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User:Rothbard leviathan/Projectile ammunition: Difference between revisions

From EVE University Wiki
14px|text-topFaction: removed extra column
complete redesign of T2 tables / rephrasing
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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
| rowspan=2 | {{icon|isis projectiles}}<br />Ammunition<br />Type
| rowspan=2 | Range<br />Category
| 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
Line 29: Line 28:


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


Line 40: Line 42:


|-
|-
| 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 | -50%  
| rowspan=3 |  
| rowspan=3 |  
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|-
|-
| style="text-align:left;" | Phased Plasma  
| style="text-align:left; padding-left: 10px; height:36px;" | Phased Plasma  


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


| style="color: Cyan;" |  
| style="color: Cyan;" |  
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|- 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 | +20%
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--> [[File:Logo_faction_gallente_federation.png|32px|link=Gallente Federation]]
--> [[File:Logo_faction_gallente_federation.png|32px|link=Gallente Federation]]


|- style="background-color: #333"
|- style="background-color: #333; height: 36px;"
| style="text-align:left;" | Depleted Uranium  
| style="text-align:left; padding-left: 10px; padding-right: 10px;" | Depleted Uranium  


| style="color: Cyan;" |  
| style="color: Cyan;" |  
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|-
|-
| 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 | +60%  
| rowspan=3 | +5%
| rowspan=3 | +5%
Line 153: Line 155:


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


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


| style="color: Cyan;" |  
| style="color: Cyan;" |  
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| Tremor
| Tremor


| EoM <!--
| [[Equilibrium of Mankind|EoM]] <!--
--> [[File:Logo_faction_guristas_pirates.png|32px|link=Guristas Pirates]] <!--
--> [[File:Logo_faction_guristas_pirates.png|32px|link=Guristas Pirates]] <!--
--> [[File:Logo_faction_mordus_legion.png|32px|link=Mordu's Legion]] <!--
--> [[File:Logo_faction_mordus_legion.png|32px|link=Mordu's Legion]] <!--
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|- style="background-color: #391313; vertical-align: bottom;"
|- style="background-color: #391313; vertical-align: bottom;"
| [[File:Icon faction.png|10px|text-top|link=]]Faction
| [[File:Icon faction.png|10px|text-top|link=]]Faction
| Damage Bonus
| Damage


|-
|-
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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 specific type of projectile turret. There are two autocannon and two artillery charges. All four deal a combination of explosive and kinetic damage only.
 
<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;" | {{icon|isis projectiles}}<br />Ammunition<br />Type
| rowspan=2 | Turret<br />Type
| colspan=3 | Modifiers
 
| colspan=4 | Total Damage
| colspan=4 | Damage Profile


== Autocannon ==
| rowspan=2 | Tech Ⅰ<br />Variant
 
|- style="background-color: #391313;"
| {{icon|range}}<br />Range
| {{icon|falloff}}<br />Falloff
| {{icon|tracking}}<br />Tracking


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.
| {{icon|isis small}} || {{icon|isis medium}} || {{icon|isis large}} || {{icon|isis xl}}
 
| style="color: Cyan;" | {{icon|em damage}}<br />EM
| style="color: OrangeRed;" | {{icon|th damage}}<br />Thermal
| style="color: Silver;" | {{icon|ki damage}}<br />Kinetic
| style="color: Orange;" | {{icon|ex damage}}<br />Explosive


{| 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%
 
| style="padding: 10px;" rowspan=2 | Autocannon
 
|  
| +40%
| +40%
| -25%
| -25%
| 11
 
|  
| {{#expr: 2^0 * 11}}
|
| {{#expr: 2^1 * 11}}
| 5
| {{#expr: 2^2 * 11}}
| 6
| {{#expr: 2^3 * 11}}
|-
 
| Hail
| style="color: Cyan;" |
| -50%
| style="color: OrangeRed;" |
| style="color: Silver;" | {{#expr: 100 * (5/11 round 2)}}%
| style="color: Orange;" | {{#expr: 100 * (6/11 round 2)}}%
 
| Nuclear
 
|-  
| style="text-align:left; padding-left: 10px;" | Hail
 
| -50%  
| -25%
| -25%
| -30%
| -30%
| 15.4
|
|
| 3.30
| 12.10
|}


== Artillery ==
| {{#expr: 2^0 * 15.4}}
| {{#expr: 2^1 * 15.4}}
| {{#expr: 2^2 * 15.4}}
| {{#expr: 2^3 * 15.4}}
 
| style="color: Cyan;" |
| style="color: OrangeRed;" |
| style="color: Silver;" | {{#expr: 100 * (3.3/15.4 round 2)}}%
| style="color: Orange;" | {{#expr: 100 * (12.1/15.4 round 2)}}%
 
| style="padding-left: 10px; padding-right: 10px;" | Depleted Uranium
 
|- style="background-color: #333;"
| style="text-align:left; padding-left: 10px;" | Quake


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.
| rowspan=2 | Artillery


{| 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%
| -75%
|
| +25%
| +25%
| 14
 
|  
| {{#expr: 2^0 * 14}}
|  
| {{#expr: 2^1 * 14}}
| 5
| {{#expr: 2^2 * 14}}
| 9
| {{#expr: 2^3 * 14}}
|-
 
| Tremor
| style="color: Cyan;" |
| style="color: OrangeRed;" |  
| style="color: Silver;" | {{#expr: 100 * (5/14 round 2)}}%
| style="color: Orange;" | {{#expr: 100 * (9/14 round 2)}}%
 
| Titanium Sabot
 
|- style="background-color: #333;"
| style="text-align:left; padding-left: 10px;" | Tremor
 
| +80%
| +80%
|
| -75%
| -75%
| 8
 
|  
| {{#expr: 2^0 * 8}}
|
| {{#expr: 2^1 * 8}}
| 3
| {{#expr: 2^2 * 8}}
| 5
| {{#expr: 2^3 * 8}}
 
| style="color: Cyan;" |
| style="color: OrangeRed;" |
| style="color: Silver;" | {{#expr: 100 * (3/8 round 2)}}%
| style="color: Orange;" | {{#expr: 100 * (5/8 round 2)}}%
 
| 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 ==
The Tech Ⅱ 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.