NPC damage types. Converter mp3 free download mac. Just like player ships, NPC ships ('rats') have individual characteristics regarding the damage types they deal, and the damage types they are susceptible to. This information is valuable if you are planning on running missions or ratting. And there it hit me that we need a group DPS Meter. What does it do? The core is still the DPS Meter from JaxnX and i modified it to connect to a server and send the DPS Number to the server. One guy runs the Server while others connect to the Server with the Hosters IP. Users can put a name in a field and the output will be name: DPS on the. Tengu on EM rats means going without kinetic dmg bonus, your 700 dps is down to 500, arguably worse than Legion or Loki.Legion gets 700 dps and 26km with imp multi, or 560 dps and 60km with Scorch.
(Redirected from NPC Damage Types)
There are four different damage types in EVE: Elsword shot dmg 3.
- Electromagnetic (EM)
- Kinetic
- Thermal
- Explosive
All weapons in EVE do at least one (often two) of these damage types, and every ship has different resistances against each. Photoshop cs6 english language pack download mac. Understanding damage types helps you to survive longer and deal more damage to enemy ships:
- If you know that your enemy uses weapons which deal a particular damage type, you can fit modules to your ship to increase your resistance to that damage type, making your enemy's weapons less effective against you.
- Conversely, if you know that your enemy's ship has a low resistance to a particular damage type, you can use weapons which deal that specific damage type, making them more effective.
Native resistance | Weapon damage | |||||||
---|---|---|---|---|---|---|---|---|
Shields | Armor | Lasers | Hybrids | Projectiles | Disintegrators | Drones | Missiles | |
EM | - - | + + | Yes (60%) | Yes | Yes (Amarr) | Yes | ||
Thermal | - | + | Yes (40%) | Yes (40%) | Yes | Yes (60%) | Yes (Gallente) | Yes |
Kinetic | + | - | Yes (60%) | Yes | Yes (Caldari) | Yes | ||
Explosive | + + | - - | Yes | Yes (40%) | Yes (Minmatar) | Yes |
Some points to note:
- 'Native resistance' is a ship's resistance to damage before any modules or rigs are fitted. For instance, without any modules or rigs, shields are most susceptible to EM damage and most resistant to explosive damage. However, keep in mind that it's possible (with the right modules) to compensate for a ship's weaknesses to some degree.
- Thermal damage is not to be confused with heat damage, which is caused by overloading modules.
- Energy turrets (often called 'lasers') do about 60% EM and 40% thermal damage. The exact proportions depend on the frequency crystals used.
- Hybrid weapons do about 60% kinetic and 40% thermal damage. The exact proportions depend on the ammunition type used.
- Each type of projectile weapon ammunition does two (sometimes three) different damage types (one of which is always kinetic).
- Entropic Disintegrators deal about 60% thermal and 40% explosive damage. The exact proportions depend on the plasma charge used.
- Drones from each of the four factions do one damage type each, but they have slightly different stats (for example, Caldari drones (kinetic) do less damage than Gallente drones (thermal), but are slightly faster).
- Each missile type comes in four variants, each doing one damage type. The variant have otherwise identical stats, although some missile-using ships have bonuses to one damage type (notably, many Caldari ships have a bonus to kinetic missile damage).
- The more 'exotic' weapons in EVE (such as smartbombs, bombs, and doomsday weapons) have variants for each damage type, which are generally otherwise equivalent.
NPC damage types
Attibute tab of the NPC Dagan which you have to fight in the SoE mission Our Man Dagan. You can see that he is weakest to explosive. Thus you would try to deal explosive damage. Because he deals explosive and kinetic, you would usually try fit resists against those. But in this case most try to avoid taking damage by orbiting close in an AB fit destroyer.
Just like player ships, NPCs have different resistances for different damage types. If you are running missions or ratting, it is helpful to know towards which damage the NPCs are weak and what damage they deal. This way you can can fit your ship accordingly and maximise your effectiveness against your chosen targets. You can see the resistances and damage types dealt in the attribute tab of an NPC if you open its info window.
In general, all NPCs from a certain faction have similar damage profiles, making them much more predictable than player ships. https://skieyapartment919.weebly.com/blog/wifi-password-key-generator-32-bit. Additionally, each faction only uses particular types of electronic warfare; this is also noted in the table below. How to put locks on apps mac. Ship fitting tools like PYFA can simulate combat against rats of different factions, giving you even more fine-grained control over your fit. Evernote. Please note that a few special NPCs don't follow the pattern of their faction.
Rats Dps Area Dmg Download
Faction | Damage to deal | Damage to resist | Electronic Warfare |
---|---|---|---|
Angel Cartel | Explosive / Kinetic | Explosive (62%) / Kinetic (22%) | Target Painters |
Blood Raiders | EM / Thermal | EM (50%) / Thermal (48%) | NOS/Neut, Tracking Disruptor |
Guristas Pirates | Kinetic / Thermal | Kinetic (79%) / Thermal (18%) | ECM |
Mordu's Legion | Kinetic / EM [1] | Kinetic (70%) / Thermal (30%) | |
Rogue Drones | EM/Thermal | (varies) [2] | |
Sansha's Nation (missions / anomalies) | EM / Thermal | EM (53%) / Thermal (47%) | Tracking Disruptor |
Serpentis | Kinetic / Thermal | Thermal (55%) / Kinetic (45%) | Sensor Dampener |
CONCORD[3] | Kinetic / Thermal | (Omni) [4] | |
Equilibrium of Mankind | Kinetic[5] | Kinetic (74%) / Thermal (26%) | |
Khanid Kingdom | EM / Thermal | Thermal / EM | |
Mercenaries | Kinetic / Thermal | Kinetic / Thermal | |
Sleepers | (Omni) [4] | (Omni) [4] | (all) |
Sansha's Nation (incursions) | (Omni) [4] | (Omni) [4] | (all) |
Triglavian Collective (abyss) | Explosive / Thermal [6] | Thermal (60%) / Explosive (40%) | (all except ECM) |
Triglavian Collective (invasions) | Explosive / Thermal | (Omni) [4] | (all except ECM) |
Amarr Empire | EM / Thermal | EM (47%) / Thermal (42%) | NOS/Neut, Tracking Disruptor |
Caldari State | Kinetic / Thermal | Kinetic (51%) / Thermal (48%) | ECM |
Gallente Federation | Kinetic / Thermal | Kinetic (60%) / Thermal (39%) | Sensor Dampener |
Minmatar Republic | Explosive / Kinetic | Explosive (50%) / Kinetic (31%) | Target Painter |
- ^ Kinetic damage is best, EM and thermal are both ~75% as effective as kinetic but EM is better against shields and Mordu's ships have active shields so it is better overall. EMP is best projectiles to use.
- ^ Rogue Drones have a tendency to vary wildly in what damage type they deal and are vulnerable to. Low-level missions seem to lean towards EM/Thermal while high-level missions lean towards Explosive/Kinetic. Consult mission reports about the specific mission or exploration site before undocking.
- ^ This refers to CONCORD enemies found in certain missions (particularly in low- and null-sec). CONCORD ships patrolling high-sec are invincible, so the damage types they do is not relevant.
- ^ abcdef '(Omni)' means that the ships do all damage types equally, or are equally vulnerable to all damage types.
- ^ Em/Th approx 75% as effective as kinetic. Explosive around 60% compared to kinetic. EMP the best projectile ammo
- ^ Unless in an Electrical or Exotic filament, in which case use EM or Kinetic respectively
Rats Dps Area Dmg Map
Rats Dps Area Dmg Locations
A long, long time ago. |
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June 2019 release: 'An 'Attributes' tab has been added to the show info window for NPCs. https://jmclever.weebly.com/portal-2-mac-download.html. This tab will list their damage resistances as well as showing what damage types they deal.' |
Rats Dps Area Dmg 2016
External links
Retrieved from 'https://wiki.eveuniversity.org/index.php?title=NPC_damage_types&oldid=147965'
I have a Couple Questions regarding Burning damage (mainly from ignite) Im using a Fire Trap as a source of Ignite and i wanna know how some things work. (i think i know but wanna get some confirmation/clarification) Q1. Resistances. Now, as far as i understand it Resistance affects the ignite Twice? Lowers the Initial hit causing the Dot To be less, and the the Dot is lowered if the Target has resistance. Example: (not calculating any penetration yet) the mob has 50% resistance. This would cut all fire damage in half. Your initial hit is 1000. 50% resisted making it a hit of 500 500 dmg then causes a burn for 20% a sec > 100 dps 100 dps burn is then affected by Resistance of 50% making the dot do 50 dps . RIGHT? Q2. Penetration GEM. The Fire penetration Gem only affects the initial Hit and not the Dot. Correct? in that case the math would be: (assuming fire penetration gem is 30%) Your initial hit is 1000. 50% resistance is lowered to 20% making your hit 800 800 dmg then Causes a burn for 20% a sec > 160 dps 160 dps burn is then affected by Resistance of 50% making the dot do 80 dps . RIGHT? Q3. Penetration on the Tree (total 15%) 3 + 2 + 10 (trap) This form of penetration works on all Fire DMG even the Dot? math would be: (using Fire pene Gem 30% and 15% on the tree) Your initial hit is 1000. 50% resistance is lowered to 5% making your hit 950 950 dmg then Causes a burn for 20% a sec > 190 dps 190 dps burn is then affected by Resistance of 35% (50-15) making the dot do 123.5 dps . Q4. Modifiers OK now that we have Resistance taken care of lets Talk Modifiers. Specifically for Fire Trap. Initial hit is affected by Fire Damage Elemental Damage Spell Damage Trap Damage Area Damage All penetration And the Ignite is affected by Fire Damage Elemental Damage Trap Damage Area Damage Penetration From the Tree increased Burning Damage over Time . Q5. Concentrated Effect What About Concentrated Effect? It Adds More to the initial hit but does it add Twice for the Burning. Example (conc 60% more) (and no resistances this time) Your Fire trap b4 Concentrated Effect is 1000. Adding Concentrated Effect makes it 1600> that Makes Burn 20% per sec = 320 and Concentrated Effect then increases the Dot by 60% (More) making it 512 dps Q6. General math Finally i would like to confirm that im calculating dmg correctly. Example: You char has a total. Elem dmg = 20 Fire damage = 30 Area Damage = 10 Trap Damage = 15 Spell damage = 50 Burning Damage = 25 Concentrated Effect 60% more and on your Fire Trap GEM you have 1000 (average) Initial hit would be Elem + Fire + Area + Trap + Spell = 125% ( x 2.25 ) Concentrated effect 60% so (x 1.60) ( 1000 * 2.25 ) * 1.60 = 3600 DMG Ignite would be Elem + Fire + Area + Trap + Burning = 100% ( x 2.00 ) Concentrated effect 60% so (x 1.60) 20% of 3600 is 720. (720 * 2.00)* 1.6 = 2304 DPS . for 4 sec ofc Last edited by Vepar90 on Mar 31, 2015, 11:44:37 PM | Posted by on Mar 31, 2015, 9:31:05 PM |
i know this is a lot of text but . if you are interested . Last edited by Vepar90 on Mar 31, 2015, 11:53:21 PM | Posted by on Mar 31, 2015, 11:19:17 PM |
Q1: correct Q2: correct Q3: incorrect, penetration from the tree is the same as on the support gem. Penetration is like poison or bleeding in that it only ever effects on-hit. Q4+5: ignite is effected by fire, elemental, burning and DoT damage. I'm not entirely sure on trap damage. Area damage, including conc effect, will have no effect as ignite is not an area effect. The fire damage over time ground effect of fire trap however is effected by area damage, it is a separate effect to ignite. This also means you can both ignite an enemy with fire trap initial hit AND deal fire damage over time from the ground effect, they do not replace eachother like ignites do. Q6: If you remove area from ignite you'd be correct. Again I'm not totally sure on trap damage, I think it does work but it might not. Hope that helps. IGN: swampassking, yellingman, pisswailer, screamingasshole, crabass, funman, shittingtodeath, hirasawayui Last edited by Wooser69 on Apr 1, 2015, 1:46:33 AM | Posted by Wooser69 on Apr 1, 2015, 1:45:23 AM |
' Exelent. Followup though. For Q3 about penetration im inclined to agree. Not really sure why I thought otherwise, Everywhere its specified that Fire penetration 'gem' doesn't work, no one ever mentioned Penetration on the tree so i just assumed. anyway. As for the Q4,5 and 6. Are u 100% sure about this because according to http://pathofexile.gamepedia.com/Ignite The following modifiers will directly affect the damage of Ignite; note that some of these modifiers apply only to the Ignite whereas some may also apply to the skill that triggered it: Damage over Time modifiers Burning Damage modifiers Damage modifiers Fire Damage modifiers Elemental Damage modifiers Area Damage modifiers if applied by an Area skill Projectile Damage modifiers if applied by a Projectile skill Trap Damage modifiers if applied by a Trap Mine Damage modifiers if applied by a Mine Totem Damage modifiers if applied by a Totem Minion Damage modifiers if applied by a Minion it says that 'Trap Damage modifiers if applied by a Trap' 'Area Damage modifiers if applied by an Area skill' so if you use a trap to Apply the ignite, all Trap mods should work on Ignite aswell. Same goes for Area. Fire Trap is an area skill . so Area DMG should work with Irnite Last edited by Vepar90 on Apr 1, 2015, 1:59:23 AM | Posted by on Apr 1, 2015, 1:56:10 AM |
I'd trust the wiki then, it's more often than not right. I suppose it is after all just generic damage that requires a specific type of skill like 'projectile damage' nodes do. Have at it! IGN: swampassking, yellingman, pisswailer, screamingasshole, crabass, funman, shittingtodeath, hirasawayui | Posted by Wooser69 on Apr 1, 2015, 3:59:29 AM |