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| valign="middle" | {{icon|large blaster|62}}
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| valign="middle" align="left" | '''[[Turrets#Hybrid Turrets|Neutron Cannons]]'''<br>(short range hybrids)
| valign="middle" align="left" | '''[[Turrets#Hybrid Turrets|Neutron Cannons]]'''<br>(short range hybrids)

Revision as of 17:37, 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%

All-in-one

Weapon class Raw damage Tracking speed Optimal + Falloff x 2
Neutron Cannons
(short range hybrids)
Faction Antimatter L
 
 
 
Void L
 
 
 
Null L