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EVE New Citizens Q&A

 
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Ship DPS

Author
Sinhala Arthie
#1 - 2012-01-18 12:15:34 UTC
Hi folks,

The fitting window provides a DPS indication, but I was wondering if it's calculated upon thermal/kinetic/etc. values of the installed weapons, or merely serving as a aproximative indication.

Different weapons or ammunitions, do different damages, and ships have different resistances to damage types, so mixing weapons/ammo is recommended to increase chances to having the correct type of weapon, but what can be used to have a decent idea of the overall damage of a fit in a glance?

This is Starbuck, repeat, this is Starbuck! I'm a friendly! We're all friendlies! So lets just...be friendly!

Kahega Amielden
Rifterlings
#2 - 2012-01-18 12:36:56 UTC  |  Edited by: Kahega Amielden
Quote:
The fitting window provides a DPS indication, but I was wondering if it's calculated upon thermal/kinetic/etc. values of the installed weapons, or merely serving as a aproximative indication.


How is this relevant? If you're doing 8 kinetic and 12 thermal, then you're going to be doing 20 damage. Resistances don't factor into it. 20 damage is 20 damage and any reduction depends on the ship you're firing at.

fitting window DPS is simply damage per shot / rate of fire.

Quote:
Different weapons or ammunitions, do different damages, and ships have different resistances to damage types, so mixing weapons/ammo is recommended to increase chances to having the correct type of weapon, but what can be used to have a decent idea of the overall damage of a fit in a glance?


No, that is most certainly not recommended. Mixing weapons is an absolutely awful idea - the differences in tracking and range will mean that you will never be in an optimal situation where you can maximize damage...and ships only get bonuses to one weapon system (Save the Typhoon).

Mixing ammo is equally awful for the same reasons unless they have the exact same statistics aside from damage type (some projectile ammo, and missiles when not on a ship that provides a bonus to a specific damage type). Even then it's pretty much pointless; on average you'll do the same damage either way. I've never seen anyone bothering to mix, for example, EMP and Fusion (which both have -50% range and do the same damage, but do different damage types).


The only number that depends on resistances is the effective hitpoints number, which assumes an even distribution of damage types (25% thermal, 25% kinetic, 25% EM, 25% explosive).



Most people use third party tools to fit and examine the statistics of ships without having to actually fit them up. EVE Fitting Tool

https://forums.eveonline.com/default.aspx?g=posts&t=24359

and Pyfa

http://www.evefit.org/Pyfa

allow you to fit up ships and check their vital statistics out of game. You can also do fun things like create graphs showing DPS at various ranges against targets moving at varying speeds.

Additionally, you can use EVE's API to import your own skills into either of these applications to make sure, for example, that you can fly the ship with your skills. Finally, you can export fits made in these applications to XML, which can then be imported directly into EVE...Likewise, you can export fits stored in EVE to XML and load them up there.
Petrus Blackshell
Rifterlings
#3 - 2012-01-18 16:56:12 UTC
+1 to not mixing guns or ammo. In general though, it's more of a "don't mix ranges" things in general. Equipping your ship for both long range and short range combat means you're missing out in specialization that would make you superior in one of those areas. I have a blog entry with a shiny illustration of the lost potential here: http://blackshell-eve.blogspot.com/2010/03/how-not-to-dictate-range.html

It's about my frigate killing a destroyer that had uniform guns, but a rainbow of laser crystals equipped rather than uniform crystals. Unfortunately the link to the kill is broken, but the post is still true.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Sinhala Arthie
#4 - 2012-01-18 20:01:23 UTC
Thanks for the tips, I remembered something about mixing guns from the beginners tutorials, maybe I misunderstood something.

Point taken.

This is Starbuck, repeat, this is Starbuck! I'm a friendly! We're all friendlies! So lets just...be friendly!

Nisa Darksoul
Viziam
Amarr Empire
#5 - 2012-01-19 00:50:28 UTC  |  Edited by: Nisa Darksoul
the dps readout is indeed raw applied DPS, actual damage varies with target resistance and size.

+1 to not mixing ranges.
also http://www.dontmixguns.com (apparently this link is broken)

another thing to remember is that you want to fit as many of the same type of weapon as possible before fitting secondary weapons. It's better to have 4 guns and 2 missile launchers on a rupture than 3 and 3.

why, you ask?

because you have a limited number of low slots for weapons upgrades, and fitting 2 gyrostabs with 4 guns and 2 launchers deals more damage than 1 gyrostab and 1 BCU with a 3-3 weapon split.

Also autocannons tend to do more damage than missile launchers anyway :P
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#6 - 2012-01-19 12:30:44 UTC
The one time you might want to mix ranges, is when you're forced to have different weapon types.

a PVE cane, for example, will generally have 6 guns and 2 launchers. Having Arty, and some assault launchers, or ACs and HMLs isn't too bad an idea. Depending on the mix of ship types you're up against.

All the same type of guns though. Including matching the meta levels.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter