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soltys
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Posted - 2003.06.17 21:32:00 -
[1]
I have heavily updated my comparison tables (thanks to build 1082 that fixed RoF truncation) for all stock small and medium weapons (and few drop ones, that I know stats of). Those are only numbers, but seem logical. You can (as always) load them to excel and play on your own. From new things - I added modifiers from skills. You can freely change them (they are all zeroized, but formulas are present behind them). Don't forget, that rapid fire skill is still broken as of builds 1077 - 1082. I'll add stock large weapons soon.
Have fun http://soltys.neostrada.pl/eve.htm
BTW - some weapons seem to be asymetric between families, i.e. light ion blaster makes less damage than light neutron blaster, but in heavy versions opposite is true.
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Damage stats: click version v1.1.02 retail. |

soltys
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Posted - 2003.06.19 12:04:00 -
[2]
Thx, still there're things that I'm not sure about:
- influence of ammo range modifier on falloff range - calculating final damage to ships. wrecking shots score, after all, around 3.5x more damage than you can read from single shot column. I can't explain that. - trackablity is something more as placeholder. I have completely no idea how accuracy does work in this game. In theory, this parameter shows maxium speed, that can be tracked by turret, if ship is flying contiguous to sphere with turret at its center.
A lot of stuff will require a lot of of practical tests.
For the time being, treat it more as overall comparision of what turret can do in comparison to other turrets, not what turret actually does :)
Edited by: soltys on 19/06/2003 14:57:11 ----------------------------------------------------------
Damage stats: click version v1.1.02 retail. |

soltys
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Posted - 2003.06.20 12:31:00 -
[3]
@Beseb:
hmm, good point, I'll think about it. ----------------------------------------------------------
Damage stats: click version v1.1.02 retail. |

soltys
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Posted - 2003.06.30 08:52:00 -
[4]
I'll update it in near future. Tables will be divded into lvl1 - lvl5 weaponary. Of course there's no lvl2+ atm, but I need to get ready for future :)
All lvl1 weapons found in TTI's nexus database will be put into charts. ----------------------------------------------------------
Damage stats: click version v1.1.02 retail. |

soltys
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Posted - 2003.06.30 15:23:00 -
[5]
I know, but they form arithmetic sequence within it's class, so it's pretty easy to make a chart for all of them. I.e. To make stats for 150mm projectile and its named counterparts (4 versions of dual 135mm), I only need stock 150mm :)
Named verisions always go in following order: carbine, galium, prototype, scout. Similary in hybrid and laser departments, but with slightly different names.
Anyway, I'll think about postponing it for later.
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Damage stats: click version v1.1.02 retail. |

soltys
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Posted - 2003.06.30 17:37:00 -
[6]
another nice finding:
I've been shooting cargo containers (again ;P) on testserver. I assumed that cargo container has 0% resistances. Well, theoretical damage shown on my tables for current fitted gun, resistances, skill etc.etc. was 58.66 Almost all normal hits were shown as 58.7 (probably rounded to nearest 1st decimal). Then I went out for good old npc pirates (angels) with minmatar ship's shield setup (assumed). Effect was the same:
Armor damage - 39.3. Practical damage, the same. Shield damage - 44.58. Practical damage 44.6
Looks promising, more on this later :) At least it looks like my charts are not "pure comparison" numbers.
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Damage stats: click version v1.1.02 retail. |

soltys
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Posted - 2003.07.01 11:56:00 -
[7]
stock 425 autocannons ? Yes, they're semi-useless. typical shot == 19.5 damage against minmatar shield setup isn't too much (with emp m). Add to it medicore tracking (0.06) and optimal range around 1km.
Where did you find "extremely high" damage for 425 autocannons in that tables ?
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Damage stats: click version v1.1.02 retail. |

soltys
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Posted - 2003.07.01 14:42:00 -
[8]
The results weren't taken on any range. They represent typical base shot damage calculated against minmatar shield setup. Inflicted damage can be lower ("lighthly", "barely scratches" - shots around 10% - 30% of nominal damage) or higher (wrecked shots with 300%+ efficiency). If you use this gun (with emp m ammo ?) at 5k range, it won't hit too often. And if it hits, these hits won't be (usually) hard. They will be worse, if you are attacking fast moving frigate.
For such range, it's probably much better to use guns like 250mm (and their named Dual 150mm counterparts). They hit harder, have better range and require less power and cpu. ----------------------------------------------------------
Damage stats: click version v1.1.02 retail. |

soltys
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Posted - 2003.07.03 23:41:00 -
[9]
Updated (as of patch 1105). For start - small projectiles (full level 1 list). Remaining stuff and modules soon.
Edited by: soltys on 03/07/2003 23:41:35 ----------------------------------------------------------
Damage stats: click version v1.1.02 retail. |
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