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User:Rothbard leviathan/Projectile ammunition: Difference between revisions

From EVE University Wiki
Standard: finished icons
incorporated {{TotalDamageHeader}} template
 
(21 intermediate revisions by the same user not shown)
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|- style="background-color: #391313; vertical-align: bottom;"
|- style="background-color: #391313; vertical-align: bottom;"
| rowspan=2 | {{icon|isis projectiles}}<br />Ammunition<br />Type
| style="width:8%;" rowspan=2 | {{icon|isis projectiles}}<br />Ammunition<br />Type
| rowspan=2 | Range<br />Category
| style="width:6%;" rowspan=2 | Category
| rowspan=2 | {{icon|range}}<br />Range<br />Multiplier
| rowspan=2 | {{icon|tracking}}<br />Tracking<br />Bonus


| colspan=2 | Modifiers
| colspan=4 | Total Damage
| colspan=4 | Total Damage
| colspan=4 | Damage Profile
| colspan=4 | Damage Profile


| rowspan=2 | [[File:Icon tech2.png|24px|top]]<br />Tech Ⅱ<br />Variant
| rowspan=2 style="width:6%;" | [[File:Icon tech2.png|24px|top]]<br />Tech Ⅱ<br />Variant
| colspan=2 | Most Effective Against


|- style="background-color: #391313;"
|- style="background-color: #391313;"
| {{icon|isis small}} || {{icon|isis medium}} || {{icon|isis large}} || {{icon|isis xl}}
| style="width:6%;" | {{icon|range}}<br />Range
| style="width:6%;" | {{icon|tracking}}<br />Tracking


| style="color: Cyan;" | {{icon|em damage}}<br />EM
{{TotalDamageHeader}}
| style="color: OrangeRed;" | {{icon|th damage}}<br />Thermal
| style="color: Silver;" | {{icon|ki damage}}<br />Kinetic
| style="color: Orange;" | {{icon|ex damage}}<br />Explosive


| Pirate<br />Factions
{{DamageProfileHeader}}
| Empire<br />Factions


|-
|-
| style="text-align:left;" | EMP  
| style="text-align:left; padding-left: 10px;" | EMP  


| rowspan=3 | Short
| rowspan=3 | Short-<br />Range
| rowspan=3 | -50%  
| rowspan=3 style="color: Red;" | -50%  
| rowspan=3 |  
| rowspan=3 |  


| rowspan=3 | {{#expr: 2^0 * 12}}
{{TotalDamage|12|3}}
| rowspan=3 | {{#expr: 2^1 * 12}}
| rowspan=3 | {{#expr: 2^2 * 12}}
| rowspan=3 | {{#expr: 2^3 * 12}}


| style="color: Cyan;" | {{#expr: 100 * (9/12 round 2)}}%
{{DamageProfile|9|0|1|2}}
| style="color: OrangeRed;" |
| style="color: Silver;" | {{#expr: 100 * (1/12 round 2)}}%
| style="color: Orange;" | {{#expr: 100 * (2/12 round 2)}}%


|  
|  


| [[File:Logo_faction_the_blood_raider_covenant.png|32px|link=Blood Raider Covenant]] <!--
|-  
--> [[File:Logo_faction_sanshas_nation.png|32px|link=Sansha's Nation]] <!--
| style="text-align:left; padding-left: 10px;" | Phased Plasma
--> [[File:Logo_faction_rogue_drones.png|32px|link=Rogue Drones]]
| [[File:Logo_faction_khanid_kingdom.png|32px|link=Khanid Kingdom]] <!--
--> [[File:Logo_faction_amarr_empire.png|32px|link=Amarr Empire]]


|-
{{DamageProfile|0|10|2|0}}
| style="text-align:left;" | Phased Plasma
 
| style="color: Cyan;" |
| style="color: OrangeRed;" | {{#expr: 100 * (10/12 round 2)}}%
| style="color: Silver;" | {{#expr: 100 * (2/12 round 2)}}%
| style="color: Orange;" |


|
| Mercenaries
|
|


|-
|-
| style="text-align:left;" | Fusion  
| style="text-align:left; padding-left: 10px;" | Fusion  


| style="color: Cyan;" |
{{DamageProfile|0|0|2|10}}
| style="color: OrangeRed;" |  
| style="color: Silver;" | {{#expr: 100 * (2/12 round 2)}}%
| style="color: Orange;" | {{#expr: 100 * (10/12 round 2)}}%


|
|
| [[File:Logo_faction_angel_cartel.png|32px|link=Angel Cartel]]
| [[File:Logo_faction_minmatar_republic.png|32px|link=Minmatar Republic]]


|- style="background-color: #333;"
|- style="background-color: #333;"
| style="text-align:left;" | Titanium Sabot  
| style="text-align:left; padding-left: 10px;" | Titanium Sabot  


| rowspan=2 | Medium
| rowspan=2 | Medium-<br />Range
| rowspan=2 |
| rowspan=2 |
| rowspan=2 | +20%
| rowspan=2 style="color: LimeGreen;" | +20%


| rowspan=2 | {{#expr: 2^0 * 8}}
{{TotalDamage|8|2}}
| rowspan=2 | {{#expr: 2^1 * 8}}
| rowspan=2 | {{#expr: 2^2 * 8}}
| rowspan=2 | {{#expr: 2^3 * 8}}  


| style="color: Cyan;" |
{{DamageProfile|0|0|6|2}}
| style="color: OrangeRed;" |  
| style="color: Silver;" | {{#expr: 100 * (6/8 round 2)}}%
| style="color: Orange;" | {{#expr: 100 * (2/8 round 2)}}%


| Quake
| Quake


| EoM <!--
|- style="background-color: #333;"
--> [[File:Logo_faction_guristas_pirates.png|32px|link=Guristas Pirates]] <!--
| style="text-align:left; padding-left: 10px; padding-right: 10px;" | Depleted Uranium
--> [[File:Logo_faction_mordus_legion.png|32px|link=Mordu's Legion]] <!--
--> [[File:Logo_faction_serpentis.png|32px|link=Serpentis]]
| [[File:Logo_faction_caldari_state.png|32px|link=Caldari State]] <!--
--> [[File:Logo_faction_gallente_federation.png|32px|link=Gallente Federation]]


|- style="background-color: #333"
{{DamageProfile|0|3|2|3}}
| style="text-align:left;" | Depleted Uranium
 
| style="color: Cyan;" |
| style="color: OrangeRed;" | {{#expr: 100 * (3/8 round 2)}}%
| style="color: Silver;" | {{#expr: 100 * (2/8 round 2)}}%
| style="color: Orange;" | {{#expr: 100 * (3/8 round 2)}}%


| Hail
| Hail
| [[Sleepers]]
|


|-
|-
| style="text-align:left;" | Proton  
| style="text-align:left; padding-left: 10px;" | Proton  


| rowspan=3 | Long
| rowspan=3 | Long-<br />Range
| rowspan=3 | +60%  
| rowspan=3 style="color: LimeGreen;" | +60%  
| rowspan=3 | +5%
| rowspan=3 style="color: LimeGreen;" | +5%


| rowspan=3 | {{#expr: 2^0 * 5}}
{{TotalDamage|5|3}}
| rowspan=3 | {{#expr: 2^1 * 5}}
| rowspan=3 | {{#expr: 2^2 * 5}}
| rowspan=3 | {{#expr: 2^3 * 5}}  


| style="color: Cyan;" | {{#expr: 100 * (3/5 round 2)}}%
{{DamageProfile|3|0|2|0}}
| style="color: OrangeRed;" |  
| style="color: Silver;" | {{#expr: 100 * (2/5 round 2)}}%
| style="color: Orange;" |


|
|
| [[File:Logo_faction_the_blood_raider_covenant.png|32px|link=Blood Raider Covenant]] <!--
--> [[File:Logo_faction_sanshas_nation.png|32px|link=Sansha's Nation]] <!--
--> [[File:Logo_faction_rogue_drones.png|32px|link=Rogue Drones]]
| [[File:Logo_faction_khanid_kingdom.png|32px|link=Khanid Kingdom]] <!--
--> [[File:Logo_faction_amarr_empire.png|32px|link=Amarr Empire]]


|-
|-
| style="text-align:left" | Nuclear  
| style="text-align:left; padding-left: 10px;" | Nuclear  


| style="color: Cyan;" |
{{DamageProfile|0|0|1|4}}
| style="color: OrangeRed;" |  
| style="color: Silver;" | {{#expr: 100 * (1/5 round 2)}}%
| style="color: Orange;" | {{#expr: 100 * (4/5 round 2)}}%


| Barrage
| Barrage
| [[File:Logo_faction_angel_cartel.png|32px|link=Angel Cartel]]
| [[File:Logo_faction_minmatar_republic.png|32px|link=Minmatar Republic]]


|-
|-
| style="text-align:left;" | Carbonized Lead  
| style="text-align:left; padding-left: 10px;" | Carbonized Lead  


| style="color: Cyan;" |
{{DamageProfile|0|0|4|1}}
| style="color: OrangeRed;" |  
| style="color: Silver;" | {{#expr: 100 * (4/5 round 2)}}%
| style="color: Orange;" | {{#expr: 100 * (1/5 round 2)}}%


| Tremor
| Tremor
| EoM <!--
--> [[File:Logo_faction_guristas_pirates.png|32px|link=Guristas Pirates]] <!--
--> [[File:Logo_faction_mordus_legion.png|32px|link=Mordu's Legion]] <!--
--> [[File:Logo_faction_serpentis.png|32px|link=Serpentis]]
| [[File:Logo_faction_caldari_state.png|32px|link=Caldari State]] <!--
--> [[File:Logo_faction_gallente_federation.png|32px|link=Gallente Federation]]
|}
|}
</center>
</center>
Line 186: Line 112:
Note that the range modifiers associated with these ammo types ''only'' apply to optimal range. When using autocannons—which have tiny optimal ranges but large falloff zones—the ammo's range modifier doesn't matter very much. (It is, however, very important when using artillery.) This means that '''autocannons should always be loaded with the most damaging ammo possible''' (taking into account the intended target's resist profile), without regard to optimal range bonuses or penalties. Furthermore, '''if a particular hull has a falloff bonus, it was probably designed to use autocannons''' rather than artillery.
Note that the range modifiers associated with these ammo types ''only'' apply to optimal range. When using autocannons—which have tiny optimal ranges but large falloff zones—the ammo's range modifier doesn't matter very much. (It is, however, very important when using artillery.) This means that '''autocannons should always be loaded with the most damaging ammo possible''' (taking into account the intended target's resist profile), without regard to optimal range bonuses or penalties. Furthermore, '''if a particular hull has a falloff bonus, it was probably designed to use autocannons''' rather than artillery.


== [[File:Icon faction.png|14px|text-top]]Faction ==
== [[File:Icon faction.png|14px|text-top|link=]]Faction ==


Each of the eight Tech Ⅰ projectile ammunition types has three available faction variants. These faction charges have all the same characteristics as their Tech Ⅰ counterparts, but inflict slightly more damage, as detailed in the table below:
Each of the eight Tech Ⅰ projectile ammunition types has three available faction variants. These faction charges have all the same characteristics as their Tech Ⅰ counterparts, but inflict more damage, as detailed in the table below:


<center>
<center>
{| class="wikitable" style="text-align:center; background-color: #222;"
{| class="wikitable" style="text-align:center; background-color: #222;"


|+ Faction (Tech Ⅰ) Projectile Ammunition Damage Bonuses
|+ Faction Projectile Ammunition Bonus


|- style="background-color: #391313; vertical-align: bottom;"
|- style="background-color: #391313; vertical-align: bottom;"
| colspan=2 | [[File:Icon faction.png|10px|text-top]]Faction
| [[File:Icon faction.png|10px|text-top|link=]]Faction
| Damage Bonus
| Damage


|-
|-
| {{icon|angels}}
| style="text-align: left;" | [[File:Logo_faction_angel_cartel.png|32px|link=]] Arch Angel
| style="text-align: left;" | Arch Angel
| style="color: LimeGreen;" | +10%
| +10%


|-
|-
| {{icon|minmatar}}
| style="text-align: left;" | [[File:Logo_faction_minmatar_republic.png|32px|link=]] Republic Fleet
| style="text-align: left;" | Republic Fleet
| style="color: LimeGreen;" | +15%
| +15%


|-
|-  
| {{icon|angels}}
| style="text-align: left;" | [[File:Logo_faction_angel_cartel.png|32px|link=]] Domination
| style="text-align: left;" | Domination
| style="color: LimeGreen;" | +20%
| +20%


|}
|}
Line 219: Line 142:
If you can afford to, it's good to carry some faction ammo for PvP. However, for PvE, faction ammo is usually not cost-effective.
If you can afford to, it's good to carry some faction ammo for PvP. However, for PvE, faction ammo is usually not cost-effective.


= Tech Ⅱ =
= [[File:Icon tech2.png|16px|text-top|link=]]Tech Ⅱ =
 
In contrast to Tech Ⅰ projectile ammunition, the Tech Ⅱ variants may each only be used with a specific type of projectile turret. There are two autocannon and two artillery charges. All four deal a combination of explosive and kinetic damage only. Tech Ⅱ projectile ammunition may only be loaded into a properly-sized Tech Ⅱ projectile turret of the appropriate type.
 
<center>
{| class="wikitable" style="text-align:center; background-color: #222;"
 
|+ Properties of Tech Ⅱ Autocannon Projectile Ammunition
 
|- style="background-color: #391313; vertical-align: bottom;"
| rowspan=2 style="padding-left: 10px; padding-right: 10px; width:8%;" | {{icon|isis projectiles}}<br />Ammunition<br />Type
| rowspan=2 style="width:6%;" | Turret<br />Type
 
| colspan=3 | Modifiers


== Autocannon ==
| colspan=4 | Total Damage
| colspan=4 | Damage Profile
 
| style="width:10%;" rowspan=2 | Tech Ⅰ<br />Variant
 
|- style="background-color: #391313;"
| style="width:6%;" | {{icon|range}}<br />Range
| style="width:6%;" | {{icon|falloff}}<br />Falloff
| style="width:6%;" | {{icon|tracking}}<br />Tracking
 
{{TotalDamageHeader}}


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.
{{DamageProfileHeader}}


{| class="wikitable sortable" style="font-size:90%;text-align:center;"
! style="background-color:#222222;text-align:left;" | Name
! style="background-color:#222222;" | {{icon|range|26|Modifier to optimal range}}Optimal
! style="background-color:#222222;" | {{icon|falloff|26|Modifier to falloff range}}Falloff
! style="background-color:#222222;" | {{icon|tracking|26|Modifier to tracking speed}}Tracking
! style="background-color:#222222;" | Total damage
! style="background-color:#222222;" | {{icon|em damage|26|EM damage}}
! style="background-color:#222222;" | {{icon|th damage|26|Thermal damage}}
! style="background-color:#222222;" | {{icon|ki damage|26|Kinetic damage}}
! style="background-color:#222222;" | {{icon|ex damage|26|Explosive damage}}
|-
|-
| Barrage
| style="text-align:left; padding-left: 10px;" |  Barrage
| 0%
 
| +40%
| style="padding: 10px;" rowspan=2 | Autocannon
| -25%
 
| 11
|  
|  
| style="color: LimeGreen;" | +40%
| style="color: Red;" | -25%
{{TotalDamage|11}}
{{DamageProfile|0|0|5|6}}
| Nuclear
|-
| style="text-align:left; padding-left: 10px;" | Hail
| style="color: Red;" | -50%
| style="color: Red;" | -25%
| style="color: Red;" | -30%
{{TotalDamage|15.4}}
{{DamageProfile|0|0|3.3|12.1}}
| style="padding-left: 10px; padding-right: 10px;" | Depleted Uranium
|- style="background-color: #333;"
| style="text-align:left; padding-left: 10px;" | Quake
| rowspan=2 | Artillery
| style="color: Red;" | -75%
|
|
| 5
| style="color: LimeGreen;" | +25%
| 6
 
|-
{{TotalDamage|14}}
| Hail
 
| -50%
{{DamageProfile|0|0|5|9}}
| -25%
 
| -30%
| Titanium Sabot
| 15.4
 
|  
|- style="background-color: #333;"
| style="text-align:left; padding-left: 10px;" | Tremor
 
| style="color: LimeGreen;" | +80%
|
|
| 3.30
| style="color: Red;" | -75%
| 12.10
 
{{TotalDamage|8}}
 
{{DamageProfile|0|0|3|5}}
 
| Carbonized Lead
|}
|}
</center>
== Autocannon ==
The Tech Ⅱ ammunition types for autocannons are Barrage and Hail. Barrage has a tracking penalty but a falloff bonus, making it popular with ships like the [[Vagabond]], which like to skirmish in falloff range. Hail has penalties to optimal range, falloff range, and tracking, but, when it hits, it deals very high damage. In practice, the range and tracking drawbacks mean that Hail rarely offers more effective DPS, although it can be useful against large, stationary targets, such as [[Upwell structures|structures]]. Barrage does roughly equal amounts of explosive and kinetic damage, while Hail does mostly explosive damage, with a little kinetic on the side.


== Artillery ==
== Artillery ==


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. Tremor has a dramatic 80% range bonus, but a very significant penalty to tracking. Both do a mixture of explosive and kinetic damage.
The Tech 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. Tremor has a dramatic range bonus, offset by significant tracking penalty. Both do a mixture of explosive and kinetic damage.
 
{| class="wikitable sortable" style="font-size:90%;text-align:center;"
! style="background-color:#222222;text-align:left;" | Name
! style="background-color:#222222;" | {{icon|range|26|Modifier to optimal range}}Optimal
! style="background-color:#222222;" | {{icon|tracking|26|Modifier to tracking speed}}Tracking
! style="background-color:#222222;" | Total damage
! style="background-color:#222222;" | {{icon|em damage|26|EM damage}}
! style="background-color:#222222;" | {{icon|th damage|26|Thermal damage}}
! style="background-color:#222222;" | {{icon|ki damage|26|Kinetic damage}}
! style="background-color:#222222;" | {{icon|ex damage|26|Explosive damage}}
|-
| Quake
| -75%
| +25%
| 14
|
|
| 5
| 9
|-
| Tremor
| +80%
| -75%
| 8
|
|
| 3
| 5
|}