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Ships & Modules

 
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Weapon damage

First post
Author
Stampela Binchiette
Astral Mining
Astral Industries
#1 - 2013-11-30 19:04:13 UTC
Now, please don't laugh.
So, the tutorials are nice, the first 3 parts (takes time to watch all of them) of Scott Manley's video tutorial are nice too, but I have absolutely no clue on how to understand weapon damage! I look at the numbers, and gather that, for example, a 150mm rail gun does 0.6hp of damage per hit, while the dual 1000mm capital rail does ... I forgot, but like less than 10hp per hit. No matter what, it's obvious I don't read them right.
So what I'm asking is how to understand how much base damage a weapon will do, before purchasing and fitting it. Would be very appreciated, thanks.
Schmata Bastanold
In Boobiez We Trust
#2 - 2013-11-30 19:31:28 UTC
Download EFT or EveHQ or pyfa - those are tools made by players for testing fits outside of game. You choose ship, put modules on it, load ammo and stats will show how everything works together with your actual or theoretical skills.

Invalid signature format

Schmata Bastanold
In Boobiez We Trust
#3 - 2013-11-30 19:41:10 UTC  |  Edited by: Schmata Bastanold
Just to make your start in Eve more painful :)

Weapon has some base damage but it is modified by ammo you load / skills you have / bonuses of your ship / fleet bonuses / drugs / effects of wormhole you are in and how fast your target is and how big and how far away from you and what is direction of his movement and how much of resistance he has against damage type you are trying to inflict on him.

So basically stats of a gun are pretty much least important in this whole shooting business.

Everything in Eve takes practice and experience. You have to do former to gain latter. And those tools I mentioned will help you practice fitting of ships but only as for paper statistics. You will have to undock and shoot something to really learn how it all comes together.

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Ocean Pollen
Imperial Academy
Amarr Empire
#4 - 2013-11-30 19:54:28 UTC  |  Edited by: Ocean Pollen
You don't need to know how much damage a turret does. These are questions you should ask when selecting between turrets, arranged from least to most arguable:

1. What meta level is this? T2 is the best in every way. Meta 4 is better than meta 3 in every way, and so on. Turrets don't have deceptive meta levels like other mods, meta levels don't have arguable uses like the 'inferior' guns I talk about next in #2, and faction turrets suck. Get the highest meta level you can afford, stopping at 5.

2. How hard is this to fit? Turrets have an easiest-to-fit, lowest-range, best-tracking, lowest damage ... hardest-to-fit, worst tracking, highest damage spectrum. You generally want the harder to fit guns. Unless you can't fit them and still do anything else, in which case you want the next best thing. If you've never fired these guns before and are totally lost, pick the middle ground, but still remember you should want the harder-to-fit stuff.

3. Is this for people or cardboard cutouts of people? Unless you know better, short-range types of guns (pulse, autocannons, blasters) are for capsuleers and the other kind are for rats.

There, now you can fit every turret boat in the game!
Malcanis
Vanishing Point.
The Initiative.
#5 - 2013-11-30 20:05:19 UTC
Stampela Binchiette wrote:
Now, please don't laugh.
So, the tutorials are nice, the first 3 parts (takes time to watch all of them) of Scott Manley's video tutorial are nice too, but I have absolutely no clue on how to understand weapon damage! I look at the numbers, and gather that, for example, a 150mm rail gun does 0.6hp of damage per hit, while the dual 1000mm capital rail does ... I forgot, but like less than 10hp per hit. No matter what, it's obvious I don't read them right.
So what I'm asking is how to understand how much base damage a weapon will do, before purchasing and fitting it. Would be very appreciated, thanks.


Weapons generally don't do any "base" damage; ammunition does base damage, and weapons have multipliers to that damage.

So pick your ammo and work from there.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Ocean Pollen
Imperial Academy
Amarr Empire
#6 - 2013-11-30 20:15:46 UTC
Malcanis wrote:
[quote=Stampela Binchiette]Weapons generally don't do any "base" damage; ammunition does base damage, and weapons have multipliers to that damage.

So pick your ammo and work from there.


a * b = b * a

If all the numbers were adjusted so that turrets now have base damage and ammo all have multipliers, the game would function identically to how it does now, and you would go about deciding on which guns to fit on your ship in exactly the same manner as you do now. It would be like a reverse mirror universe, where your doppleganger has the same handedness as you!
Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#7 - 2013-11-30 20:57:38 UTC
Unless you have a very special talent, you will never be able to compute exactly how much damage per second you will do with a given weapon, ammunition, skills, extra modules, rigs, etc. in your head. Use a fitting tool like EFT or Pyfa to find out even before you commit to buying a particular set of weapons.
Termy Rockling
Sebiestor Tribe
Minmatar Republic
#8 - 2013-11-30 21:19:54 UTC
For "normal" use you dont need to know the exact numbers.
You can just use the biggest blaster/artillery/missile or whatever other weapon you are planning for.
The main decision is on the gun type, projectile/missile/hybrid/laser
And the subtype, short / long range weapon (autocannon/artillery etc)

After the ship is assembled with various modules you just get what dps you get.
And as others have pointed out EFT/pyfa do all the math for you and you can mess around with all kinds of weapons/systems.
Stampela Binchiette
Astral Mining
Astral Industries
#9 - 2013-11-30 22:48:22 UTC
Absolutely fascinating. So my beloved tungsten charges are... subtle, lets put it like that, while the antimatter do pack a punch. ETF now even makes sense and shows me the best range for my fit.
I will prefer higher meta levels while shopping, but uh, what's a meta level? Aside from a stat some things have.

So far I'm after pirates, and mostly mission ones so I guess I should go for rail guns.
kurage87
EVE University
Ivy League
#10 - 2013-11-30 23:44:49 UTC  |  Edited by: kurage87
If you are a newbro who isn't being bankrolled by a bittervet, buy meta 3 gear. Meta 4 is usually very expensive and definitely not worth buying for new players. Meta 3 is only very slightly worse and about 1/10th the price. You find out the meta level of a thing by looking at the show info tab.

Edit: Meta level is kinda like tech level. You have the basic item, like Stasis Webifier I. Then you have four variants, all with different names, of meta level 1 to 4 with them getting better as the meta level increases. Then you get tech 2 gear (Stasis Webifier II in this example), which is effectively meta 5.
Stampela Binchiette
Astral Mining
Astral Industries
#11 - 2013-12-01 16:20:28 UTC
Thanks, this is more useful than I'd thought as it makes picking one of the weirdly named variations less of a nightmare.
The Protato
Deep Core Mining Inc.
Caldari State
#12 - 2013-12-01 17:25:13 UTC
Ocean Pollen wrote:
1. What meta level is this? T2 is the best in every way.


Incorrect. T2 modules take heat damage far quicker and in higher amounts than meta, faction or deadspace.