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Turrets: Difference between revisions

From EVE University Wiki
Al hubbard (talk | contribs)
Projectile ammo: Prettified tables
Al hubbard (talk | contribs)
Laser crystals: Prettified tables
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=== Laser crystals  ===
=== Laser crystals  ===


Although they don't require ammunition, lasers must still be loaded with focusing crystals. Standard Tech 1 crystals are never used up and never break down, so lasers never have to be reloaded. Unlike projectile or hybrid ammunition, crystals can be swapped rapidly, letting pilots alter their guns' range very quickly.  
Although they don't require ammunition, lasers must still be loaded with focusing crystals. Standard Tech 1 crystals are never used up and never break down, so lasers never have to be reloaded. Unlike projectile or hybrid ammunition, crystals can be swapped instantaneously while the weapon isn't firing, letting pilots alter their guns' range very quickly.  


There are eight kinds of standard Tech 1 crystal. They all do a mixture of electromagnetic and thermal damage (the proportion varies), apart from Radio crystals which only deal electromagnetic damage.  
There are eight kinds of standard Tech 1 crystal. They all do a mixture of electromagnetic and thermal damage (the proportion varies), apart from Radio crystals which only deal electromagnetic damage.  
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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.  


The damage in the tables is for small crystals. 2x for medium, 4x for large and 8x for XL crystals.
{| class="wikitable sortable" style="font-size:90%;text-align:center;"
 
! style="background-color:#222222;text-align:left;" | Name
<br> '''T1 (Imperial Navy) Crystals'''
! style="background-color:#222222;" | {{icon|range|26|Modifier to optimal range}}Optimal
 
! style="background-color:#222222;" | Cap. need
{| class="wikitable sortable" border="1"
! style="background-color:#222222;" | {{icon|em damage|26|EM damage}}
|-
! style="background-color:#222222;" | {{icon|th damage|26|Thermal damage}}
! Name  
! Range Mod.
! Cap. Need Mod.
! EM damage (IN)
! Therm. damage (IN)
|-
|-
| Multifrequency  
| Multifrequency  
| -50%  
| -50%  
| 0%  
| 0%  
| 7 (8.05)
| 7
| 5 (5.75)
| 5
|-
|-
| Gamma  
| Gamma  
| -37.5%  
| -37.5%  
| -15%  
| -15%  
| 7 (8.05)
| 7
| 4 (4.6)
| 4
|-
|-
| X-Ray  
| X-Ray  
| -25%  
| -25%  
| -25%  
| -25%  
| 6 (6.9)
| 6
| 4 (4.6)
| 4
|-
|-
| Ultraviolet  
| Ultraviolet  
| -12.5%  
| -12.5%  
| -12.5%  
| -12.5%  
| 6 (6.9)
| 6
| 3 (3.45)
| 3
|-
|-
| Standard  
| Standard  
| 0%  
| 0%  
| -45%  
| -45%  
| 5 (5.75)
| 5
| 3 (3.45)
| 3
|-
|-
| Infrared  
| Infrared  
| 20%  
| +20%  
| -35%  
| -35%  
| 5 (5.75)
| 5
| 2 (2.3)
| 2
|-
|-
| Microwave  
| Microwave  
| 40%  
| +40%  
| -25%  
| -25%  
| 4 (4.6)
| 4
| 2 (2.3)
| 2
|-
|-
| Radio  
| Radio  
| 60%  
| +60%  
| -15%  
| -15%  
| 5 (5.75)
| 5
| 0 (0)
| 0
|-
! colspan=5 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.
|}
|}
IN stands for Imperial Navy as it is the most common faction crystal compared to the rare pirate faction crystals (that can do even more damage but are very very rare in a way that there is not a single dark blood MF L on sell orders in jita), however be aware XL IN crystals do not exist.


The advanced crystals for lasers gradually get damaged over time and will finally disintegrate. Tech 2 crystals have a chance to decay for each cycle, and last around 1000 shots, while faction crystals will last exactly 4000 shots.  
The advanced crystals for lasers gradually get damaged over time and will finally disintegrate. Tech 2 crystals have a chance to decay for each cycle, and last around 1000 shots, while faction crystals will last exactly 4000 shots.  
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The Tech 2 crystals for pulse lasers are Conflagration and Scorch. Conflagration does more damage than Multifrequency at the cost of a 30% tracking speed penalty and a 25% greater capacitor usage. Scorch has a damage only slightly lower than IN Multifrequency, but has a huge 50% increased optimal range, however loses 25% tracking. Conflagration is little used but Scorch is very popular, simply because the benefits of Conflagration generally do not outweigh its drawbacks when compared with IN Multifrequency, yet Scorch applies good DPS at phenomenal ranges.
The Tech 2 crystals for pulse lasers are Conflagration and Scorch. Conflagration does more damage than Multifrequency at the cost of a 30% tracking speed penalty and a 25% greater capacitor usage. Scorch has a damage only slightly lower than IN Multifrequency, but has a huge 50% increased optimal range, however loses 25% tracking. Conflagration is little used but Scorch is very popular, simply because the benefits of Conflagration generally do not outweigh its drawbacks when compared with IN Multifrequency, yet Scorch applies good DPS at phenomenal ranges.


{| class="wikitable sortable" border="1"
{| class="wikitable sortable" style="font-size:90%;text-align:center;"
|-
! style="background-color:#222222;text-align:left;" | Name
! Name  
! style="background-color:#222222;" | {{icon|range|26|Modifier to optimal range}}Optimal
! Range Mod.
! style="background-color:#222222;" | {{icon|tracking|26|Modifier to tracking speed}}Tracking
! Tracking mod.
! style="background-color:#222222;" | Cap. need
! Cap. Need mod.
! style="background-color:#222222;" | {{icon|em damage|26|EM damage}}
! EM damage  
! style="background-color:#222222;" | {{icon|th damage|26|Thermal damage}}
! Therm. damage
|-
|-
| Scorch  
| Scorch  
| 50%  
| +40%  
| -25%  
| -25%  
| 0%  
| 0%  
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| -50%  
| -50%  
| -30%  
| -30%  
| 25%  
| +25%  
| 7.7  
| 7.7  
| 7.7
| 7.7
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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.  
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.  


{| class="wikitable sortable" border="1"
{| class="wikitable sortable" style="font-size:90%;text-align:center;"
|-
! style="background-color:#222222;text-align:left;" | Name
! Name  
! style="background-color:#222222;" | {{icon|range|26|Modifier to optimal range}}Optimal
! Range Mod.
! style="background-color:#222222;" | {{icon|tracking|26|Modifier to tracking speed}}Tracking
! Tracking mod. 
! style="background-color:#222222;" | {{icon|em damage|26|EM damage}}
! EM damage  
! style="background-color:#222222;" | {{icon|th damage|26|Thermal damage}}
! Therm damage
|-
|-
| Aurora  
| Aurora