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missile vs hybrid dps

Author
Yoshi Katelo
Signal Cartel
EvE-Scout Enclave
#1 - 2015-01-22 19:24:33 UTC
i made two pve fits in pyfa, a drake with t4 launchers, caldari navy missiles, and a ferox with t4 hybrid guns, caldari navy AM charge.
http://1drv.ms/1zzVUmi

there is a 15-20 percent dps gap in favour for the hybrid fit (267 missile vs 321 gun), even though, i have around 1M sp in missiles, and 150K only in gunnery. so i suppose with the same skill points, the gap would be around 35-40% for the hybrid ferox fit.

why is the gap so big? or why does the missile fit's dps is so small?
does the fact that i have better range with missiles and i can choose damage type worth the dps loss?
Ralph King-Griffin
New Eden Tech Support
#2 - 2015-01-22 19:27:48 UTC
missiles always hit.

always

hence the disparity.
Charlie Jacobson
#3 - 2015-01-22 19:35:12 UTC  |  Edited by: Charlie Jacobson
Guns take more manual piloting, but can apply damage much better than missiles in certain situations. Especially against smaller ships that are far enough away for tracking not to matter too much, but still within optimal range.

Missiles always hit, but they suck at applying their damage against smaller, faster ships. The paper DPS in EFT/Pyfa only shows the damage you'd deal if every shot applied full damage.

There are a lot of differences between guns and missiles, and you're comparing the DPS for the shortest range ammo type for hybrids (antimatter) with missiles, that don't have the same type of range selection in their ammo types.
Chainsaw Plankton
FaDoyToy
#4 - 2015-01-22 19:44:54 UTC
Ralph King-Griffin wrote:
missiles always hit.

always

hence the disparity.


do not.

although as far as missions go missiles will hit far more consistently than guns. plus with heavy missiles a drake will do its damage out to ~60km, where a ferox will likely have to switch ammos to hit at longer ranges. That said medium rail guns are in a pretty strong place right now, and might actually be better. Personally I use guns for almost everything. When I first started people told me to use missile ships, which may have actually been the best decision at the time, but in retrospect there is nothing more boring to fly than a passive tanked missile ship.

@ChainsawPlankto on twitter

Yoshi Katelo
Signal Cartel
EvE-Scout Enclave
#5 - 2015-01-22 19:52:15 UTC
Charlie Jacobson wrote:


There are a lot of differences between guns and missiles, and you're comparing the DPS for the shortest range ammo type for hybrids (antimatter) with missiles, that don't have the same type of range selection in their ammo types.


indeed, i didn't take into account the range modifiers for the gun charges. using lead (about the same range as missiles), the dps of ferox declines significantly
Chris Winter
Bene Gesserit ChapterHouse
The Curatores Veritatis Auxiliary
#6 - 2015-01-22 19:58:10 UTC
Story time!

Heavy missiles used to be awesome compared to the other medium weapon platforms. Everybody used them and they were fantastic. So they got nerfed to be just as bad as the others.

A bit later, CCP decided that the long-range medium weapons (beam lasers, artillery, railguns) were terrible, so they buffed them significantly. However, they did not also buff heavy missiles at the same time. So now heavy missiles are still terrible and all the other medium long-range weapon systems are awesome.

The End.
Medio Morde
Army of n0ne
#7 - 2015-01-22 21:05:09 UTC  |  Edited by: Medio Morde
One factor to consider is that with missiles you can select your damage type. This is huge. If you have hybrid weapons you have no choice but to shoot into kinetic and thermal. Whereas with missiles you can apply more DPS by not splitting your damage type and only shooting into someone's resistance hole. This is where the main skill of using missiles while piloting is involved. With guns you have to spend some time how manually pilot in order to better apply your DPS, while with missiles it's more about understanding the enemy ship and what damage type is best to use against it.

I offer an example. If you are fighting a Tech1 ship that is lets say kite fit with a shield buffer, what missiles would you use? Most people would say Mjolnr missiles to take advantage of 0% tech 1 resist to EM in shields. That is a good assumption but experience will tell a different story. In most cases, using thermal missiles will be far better. Why is that true if thermal has a 20% base resist while EM has a 0% base resist? Because most people will fit an ant-em rig which will increase their EM resist to 30%, now making thermal their lowest resists in shield. So you have to weigh the options, you can shoot thermal where you know you will lose 20% of your damage, or gamble and shoot EM where you MIGHT lose 30% of your damage. An experienced PVPer will look at the killboard of the enemy ship and find a lossmail of theirs in the ship they are currently in to help better your chances of what the best missile to shoot is.

There is a reason the golem was banned out of alot of alliance tournament matches. I feel that missiles are underappreciated due to EFT warriors everywhere. As was said before DPS on paper (eft) is not how you should base your fits, applied DPS is what is more important. You can much more reliably apply DPS in a fight without too much maneuvering using missiles than you can using turrets. This frees up all your piloting to be focused on surviving rather than applying damage.
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#8 - 2015-01-22 21:30:27 UTC
A few things:

1. Check out the ranges on your weapons. Your heavy missiles are hitting at longer ranges than your railguns. Load up hybrid ammo that matches your missile range, and the difference in damage will decrease.

2. The DPS listed there is theoretical, not applied. Turrets have an easier time applying damage to targets at longer ranges whereas missiles will do the same damage to targets far away as they do to targets close in.

3. Turret damage is variable (random component influenced by range and tracking) and dependent on your own ship motion. Missile damage is less variable (no random component) and is not dependent on your own ship motion.

Heavy missiles are in a bad spot right now, but overall missiles and turrets are just different. It's hard to just look at raw DPS numbers like that and get a good feel for which is going to do more damage.

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

Chris Winter
Bene Gesserit ChapterHouse
The Curatores Veritatis Auxiliary
#9 - 2015-01-22 21:43:29 UTC
Medio Morde wrote:
One factor to consider is that with missiles you can select your damage type.

In theory, yes. In practice, CCP insist on putting damage-type-specific bonuses on missile ships, largely wiping out any benefit to being able to select damage type and making it usually better to shoot the bonused damage type unless you know your opponent has a very large hole.
Jazmyn Stone
Perkone
Caldari State
#10 - 2015-01-23 00:48:24 UTC
I'm just going to present my data, you can interpret it any way you wish:

I used to run the Drake exclusively in L3s . . . until they nerfed it. Didn't matter as I was doing L4s.

With the buff to the Ferox, and rails, I said good bye to the Drake, and now only use the Ferox (in L3s).


With the Ferox: (MR703, MH805, RF903) (4 X MFS T2)

250mm T2 rails, Caldari Antimatter - 608dps, fall off range within 42km, optimal range within 27km.
with script: fall off range within 50km, optimal range within 31 km.
Caldari Thorium - 455dps, fall off range within 62km, optimal range within 47 km.
with script: fall off range within 73km, optimal range within 54 km.



With the Drake: (MP703, GP803, TN903, RL1003) ( 4 X BCU T2)

HML T2. Caldari Scourge - 402dps, 60km
Fury Scourge - 472dps, 45km
Caldari Mjolnir - 268dps, 60km


I like the Ferox so much more than the Drake.

-Jaz

Always remember Tovil-Toba, and what was done there.

Atomeon
Federal Navy Academy
Gallente Federation
#11 - 2015-01-23 01:00:46 UTC
Jazmyn Stone wrote:

Fury Scourge - 472dps, 45km
Caldari Mjolnir - 268dps, 60km


Caldari Mjolnir seems low damage, is the same as Caldari scourge damage? Cause Drake has bonus dmg on kinetic missiles.
Chris Winter
Bene Gesserit ChapterHouse
The Curatores Veritatis Auxiliary
#12 - 2015-01-23 04:34:58 UTC
Atomeon wrote:
Jazmyn Stone wrote:

Fury Scourge - 472dps, 45km
Caldari Mjolnir - 268dps, 60km


Caldari Mjolnir seems low damage, is the same as Caldari scourge damage? Cause Drake has bonus dmg on kinetic missiles.

Mjolnir is EM damage, not kinetic.
Kitty Bear
Deep Core Mining Inc.
Caldari State
#13 - 2015-01-24 11:16:01 UTC
Yoshi Katelo wrote:
i made two pve fits in pyfa, a drake with t4 launchers, caldari navy missiles, and a ferox with t4 hybrid guns, caldari navy AM charge.
http://1drv.ms/1zzVUmi

there is a 15-20 percent dps gap in favour for the hybrid fit (267 missile vs 321 gun), even though, i have around 1M sp in missiles, and 150K only in gunnery. so i suppose with the same skill points, the gap would be around 35-40% for the hybrid ferox fit.

why is the gap so big? or why does the missile fit's dps is so small?
does the fact that i have better range with missiles and i can choose damage type worth the dps loss?


Check and list the DPS calculation for the hybrids with ALL the charges
Caleb Seremshur
Commando Guri
Guristas Pirates
#14 - 2015-01-24 14:45:11 UTC
Ralph King-Griffin wrote:
missiles always hit.

always

hence the disparity.


That's wrong and there's 14 pages of debate to prove it. Try again.