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Kemik
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Posted - 2007.06.24 21:44:00 -
[1]
Hello all,
Does anyone have a system they use to help them pick which weapon is best compared to another of the same type and size?
Other games use DPS but there are many more variables in EVE. Do you use a simple equation, stick to line stat to decide or simply go with the one which is the most expensive?
Thanks in advance.
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Marine HK4861
Caldari Seoltachd
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Posted - 2007.06.24 21:50:00 -
[2]
Most people use DPS in EVE too.
In my opinon, the next most important is damage type, then range followed by tracking.
People's choices will vary in the order though, depending on ship, play style and what other modules you'll have fitted (eg webbers tend to negate the importance of tracking).
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Harrison88
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Posted - 2007.06.24 21:54:00 -
[3]
How do you calculate DPS from the stats given?
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Kumu Honua
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Posted - 2007.06.24 21:55:00 -
[4]
The thing in eve is that you can't say any of them are the best.
Ships all have different bonuses, CPU/PG, roles...
What's "The best" for one ship may not be best for another. And what may be "The best" for one pilot of ship type X is not for the other depending on skill focusing.
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Toria Nynys
Minmatar
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Posted - 2007.06.25 00:48:00 -
[5]
Blasters are regarded as having the highest DPS overall.
Projectiles don't use any cap, leaving that much more for your tank.
Missiles are regarded as the best weapon system against NPCs.
Lasers make the best windows wallpaper screenshots.
There you go. All weapons are best!
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Umamasyean
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Posted - 2007.06.25 00:59:00 -
[6]
In the Player Guide...there are alot of factors that involve "transverse speed" across the range of fire, range, etc. that makes you miss, but I did a little something for hybrid weapons assuming the "unrealistic" situation of someone standing at your optimal range allowing you to hit him all the time. Just for comparison purposes.
I took what I considered the most important factors and calculated them. See if this makes sense...
electron:ion:neutron | dps factor=0.875:+7%:+14% | pwr/dps=4.57:+63%:+97% | cpu/dps=10.29:+35%:+65% | cap/dps=1.072:+55%:+89%
75mm:125mm:150mm | dps factor=0.577:+7%:+12% | pwr/dps=3.47:+228%:+346% | cpu/dps=8.67:+181%:+346% | cap/dps=2.9:+21%:+78%
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Imperator Jora'h
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Posted - 2007.06.25 01:18:00 -
[7]
Edited by: Imperator Jora''h on 25/06/2007 01:18:04
Originally by: Harrison88 Edited by: Harrison88 on 24/06/2007 21:53:05 How do you calculate DPS from the stats given?
Sorry, wrong character selected (This is Kemik)
The way most players calculate DPS is as follows:
Add your damage together for the loaded ammo (so if you have, say, a Standard crystal that does 8 EM and 12 Therm you get 20).
Multiply that by your damage modifier. So if you have a damage modifier of 5 it is 5 * 20 = 100.
Now divide that by your rate of fire. So if your guns shoot once every 3 seconds then it is 100/3 = 33.3.
Then multiply the 33.3 times the number of guns you have. So if you have 6 guns mounted then it is 33.3 * 6 = 199.8. Close enough to call my example 200 DPS for that setup.
Note however that this is a misleading number and generally done as a benchmark rather than what you would really see in play. Your target's resistances come into play as does tracking and chance based wrecking hits (or bad hits), alpha damage and so on. This just provides a simple comparison basis.
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Sakura Nihil
Tabula Rasa Systems The Star Fraction
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Posted - 2007.06.25 03:22:00 -
[8]
Edited by: Sakura Nihil on 25/06/2007 03:21:30 Well, the big question you need to ask is, given a certain ship, what weapons are best?
Blasters might be the best overall DPS, but it would be foolish to fit them on a Minmatar or Amarr ship, as their ships have built in bonuses for projectiles and lasers respectively.
Important characteristics to keep in mind when deciding what turrets to use are:
- Damage Modifier, multiply this times the damage a certain ammo type does to get the one-shot damage. The smallest guns of a size have the lowest value, and the biggest ones of a class have the highest.
- Rate of Fire, if you divide the one-shot damage by this, you get the DPS for that certain weapon/ammo combination. The larger the turret, the slower it shoots.
- Tracking, lower tracking means you'll have to shoot from farther away to hit compared to a higher value. Smaller turrets have higher tracking speeds.
- Signature Resolution, this relates to the ability of a turret to hit something smaller than it. Its comparable to a person throwing a dart onto a bus, versus hitting a fly with that same dart .
- Optimal Range, anything below this range you'll hit 100% of the time if tracking is not an issue.
- Accuracy Falloff, anything beyond your optimal still may hit depending again on tracking and falloff. At optimal + falloff, you'll hit about 50% of the time for less DPS than you'd normally expect, and at optimal + 2*falloff, you're only hitting for about 6% of the time.
- Activation Cost, this is especially important when considering you might get all your cap sucked out of your ship and still want to fight. This figure says how much cap you need to spend to activate a certain module, be it a turret, shield booster, energy neutralizer, you name it.
Someone else cover missiles !
Looking for a relaxed ingame RP channel to join? La Maison De Tous Les Plaisirs |
Eclip
SUBLIME L.L.C.
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Posted - 2007.06.25 06:16:00 -
[9]
Edited by: Eclip on 25/06/2007 06:19:24 Well missiles for the chap above who got sore hands from typign that good description of guns.. Unlike guns missiles are relativly simple. They have velocity, time of flight, explosion velocity, explosion radius and damage
Ok so first things first missiles have a limited distance as do guns with there optimal +fall off characteristics. A missile only has optimal range that it can reach. - this is found by velocity X time of flight which gives u a distance that give or take a few km will be its maximum range. Now if a target is inside this range then it will hit for 100% no chance base of getting 2.5X hits as with guns it will just not miss.
The amount of damage for a missile is calculated on its explosion velocity and its explosion radius. -explosion radius is the same as the signatue resolution of guns. ie a torp wont hit a frig aswell as it hits a Battleship (the bus and the dart analogy). -explosion velocity which is related to how fast the target is moving. if the explosion velocity is 1000m/s then a target going faster then this will recieve less damage as the explosion cannot hit them as much.if they are moving at twice the speed of the explosion velocity then they will take very small amout of damage from that. and if the target is moving fast enough then the missile wont hit them at all and just chase them around till they run out of flight time.
So the damage from a missile is its base damage plus skills ie a cruise missile 300+skills devided by the rate of fire of the missile launcher, for cruise this is about 10 seconds so then effective dps is 300/10 = 30. This is then multiplied across however many launchers you may have on. ie 6 launchers gives 6*30 = 180dps and missiles dont miss :)
From this is is easy to see a few things about missiles they make great NPC killing weapons platform as they hit 100% of the time so they are kinda fire and forget. They ahve the ability of being able to switch damage types according to who their fighting which is very benificial.
But there are draw backs such as fast targets are almost impossible for missiles to kill. Second is there travel time, NPCing this doesnt matter as there not gonna run usually and thus give u plenty of time to kill them. In PVP however this can become frustrating shooting at a target having 20 or so missiles out for them when they explode as a turret ship has already blown them up. Although they do good damage but not as much as turrents. They also hit 1005 of the time so its a definate trade off.
Sorry for the spelling its the end of my work day and im not the best speller. EDIT: i saw an error as i clicked post hehe |
Hammer Judge
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Posted - 2007.06.25 10:26:00 -
[10]
DPS can be calculated using the QuickFit tool. Do not forget that skills specifically increase the damage of guns and drones, etc. These make a huge huge difference.
Here.
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Visit my newbie guide for experienced MMO gamers.
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Vasiliyan
Aliastra
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Posted - 2007.06.25 14:50:00 -
[11]
Quickfit will give you a number called "DPS". That number is only valid under optimal conditions; you need to take into account tracking, falloff and speed effects in real piloting.
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DHU InMe
Gallente Aliastra
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Posted - 2007.06.25 15:53:00 -
[12]
http://www.eve-online.com/guide/en/g25.asp __ UI Overhaul Eve Links http://myeve.eve-online.com/updates/patchnotes.asp HELP |
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