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User:Rothbard leviathan/Projectile ammunition: Difference between revisions

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=== Projectile ammo ===
=== Standard (Tech 1) ===
{{main|Projectile Ammunition}}
 
There are eight kinds of standard Tech 1 projectile ammo. The picture here is more complicated than with hybrid ammo: projectile ammo does a wider range of damage types and does not present a gradual exchange of damage for range.  
There are eight kinds of Standard Tech 1 projectile ammo. The picture here is more complicated than with hybrid ammo: projectile ammo does a wider range of damage types and does not present a gradual exchange of damage for range.  


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;"
<center>
! style="background-color:#222222;text-align:left;" | Name
{| class="wikitable" style="text-align:center; background-color: #222"
! style="background-color:#222222;" | {{icon|range|26|Modifier to optimal range}}Optimal
|+ Properties of Standard (Tech 1) Projectile Ammunition
! style="background-color:#222222;" | {{icon|tracking|26|Modifier to tracking speed}}Tracking
! style="background-color: #444; vertical-align: bottom" rowspan=2 | {{icon|isis projectiles}}<br />Ammunition<br />Type
! style="background-color:#222222;" | Total damage
! style="background-color: #444; vertical-align: bottom" rowspan=2 | Range<br />Category
! style="background-color:#222222;" | {{icon|em damage|26|EM damage}}
! style="background-color: #444; vertical-align: bottom" rowspan=2 | {{icon|range}}<br />Range<br />Multiplier
! style="background-color:#222222;" | {{icon|th damage|26|Thermal damage}}
! style="background-color: #444; vertical-align: bottom" rowspan=2 | {{icon|tracking}}<br />Tracking<br />Multiplier
! style="background-color:#222222;" | {{icon|ki damage|26|Kinetic damage}}
! style="background-color: #444; vertical-align: bottom" colspan=4 | Total Damage
! style="background-color:#222222;" | {{icon|ex damage|26|Explosive damage}}
! style="background-color: #444; vertical-align: bottom" rowspan=2 | {{icon|em damage}}<br />EM<br />Damage
! style="background-color: #444; vertical-align: bottom" rowspan=2 | {{icon|th damage}}<br />Thermal<br />Damage
! style="background-color: #444; vertical-align: bottom" rowspan=2 | {{icon|ki damage}}<br />Kinetic<br />Damage
! style="background-color: #444; vertical-align: bottom" rowspan=2 | {{icon|ex damage}}<br />Explosive<br />Damage
|-
! style="background-color: #444" | {{icon|isis small}}
! style="background-color: #444" | {{icon|isis medium}}
! style="background-color: #444" | {{icon|isis large}}
! style="background-color: #444" | {{icon|isis xl}}
|-
|-
| EMP  
| style="text-align:left" | EMP  
| -50%  
| rowspan=3 | Short
|  
| rowspan=3 | -50%  
| 12
| rowspan=3 |
| 9  
| rowspan=3 | {{#expr: 2^0 * 12}}
| rowspan=3 | {{#expr: 2^1 * 12}}
| rowspan=3 | {{#expr: 2^2 * 12}}
| rowspan=3 | {{#expr: 2^3 * 12}}
| {{#expr: 100 * (9/12 round 2)}}%
|  
|  
| 2  
| {{#expr: 100 * (1/12 round 2)}}%
| 1
| {{#expr: 100 * (2/12 round 2)}}%
|-
|-
| Phased Plasma  
| style="text-align:left" | Phased Plasma  
| -50%
|
| 12
|  
|  
| 10  
| {{#expr: 100 * (10/12 round 2)}}%
| 2  
| {{#expr: 100 * (2/12 round 2)}}%
|  
|  
|-
|-
| Fusion  
| style="text-align:left" | Fusion  
| -50%
|  
|  
| 12
|  
|  
|  
| {{#expr: 100 * (2/12 round 2)}}%
| 2  
| {{#expr: 100 * (10/12 round 2)}}%
| 10  
|-
|-
| Titanium Sabot  
| style="text-align:left" | Titanium Sabot  
| rowspan=2 | Medium
| rowspan=2 |
| rowspan=2 | +20%
| rowspan=2 | {{#expr: 2^0 * 8}}
| rowspan=2 | {{#expr: 2^1 * 8}}
| rowspan=2 | {{#expr: 2^2 * 8}}
| rowspan=2 | {{#expr: 2^3 * 8}}
|  
|  
| +20%
| 8
|  
|  
|  
| {{#expr: 100 * (6/8 round 2)}}%
| 6  
| {{#expr: 100 * (2/8 round 2)}}%
| 2  
|-
|-
| Depleted Uranium  
| style="text-align:left" | Depleted Uranium  
|  
|  
| +20%
| {{#expr: 100 * (3/8 round 2)}}%  
| 8
| {{#expr: 100 * (2/8 round 2)}}%
|  
| {{#expr: 100 * (3/8 round 2)}}%
| 3  
| 2  
| 3
|-
|-
| Proton  
| style="text-align:left" | Proton  
| +60%  
| rowspan=3 | Long
| +5%
| rowspan=3 | +60%  
| 5
| rowspan=3 | +5%
| 3  
| rowspan=3 | {{#expr: 2^0 * 5}}
| rowspan=3 | {{#expr: 2^1 * 5}}
| rowspan=3 | {{#expr: 2^2 * 5}}
| rowspan=3 | {{#expr: 2^3 * 5}}
| {{#expr: 100 * (3/5 round 2)}}%
|  
|  
| 2  
| {{#expr: 100 * (2/5 round 2)}}%
|  
|  
|-
|-
| Nuclear  
| style="text-align:left" | Nuclear  
| +60%
| +5%
| 5
|  
|  
|  
|  
| 1  
| {{#expr: 100 * (1/5 round 2)}}%
| 4  
| {{#expr: 100 * (4/5 round 2)}}%
|-
|-
| Carbonized Lead  
| style="text-align:left" | Carbonized Lead  
| +60%
| +5%
| 5
|  
|  
|  
|  
| 4  
| {{#expr: 100 * (4/5 round 2)}}%
| 1
| {{#expr: 100 * (1/5 round 2)}}%
|-
! colspan=8 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.
|}
|}
</center>


Note that the range bonuses or penalties applied by these ammo types only apply to optimal range. If you're using autocannon, which have tiny optimal ranges anyway, your ammo's range modifier doesn't matter very much. It's more important if you're using artillery. This means that autocannon should always be fitted with the most damaging ammo possible, and if a ship has a falloff bonus, it's probably meant to use autocannon.  
Note that the range bonuses or penalties applied by these ammo types only apply to optimal range. If you're using autocannon, which have tiny optimal ranges anyway, your ammo's range modifier doesn't matter very much. It's more important if you're using artillery. This means that autocannon should always be fitted with the most damaging ammo possible, and if a ship has a falloff bonus, it's probably meant to use autocannon.