Difference between revisions of "NPC damage types"

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* Explosive
 
* Explosive
  
All weapons in EVE do at least one (often two) of these damage types, and every ship has different [[Eve Math#Resistances|resistances]] against each. Understanding damage types helps you to survive longer and deal more damage to enemy ships:
+
All weapons in EVE do at least one (often two) of these damage types, and every ship has different [[Fitting ships#Resistances|resistances]] against each. Understanding damage types helps you to survive longer and deal more damage to enemy ships:
 
* If you know that your enemy uses weapons which deal a particular damage type, you can fit modules to your ship to increase your resistance to that damage type, making your enemy's weapons less effective against you.
 
* If you know that your enemy uses weapons which deal a particular damage type, you can fit modules to your ship to increase your resistance to that damage type, making your enemy's weapons less effective against you.
 
* Conversely, if you know that your enemy's ship has a low resistance to a particular damage type, you can use weapons which deal that specific damage type, making them more effective.  
 
* Conversely, if you know that your enemy's ship has a low resistance to a particular damage type, you can use weapons which deal that specific damage type, making them more effective.  
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! rowspan=2 |
 
! rowspan=2 |
 
! colspan=2 | Native resistance
 
! colspan=2 | Native resistance
! colspan=5 | Weapon damage
+
! colspan=6 | Weapon damage
 
|-
 
|-
 
! [[Shield Tanking|Shields]]
 
! [[Shield Tanking|Shields]]
 
! [[Armor Tanking|Armor]]
 
! [[Armor Tanking|Armor]]
! [[Turrets#Energy_Turrets|Lasers]]
+
! [[Turrets#Energy_turrets|Lasers]]
! [[Turrets#Hybrid_Turrets|Hybrids]]
+
! [[Turrets#Hybrid_turrets|Hybrids]]
! [[Turrets#Projectile_Turrets|Projectile]]
+
! [[Turrets#Projectile_turrets|Projectiles]]
 +
! [[Turrets#Precursor_turrets|Disintegrators]]
 
! [[Drones]]
 
! [[Drones]]
! [[Missile Launchers|Missiles]]
+
! [[Missiles]]
 
|-
 
|-
 
| style="text-align:left;" | {{icon|em damage|32|EM damage}} EM
 
| style="text-align:left;" | {{icon|em damage|32|EM damage}} EM
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|
 
|
 
| Yes
 
| Yes
 +
|
 
| Yes (Amarr)
 
| Yes (Amarr)
 
| Yes
 
| Yes
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| Yes (40%)
 
| Yes (40%)
 
| Yes
 
| Yes
 +
| Yes (60%)
 
| Yes (Gallente)
 
| Yes (Gallente)
 
| Yes
 
| Yes
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| Yes (60%)
 
| Yes (60%)
 
| Yes
 
| Yes
 +
|
 
| Yes (Caldari)
 
| Yes (Caldari)
 
| Yes
 
| Yes
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|
 
|
 
| Yes
 
| Yes
 +
| Yes (40%)
 
| Yes (Minmatar)
 
| Yes (Minmatar)
 
| Yes
 
| Yes
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Some points to note:
 
Some points to note:
* "Native resistance" is a ship's resistance to damage before any modules or rigs are fitted. For instance, without any modules or rigs, shields are most susceptible to EM damage and most resistant to explosive damage. However, keep in mind that it's possible (with the right modules) to compensate for a ship's weaknesses to some degree.  
+
* "[[Natural resistances|Native resistance]]" is a tech 1 ship's resistance to damage before any modules or rigs are fitted. For instance, without any modules or rigs, shields are most susceptible to EM damage and most resistant to explosive damage. However, keep in mind that it's possible (with the right modules) to compensate for a ship's weaknesses; and tech 2 ships follow their own patterns of native resistance.  
 
* Thermal damage is not to be confused with heat damage, which is caused by [[overloading]] modules.
 
* Thermal damage is not to be confused with heat damage, which is caused by [[overloading]] modules.
* [[Turrets#Energy_Turrets|Energy turrets]] (often called "lasers") do about 60% EM and 40% thermal damage. The exact proportions depend on the focusing crystals used.  
+
* [[Turrets#Energy_Turrets|Energy turrets]] (often called "lasers") do about 60% EM and 40% thermal damage. The exact proportions depend on the frequency crystals used.  
 
* [[Turrets#Hybrid_Turrets|Hybrid weapons]] do about 60% kinetic and 40% thermal damage. The exact proportions depend on the ammunition type used.   
 
* [[Turrets#Hybrid_Turrets|Hybrid weapons]] do about 60% kinetic and 40% thermal damage. The exact proportions depend on the ammunition type used.   
* Each type of [[Turrets#Projectile_Turrets|projectile weapon]] ammunition does two (sometimes three) different damage types.  
+
* Each type of [[Turrets#Projectile_Turrets|projectile weapon]] ammunition does two (sometimes three) different damage types (one of which is always kinetic).
 +
* [[Turrets#Precursor_turrets|Entropic Disintegrators]] deal about 60% thermal and 40% explosive damage. The exact proportions depend on the plasma charge used.
 
* [[Drones]] from each of the four factions do one damage type each, but they have slightly different stats (for example, Caldari drones (kinetic) do less damage than Gallente drones (thermal), but are slightly faster).  
 
* [[Drones]] from each of the four factions do one damage type each, but they have slightly different stats (for example, Caldari drones (kinetic) do less damage than Gallente drones (thermal), but are slightly faster).  
 
* Each [[Missile Launchers|missile]] type comes in four variants, each doing one damage type. The variant have otherwise identical stats, although some missile-using ships have bonuses to one damage type (notably, many Caldari ships have a bonus to kinetic missile damage).  
 
* Each [[Missile Launchers|missile]] type comes in four variants, each doing one damage type. The variant have otherwise identical stats, although some missile-using ships have bonuses to one damage type (notably, many Caldari ships have a bonus to kinetic missile damage).  
* The more "exotic" weapons in EVE (such as [[smartbombs]], [[bombs]], and [[Capital_Ship#Titans|doomsday weapons]]) have variants for each damage type, which are generally otherwise equivalent.  
+
* The more "exotic" weapons in EVE (such as [[smartbombs]], [[bombs]], and [[Doomsday]] weapons) have variants for each damage type, which are generally otherwise equivalent.  
  
 
== NPC damage types ==
 
== NPC damage types ==
Just like player ships, [[NPC Naming Convention|NPC ships ("rats")]] have individual characteristics regarding the damage types they deal, and the damage types they are susceptible to. This information is valuable if you are planning on [[missions|running missions]] or [[ratting]], as you can fit your ship accordingly and maximise your effectiveness against your chosen targets. Ship fitting tools like [[EFT]] can simulate combat against rats of different factions, giving you even more fine-grained control over your fit.  
+
[[File:Dagan_attributes.png|350px|thumb|right|Attibute tab of the NPC Dagan which you have to fight in the SoE mission [[Our Man Dagan]]. You can see that he is weakest to explosive. Thus you would try to deal explosive damage. Because he deals explosive and kinetic, you would usually try fit resists against those. But in this case most try to avoid taking damage by orbiting close in an AB fit destroyer.]]
 +
Just like player ships, [[NPC|NPCs]] have different resistances for different damage types. However, NPCs tend to ignore the native resistance conventions of shields and armor, and in stead have damage resistances which are specific to their faction. If you are [[missions|running missions]] or [[ratting]], it is helpful to know towards which damage the NPCs are weak and what damage they deal. This way you can can fit your ship accordingly and maximise your effectiveness against your chosen targets. You can see the resistances and damage types dealt in the attribute tab of an NPC if you open its info window.  
  
In general, all rats from a certain faction have similar damage profiles, making them much more predictable than player ships. Additionally, each faction only uses particular types of [[EWAR|electronic warfare]]; this is also noted in the table below.  
+
In general, all NPCs from a certain faction have similar damage profiles, making them much more predictable than player ships. Additionally, each faction only uses particular types of [[EWAR|electronic warfare]]; this is also noted in the table below. Ship fitting tools like [[PYFA]] can simulate combat against rats of different factions, giving you even more fine-grained control over your fit. Please note that a few special NPCs don't follow the pattern of their faction.
  
 
{| class="wikitable damage npc"
 
{| class="wikitable damage npc"
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! Electronic Warfare
 
! Electronic Warfare
 
|-
 
|-
| Angel Cartel
+
| [[Angel Cartel]]
 
| Explosive / Kinetic
 
| Explosive / Kinetic
 
| Explosive (62%) / Kinetic (22%)
 
| Explosive (62%) / Kinetic (22%)
 
| Target Painters
 
| Target Painters
 
|-
 
|-
| Blood Raiders
+
| [[Blood Raider Covenant|Blood Raiders]]
 
| EM / Thermal
 
| EM / Thermal
 
| EM (50%) / Thermal (48%)
 
| EM (50%) / Thermal (48%)
| NOS/Neut, Tracking Disruptor
+
| Energy Neutralizers, Tracking Disruptors
 
|-
 
|-
| Guristas
+
| [[Guristas Pirates]]
 
| Kinetic / Thermal
 
| Kinetic / Thermal
 
| Kinetic (79%) / Thermal (18%)
 
| Kinetic (79%) / Thermal (18%)
 
| ECM
 
| ECM
 
|-
 
|-
| Mordu's Legion
+
| [[Mordu's Legion]]
| Kinetic / EM  
+
| Kinetic / EM <ref name="Mordu">Kinetic damage is best, EM and thermal are both ~75% as effective as kinetic but EM is better against shields and Mordu's ships have active shields so it is better overall. EMP is best projectiles to use.</ref>
 
| Kinetic (70%) / Thermal (30%)
 
| Kinetic (70%) / Thermal (30%)
 
|
 
|
 
|-
 
|-
| Rogue Drones
+
| [[Rogue Drones]]
| (varies) <ref name="rogue drones">Rogue Drones have a tendency to vary wildly in what damage type they deal and are vulnerable to.  Low-level missions seem to lean towards EM/Thermal while high-level missions lean towards Explosive/Kinetic. Consult reports (e.g. at [http://eve-survival.org/wikka.php?wakka=MissionReports Eve-Survival]) about the specific mission or exploration site before undocking.</ref>
+
| EM/Thermal
| (varies) <ref name="rogue drones" />
+
| (varies) <ref name="rogue drones">Rogue Drones have a tendency to vary wildly in what damage type they deal and are vulnerable to.  Low-level missions seem to lean towards EM/Thermal while high-level missions lean towards Explosive/Kinetic. Consult [[mission reports]] about the specific mission or exploration site before undocking.</ref>
 
|
 
|
 
|-
 
|-
| Sansha's Nation<br />(missions / anomalies)
+
| [[Sansha's Nation]]<br />(missions / anomalies)
 
| EM / Thermal
 
| EM / Thermal
 
| EM (53%) / Thermal (47%)
 
| EM (53%) / Thermal (47%)
| Tracking Disruptor
+
| Tracking Disruptors
 
|-
 
|-
| Serpentis
+
| [[Serpentis]]
 
| Kinetic / Thermal
 
| Kinetic / Thermal
 
| Thermal (55%) / Kinetic (45%)
 
| Thermal (55%) / Kinetic (45%)
| Sensor Dampener
+
| Sensor Dampeners
 
|-
 
|-
| CONCORD <ref>This refers to CONCORD enemies found in certain missions (particularly in low- and null-sec). CONCORD ships patrolling high-sec are invincible, so the damage types they do is not relevant.</ref>
+
| [[CONCORD]] <ref>This refers to CONCORD enemies found in certain missions (particularly in low- and null-sec). CONCORD ships patrolling high-sec are invincible, so the damage types they do is not relevant.</ref>
 
| Kinetic / Thermal
 
| Kinetic / Thermal
 
| (Omni) <ref name="omni">"(Omni)" means that the ships do all damage types equally, or are equally vulnerable to all damage types.</ref>
 
| (Omni) <ref name="omni">"(Omni)" means that the ships do all damage types equally, or are equally vulnerable to all damage types.</ref>
 
|
 
|
 
|-
 
|-
| Equilibrium of Mankind
+
| [[Equilibrium of Mankind]]
| Kinetic / Thermal
+
| Kinetic<ref name="EOM">Em/Th approx 75% as effective as kinetic. Explosive around 60% compared to kinetic. EMP the best projectile ammo</ref>
 
| Kinetic (74%) / Thermal (26%)
 
| Kinetic (74%) / Thermal (26%)
 
|
 
|
 
|-
 
|-
| Khanid
+
| [[Khanid Kingdom]]
 
| EM / Thermal
 
| EM / Thermal
 
| Thermal / EM  
 
| Thermal / EM  
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|
 
|
 
|-
 
|-
| Sleepers
+
| [[Sleepers]]
 
| (Omni) <ref name="omni" />
 
| (Omni) <ref name="omni" />
 
| (Omni) <ref name="omni" />
 
| (Omni) <ref name="omni" />
| (all)
+
| Energy Neutralizers
 
|-
 
|-
| Sansha's Nation<br />(incursions)
+
| [[Sansha's Nation]]<br />(incursions)
 
| (Omni) <ref name="omni" />
 
| (Omni) <ref name="omni" />
 
| (Omni) <ref name="omni" />
 
| (Omni) <ref name="omni" />
 
| (all)  
 
| (all)  
 
|-
 
|-
| Amarr Empire
+
| [[Triglavian Collective]]<br />([[Abyssal Deadspace|abyss]])
 +
| Explosive / Thermal <ref>Unless in an Electrical or Exotic filament, in which case use EM or Kinetic respectively</ref>
 +
| Thermal (60%) / Explosive (40%)
 +
| (all except ECM)
 +
|-
 +
| [[Triglavian Collective]]<br />(invasions)
 +
| Explosive / Thermal
 +
| (Omni) <ref name="omni" />
 +
| (all except ECM)
 +
|-
 +
| [[Amarr Empire]]
 
| EM / Thermal
 
| EM / Thermal
 
| EM (47%) / Thermal (42%)
 
| EM (47%) / Thermal (42%)
| NOS/Neut, Tracking Disruptor
+
| Energy Neutralizers, Tracking Disruptors
 
|-
 
|-
| Caldari State
+
| [[Caldari State]]
 
| Kinetic / Thermal
 
| Kinetic / Thermal
 
| Kinetic (51%) / Thermal (48%)
 
| Kinetic (51%) / Thermal (48%)
 
| ECM
 
| ECM
 
|-
 
|-
| Gallente Federation
+
| [[Gallente Federation]]
 
| Kinetic / Thermal
 
| Kinetic / Thermal
 
| Kinetic (60%) / Thermal (39%)
 
| Kinetic (60%) / Thermal (39%)
| Sensor Dampener
+
| Sensor Dampeners
 
|-
 
|-
| Minmatar Republic
+
| [[Minmatar Republic]]
 
| Explosive / Kinetic
 
| Explosive / Kinetic
 
| Explosive (50%) / Kinetic (31%)
 
| Explosive (50%) / Kinetic (31%)
| Target Painter
+
| Target Painters
 +
|-
 +
| [[Amarr Empire]] (EDENCOM)
 +
| Thermal / EM
 +
| EM (58%) / Thermal (42%)
 +
| Energy Neutralizers, Tracking Disruptors
 +
|-
 +
| [[Caldari State]] (EDENCOM)
 +
| EM / Explosive
 +
| EM (51%) / Explosive (44%)
 +
| ECM
 +
|-
 +
| [[Gallente Federation]] (EDENCOM)
 +
| EM / Explosive
 +
| Kinetic (58%) / Thermal (42%)
 +
| Sensor Dampeners
 +
|-
 +
| [[Minmatar Republic]] (EDENCOM)
 +
| Kinetic / Explosive
 +
| (Omni) <ref name="omni" />
 +
| Target Painters
 
|-
 
|-
 
|}
 
|}
 
 
<small>{{Reflist}}</small>
 
<small>{{Reflist}}</small>
  
  
== Damage Types Formatted for In-Game Notebook ==
+
{{expansion past|
 
+
[https://www.eveonline.com/article/ptgdti/patch-notes-for-june-2019-release June 2019 release]: "An 'Attributes' tab has been added to the show info window for NPCs. This tab will list their damage resistances as well as showing what damage types they deal."
Copy this simplified version and paste it into your in-game notebook or character notes for quick reference. (Note: when you paste it, the lines will close up, and the extra blank spaces will disappear.)
+
}}
 
 
 
 
<small>FACTION • THEY DEAL  ·  YOU DEAL      →    OTHER
 
 
 
 
 
Angel Cartel  •    EX/KIN    ·      EX      →        Target Painters
 
 
 
Blood Raiders  •  EM/THER    ·    EM/THER    →      NOS/Neut, Tracking Disr
 
 
 
Guristas    •      KIN/THER    ·    KIN      →        ECM
 
 
 
Mordu's Legion  •  KIN/EM    ·      KIN 
 
               
 
Sansha's    •    EM/THER    ·    EM/THER    →        Tracking Disruptor
 
 
 
 
 
Serpentis    •    KIN/THER    ·    THER/KIN      →      Sensor Dampener
 
 
 
Equilibrium    •  KIN/THER    ·    KIN
 
           
 
Khanid        •    EM/THER    ·      THER/EM 
 
 
 
Mercenaries    •    KIN/THER    ·    KIN/THER
 
   
 
Sleepers    •        all          ·        all        →      all
 
 
 
 
 
Amarr      •      EM/THER    ·      EM/THER      →      NOS/Neut, Tracking Disr
 
 
 
Caldari      •      KIN/THER    ·    KIN/THER      →      ECM
 
 
 
Gallente      •    KIN/THER    ·      KIN      →        Sensor Dampener
 
 
 
Minmatar    •    EX/KIN      ·      EX      →          Target Painter
 
 
 
 
 
 
 
Rogue Drones    •    1 & 2 Level  ·        3 & 4 Level
 
 
 
Both Deal    •      EM/THER        ·      EX/KIN
 
 
 
 
 
 
 
EM: Acolyte/Infiltrator/Praetor — Mjolnir — EMP, proton
 
 
 
THER: Hobgoblin/Hammehead/Ogre — Inferno  — plasma
 
 
 
KIN: Hornet/Vespa/Wasp — Scourge — titanium, lead
 
 
 
EXP:  Warrior/Valkyrie/Berserker — Nova — fusion
 
 
 
Uranium: all but EM</small>
 
  
 
==External links==
 
==External links==
*[http://wiki.eveonline.com/wiki/Missions_guide EVE Online Missions Guide]
 
 
*[http://games.chruker.dk/eve_online/damage_types.php Damage Types]
 
*[http://games.chruker.dk/eve_online/damage_types.php Damage Types]
*[http://www.eve-ivy.com/oog/missions/rat.html Kelduum's Rat Info]
 
 
*[http://www.ogrank.com/content/view/698/59/ OGRank]
 
*[http://www.ogrank.com/content/view/698/59/ OGRank]
*[http://www.evegeek.com/npc_damage.php EVE(geek) NPC Damage Info]
+
*[http://eve.aeonoftime.com/index.php/2011/12/09/printable-npc-damage-types-cheat-sheet/ Handy NPC damage graphic v1.6]
*[http://eve.aeonoftime.com/wp-content/uploads/2011/12/npc-damage-types-cheat-sheet-v1.4.png Handy NPC Damage graphic]
 
  
[[Category:Guides]]
+
[[Category:PvE]]
[[Category:Missioning]]
+
[[Category:NPCs]]

Revision as of 19:35, 2 November 2020

There are four different damage types in EVE:

  • Electromagnetic (EM)
  • Kinetic
  • Thermal
  • Explosive

All weapons in EVE do at least one (often two) of these damage types, and every ship has different resistances against each. Understanding damage types helps you to survive longer and deal more damage to enemy ships:

  • If you know that your enemy uses weapons which deal a particular damage type, you can fit modules to your ship to increase your resistance to that damage type, making your enemy's weapons less effective against you.
  • Conversely, if you know that your enemy's ship has a low resistance to a particular damage type, you can use weapons which deal that specific damage type, making them more effective.
Native resistance Weapon damage
Shields Armor Lasers Hybrids Projectiles Disintegrators Drones Missiles
EM damage EM - - + + Yes (60%) Yes Yes (Amarr) Yes
Thermal damage Thermal - + Yes (40%) Yes (40%) Yes Yes (60%) Yes (Gallente) Yes
Kinetic damage Kinetic + - Yes (60%) Yes Yes (Caldari) Yes
Explosive damage Explosive + + - - Yes Yes (40%) Yes (Minmatar) Yes

Some points to note:

  • "Native resistance" is a tech 1 ship's resistance to damage before any modules or rigs are fitted. For instance, without any modules or rigs, shields are most susceptible to EM damage and most resistant to explosive damage. However, keep in mind that it's possible (with the right modules) to compensate for a ship's weaknesses; and tech 2 ships follow their own patterns of native resistance.
  • Thermal damage is not to be confused with heat damage, which is caused by overloading modules.
  • Energy turrets (often called "lasers") do about 60% EM and 40% thermal damage. The exact proportions depend on the frequency crystals used.
  • Hybrid weapons do about 60% kinetic and 40% thermal damage. The exact proportions depend on the ammunition type used.
  • Each type of projectile weapon ammunition does two (sometimes three) different damage types (one of which is always kinetic).
  • Entropic Disintegrators deal about 60% thermal and 40% explosive damage. The exact proportions depend on the plasma charge used.
  • Drones from each of the four factions do one damage type each, but they have slightly different stats (for example, Caldari drones (kinetic) do less damage than Gallente drones (thermal), but are slightly faster).
  • Each missile type comes in four variants, each doing one damage type. The variant have otherwise identical stats, although some missile-using ships have bonuses to one damage type (notably, many Caldari ships have a bonus to kinetic missile damage).
  • The more "exotic" weapons in EVE (such as smartbombs, bombs, and Doomsday weapons) have variants for each damage type, which are generally otherwise equivalent.

NPC damage types

Attibute tab of the NPC Dagan which you have to fight in the SoE mission Our Man Dagan. You can see that he is weakest to explosive. Thus you would try to deal explosive damage. Because he deals explosive and kinetic, you would usually try fit resists against those. But in this case most try to avoid taking damage by orbiting close in an AB fit destroyer.

Just like player ships, NPCs have different resistances for different damage types. However, NPCs tend to ignore the native resistance conventions of shields and armor, and in stead have damage resistances which are specific to their faction. If you are running missions or ratting, it is helpful to know towards which damage the NPCs are weak and what damage they deal. This way you can can fit your ship accordingly and maximise your effectiveness against your chosen targets. You can see the resistances and damage types dealt in the attribute tab of an NPC if you open its info window.

In general, all NPCs from a certain faction have similar damage profiles, making them much more predictable than player ships. Additionally, each faction only uses particular types of electronic warfare; this is also noted in the table below. Ship fitting tools like PYFA can simulate combat against rats of different factions, giving you even more fine-grained control over your fit. Please note that a few special NPCs don't follow the pattern of their faction.

Faction Damage to deal Damage to resist Electronic Warfare
Angel Cartel Explosive / Kinetic Explosive (62%) / Kinetic (22%) Target Painters
Blood Raiders EM / Thermal EM (50%) / Thermal (48%) Energy Neutralizers, Tracking Disruptors
Guristas Pirates Kinetic / Thermal Kinetic (79%) / Thermal (18%) ECM
Mordu's Legion Kinetic / EM [1] Kinetic (70%) / Thermal (30%)
Rogue Drones EM/Thermal (varies) [2]
Sansha's Nation
(missions / anomalies)
EM / Thermal EM (53%) / Thermal (47%) Tracking Disruptors
Serpentis Kinetic / Thermal Thermal (55%) / Kinetic (45%) Sensor Dampeners
CONCORD [3] Kinetic / Thermal (Omni) [4]
Equilibrium of Mankind Kinetic[5] Kinetic (74%) / Thermal (26%)
Khanid Kingdom EM / Thermal Thermal / EM
Mercenaries Kinetic / Thermal Kinetic / Thermal
Sleepers (Omni) [4] (Omni) [4] Energy Neutralizers
Sansha's Nation
(incursions)
(Omni) [4] (Omni) [4] (all)
Triglavian Collective
(abyss)
Explosive / Thermal [6] Thermal (60%) / Explosive (40%) (all except ECM)
Triglavian Collective
(invasions)
Explosive / Thermal (Omni) [4] (all except ECM)
Amarr Empire EM / Thermal EM (47%) / Thermal (42%) Energy Neutralizers, Tracking Disruptors
Caldari State Kinetic / Thermal Kinetic (51%) / Thermal (48%) ECM
Gallente Federation Kinetic / Thermal Kinetic (60%) / Thermal (39%) Sensor Dampeners
Minmatar Republic Explosive / Kinetic Explosive (50%) / Kinetic (31%) Target Painters
Amarr Empire (EDENCOM) Thermal / EM EM (58%) / Thermal (42%) Energy Neutralizers, Tracking Disruptors
Caldari State (EDENCOM) EM / Explosive EM (51%) / Explosive (44%) ECM
Gallente Federation (EDENCOM) EM / Explosive Kinetic (58%) / Thermal (42%) Sensor Dampeners
Minmatar Republic (EDENCOM) Kinetic / Explosive (Omni) [4] Target Painters
  1. ^ Kinetic damage is best, EM and thermal are both ~75% as effective as kinetic but EM is better against shields and Mordu's ships have active shields so it is better overall. EMP is best projectiles to use.
  2. ^ Rogue Drones have a tendency to vary wildly in what damage type they deal and are vulnerable to. Low-level missions seem to lean towards EM/Thermal while high-level missions lean towards Explosive/Kinetic. Consult mission reports about the specific mission or exploration site before undocking.
  3. ^ This refers to CONCORD enemies found in certain missions (particularly in low- and null-sec). CONCORD ships patrolling high-sec are invincible, so the damage types they do is not relevant.
  4. ^ a b c d e f g "(Omni)" means that the ships do all damage types equally, or are equally vulnerable to all damage types.
  5. ^ Em/Th approx 75% as effective as kinetic. Explosive around 60% compared to kinetic. EMP the best projectile ammo
  6. ^ Unless in an Electrical or Exotic filament, in which case use EM or Kinetic respectively


External links