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Mysteries of dps and damage per hit

Author
elitatwo
Zansha Expansion
#1 - 2016-05-15 08:32:23 UTC  |  Edited by: elitatwo
First things first, this is a long wall of text with math examples which I round to more "round" numbers so you can follow.
There is no to long to read I can give you, sorry.

About turrets and small to heavy and sentry drones:

I'll start with the basics, optimal and falloff range.

Optimal range is the range your turret can do 100% damage. Falloff range gets added ontop of the optimal range and where your turrets lose up to 50% damage.
At exactly optimal range + 2x falloff range your turret damages reduces to 0% damage.

Now a super secret tricky part, all turrets, small to heavy and sentry drones can do "smashing", "wrecking" and other "named" shot which all accure in falloff range and can do up to 150-300% damage.

But sometimes turrets "miss" and do 0 damage at all.

I am using an artillery fit tornado for this example and I'll round the numbers a bit, so it's not too weird to follow.

This tornado with 1400mm artilleries may show you they do 10000 hp damage at a short-ish optimal range but getting into falloff range, they could do up to 30000hp damage if all turrets are doing a "wrecking" shot.

Assuming the turrets are in one group and as such all fired at once.


A little bit about missiles, the stepchildren of weapon systems in EVE

If we can look beyond the naming, missiles in EVE are nothing more than one time use drones, which have a hard, short life and mistakenly often get names(tm).

The maximum damage a subcapital ship can do with missiles is ~8800 hp damage, assuming a Golem with a group of 4x torpedo launchers and they all get there in the first place and the target has 0% resistance (a polarized gun boat maybe, that doesn't move and has a signature radius of > 50000 lightyears).

The difference being that no missile in EVE can or will ever do 100% damage. More about sad things later.


About dps or why do I even talk about this, dps is everything right?

I'm afraid it's not that simple.

I see people too often raging about fitting like 4 or 5 magstabs or ballistic controls on one ship and then wonder why their (insert a value of phantasy number here) dps doesn't do more then expected.

More is better(er), right?

The fitting screen you see when you fit a ship shows you a lot of numbers. Most people only look at a (not the!) dps value and even tornado pilots wonder why the dps value does not "fit" their expectations.

Since I don't fly minmatar, I will assume that an artillery fit tornado "only" gets ~500 or 550 dps.

That will sound really low-ish for aspiring tornado pilots, whom only want to kill stuff with their turrets.

Remember the example from earlier?

That tornado with the rounded number can do up to 30000hp damage with one shot.

And here's the thing that is bothering all the tornado pilots alike, artillery guns have the longest cycle time of all subcaptial turrets.
In that example the cycle time of artilleries is 200 seconds.

Back to the fitting screen all the fitting screen does is this calculation: 10000(hp) : 200(seconds cycle time) = 500(dps).

So what has that ludacris example to do with my dps?

dps or damage per seconds is a value that your fitting screen shows, nothing more, nothing less. And while it is safe to assume that higher is better, EVE doesn't follow.


Of timer ticks and damage per hit



Let's look at frigates for a while, since even the youngest pilot in New Eden can fly one. For the next example I'll choose an Incursus and for this to work I say it does 200dps.

Just to have an easy view of how this dps value is created, I declare that that Incursus does 100 kinetic and 100 thermal damage per second.
So don't hang the messenger just yet, I do know the real values for an Incursus, it is just an example.

This Incursus will now shoot a battleship* - to be continued.

Finally I get to fit one of my favorite battleships - the Apocalypse. Without getting too much into details, since I wrote an essay on how to fit a ship already, I choose mega beam lasers to take the range bonus for full effect and the yellow standard crystals.

For everyone who doesn't fit 8 heatsinks on an Apocalypse and 2 shield extenders for whatever reasons(tm), the expactations on battleship damage are high, the result rather "low".

In this example Apocalype is fitted with 8x mega beam lasers but the fitting screen only shows 450dps.

Wait what?

Didn't that Incursus from earlier do 200dps already? And shouldn't that battleship do at least a bajillon dps??

Dreams and speculations aside, that 450dps is created the following, 1350hp EM damage and 1350hp thermal damage, every 6 seconds.
Or in better words, if grouped together, those 8x mega beam lasers with yellow crystals can do up to 2700hp damage in optimal range or up to 8100hp damage in falloff - ouch.

This looks a bit more battleship like.

Just to soften the suspence, that Incursus didn't win the fight in my example because it was hit in falloff by a wrecking shot at ~88km range and didn't have enough ehp to survive that shot.


Again, why is this important and why do you spoil my dps?!!

The server EVE is running on operates in timer ticks and to give with Australia a fighting chance to compete, it is set to one second or 1000 milliseconds.

If we compare medium pulse lasers with the same crystals (the yellow ones for arguments sake), pulse lasers always do much more damage than medium beam lasers - so to hell with those, right?

Hold on, here's another thing, medium pulse lasers do exactly 50% damage per hit that medium beam lasers would, just in half the time, resulting in a higher dps value but not more damage.

-page one-

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elitatwo
Zansha Expansion
#2 - 2016-05-15 08:32:54 UTC  |  Edited by: elitatwo
But isn't more dps just always better than one hit?

No, it is not.

Since EVE and timer tick have a large influence on everything, it is not always better to have more dps than damage per hit (or cycle time of the turret, or rate of fire).

It is the difference of short and long range turrets.

Short range turrets like air contitions- erm autocannons, blaster and pulse lasers have short range and cycle times than long range turrets but they do less damage per cycle than long range turrets - execpt for large railguns, which didn't get the memo yet.

My next example is something I did very often since the pirate ship changes hit SiSi and always to the surprise of aspiering Orthrus pilots.

Since I like kiting and Orthruses are basically meant for kiting, I use medium beam lasers on my favorite pirate boat.
And yes, I hear you screaming, "why u use beams, pulses do much more dps..and tracking..".

I just like long range projection and who wouldn't like to do 290dps at 64/78km range?

"Oh noes, that's much too low and stuff(tm)". (Or is it?)

Since their introduction, rapid light missile launchers as often used on Orthruses, so my next example isn't so far fecht.

I am accelerating my Phantasm to the ludacris speed of 1432m/s and an Orthrus is headed my way with much more speed, preparing for an easy kill.
I switch to Aurora M and start shooting as he approaches 70km - 768hp damage done, 688hp damage done, 696hp damage done.
At ~60km I switch to the yellow ones and have a point on me - scary, whatever will I do?

I am flying away from the Orthrus, still at 1432m/s, unable to escape the bonused point range, I am doomed it seems but the buffer on that Orthus is now only 20% strong and it doesn't look like he is going to win, so he makes a 180° turn and starts to bail.
Now I turn around too and my active tank is holding just fine and still hammer him with ~650hp damage hits - ouch!!

He warps in very low structure.

So my "low" 290dps was enough to force him off but how?

That 290dps is created by 695hp EM and 295 thermal damage, resulting in ~1000hp damage per hit (cycle time or alpha).

Values my vary on the Phantasm but I only had 2x heatsinks on. I have seen 3x or even 4x heatsink fits and while I do understand 3x heatsinks the 4th is a wasted lowslot.

While 290dps seems low and a pulse laser fit will do 580dps on the same ship, you can only do it up to 25km and I like to hurt stuff at much longer range, where tracking starts to get less relevant.

By the way, when you switch to Gleam M that beam laser fit goes up to 590dps and ~4000hp alpha.

It should be clear now that "low" dps doesn't mean low damage.


With that out of the way, what am I talking about? dps = dps

More or less.

That damage per hit and damage per seconds comes to play when you shoot stuff. When you have a one time only 1 vs 1 cruiser vs cruiser and you both happen to fly the same ship but one of you is using short range guns and the other one long range guns, you are up for a surprise.

I had some of those on SiSi and I was fighting a pulse laser Phantasm with my beam laser Phantasm.

Now you would assume that a 580dps boat would just kill a 290dps boat but that didn't happen. What happened was that the "low dps" beam turrets did more damage per hit than the pulse lasers did even though you would assume that the pulses had a much better chance to winning but here it get's tricky and here comes how timer tick come to play.
Both of us were active tanked and repping of course but due to the fact that beams do more damage per hit than pulses, the shield booster of the pulse fit had a much harder time keeping up with the incoming damage than I did.

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Sheeth Athonille
Rabid Dogz Mining
#3 - 2016-05-15 09:15:25 UTC
You say that wrecking and smashing hits and whatnot only happen in falloff? I'm 99% certain I've had them happen within optimal...

Your arguments seem to boil down to, more range means I can hit them sooner. If the Orthrus had been in closer from the start, you likely would have lost. I'd imagine it's the same with the Phantasm.

I'm also not entirely sure that server ticks play a huge role in this, simply because most things in even cycle on whole second increments. So as long as they're cycling on full second increments, their numbers don't get shifted at all.

Yes, high alpha has application (ganking and to get around logi being the most obvious), but in most fights (all else being equal) higher dps is more important than higher alpha.
elitatwo
Zansha Expansion
#4 - 2016-05-15 09:34:31 UTC
Sheeth Athonille wrote:
You say that wrecking and smashing hits and whatnot only happen in falloff? I'm 99% certain I've had them happen within optimal...


I said can it is very random and for me they usually happened more often in the beginning of falloff. If they happened more often in optimal range for you, that is awesome.

Unlucky for us, we can't influence what this random dice roll does until we look in the logs. So far I can only tell what my experiences tell.
I can change it, when more people say it is so.

Sheeth Athonille wrote:
Your arguments seem to boil down to, more range means I can hit them sooner. If the Orthrus had been in closer from the start, you likely would have lost. I'd imagine it's the same with the Phantasm.


Nope. You can ask around, the starting range was always very irrelevant. We can always hash this out on SiSi if you want?

Sheeth Athonille wrote:
I'm also not entirely sure that server ticks play a huge role in this, simply because most things in even cycle on whole second increments. So as long as they're cycling on full second increments, their numbers don't get shifted at all.

Yes, high alpha has application (ganking and to get around logi being the most obvious), but in most fights (all else being equal) higher dps is more important than higher alpha.


Imagine you flying a pulse laser boat and you hit a shield tank. Your gun cycle time is low and so is the shield booster cycle time. Now imagine beams hitting you for twice and much but server timer tick increase the cycle time of that shield booster (an overheated large shield booster has a cycle time of 3.2 seconds and 4 seconds for the server) and before the next shield booster cycle cycles another hit from those beams hit you.

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Amanda Chan
Garoun Investment Bank
Gallente Federation
#5 - 2016-05-15 10:00:40 UTC  |  Edited by: Amanda Chan
elitatwo wrote:

The difference being that no missile in EVE can or will ever do 100% damage. More about sad things later.


I find this statement rather erroneous. It is easier to make a comp that applies 100% damage with missiles then it is with guns.

Examples below, for the sake of simplicity assume all level 5 skills.

Navy Raven fit with 2x T2 Rigor,1x T2 Flare and Using Fury cruise missiles.
That missile has a 210 explosion radius and 104.4 explosion velocity.

Anything with a sig radius bigger then 210 and slower then 104 m/s will take 100% damage.

So let's take your Orthrus example. 120 sig radius and 306 m/s base speed.
Add 1 T2 target painter. First one is +37.5% to sig radius. Now the Orthrus has 165 Sig radius
Add 2nd T2 TP. The 2nd module is only 86.9% effective so that's +32.5875% to sig radius. It now has a 218.77375 sig radius.

Now this poor Orthrus with only a MWD has wandered in front of a Vindicator with 90% webs and a scram. It's been reduced to 30.6 m/s speed.

Guess what. This Orthrus will now take 100% damage from Fury Cruise missiles.

Edit:

While roaming Vindicators and Navy Ravens are...well usually not commonly seen. This example is just to show that you can apply 100% missile damage.

I'm too lazy to do the math again but just assume a roaming gang of HAM Sacrileges, Armor Hyuginns and some armor logi. Conceivable, Achievable and yes will apply 100% missile damage to almost anything it catches.
W0lf Crendraven
The Tuskers
The Tuskers Co.
#6 - 2016-05-15 23:24:42 UTC  |  Edited by: W0lf Crendraven
Im sorry but your argument is crap. More dps IS more damage. The only thing you decribe is applied damage and not paper dps, more applied dps is more damage. Its as simple as that. Damage per shot has almost nothing to do with it.

Pulse lasers do 0 dps at 70km, obviously beams are better there. (also medium beams do flat out more dps then pulse)


The only interesting thing about alpha is that for the duration between shot one and shot two you double your dps because the first shot has no rof and is instant, this heavily favours alpha although it only really comes into play in the frigate meta. Take a thrasher, with 280s it does 308 dps with 1929 alpha at a 6.2 second duration, so you take alpha (i.e damage per shot) and divide it by duration, giving you the dps - 308. Now if you shoot first (which is instant as we all know) and then 6.2 second laters you shoot again you do 3858 in the 6.2 second duration - making your thrasher realistically do 616 dps for 6 seconds.

The reason this is only really important is that in the frig meta ships dont have the ehp to survive many shots, so most thrasher fights are over after 2-3 shots have been fired. This mean sthat while the thrasher does 300dps on paper it in reality does about 400-600dps against frigates.

For cruisers and up it usually doesnt matter because over the course of the fight many many shots get fired and it evens it out, the only thing to take away from it is that alpha ships (most arties) do a little more dps then paper.



So unless you fly a arty ship (and even there) low (applied) dps = low damage.
elitatwo
Zansha Expansion
#7 - 2016-05-16 01:39:16 UTC
A picture says more than a 1000 words.

Since I had to try this out before I write it, this is what happened that night: picture

Most of those are the failed Orthrus with rapid light launcher attempts whom even had links, I did not. You may ask Goons for confirmation because their 16 carriers didn't quite manage either and they gave up after 2 hours of trying.

Just saying.

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This is the law of ship progression!

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Arthur Aihaken
CODE.d
#8 - 2016-05-16 02:24:32 UTC  |  Edited by: Arthur Aihaken
I'm not entirely sure I understand what I just read... but I would like to correct a few inconsistencies.

Missiles are not one-shot drones. Drones have optimal and falloff, and they can and certainly do miss. Missiles can be evaded, smart-bombed and the damage mitigated, but provided the target stays within range they can and always will hit for at least some damage. It is also possible to apply 100% missile damage, although this becomes exponentially harder the smaller the target and the larger the missile type.

The chance of achieving a wrecking shot (3x damage) is something abysmally low (~1%), and as best as I was able to determine is a fixed chance and independent of the type of gun (or drone), tracking, optimal and falloff. The reason guns and drones are popular is that they deliver instant damage over large distances whereas missiles have varying degrees of flight time. I don't think players fit guns with the expectation that they're going to have 3x stated DPS...

More DPS is always better (even with horrible damage application), regardless of rate of fire, alpha or other considerations. Ideally you want the highest DPS possible while still being able to apply a high percentage of this and without completely gimping your fit. If your survival time is measured in seconds, DPS is usually a moot point anyway.

Tornados are popular because their high alpha is geared towards ganking ships with one shot, and their lifespan is typically measured in the time it takes CONCORD to arrive. The same is also true to some extent for Catalysts and Thrashers, but they depend on a high cyclic DPS rather than alpha.

I am currently away, traveling through time and will be returning last week.

Zhilia Mann
Tide Way Out Productions
#9 - 2016-05-16 04:35:33 UTC  |  Edited by: Zhilia Mann
It's been widely accepted for years that wrecking shots always have a chance of occurring and are in fact the last to be eliminated in falloff.

Normal damage distribution on guns is between 51% and 150% of listed damage with a 1% chance of wrecking for 300%. The highest quality hits are the first to be lost to falloff/transversal, but wrecking hits are paradoxically the lowest quality hit.

How does this work?

Chance to hit, as I hope we all know at this point, is determined as:

\textup{Chance to hit} = .5^{\left (\frac{\omega \cdot 40000}{accuracy \cdot signature} \right ) ^2+ \left (\frac{distance - optimal}{falloff} \right )^2}

This will return a number between 0 and 1. As the exponent approaches 0 the entire function approaches 1. As the exponent approaches infinity, the entire function approaches 1.

So now we have a number between 0 and 1. We roll a die, which returns an integer between 0 and 100, which we promptly divide by 100. If the result is below our chance to hit, the shot hits. The die is also linked to hit quality, where the values .01 to 1.00 correspond to 51% to 150% hits respectively, and 0 represents a wrecking hit.

I built you a spreadsheet to play with. The two worksheets should be self-explanatory.

Edit: I don't suppose for times like these we could have something nice like latex support on the forums? No? Ok, then everyone gets to read code instead.

Edit 2: If you want a single formula for expected damage, I think this should work: \textup{Expected Damage} = \textup{Optimal Damage} \cdot \left ( 3 \cdot 0.01 + \left ( 0.5 + \textup{Chance to hit} \right)/2 \right )
W0lf Crendraven
The Tuskers
The Tuskers Co.
#10 - 2016-05-16 05:59:47 UTC
elitatwo wrote:
A picture says more than a 1000 words.

Since I had to try this out before I write it, this is what happened that night: picture

Most of those are the failed Orthrus with rapid light launcher attempts whom even had links, I did not. You may ask Goons for confirmation because their 16 carriers didn't quite manage either and they gave up after 2 hours of trying.

Just saying.


Did you link a wrong picture?


Also its irrelevant, if you do more applied dps then the orthrus whith more ehp/(dps- enemy tank) then him you chase him off, that has nothing to do with dps vs damage per hit or other such things.

Dps is just damage per hit/duration.

Nalia White
Tencus
#11 - 2016-05-16 12:34:08 UTC  |  Edited by: Nalia White
about wrecking shots:

i know it is theoreticaly possible to get wrecking shots as long as you are in optimal + 2x falloff. i play eve for a long time now but i only saw wrecking hits on drone or ungrouped guns. I never saw a wrecking shot when i had guns grouped. did someone of you actualy land a wrecking shot with grouped guns?

Would be time to play the lottery.

edit: i remember one time i landed a smashing hit onto some frigate with my 280mm arty svipul at 35km which is way out in second falloff.

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elitatwo
Zansha Expansion
#12 - 2016-05-16 19:08:29 UTC
Nalia White wrote:
about wrecking shots:

i know it is theoreticaly possible to get wrecking shots as long as you are in optimal + 2x falloff. i play eve for a long time now but i only saw wrecking hits on drone or ungrouped guns. I never saw a wrecking shot when i had guns grouped. did someone of you actualy land a wrecking shot with grouped guns?

Would be time to play the lottery.

edit: i remember one time i landed a smashing hit onto some frigate with my 280mm arty svipul at 35km which is way out in second falloff.


This is another observation and you are right, I didn't get any wrecking shot with either of my turret boats recently only penetrating and smashing ones but only in the first falloff.

My guess is that they group that shots and if one turrets gets a wrecking shot and another one misses then they combine them to a smashing.
I saw those often last week when I flew my Nightmare and alpha-ed Blood Raider battlecruisers (they have 4500hp).

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elitatwo
Zansha Expansion
#13 - 2016-05-16 19:18:57 UTC
W0lf Crendraven wrote:
Did you link a wrong picture?


No silly, I was looking for the marks after 3 hours killing Orthruses, Cynabels and whatever else they could think of to nuke me of the field.
I made this picture when I got cap boosters since my few ran out.

W0lf Crendraven wrote:
Also its irrelevant, if you do more applied dps then the orthrus whith more ehp/(dps- enemy tank) then him you chase him off, that has nothing to do with dps vs damage per hit or other such things.

Dps is just damage per hit/duration.


This is what I am saying and you already know all this, but not everyone else. Believe me I have the greatest respect for the Tuskers, each and every single one of you, kudos to you.

I wrote this because I thought there is some confusion going on amongst newer pilots, after seeing some really weird fits out there after "analyzing them" thoroughly.

Was an afterthought of my fitting post. Sorry for making those.

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Dark Lord Trump
Infinite Point
Pandemic Horde
#14 - 2016-05-16 19:56:30 UTC
[quote=elitatwo]Optimal range is the range your turret can do 100% damage. Falloff range gets added ontop of the optimal range and where your turrets lose up to 50% damage.
At exactly optimal range + 2x falloff range your turret damages reduces to 0% damage.

Now a super secret tricky part, all turrets, small to heavy and sentry drones can do "smashing", "wrecking" and other "named" shot which all accure in falloff range and can do up to 150-300% damage.
/quote]
This is false. At optimal+2x range your chance to hit is reduced to 6.25%. At optimal+3x range it goes down to 0.2%.
Also, the chance for a critical hit decreases as your target moves out of optimal range.

Source: http://wiki.eveuniversity.org/Gunnery_Guide

I'm going to build a big wall that will keep the Gallente out, and they're going to pay for it!

Zhilia Mann
Tide Way Out Productions
#15 - 2016-05-16 20:04:25 UTC
Dark Lord Trump wrote:

Also, the chance for a critical hit decreases as your target moves out of optimal range.

Source: http://wiki.eveuniversity.org/Gunnery_Guide


No it doesn't. The page you link makes no such claim, and a page it links to directly -- this one -- contradicts this statement.

See above; wrecking -- or "critical" if you insist -- hits are the last to do, not the first.
Arthur Aihaken
CODE.d
#16 - 2016-05-16 20:46:22 UTC
Zhilia Mann wrote:
See above; wrecking -- or "critical" if you insist -- hits are the last to do, not the first.

I still don't understand most of your post, but I enjoyed reading it.

I am currently away, traveling through time and will be returning last week.

Dark Lord Trump
Infinite Point
Pandemic Horde
#17 - 2016-05-16 21:11:55 UTC
Zhilia Mann wrote:
Dark Lord Trump wrote:

Also, the chance for a critical hit decreases as your target moves out of optimal range.

Source: http://wiki.eveuniversity.org/Gunnery_Guide


No it doesn't. The page you link makes no such claim, and a page it links to directly -- this one -- contradicts this statement.

See above; wrecking -- or "critical" if you insist -- hits are the last to do, not the first.

"Note that, broadly speaking, as your chance to hit decreases your chance of doing high-damage, good hits ('wrecking' shots, and so on) also decreases."
I'd say it makes such a claim, and the page YOU linked just says that you'll see more wrecking shots as your chance to hit decrease, but it doesn't actually increase the number of wrecking shots. It increases the conditional probability, not the probability.

I'm going to build a big wall that will keep the Gallente out, and they're going to pay for it!

Zhilia Mann
Tide Way Out Productions
#18 - 2016-05-16 22:10:34 UTC
Dark Lord Trump wrote:

"Note that, broadly speaking, as your chance to hit decreases your chance of doing high-damage, good hits ('wrecking' shots, and so on) also decreases."


Ok; time to admit I somehow didn't see that.

Then I'll change my assertion: that particular statement is wrong. The chance of doing high quality normal hits goes down with chance to hit. However, the chance of wrecking hits is independent of the chance to hit.

Dark Lord Trump wrote:
I'd say it makes such a claim, and the page YOU linked just says that you'll see more wrecking shots as your chance to hit decrease, but it doesn't actually increase the number of wrecking shots. It increases the conditional probability, not the probability.


And that's totally consistent with what I'm saying. You don't get more wrecking hits as chance to hit goes down; you get the same number. Again, they're independent of chance to hit (effectively; this only really changes at under 1% chance to hit).
Arthur Aihaken
CODE.d
#19 - 2016-05-16 23:24:45 UTC
I have a practical question then: How does one reduce the amount of poorer quality hits (ie: grazing) - or is there even a way to accomplish this? Are we relegated to random chance for the regular occurrence of 50-150% shots? I'm not even taking about the 300% wrecking shots here...

I am currently away, traveling through time and will be returning last week.

elitatwo
Zansha Expansion
#20 - 2016-05-16 23:34:48 UTC
Arthur Aihaken wrote:
I have a practical question then: How does one reduce the amount of poorer quality hits (ie: grazing) - or is there even a way to accomplish this? Are we relegated to random chance for the regular occurrence of 50-150% shots? I'm not even taking about the 300% wrecking shots here...


Now I have to admit, I really don't know. I do however assume that those happen when tracking comes into which I didn't go into detail because there are sites for already.
If I take my Nightmare I get those when I am too close for my tachyons to hit and maybe one of the four "graze" something for low damage.

The client shows 3 missing shots and one hit but if thats accurate I can't tell. I have seen all combinations of one or two or three turrets missing and doing only 400 damage.

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