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blankseplocked Explaining Ammuntion Damage Types?
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Posted - 2006.06.19 00:35:00 - [1]

Edited by: Colubra on 19/06/2006 00:36:17
Hi, Couple of months old, but I was wondering if someone can explain how the damage works for all the projectiles ammunition. I'm looking for formulas, or at least a detailed explanation.

It gives numbers across two or even three damage types.

But then underneath that it gives two differing numbers vs shields and armour.

I was just wondering how all of these different numbers work out.

For example:

Medium Phased Plasma has
4 Kinetic
16 Thermal

and then underneath two different numbers against shield and armour.

Imperial Dreams
Curatores Veritatis Alliance
Posted - 2006.06.19 00:52:00 - [2]

The 4 damage types are the one's you are interested in.
Everything in the game has differing resistances to the 4 damage types, so the key is learning what type to use in a situation. Projectile has lots of choice in thie regard.

The bottom numbers are taking into account each damage type's natural abilty vs armour or shields. EM is the best vs Shields and Kinetic vs Armour. It goes EM -> Thermal -> Explosive -> Kinetic. Thermal and Explosive do a bit of both, with Thermal doing more shield damage and explosive doing more armour.

Severoth Darkblade
Posted - 2006.06.19 01:06:00 - [3]

Edited by: Severoth Darkblade on 19/06/2006 01:07:02
EDIT: This is an alt, and for some reason has just posted the reply. ><

Thanks for the reply but it wasnt really the information I was after.

I was after how the numbers of the damage they do, relate to the numbers down the bottom. And how that translates into the final damage.

So again using Phased Plasma.

4 Kinetic Damage
16 Thermal Damage

How do these numbers translate into the shield and armour damage numbers underneath them. (Which I cant provide since I am at work.)

Species 5618
Posted - 2006.06.19 01:26:00 - [4]

Edited by: GC13 on 19/06/2006 01:26:39
They're probably using the 0-20-40-60 base resists (goes EM, TH, KI, EX for shields, and the other way for armor) to get those numbers. Those numbers are only rough guidelines, however.

NPC pirates are all weak to a specific damage type (Sansha's Nation, for instance, is weak versus EM). This damage type will be their lowest resist for shield and armor. Likewise, every shield-tanking player in PvP will have an EM hardener, cutting all EM damage in half. Likewise for armor tankers and an EX hardener. Of course, they'll probably also have other hardeners, but you don't know for sure. So take those numbers there with a grain of salt.


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