun I  
| style="text-align: left;" | 425mm Railgun I  
| align="center" | Hybrid  
| Hybrid
| align="center" | 15.4 GJ  
| 21 GJ
| align="center" | 36,000+20,000 m  
| 48,000+24,000 m
| align="center" | 7.31 s  
| 9.56 s
| align="left" | 2.2 x  
| 3.025 x
| align="left" | 1.22535
| 1.010625
|-
|-
| 425mm Railgun I
| style="text-align: left;" | Dual Heavy Pulse Laser I
| align="center" | Hybrid
| Laser
| align="center" | 21 GJ  
| 22.5 GJ
| align="center" nowrap="nowrap" | &nbsp; 48,000+24,000 m &nbsp;&nbsp;
| 18,900+8,000 m
| align="center" | 9.56 s  
| 6.08 s
| align="left" | 3.025 x  
| 2 x
| align="left" | 1.010625
| 3.75
|-
|-
| Dual Heavy Pulse Laser I  
| style="text-align: left;" | Mega Pulse Laser I
| align="center" | Laser  
| Laser
| align="center" | 22.5 GJ  
| 36 GJ
| align="center" | 18,900+8,000 m  
| 21,000+10,000 m
| align="center" | 6.08 s  
| 7.88 s
| align="left" | 2 x  
| 3 x
| align="left" | 3.75
| 3.375
|-
|-
| Mega Pulse Laser I
| style="text-align: left;" | Dual Heavy Beam Laser I
| align="center" | Laser  
| Laser
| align="center" | 36 GJ  
| 28 GJ
| align="center" | 21,000+10,000 m  
| 35,000+12,000 m
| align="center" | 7.88 s  
| 7.20 s
| align="left" | 3 x  
| 2 x
| align="left" | 3.375
| 1.75
|-
|-
| Dual Heavy Beam Laser I  
| style="text-align: left;" | Mega Beam Laser I
| align="center" | Laser  
| Laser
| align="center" | 28 GJ  
| 52 GJ
| align="center" | 35,000+12,000 m  
| 40,000+16,000 m
| align="center" | 7.20 s  
| 9.00 s
| align="left" | 2 x  
| 3 x
| align="left" | 1.75
| 1.53125
|-
|-
| Mega Beam Laser I  
| style="text-align: left;" | Tachyon Beam Laser I
| align="center" | Laser  
| Laser
| align="center" | 52 GJ  
| 76 GJ
| align="center" nowrap="nowrap" | 40,000+16,000 m&nbsp;
| 44,000+20,000 m
| align="center" | 9.00 s  
| 12.50 s
| align="left" | 3 x  
| 4.5 x
| align="left" nowrap="nowrap" | 1.53125&nbsp;
| 1.39205
|-
|-
| Tachyon Beam Laser I
| style="text-align: left;" | Supratidal Entropic Disintegrator I
| align="center" | Laser
| Entropic
| align="center" | 76 GJ
| 57.6 GJ
| align="center" nowrap="nowrap" | &nbsp; &nbsp;44,000+20,000 m &nbsp; &nbsp;
| 26,000 m
| align="center" | 12.50 s
| 8 s
| align="left" | 4.5 x
| 0.8 x
| align="left" | 1.39205
| 5.45
|-
| Supratidal Entropic Disintegrator I
| align="center" | Entropic
| align="center" | 57.6 GJ
| align="center" | 26,000 m
| align="center" | 8 s
| align="left" | 1 x
| align="left" | 5.45
|}
|}


Line 1,348: Line 1,348:
Note that many Extra Large turrets have extremely low damage multipliers. These low values are compensated for by extremely high multipliers from ship skills, modules, and role bonuses.
Note that many Extra Large turrets have extremely low damage multipliers. These low values are compensated for by extremely high multipliers from ship skills, modules, and role bonuses.


{| class="wikitable collapsible collapsed sortable"
{| class="wikitable collapsible collapsed sortable" style="text-align: center;"
|-
|- style="background-color: var(--background-color-warning-subtle);"
! scope="col" align="center" | Name  
! scope="col" style="min-width: 11em;" | Name
! scope="col" align="center" | Type  
! scope="col" | Type
! data-sort-type=number scope="col" align="center" | &nbsp;Activation&nbsp;
! scope="col" data-sort-type=number | Activation
! data-sort-type=number scope="col" align="center" | Range
! scope="col" data-sort-type=number | Range
! data-sort-type=number scope="col" nowrap="nowrap" align="center" | &nbsp; Rate of fire&nbsp;
! scope="col" data-sort-type=number | Rate of fire
! data-sort-type=number scope="col" nowrap="nowrap" align="center" | &nbsp;Damage mod&nbsp;
! scope="col" data-sort-type=number | Damage mod
! data-sort-type=number scope="col" nowrap="nowrap" align="center" | Tracking speed  
! scope="col" data-sort-type=number | Tracking speed
|-
|-
| Quad 800mm Repeating Cannon I  
| style="text-align: left;" | Quad 800mm Repeating Cannon I
| align="center" | Projectile  
| Projectile
| align="center" | 0 GJ  
| 0 GJ
| align="center" | 20,000+23,000 m  
| 20,000+23,000 m
| align="center" | 4 s  
| 4 s
| align="left" | 0.309 x  
| 0.309 x
| align="left" | 1.92
| 1.92
|-
|-
| Hexa 2500mm Repeating Cannon I  
| style="text-align: left;" | Hexa 2500mm Repeating Cannon I
| align="center" | Projectile  
| Projectile
| align="center" | 0 GJ  
| 0 GJ
| align="center" | 25,000+28,800 m  
| 25,000+28,800 m
| align="center" | 8 s  
|| 8 s
| align="left" | 4.12 x  
| 4.12 x
| align="left" | 0.041515
| 0.041515
|-
|-
| Quad 3500mm Siege Artillery I  
| style="text-align: left;" | Quad 3500mm Siege Artillery I
| align="center" | Projectile  
| Projectile
| align="center" | 0 GJ  
| 0 GJ
| align="center" | 94,000+90,000 m  
| 94,000+90,000 m
| align="center" | 30 s  
| 30 s
| align="left" | 10.3 x  
| 10.3 x
| align="left" | 0.0171
| 0.0171
|-
|-
| Triple Neutron Blaster Cannon I  
| style="text-align: left;" | Triple Neutron Blaster Cannon I
| align="center" | Hybrid  
| Hybrid
| align="center" | 75 GJ  
| 75 GJ
| align="center" | 16,000+20,000 m  
| 16,000+20,000 m
| align="center" | 5 s  
| 5 s
| align="left" | 0.418 x  
| 0.418 x
| align="left" | 2.3  
| 2.3  
|-
|-
| Ion Siege Blaster I  
| style="text-align: left;" | Ion Siege Blaster I
| align="center" | Hybrid  
| Hybrid
| align="center" | 100 GJ  
| 100 GJ
| align="center" | 20,000+25,000 m  
| 20,000+25,000 m
| align="center" | 10 s  
| 10 s
| align="left" | 5.57 x  
| 5.57 x
| align="left" | 0.0437  
| 0.0437
|-
|-
| Dual 1000mm Railgun I  
| style="text-align: left;" | Dual 1000mm Railgun I  
| align="center" | Hybrid  
| Hybrid
| align="center" | 300 GJ  
| 300 GJ
| align="center" | 120,000+32,000 m  
| 120,000+32,000 m
| align="center" | 20 s  
| 20 s
| align="left" | 7.43 x  
| 7.43 x
| align="left" | 0.0182875
| 0.0182875
|-
|-
| Quad Mega Pulse Laser I  
| style="text-align: left;" | Quad Mega Pulse Laser I
| align="center" | Laser  
| Laser
| align="center" | 180 GJ  
| 180 GJ
| align="center" | 33,000+16,000 m  
| 33,000+16,000 m
| align="center" | 6 s  
| 6 s
| align="left" | 0.574 x  
| 0.574 x
| align="left" | 1.5
| 1.5
|-
|-
| Dual Giga Pulse Laser I  
| style="text-align: left;" | Dual Giga Pulse Laser I
| align="center" | Laser  
| Laser
| align="center" | 240 GJ  
| 240 GJ
| align="center" | 42,000+20,000 m  
| 42,000+20,000 m
| align="center" | 12 s  
| 12 s
| align="left" | 7.65 x  
| 7.65 x
| align="left" | 0.0384864
| 0.0384864
|-
|-
| Dual Giga Beam Laser I  
| style="text-align: left;" | Dual Giga Beam Laser I
| align="center" | Laser
| Laser
| align="center" | 520 GJ
| 520 GJ
| align="center" | 100,000+42,000 m
| 100,000+42,000 m
| align="center" | 15 s
| 15 s
| align="left" | 6.38 x
| 6.38 x
| align="left" |  0.02182031
| 0.02182031
|-
|-
| Ultratidal Entropic Disintegrator I  
| style="text-align: left;" | Ultratidal Entropic Disintegrator I
| align="center" | Entropic
| Entropic
| align="center" | 384 GJ
| 384 GJ
| align="center" | 52,000+0 m
| 52,000+0 m
| align="center" | 13 s
| 13 s
| align="left" | 1 x
| 1 x
| align="left" |  0.02
| 0.02
|}
|}


== See also ==
== See also ==
* [[Turret mechanics]] for details on how turrets hit and apply their damage.
* [[Turret mechanics]] for details on how turrets hit and apply their damage.
* [[Missile Launchers]] and [[Drones]] for EVE's other main weapon systems.
* [[Missile Launchers]], [[Drones]] and [[Vorton Projectors]] for EVE's other main weapon systems.
* [[NPC Damage Types]] for more information about the different kinds of damage (this is still relevant to PvP even though it's directed at NPC damage dealing).
* [[NPC damage types]] for more information about the different kinds of damage (this is still relevant to PvP even though it's directed at NPC damage dealing).


== External links ==
== External links ==
* [https://docs.google.com/presentation/d/1d2axN23pAF2m_mAws9d4h6tmttFXUgyw2OGpjTaBIc4/edit#slide=id.p1 A Visual Weapon Identification Guide], a Google Sheet by Mazzic Karde


* [https://docs.google.com/presentation/d/1d2axN23pAF2m_mAws9d4h6tmttFXUgyw2OGpjTaBIc4/edit#slide=id.p1 A Visual Weapon Identification Guide], a Google Sheet by Mazzic Karde


[[Category:Weapons]]
[[Category:Weapons]]