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Ap Io
Minmatar Republic Military School
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Posted - 2011.01.31 21:53:00 -
[1]
So I have been trying to wrap my head around weapon damage.
There are the normal numbers listed which everyone talks about, like thermal and kinetic damage. However there are also 2 numbers listed which I never hear any one mention, the base damage numbers.
So far all I know is that I am supposed to ignore those 2 numbers. I would however like to know why I should ignore them? Why are the numbers there? Are they no longer in use? Were they once important?
So if anyone can help me understand this a bit better I would be greatfull
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Lurtz
Caldari Gunrunners and Gamblers
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Posted - 2011.01.31 21:55:00 -
[2]
Originally by: Ap Io So I have been trying to wrap my head around weapon damage.
There are the normal numbers listed which everyone talks about, like thermal and kinetic damage. However there are also 2 numbers listed which I never hear any one mention, the base damage numbers.
So far all I know is that I am supposed to ignore those 2 numbers. I would however like to know why I should ignore them? Why are the numbers there? Are they no longer in use? Were they once important?
So if anyone can help me understand this a bit better I would be greatfull
quite simple really....
the base shield and base armor damage numbers are what the damage would be if fired at a ship with default resists. now since no npc, and few players have default resists, the numbers are meaningless
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Ap Io
Minmatar Republic Military School
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Posted - 2011.01.31 21:59:00 -
[3]
Aha, so these are pre-calculated damage numbers based on the ammo damage vs. standard resist.
That makes sense, thanks a lot mate
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mkmin
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Posted - 2011.01.31 22:02:00 -
[4]
I've heard 2 explanations. One that it's hypothetical what you would get for an 'average' unfit ship, the other was an article about how contrived it is but can't even remember any more. In the 2nd case there's nothing you can do to affect it so it can be ignored, in the 1st case, you can only affect it indirectly so can be ignored.
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Tau Cabalander
Caldari
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Posted - 2011.01.31 23:02:00 -
[5]
Base Shield Resists: 0% EM, 20% Thermal, 40% Kinetic, 60% Explosive Base Armor Resists : 60% EM, 35% Thermal, 25% Kinetic, 10% Explosive
I believe they are just to demonstrate what the ammo is better at hitting, but are of course highly inaccurate in actual practice.
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Merouk Baas
Gallente
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Posted - 2011.02.01 00:58:00 -
[6]
The numbers are not IN ADDITION to the listed damage; they are just examples of what your ammo could do if you shot it at a hypothetical non-tanked ship.
In practice, even NPC ships are hardened, so the "examples" are useless and you can ignore them.
CCP could have said:
This ammo does 24 theoretical damage (less if your target has resistances). For example, it will do the following damage:
14 vs. Sanshas 12 vs. Guristas 10 vs. Angels 3 vs. a typical omni-tank player ship.
But that would have been too much calculation for their server to do, and they don't let the client calculate useful stuff like that for you, because EVE is still 1990's.
EVE Fitting Tool (EFT) lets you plug in whatever resistances you want for a target, and will calculate your DPS vs. that target, so it's a bit more useful. Still, not even EFT has the list of all NPC's built-in, even though it's static data. |
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