Difference between revisions of "NPC damage types"

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==Overview==
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There are four different '''damage types''' in EVE:
 +
* Electromagnetic (EM)
 +
* Kinetic
 +
* Thermal
 +
* Explosive
  
Turrets usually inflict lots of a primary type of damage, less of secondary type and sometimes even with tertiary type. The strength of each type of damage is governed by ammunition type which also influences the range, damage and tracking of the turret.
+
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.
 +
* 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.
 +
{{#css:
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table.damage {
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text-align: center;
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}
  
Missiles have four variations, each variant corresponding to one of the four damage types. There is no difference in flight time, amount of damage or velocity between missiles of the same missile group. Racial missile ships tend to have bonuses only for the damage caused by missiles corresponding to their racial damage type.
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table.damage tr th {
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}
  
Like missiles, combat drones have four variations per damage type. Each variation corresponds to one of the four races, doing the main damage type corresponding to its race and also having other attributes common to the race.
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table.damage tr td {
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}
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table.npc tr th:first-child,
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table.damage tr td:first-child {
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}
  
Other weapon types such as smartbombs, bombs and doomsday devices also come in four variations.
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}}
 +
{| class="wikitable damage"
 +
! rowspan=2 |
 +
! colspan=2 | Native resistance
 +
! colspan=6 | Weapon damage
 +
|-
 +
! [[Shield Tanking|Shields]]
 +
! [[Armor Tanking|Armor]]
 +
! [[Energy turret|Lasers]]
 +
! [[Hybrid turret|Hybrids]]
 +
! [[Projectile turret|Projectiles]]
 +
! [[Entropic Disintegrators|Disintegrators]]
 +
! [[Drones]]
 +
! [[Missiles]]
 +
|-
 +
| [[image:icon_damage_em.png|32px|link=|EM damage}}]] EM
 +
| style="background-color: #3c0000; font-weight: bold;" | - -
 +
| style="background-color: #003c00; font-weight: bold;" | + +
 +
| Yes (60%)
 +
|
 +
| Yes
 +
|
 +
| Yes (Amarr)
 +
| Yes
 +
|-
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| [[image:icon_damage_therm.png|32px|link=|Thermal damage}}]] Thermal
 +
| style="background-color: #3c1f00; font-weight: bold;" | -
 +
| style="background-color: #1f3c00; font-weight: bold;" | +
 +
| Yes (40%)
 +
| Yes (40%)
 +
| Yes
 +
| Yes (60%)
 +
| Yes (Gallente)
 +
| Yes
 +
|-
 +
| [[image:icon_damage_kin.png|32px|link=|Kinetic damage}}]] Kinetic
 +
| style="background-color: #1f3c00; font-weight: bold;" | +
 +
| style="background-color: #3c1f00; font-weight: bold;" | -
 +
|
 +
| Yes (60%)
 +
| Yes
 +
|
 +
| Yes (Caldari)
 +
| Yes
 +
|-
 +
| [[image:icon_damage_exp.png|32px|link=|Explosive damage}}]] Explosive
 +
| style="background-color: #003c00; font-weight: bold;" | + +
 +
| style="background-color: #3c0000; font-weight: bold;" | - -
 +
|
 +
|
 +
| Yes
 +
| Yes (40%)
 +
| Yes (Minmatar)
 +
| Yes
 +
|-
 +
|}
  
 +
Some points to note:
 +
* "[[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 [[overheating]] modules.
 +
* [[Energy turret]]s (often called "lasers") do about 60% EM and 40% thermal damage. The exact proportions depend on the frequency crystals used.
 +
* [[Hybrid turret|Hybrid weapons]] do about 60% kinetic and 40% thermal damage. The exact proportions depend on the ammunition type used. 
 +
* Each type of [[Projectile turret|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 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 [[Doomsday]] weapons) have variants for each damage type, which are generally otherwise equivalent.
  
===Electromagnetic damage===
+
== NPC damage breakdown==
Often referred to as EM, is the primary damage type of the [[Amarr]] race. EM damage is also the primary damage type of lasers which are the primary weapon used by Amarr.
+
[[File:Dagan attributes.png|thumb|350px|Attribute tab of the NPC Dagan which you have to fight in the SoE Epic Arc 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.]]
 +
<onlyinclude>
 +
Just like player ships, [[NPC]]s have different resistances for different damage types. However, NPCs tend to ignore the native resistance conventions of shields and armor, and instead 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 maximize 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.  
  
Armor has the highest resistance against EM damage, while shields the lowest.
+
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.
  
 
+
{| class="wikitable damage npc"
===Thermal damage===
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! Faction
Thermal Damage is the primary damage type of the [[Gallente]] race. It is the secondary damage type of hybrid turrets - the racial weapons of Caldari and Gallente - and lasers.
+
! Damage to deal
 
+
! Damage to resist
Armour has the second highest resists against thermal. Shields have the second lowest resists against thermal.
+
! Electronic Warfare
 
+
|-
Note: Thermal damage is not to be confused with heat Damage which is caused by [[overloading]] modules.
+
| [[Angel Cartel]]
 
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| Explosive / Kinetic
 
+
| Explosive (62%) / Kinetic (22%)
===Kinetic damage===
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| Target Painters
Kinetic damage is the primary damage type of the [[Caldari]] race. It is the primary damage type of hybrid turrets and the secondary damage type of projectile turrets.
+
|-
The Caldari are heavy users of missiles, however their missile ships often receive damage bonuses only for kinetic damage dealing missiles.
+
| [[Blood Raider Covenant|Blood Raiders]]
 
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| EM / Thermal
Shields has the second highest resists against kinetic. Armour has the second lowest resists against kinetic damage.
+
| EM (50%) / Thermal (48%)
 
+
| Energy Neutralizers, Tracking Disruptors
===Explosive damage===
+
|-
Explosive damage is the primary damage type of the [[Minmatar]] race. It is also the primary damage type of projectile weapons.
+
| [[Guristas Pirates]]
 
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| Kinetic / Thermal
Shields has the highest resistance against explosive damage, while armour has the lowest.
+
| Kinetic (79%) / Thermal (18%)
 
+
| ECM
==A brief Summary of NPC Damage Types==
+
|-
The following table lists averages, these may differ according to the pool of data gathered by running different selections of missionsSome missions may have different values, for best accuracy check individual mission reports. If you are not sure which faction a particular mission rat belongs to, please refer to [[NPC Naming Convention]].
+
| [[Mordu's Legion]]
 
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| 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%)
 
+
|
{| cellpadding="5" cellspacing="0" border="1"
+
|-
!colspan="3"|Damage type to Deal
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| [[Rogue Drones]]
!colspan="4"|Damage type to Resist Against
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| EM/Thermal
 +
| (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>
 +
|
 
|-
 
|-
!Faction !! Primary Damage !! Secondary Damage !! Primary !! Secondary !! Tertiary !! Quaternary
+
| [[Sansha's Nation]]<br>(missions / anomalies)
 +
| EM / Thermal
 +
| EM (53%) / Thermal (47%)
 +
| Tracking Disruptors
 
|-
 
|-
| '''Angel Cartel''' || Explosive || Kinetic ||Explosive (62%) || Kinetic (22%) || Thermal (9%) || EM (7%)
+
| [[Serpentis]]
 +
| Kinetic / Thermal
 +
| Thermal (55%) / Kinetic (45%)
 +
| Sensor Dampeners
 
|-
 
|-
| '''Blood Raiders''' || EM || Thermal || EM (50%) || Thermal (48%) || Kinetic (2%) ||
+
| [[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
 +
| (Omni) <ref name="omni" />"
 +
|
 
|-
 
|-
| '''CONCORD''' || Kinetic || Thermal || Kinetic (37%) || Thermal (32%) || Explosive (30%) || EM (29%)
+
| [[Equilibrium of Mankind]]
 +
| 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%)
 +
|
 
|-
 
|-
| '''Guristas Pirates''' || Kinetic || Thermal || Kinetic (79%) || Thermal (18%) || EM(2%) || Explosive (1%)
+
| [[Khanid Kingdom]]
 +
| EM / Thermal
 +
| Thermal / EM  
 +
|
 
|-
 
|-
| '''Khanid''' || EM || Thermal || Thermal || EM || ||  
+
| Mercenaries
 +
| Kinetic / Thermal
 +
| Kinetic / Thermal
 +
|
 
|-
 
|-
| '''Mercenaries''' || Kinetic || Thermal || Kinetic || Thermal || Explosive || EM
+
| [[Sleepers]]
 +
| (Omni) <ref name="omni" />
 +
| (Omni) <ref name="omni" />
 +
| Energy Neutralizers
 
|-
 
|-
| '''Mordu's Legion''' || Kinetic || EM ||Kinetic (70%) || Thermal (30%) || ||
+
| [[Sansha's Nation]]<br>(incursions)
 +
| (Omni) <ref name="omni" />
 +
| (Omni) <ref name="omni" />
 +
| (all)  
 
|-
 
|-
| '''Rogue Drones''' ||   || See Footnote ||  ||  ||  || 
+
| [[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)
 
|-
 
|-
| '''Sansha's Nation''' || EM || Thermal || EM (53%) || Thermal (47%) ||  ||
+
| [[Triglavian Collective]]<br>(invasions)
 +
| Explosive / Thermal
 +
| (Omni) <ref name="omni" />
 +
| (all except ECM)  
 
|-
 
|-
| '''Serpentis''' || Kinetic || Thermal ||Thermal (55%) || Kinetic (45%) || ||
+
| [[Amarr Empire]]
 +
| EM / Thermal
 +
| EM (47%) / Thermal (42%)
 +
| Energy Neutralizers, Tracking Disruptors
 
|-
 
|-
| '''Amarr Empire''' || EM || Thermal || EM (47%) || Thermal (42%) || Kinetic (7%) || Explosive (4%)
+
| [[Caldari State]]
 +
| Kinetic / Thermal
 +
| Kinetic (51%) / Thermal (48%)
 +
| ECM
 
|-
 
|-
| '''Caldari State''' || Kinetic || Thermal |Kinetic (51%) || Thermal (48%) || EM (1%) ||
+
| [[Gallente Federation]]
 +
| Kinetic / Thermal
 +
| Kinetic (60%) / Thermal (39%)
 +
| Sensor Dampeners
 
|-
 
|-
| '''Gallente Federation''' || Kinetic || Thermal ||  Kinetic (60%) || Thermal (39%) || EM(1%) ||
+
| [[Minmatar Republic]]
 +
| Explosive / Kinetic
 +
| Explosive (50%) / Kinetic (31%)
 +
| Target Painters
 
|-
 
|-
| '''Minmatar Republic''' || Explosive || Kinetic || Explosive (50%) || Kinetic (31%) || EM (12%) || Thermal (7%)
+
| [[Amarr Empire]] (EDENCOM)
|}
+
| Thermal / EM
 
+
| EM (58%) / Thermal (42%)
Footnote: Rogue Drones have a tendency to vary wildly in what damage type they deal out.  Low-level missions seem to lean towards Electromagnetic/Thermal while high-level missions lean towards Explosive/Kinetic.  Consult reports for the specific mission or exploration site before undocking.  Experienced players may wish to consult http://games.chruker.dk/eve_online/npc_ships.php?supergroup=10&return_to= for damage statistics from the different types of rogue drones.
+
| Energy Neutralizers, Tracking Disruptors
 
 
==Drones (Types and Damage)==
 
 
 
All races have a unique damage type, as do their drones, with the exception of [[Fighters]] that inflict a secondary damage type as well.
 
 
 
 
 
Some players argue that Thermal damage is the most effective overall in missioning and that this phenomenon is noticeable in the price of Gallente drones on the market, followed closely by the Kinetic dealing Caldari drones.
 
 
 
 
 
{| cellpadding="5" cellspacing="0" border="1"
 
 
 
!Race !! Damage Type !! Light Scout !! Medium Scout !! Heavy Attack !! Sentry Drones !! Fighter Drones !! Fighter Secondary<br>Damage Type
 
 
|-
 
|-
| '''Amarr ''' || [[Image:DamageEMP16.jpg]] EM || [http://wiki.eveonline.com/wiki/Acolyte_I Acolyte] || [http://wiki.eveonline.com/wiki/Infiltrator_I Infiltrator] || [http://wiki.eveonline.com/wiki/Praetor_I Praetor] || [http://wiki.eveonline.com/wiki/Curator_I Curator] || [http://wiki.eveonline.com/wiki/Templar Templar] || [[Image:DamageTHE16.jpg]] Thermal
+
| [[Caldari State]] (EDENCOM)
 +
| EM / Explosive
 +
| EM (51%) / Explosive (44%)
 +
| ECM
 
|-
 
|-
| '''Caldari''' || [[Image:DamageKIN16.jpg]] Kinetic || [http://wiki.eveonline.com/wiki/Hornet_I Hornet] || [http://wiki.eveonline.com/wiki/Vespa_I Vespa] || [http://wiki.eveonline.com/wiki/Wasp_I Wasp] || [http://wiki.eveonline.com/wiki/Warden_I Warden] || [http://wiki.eveonline.com/wiki/Dragonfly Dragonfly] || [[Image:DamageTHE16.jpg]] Thermal
+
| [[Gallente Federation]] (EDENCOM)
 +
| EM / Explosive
 +
| Kinetic (58%) / Thermal (42%)
 +
| Sensor Dampeners
 
|-
 
|-
| ''' Gallente''' || [[Image:DamageTHE16.jpg]] Thermal || [http://wiki.eveonline.com/wiki/Hobgoblin_I Hobgoblin] || [http://wiki.eveonline.com/wiki/Hammerhead_I Hammerhead] || [http://wiki.eveonline.com/wiki/Ogre_I Ogre] || [http://wiki.eveonline.com/wiki/Garde_I Garde] || [http://wiki.eveonline.com/wiki/Firbolg Firbolg] || [[Image:DamageKIN16.jpg]] Kinetic
+
| [[Minmatar Republic]] (EDENCOM)
 +
| Kinetic / Explosive
 +
| (Omni) <ref name="omni" />
 +
| Target Painters
 
|-
 
|-
| '''Minmatar''' || [[Image:DamageEXP16.jpg]] Explosive || [http://wiki.eveonline.com/wiki/Warrior_I Warrior] || [http://wiki.eveonline.com/wiki/Valkyrie_I Valkyrie] || [http://wiki.eveonline.com/wiki/Berserker_I Berserker] || [http://wiki.eveonline.com/wiki/Bouncer_I Bouncer] || [http://wiki.eveonline.com/wiki/Einherji Einherji] || [[Image:DamageKIN16.jpg]] Kinetic
 
 
|}
 
|}
  
==Useful links==
+
<small><references>
[[NPC Naming Convention]]
+
<ref name="omni">"(Omni)" means that the ships do all damage types equally, or are equally vulnerable to all damage types.</ref>
 +
</references></small>
 +
</onlyinclude>
  
 +
{{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."
 +
}}
  
==Sources==
+
==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://wiki.eveonline.com/wiki/Damage_types EVE Online Damage Types]
 
  
[[Category:Guides]]
+
[[Category:PvE]]
[[Category:Missioning]]
+
[[Category:NPCs]]
[[Category:WikiCompo]]
 

Latest revision as of 12:28, 13 March 2024

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 overheating 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 breakdown

Attribute tab of the NPC Dagan which you have to fight in the SoE Epic Arc 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 instead 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 maximize 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