Laser vs missile dps question

There are only 2 cases where this is true:

  • You shoot a POCO or
  • You shoot a polarized boat, not moving at all.

Then and only then will missiles do 100% damage. The other 99.8% of the time they only do 0 or up to 80% damage, depending on the shield, armor or hull resistance.

Purely aesthetical faction.

Never said 100% damage.

Said "missiles have a 100% chance of hitting targets within their range"

Missile will only ever do 100% listed fitted damage minus any resistance and explosion modification.

It was noted the hit chances of turrets are much more hit and miss, but has chances of critical damage of up to 300% minus resistance modifications.

I have not seen that meme in a very long time

And that’s not only wrong(they can miss in their range), but also completely useless, because even if it was the case the application of the missile is not 100%.

Being able to hit at 100% while dealing 1/1000 of the damage, is worse than hitting at 1% but dealing 300% of your damage.

Therefore claiming that “missile have 100% hit chance” is complete BS when comparing to turrets. What is important, is the application, not the hit chance. And missiles can’t maneuver to get the best application, while turrets can and that’s where turrets become able to out DPS missile boats.

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Fack that was funny…that sir is how you meme…bravo.

Just for the record I haven’t created it just saw it in the past and linked it as it applies well to the subject.

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BS and you know it. Stop confusing people with you normal trolling crap for once.

For those interested in missile damage calulations visit Missile mechanics, this will explain how missile damage is applied as well as how missile hit their targets.

Every missile has a Base Damage – which is listed as “explosive damage”, “kinetic damage”, or so on in the Attributes tab of the missile’s Get Info window.

Get Info window showing heavy missile attributes

Heavy Missile Attributes

This amount may be augmented somewhat by certain skills and/or equipment, and when the term “Base Damage” is used here, it means the listed damage of the missile plus any augmented damage … in other words, the damage you expect the missile to do if it scores a direct hit.

While a missile can apply up to 100% of the Base Damage to a ship in some situations, damage is often reduced by two factors:

  • If the target ship is moving faster than the explosion velocity of the missile. Think of this as a fast ship being able to somewhat outrun the explosion.
  • If the signature radius of the target ship is smaller than explosion radius of the missile. Think of this as a small ship flying through a large explosion and only being hit by a part of it.

In practice damage is usually reduced by the combination of these two factors.

In the simplest terms: big, slow ships can take up to 100% of missile damage. Small, fast ships often take less damage. It is NOT the speed of the missile that matters; but the speed and size of the explosion.

The only way to avoid a missile hit is to exceed the missiles range (flight time and velicity), basically out run it or stay out of its range, so if your being chased the missiles have a lesser range as your increasing your distance from missile launch spot. If your chasing and they fire back at you as they run distances appears longer (but on the distance between your target and you is, as missile was launched as target ship moved away and your ship got closer to missile launch point)

As missiles are an proximity weapon they always hit other than the already listed exceptions, after that damage is calculated as noted briefly above in post and in more detail at linked site.

As for turrets, you need to decide if your a long range engager or close in combater. As depending on which you favour will govern what’s best to use.

Most long range turrets have high optimal range and low target tracking, while autocannons/blaster/pulse have short optimal range and high tracking. And this helps get good hits, the higher tracking the better your hits and thus damage.

Hit chance

range animation showing falloff

Range, falloff and chance to hit

The basic question of shooting a turret is whether you will hit or not. In EVE, hitting with a turret is not quite a simple question of being either in range or out of range. Instead it depends on the concepts of optimal range, falloff and tracking. You can find figures for all of these if look at your fitted turret info.

Due to how the hit chance is calculated the range and tracking do not affect each other and can be considered separately. A nice thing to remember is that against a stationary target the tracking part can be ignored while against a target that is in optimal range the range part can be ignored.

For more detailed info on Turrets,

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It’s just so odd they wouldn’t pair this heavy missile buff along with the heavy assault ones, rarely ever see those used.

They are used incredibly often by T3Cs and DED runners in nullsec. HAMs are in a fairly solid place right now. They are also one of the best weapons for running Abyssals using a HAM Sacrilege.

You should use them more if you think they’re not used as often.

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Missile will hit if the target is both in range and not moving fast enough to “add” range while the missile is trying to hit it. Smartbombs and other AOE devices can destroy them as well. Outside if that they will hit 100% of the time. As for his damage comment what he means is missile cannot exceed their given damage where a turret can hit for 300% of listed damage.

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No they don’t. I already gave an example.

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You merely stated they dont always apply well.

She said that the maximum flight time is an average and that the missiles do not all have the same flight time. I had never heard this before, but represents an interesting point.

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This is how Missiles have always worked in EVE Online. Here’s a good summary of how to estimate it.

https://www.reddit.com/r/Eve/comments/3opqmg/in_my_2_year_eve_career_ive_never_shot_a_single/cvzk3a8/

the distance they travel is not velocity * flight time, because in Eve missiles do not travel for fractions of a second. Instead, a percentage of them travel for a full second longer - and that percentage is related to the fraction of a second of flight time.

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Everything in this game does not go off fractions of a second, reppers neuts etc. Yes the range may vary for missiles slighlty my statment of missiles will hit if the target is in range stands. You can have a target in optimal for turrets that miss, you can have a target at 0 and your missiles will hit.

OP, so you want to see if you can get better than 750 dps from an Amarr T1 battleship for PVE use but you can only seem to get 300 dps. The answer is yes, you can get more than 750 dps from a T1 Amarr battleship, been there, done that.

The Armageddon is a specialist drone ship. If your drone skills are not strong, getting a lot of dps from an Armageddon is going to be difficult. If your drone skills are strong, you can get over 1100 dps from an Armageddon equipped with Rapid Heavy Missile Launchers. Yes, you heard me, missiles on a T1 Amarr battleship. Most of that dps will come from heavy or sentry drones, the missiles will actually only count for a small part of the total dps.

Since I don’t know what your skill levels are, let’s start with an all T1/Meta fit on a T1 Armageddon (to assume lower skills), but no tank, no prop mods, no rigs, etc, just the weapons.

[Armageddon, *Simulated Armageddon Fitting]
Drone Damage Amplifier I
Drone Damage Amplifier I
Drone Damage Amplifier I

‘Arbalest’ Rapid Heavy Missile Launcher I
‘Arbalest’ Rapid Heavy Missile Launcher I
‘Arbalest’ Rapid Heavy Missile Launcher I
‘Arbalest’ Rapid Heavy Missile Launcher I
‘Arbalest’ Rapid Heavy Missile Launcher I

Ogre I x5

Caldari Navy Mjolnir Heavy Missile x120

Missile dps is 264 dps. Missile range is 63km
Drone dps is 508 dps.
This barely beats the 750 dps from your Raven, but it’s an all T1 fit, so there’s definitely room for improvement.

Change the missile launchers to T2 RHML’s. and fit T2 Mjolnir Fury missiles and missile dps is 378 dps, but missile range drops to 47km. Add a T2 Missile Guidance Computer and a missile range script and missile range is 58km, no change to missile dps.

Total dps with T2 missiles and T1 drones and T1 DDA’s is 886 dps.

Change the Drone Damage Amps for T2 DDA’s with T1 Ogre drones, drone dps is 570 dps.
Change the T1 Ogre drones for faction Federation Navy Ogre drones (with T2 DDA’s), drone dps is 685 dps.
Change the faction Ogre drones for T2 Ogre drones (with T2 DDA’s), drone dps is 740 dps.

A full T2 weapon fit (missiles and drones) on a T1 Armageddon will get you a little over 1100 dps, but you’ll need close to max skills on all the relevant items to get there.

“Where’s the rest of the fit?” You’ll have to figure that out yourself.

So, over 1100 dps from a T1 battleship with no deadspace or officer grade items. Is this too good to be true? Sort of, it’s an on-paper dps rating (from the in-game fitting simulator), not counting for NPC damage resistance/avoidance, plus reload time on the RHML’s and travel time on the drones (heavy drones are the SLOWEST drones), AND you’ll have to manage two different weapon systems at the same time.

Then there’s the question of how you fly and fight a ship set up like this. With no Drone Link Augmenters in the high slots, drone range is limited to 60 km and missile range is 58km, so it’s a mid range kiter and potentially a mid to short range brawler if you can set up a stable armour tank. Dropping one Drone Damage Amp from the low slots to have an extra slot for the tank drops the on-paper dps to 1040, and I haven’t included any light or medium drones for dealing with smaller NPC’s that the heavy drones or missiles won’t work well against.

It’s an oddball fit, not many people think of missiles on Amarr ships (there are some missiles bonused T2 ships in the Amarr line) and this sort of fit will need a certain amount of micro-management due to having a mixed weapon fit, so it’s not a fit that will appeal to everyone, but it can be made to work fairly well if you can fly it in the right way.

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You can go one better on the drones with the Arma., with 125 drone bandwidth you can run the following;

5x sentry drones
2x Gecko (with 25 drone bandwidth left for 2 med and 1 light TP300 drone, or 2x TP600 and 1x TP300, or go for 2x medium and 1x light, or 3x light combat drones)
5x heavy drones
5x medium drones
5x light drones
or any possible combos.

Also you could add 2x 1400mm artillery to the RHMLs for long range capacity, or a pair of nuet/necro to drain CAP from a target, using the Arma’s bonuses.

Dewk, I realise you mean well, and I’m not trying to flame you, but…

In what strange corner of Eve does it make sense to have three DIFFERENT weapon systems on the same hull at the same time? It’s kind of like mixing shield and armour modules on the same hull at the same time. More dakka is not always better dakka (I can hear people calling me a heretic for that, more dakka is almost always better dakka). Trying to squeeze a couple of extra turrets into those two last high slots is not an optimal choice. The extra dps you’d get from them is trivial and you’ve complicated the skill requirements to fly the ship for no good reason.

If you want more weapon range, swap the RHML’s for cruise launchers (pay attention to CPU if you fit cruise launchers on a Geddon) or bring some Warden or Bouncer sentry drones. All the weapon range you could ask for without mixing in a third weapon system.

Cap neuting does NOT work on NPC ships. This was deliberately engineered into the game by the devs many years ago. Rats/NPC’s are IMMUNE to having their capacitors neuted. Fitting neuts to a PVE ship is not a smart move. Neuts only affect player ships, they are a PVP item. If the OP is expecting to get ganked in null then maybe, but trying to make a mixed PVE and PVP fit has it’s own set of problems and limitations.

Nosferatus are a little different to neuts, they can steal power from an NPC ship and give it to your ship, but if you are running a PVE fit that depends on stealing power from NPC’s to work as a fit, you need a better fit.

If you really want to find a use for the two final high slots on a Geddon, put a Drone Link Augmentor in one slot and a Remote Armour Repper to fix any drones that take armour damage in the other slot.

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  1. On the case of mixing weapon systems - mixing different weapon systems matters when you try to get any sensible dps out of them - because of different support modules for each weapon type - but drone geddon will only use drone support modules for dps which means that whatever the heck he decides to throw into weapon hardpoints - all of it would be roughly equally ■■■■ in terms of dps :wink:

I remember having blackbird fit (before ecm changes) when I’d have drones to deal with enemy drones that got close by, autocannons to assist those drones while looking fancy, and light missiles for killmail whoring - and it was not al lthat bad of a fit, since blackbird was not expected to dish out damage - it’s main role was to disable enemy fleet with ECM, while staying alive. and there are no real high slot modules that would contribute all that much to the main role, so since the items I used had no impact on the rest of the fitting it was ok thing to do :slight_smile:

  1. “Cap neuting does NOT work on NPC ships. This was deliberately engineered into the game by the devs many years ago. Rats/NPC’s are IMMUNE to having their capacitors neuted.”

Well, yes but actually no. I highly doubt it it deliberate engineering on CCP part, but Rats (outside of handfull of notable exceptions) are immune to neut attempts for one very simple reason - from the game mechanics standpoint, they do not have capacitor at all. There is a handfull of NPC rats (diamond rats, triglavians) that do use proper ships and those are perfectly neutable.

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