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Below is a representation of how various ammunition changes the relative statistics mentioned above.
Below is a representation of how various ammunition changes the relative statistics mentioned above.
{| class="wikitable" style="text-align:center;"
{| class="wikitable" style="text-align:center;"
! colspan="2" | Ammunition
! style="background-color:#222222;" colspan="2" | Ammunition
! Damage
! style="background-color:#222222;" | Damage
! Optimal range
! style="background-color:#222222;" | Optimal range
! Falloff range
! style="background-color:#222222;" | Falloff range
! Tracking speed
! style="background-color:#222222;" | Tracking speed
|-
|-
| rowspan="3" | '''Blasters'''<br>{{icon|large blaster|56}}
| rowspan="3" style="background-color:#111111;" | '''Blasters'''<br>{{icon|large blaster|56}}
| style="text-align:left;" | {{co|coral|Faction Antimatter}} || {{co|lime|+15%}} || {{co|crimson|-50%}}  || {{co|grey|same}} || {{co|grey|same}}
| style="text-align:left;" | {{co|coral|Faction Antimatter}} || {{co|lime|+15%}} || {{co|crimson|-50%}}  || {{co|grey|same}} || {{co|grey|same}}
|-
|-

Revision as of 15:46, 14 September 2015

Comparing weapon classes

Below is a representation of the relative damage, tracking and range of the various weapon classes based on them being loaded with regular short range ammunition (-50% optimal range).

Weapon class Raw damage Tracking speed Optimal + Falloff x 2
Gallente weaponry Blasters (short range)
 
 
 
Railguns (long range)
 
 
 
Amarr weaponry Pulse lasers (short range)
 
 
 
Beam lasers (long range)
 
 
 
Minmatar weaponry Autocannons (short range)
 
 
 
Artillery (long range)
 
 
 

    Legend:   Damage   Tracking   Optimal range   First falloff   Second falloff

Ammunition

Below is a representation of how various ammunition changes the relative statistics mentioned above.

Ammunition Damage Optimal range Falloff range Tracking speed
Blasters
Faction Antimatter +15% -50% same same
Void +28% -25% -50% -25%
Null same +40% +40% -25%