Difference between revisions of "NPC damage types"

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==Overview==
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There are four different '''damage types''' in EVE:
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* Electromagnetic (EM)
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* Kinetic
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* Thermal
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* 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.
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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:
 +
* 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.
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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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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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Other weapon types such as smartbombs, bombs and doomsday devices also come in four variations.
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}}
 
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{| class="wikitable damage"
 
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! rowspan=2 |
===Electromagnetic damage===
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! colspan=2 | Native resistance
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.
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! colspan=5 | Weapon damage
 
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|-
Armor has the highest resistance against EM damage, while shields the lowest.
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! [[Shield Tanking|Shields]]
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! [[Armor Tanking|Armor]]
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! [[Turrets#Energy_Turrets|Lasers]]
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! [[Turrets#Hybrid_Turrets|Hybrids]]
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! [[Turrets#Projectile_Turrets|Projectile]]
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! [[Drones]]
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! [[Missile Launchers|Missiles]]
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|-
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| style="text-align:left;" | {{icon|em damage|32|EM damage}} EM
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| style="background-color:#3c0000;font-weight:bold;" | --
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| style="background-color:#003c00;font-weight:bold;" | ++
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| Yes (prim)
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|
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| Yes
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| Yes (Amarr)
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| Yes
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|-
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| style="text-align:left;" | {{icon|th damage|32|Thermal damage}} Thermal
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| style="background-color:#3c1f00;font-weight:bold;" | -
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| style="background-color:#1f3c00;font-weight:bold;" | +
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| Yes (sec)
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| Yes (sec)
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| Yes
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| Yes (Gallente)
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| Yes
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|-
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| style="text-align:left;" | {{icon|ki damage|32|Kinetic damage}} Kinetic
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| style="background-color:#1f3c00;font-weight:bold;" | +
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| style="background-color:#3c1f00;font-weight:bold;" | -
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|
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| Yes (prim)
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| Yes
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| Yes (Caldari)
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| Yes
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|-
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| style="text-align:left;" | {{icon|ex damage|32|Explosive damage}} Explosive
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| style="background-color:#003c00;font-weight:bold;" | ++
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| style="background-color:#3c0000;font-weight:bold;" | --
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|
 +
|
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| Yes
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| Yes (Minmatar)
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| Yes
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|-
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|}
  
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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.
 +
* Thermal damage is not to be confused with heat damage, which is caused by [[overloading]] modules.
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* [[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#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.
 +
* [[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).
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* 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.
  
===Thermal damage===  
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== NPC damage types ==
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.
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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.  
  
Armour has the second highest resists against thermal. Shields have the second lowest resists against thermal.
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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.  
  
Note: Thermal damage is not to be confused with heat Damage which is caused by [[overloading]] modules.
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{| class="wikitable damage npc"
 
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! Faction
 
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! Damage to deal
===Kinetic damage===
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! Damage to resist
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.
 
 
 
Shields has the second highest resists against kinetic. Armour has the second lowest resists against kinetic damage.
 
 
 
===Explosive damage===
 
Explosive damage is the primary damage type of the [[Minmatar]] race. It is also the primary damage type of projectile weapons.
 
 
 
Shields has the highest resistance against explosive damage, while armour has the lowest.
 
 
 
===Electronic Warfare (EWAR)===
 
Some NPC ships use faction-specific electronic warfare (EWAR) modules such as ECM (jamming), tracking disruptors, sensor dampeners, target painters, neuts and NOSes. The [[EWar_101_Guide]] and the [[Capacitor_Warfare_Guide]] explain how these modules work and how to counter them.
 
 
 
==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 missions.  Some missions may have different values, for best accuracy check individual [http://eve-survival.org/wikka.php?wakka=MissionReports mission reports].  If you are not sure which faction a particular mission rat belongs to, please refer to [[NPC Naming Convention]].
 
 
 
 
 
 
 
{| cellpadding="5" cellspacing="0" border="1"
 
!colspan="3"|Damage type to Deal
 
!colspan="4"|Damage type to Resist Against
 
 
! Electronic Warfare
 
! Electronic Warfare
 
|-
 
|-
!Faction !! Primary Damage !! Secondary Damage !! Primary !! Secondary !! Tertiary !! Quaternary !!
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| Angel Cartel
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| Explosive / Kinetic
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| Explosive (62%) / Kinetic (22%)
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| Target Painters
 
|-
 
|-
| '''Angel Cartel''' || Explosive || Kinetic ||Explosive (62%) || Kinetic (22%) || Thermal (9%) || EM (7%) || Target Painter
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| Blood Raiders
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| EM / Thermal
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| EM (50%) / Thermal (48%)
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| NOS/Neut, Tracking Disruptor
 
|-
 
|-
| '''Blood Raiders''' || EM || Thermal || EM (50%) || Thermal (48%) || Kinetic (2%) || || NOS/Neut, Tracking Disruptor
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| Guristas
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| Kinetic / Thermal
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| Kinetic (79%) / Thermal (18%)
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| ECM
 
|-
 
|-
| '''CONCORD''' || Kinetic || Thermal || Kinetic (37%) || Thermal (32%) || Explosive (30%) || EM (29%) ||
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| Mordu's Legion
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| Kinetic / EM
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| Kinetic (70%) / Thermal (30%)
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|
 
|-
 
|-
| '''EoM''' || Kinetic || Thermal || Kinetic (74%) || Thermal (26%) || || ||
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| Rogue Drones
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| (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>
 +
| (varies) <ref name="rogue drones" />
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|
 
|-
 
|-
| '''Guristas Pirates''' || Kinetic || Thermal || Kinetic (79%) || Thermal (18%) || EM(2%) || Explosive (1%) || ECM
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| Sansha's Nation<br />(missions / anomalies)
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| EM / Thermal
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| EM (53%) / Thermal (47%)
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| Tracking Disruptor
 
|-
 
|-
| '''Khanid''' || EM || Thermal || Thermal || EM || || ||
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| Serpentis
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| Kinetic / Thermal
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| Thermal (55%) / Kinetic (45%)
 +
| Sensor Dampener
 
|-
 
|-
| '''Mercenaries''' || Kinetic || Thermal || Kinetic || Thermal || Explosive || EM ||
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| 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>
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| Kinetic / Thermal
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| (Omni) <ref name="omni">"(Omni)" means that the ships do all damage types equally, or are equally vulnerable to all damage types.</ref>
 +
|
 
|-
 
|-
| '''Mordu's Legion''' || Kinetic || EM ||Kinetic (70%) || Thermal (30%) || || ||
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| Equilibrium of Mankind
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| Kinetic / Thermal
 +
| Kinetic (74%) / Thermal (26%)
 +
|
 
|-
 
|-
| '''Rogue Drones''' ||  || See Footnote ||  ||  ||  || ||
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| Khanid
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| EM / Thermal
 +
| Thermal / EM
 +
|
 
|-
 
|-
| '''Sansha's Nation''' || EM || Thermal || EM (53%) || Thermal (47%) ||  || || Tracking Disruptor
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| Mercenaries
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| Kinetic / Thermal
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| Kinetic / Thermal
 +
|
 
|-
 
|-
| '''Serpentis''' || Kinetic || Thermal ||Thermal (55%) || Kinetic (45%) || || || Sensor Dampener
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| Sleepers
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| (Omni) <ref name="omni" />
 +
| (Omni) <ref name="omni" />
 +
| (all)
 
|-
 
|-
| '''Amarr Empire''' || EM || Thermal || EM (47%) || Thermal (42%) || Kinetic (7%) || Explosive (4%) || NOS/Neut, Tracking Disruptor
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| Sansha's Nation<br />(incursions)
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| (Omni) <ref name="omni" />
 +
| (Omni) <ref name="omni" />
 +
| (all)  
 
|-
 
|-
| '''Caldari State''' || Kinetic || Thermal ||  Kinetic (51%) || Thermal (48%) || EM (1%) || || ECM
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| Amarr Empire
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| EM / Thermal
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| EM (47%) / Thermal (42%)
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| NOS/Neut, Tracking Disruptor
 
|-
 
|-
| '''Gallente Federation''' || Kinetic || Thermal |Kinetic (60%) || Thermal (39%) || EM(1%) || || Sensor Dampener
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| Caldari State
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| Kinetic / Thermal
 +
| Kinetic (51%) / Thermal (48%)
 +
| ECM
 +
|-
 +
| Gallente Federation
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| Kinetic / Thermal
 +
| Kinetic (60%) / Thermal (39%)
 +
| Sensor Dampener
 +
|-
 +
| Minmatar Republic
 +
| Explosive / Kinetic
 +
| Explosive (50%) / Kinetic (31%)
 +
| Target Painter
 
|-
 
|-
| '''Minmatar Republic''' || Explosive || Kinetic || Explosive (50%) || Kinetic (31%) || EM (12%) || Thermal (7%) || Target Painter
 
 
|}
 
|}
  
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.
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<small>{{Reflist}}</small>
 
 
==See also==
 
* [[NPC Naming Convention]]
 
  
 
==External links==
 
==External links==
*[http://wiki.eveonline.com/wiki/Missions_guide EVE Wiki: Missions Guide]
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*[http://wiki.eveonline.com/wiki/Missions_guide EVE Online Missions Guide]
*[http://games.chruker.dk/eve_online/damage_types.php Chruker.dk: Damage Types]
+
*[http://games.chruker.dk/eve_online/damage_types.php Damage Types]
*[http://www.ogrank.com/content/view/698/59/ OGRank: Damage Types]
+
*[http://www.eve-ivy.com/oog/missions/rat.html Kelduum's Rat Info]
*[http://wiki.eveonline.com/wiki/Damage_types EVE Wiki: Damage Types]
+
*[http://www.ogrank.com/content/view/698/59/ OGRank]
*[http://eve.aeonoftime.com/index.php/2011/12/09/printable-npc-damage-types-cheat-sheet/ Aeon's Eve: Printable NPC damage types cheat sheet]
+
*[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:Guides]]
 
[[Category:Missioning]]
 
[[Category:Missioning]]

Revision as of 11:45, 7 January 2015

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 Projectile Drones Missiles
EM damage EM -- ++ Yes (prim) Yes Yes (Amarr) Yes
Thermal damage Thermal - + Yes (sec) Yes (sec) Yes Yes (Gallente) Yes
Kinetic damage Kinetic + - Yes (prim) Yes Yes (Caldari) Yes
Explosive damage Explosive ++ -- Yes Yes (Minmatar) Yes

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.
  • 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 focusing 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.
  • 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

Just like player ships, 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 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.

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 electronic warfare; this is also noted in the table below.

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%) NOS/Neut, Tracking Disruptor
Guristas Kinetic / Thermal Kinetic (79%) / Thermal (18%) ECM
Mordu's Legion Kinetic / EM Kinetic (70%) / Thermal (30%)
Rogue Drones (varies) [1] (varies) [1]
Sansha's Nation
(missions / anomalies)
EM / Thermal EM (53%) / Thermal (47%) Tracking Disruptor
Serpentis Kinetic / Thermal Thermal (55%) / Kinetic (45%) Sensor Dampener
CONCORD [2] Kinetic / Thermal (Omni) [3]
Equilibrium of Mankind Kinetic / Thermal Kinetic (74%) / Thermal (26%)
Khanid EM / Thermal Thermal / EM
Mercenaries Kinetic / Thermal Kinetic / Thermal
Sleepers (Omni) [3] (Omni) [3] (all)
Sansha's Nation
(incursions)
(Omni) [3] (Omni) [3] (all)
Amarr Empire EM / Thermal EM (47%) / Thermal (42%) NOS/Neut, Tracking Disruptor
Caldari State Kinetic / Thermal Kinetic (51%) / Thermal (48%) ECM
Gallente Federation Kinetic / Thermal Kinetic (60%) / Thermal (39%) Sensor Dampener
Minmatar Republic Explosive / Kinetic Explosive (50%) / Kinetic (31%) Target Painter
  1. ^ a b 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 Eve-Survival) about the specific mission or exploration site before undocking.
  2. ^ 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.
  3. ^ a b c d e "(Omni)" means that the ships do all damage types equally, or are equally vulnerable to all damage types.

External links