Truesilver's Tests, No.1: The Imperial Hammer

I have decided to de-classify some previously confidential Adle’s Armada military data and release it to the wider Galaxy via an occasional series. Future ‘episodes’ may include the Pulse Disruptor (full comparison of module disruption rates vs. other weapons), mythbusting and ramming damage (HRP’s, mass … heh, no spoilers), other powerplay weapons and perhaps more ;)


The Imperial Hammer

The Imperial Hammer is a powerplay variant on the medium rail gun. The following table sets out my damage figures for both weapons:

WEAPON
DPSvH
DPSvS
SSDvH
SSDvS
Imperial Hammer
32.2
27.2
53.645.3
c2 Rail Gun
24.8
21.049.742.0

DPSvH = Damage per second v hull of medium ship
DPSvS = Damage per second v shield
SSDvH = Single shot damage v hull of medium ship
SSDvS = Single shot damage v shield

(Edit: for the avoidance of doubt, with c2 rails or Hammers, which count as c3 weapons for hull damage purposes, the damage will actually be the same against the hull of a ship of any size, subject to the more complex 'Piercing' values which Cmdr Frenotx is investigating and which are beyond the scope of this thread.)

All weapons table

These figures have in turn been incorporated into my comprehensive weapon damage table here:

https://forums.frontier.co.uk/showthread.php?t=226355

As ever, if anyone wishes to provide or update the various third-party spreadsheets that seek to convey that data in better ways, I will gladly link, with thanks to the Cmdrs concerned.

In due course I will amend to include dpe (damage per weapon capacitor energy usage), though practically speaking dpe is unlikely to be a significant factor when using Hammers (because as with rails, the wep cap drain is low).


Discussion

The figures above are for the full triple-shot burst of a Hammer, compared to the single shot of a rail. The in-game Outfitting rate of fire stat of 0.6/second for Hammers and 0.5/second for medium Rails is confirmed as accurate, providing 20% greater rate of fire. Put another way, the Hammer cycles one triple-shot burst every 1.66 seconds, whereas the rail cycles one shot every 2 seconds.

Each triple-burst delivers c 108% (actually 1.0786) of the damage of a rail gun, or 45.3 Mj compared to 42.0 Mj.

Neither weapon employs an ammo clip or suffers from occasional reload times (put another way, the clip contains one burst/shot) meaning that dps consistently equals single shot damage times rate of fire.

With it’s 20% faster r.o.f., a Hammer provides 129.4% of the dps of a medium rail (45.3 x 1.2 / 42.0).

Note that my testing (full methodology below) produced a single shot damage v shields figure of 42.0 for the rail, as opposed to the 43.3 originally reported by Cmdr StarLightBreaker. I do not know the reason for the discrepancy of c. 3% but I am confident of my figure and have amended my own all weapons damage table accordingly.


Usage

The Hammer will continue to fire so long as the trigger is depressed, whereas the rail requires a release and re-press between each shot, meaning that achieving the maximum rail rate of fire requires a degree of timing.

Because the Hammer’s triple-shot burst begins firing earlier within its 1.66 second cycle than a rail shot does within its 2 second cycle, there is much less delay from activation to first fire – hence target acquisition is easier. However, to deliver its full damage the Hammer must then be kept on target throughout the triple-burst. This is generally considered to make subsystem sniping more difficult with Hammers than rails.

Hammers cause a greater heat increase in the firing vessel’s temperature than rails. This is of little consequence if firing one weapon. However, the difference is significant – perhaps catastrophically so - when (a) multiple Hammers are fired simultaneously and/or (b) maximum rate of fire (i.e. holding the trigger down) is employed. This has particular implications for silent runners. Hammer users are strongly advised to test the heat sink requirements of their ship, build and tactics before engaging in live combat. Note that different ships have different heat characteristics and A-rated powerplants provide the best heat management.

The Hammers’ higher heat generation operates to balance their otherwise overwhelming dps advantage over rails somewhat – the full dps of five rails is far more accessible than that of five Hammers…


Methodology

To establish single shot damage v shields I fired at an Asp Explorer kindly provided by Cmdr Philip J Fry (to whom, thanks again) and having a shipyard-confirmed total Mj of exactly 200. Replicating Cmdr StarLightBreaker’s test conditions, all firing was conducted from precisely 500m with the target having a completely empty Sys cap and 0 pips to Sys.

A control test was first performed using a c3 fixed pulse laser, which downed the 200 Mj shield in about 9.5 seconds, consistent with StarLightBreaker’s dps figure of about 21.5 (200 / 9.5 = 21.05). Working as expected.

One standard c2 Rail Gun was then fired four times, reducing the shield by increments from 100% to: 79%, 58%, 37%, 16%. There was no variation. Each Rail shot did precisely 21% shield damage or 42 Mj. This test was then duplicated from full and for a second time produced precisely the same increments: 100-79-58-37-16. 42 Mj confirmed.

One Hammer was then fired four times, reducing the shield by increments from 100% to: 77%, 54%, 32%, 9%. Note that the third burst delivered 22% and the others 23% (which will be due to the effect of approximation of decimals in the left-panel view, i.e. it took three shots for the decimal to work through). The fourth burst was therefore disregarded, leaving total damage across the first three bursts of 68% or 136 Mj, meaning single shot (burst) Hammer damage of 45.3 Mj. This test was then also duplicated from full and again for a second time produced precisely the same increments: 100-77-54-32-9. 45.3 Mj confirmed.

Rate of fire was then tested and the in-game Outfitting description of the same confirmed as accurate (actually, afaik, the Outfitting r.o.f. is always accurate, unlike the damage description – would be interested to know whether anyone else has spotted any anomalies?)

Having ascertained shield damage for both weapons via testing, hull damage has then been projected using the method described in my thread on that topic (same link above).

I hope you find this useful. All comments and corrections welcome.



TRUESILVER

Adle’s Armada
www.inara.cz/wing/336
 
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Huh, I guess all those PvPers grabbing it did it for a reason...

That seems pretty damn powerful. 20% more DPS than rails is insane, that's almost as much as a class 3 burst. Can you do a similar test with other PP weapons, in particular the Adv. Plasma?
 
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Closer to +30% if I'm reading that right, wow :eek:

How hard is it to manage the the heat with sinks, I'm guessing if you're using 2+ hammers you're having to constantly fire them?

Solid testing Truesilver. I'm into this sort of geekery so if you're ever needing a willing target drop me a line.
 
reducing the shield by increments from 100% to: 77%, 54%, 32%, 9%

This whole analysis is fantastic, thanks Truesilver. Can I ask, how were you able to work out a percentage of shield strength remaining after performing a test shot? I haven't noticed that in the UI, is it in the modules view?
 
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+1 for science! Looking forward to future installments in your series. I only wish all this sleuthing weren't necessary, but such is a topic for another day.
 
WOW! This is one of the best weapon analysis ever! And definitely also one of the analysis we needed the most! Thanks!

Very good advertising for Adle’s Armada as well, which points to how dedicated you are about serious combat (AKA PvP). This almost makes me want to pledge to you...but I am actually more interested in fighting against you than by your side :)
 
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Future ‘episodes’ may include the Pulse Disruptor (full comparison of module disruption rates vs. other weapons), mythbusting and ramming damage (HRP’s, mass … heh, no spoilers), other powerplay weapons and perhaps more ;)
I would be very interested to know about how ramming damage (for both you and your target) works, if you could figure out the formula (or at least something close).
I am for instance surprised that a little Cobra Mk4 is able to inflict almost as much damage* to my FAS which is entirely packed with HRPs (at the exception of a class 2 interdictor), equipped with military armor, and weights more than twice the Cobra Mk4.
And I have already encountered a Clipper commander who had obviously less HRPs than me (since he had a shield and SCB) but inflicted more hull damage than I did to him when ramming*.

Also, to confirm whether the bulkhead provides damage reduction to the base armor only, or to the HRPs as well. Both Edshipyard and Coriolis, say that the damage reduction applies only to the base armor and this is equivalent to 2610* hull points. But if the damage reduction of the armor also applies to the HRPs, it would then be equivalent to 4095** instead.
This is of most importance when you consider going shieldless vs using a shield.

*: we both rammed each other face to face.
**: (1.95x540)+1560
***: 1.95x(540+1560)
 
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How hard is it to manage the the heat with sinks, I'm guessing if you're using 2+ hammers you're having to constantly fire them?

Solid testing Truesilver. I'm into this sort of geekery so if you're ever needing a willing target drop me a line.

I find that on a FAS in silent running I can fire three Hammers almost (though not quite) continuously using 1 sink per 2 volleys. On a silent running FdL with five Hammers I cannot fire continuously without suffering heavy heat damage, even if I use 1 sink per 1 volley. Hence the higher dps of the Hammers becomes more theoretical than real when they are used in large numbers, because you have to reduce to something like standard rail rate of fire in order to manage heat. All that said, in serious PvP (unless you face a Corvette that has developed tunnel-vision on one of your buddies...) the chances of sustaining rapid fire on an opponent for a lengthy period of time are negligible, so the realities of combat do provide natural breaks anyway. Concerning heat management, there really is no substitute for personal testing and experience. I still sometimes fly a 5 x Hammer FdL though it can be rather ... Faustian.

Thanks also for the offer of assistance - Beta 2.1 will be a geek-fest with the large/huge multis and huge pulse/beam ... I can hardly wait.

To all the other guys, thanks indeed for the comments and yes more powerplay weapons and collision stuff to come :)
 
Thanks for the testing, analysis, and reporting. Can't wait to see how the upcoming L & H weapons stats pan out. Would rep if I could, so only virtual rep this time.
 
Hi guys,

I have read that rails do both thermal and kinetic damage in the proportion 70% & 30%.
Is that right?

Also, thermal damage suffers -20% penalty against hull and kinetic suffer -50% against shield.

So, taken these into account, the best armor against T+K weapons is actually the mirrored bullhead, since the largest damage part of the damage is done by the kinetic part?

If so, I'm wondering why the reactive bullhead is the most expensive since it is really efficient against multi cannons, cannons and frags only...
 
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Hi guys,

I have read that rails do both thermal and kinetic damage in the proportion 70% & 30%.
Is that right?

Also, thermal damage suffers -20% penalty against hull and kinetic suffer -50% against shield.

So, taken these into account, the best armor against T+K weapons is actually the mirrored bullhead, since the largest damage part of the damage is done by the kinetic part?

Hi Geoffrey,

I have attempted to answer your questions here:

https://forums.frontier.co.uk/showthread.php?t=240168&p=3716289#post3716289

Truesilver
 
Hi Geoffrey,
I have attempted to answer your questions here:
https://forums.frontier.co.uk/showthread.php?t=240168&p=3716289#post3716289
Truesilver
Very nice post, though some data is a bit unexpected...

TARGETTHERMALKINETICEXPLOSIVE
Shields120%60%10%
Unmodified100%120%140%
Mirrored50%175%150%
Reactive140%75%80%

So, "unmodified" = hull without any bulkhead, right?

Doesn't the military bulkhead cut in half the damage (50%)?
If so, what does "50%" for thermal vs Mirrored mean? The military one offers already 50% reduction of the initial 100% against thermal = 50%.
Same remark about the reactive "75%" against kinetic while the military should offer 50% of the initial 120% against kinetic = 60%.

But we all know that mirrored/reactive should offer more protection against thermal/kinetic than the military one. Except if these are actually scam of course ;)

So I guess it should actually look like

TARGETTHERMALKINETICEXPLOSIVE
Unmodified100%120%140%
Military50%60%70%
Mirrored25%87.5%75%
Reactive70%37.5%40%

Right?
 
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Every 10 shots to the military hull did 7/6 the damage of every corresponding 10 shots to the mirrored hull. 50 shots to the military hull did 7/6 the damage of 50 shots to the mirrored hull, etc.
Hence the mirrored hull FdL took 85% of the damage that the unmodified FdL took when exposed to rail gun fire.
OK, got it, the mirrored gives only 15% more protection than a military one. As one may say, "it's something" ;)
But as you pointed out, not sure it is worth it taking into account the poor protection against kinetics like frags and multi-cannons.

Would you know how much more damage does a reactive bulkhead take against rails compared to a military one?
 
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Doesn't the military bulkhead cut in half the damage (50%)?

Hi Geoffrey,

I’m afraid not – it’s just that the in-game description of the effect of military bulkheads is misleading.

This could really be a topic for a fresh article but during the same tests above we also fired at the same FdL with no bulkheads and each shot did the same damage to it as when firing at military bulkheads.

The game simulates the supposed damage reduction effect of military bulkheads by increasing the base hull hit points by 95%. This is correctly reflected in both the coriolis and the in-game shipyard hull strength values. Note, ‘base hull’ not HRP.

So:

- A stock FdL has hull hitpoints of 405.

- A stock FdL with military bulkheads (no HRP) has hull of 788.

- A full-HRP FdL without bulkheads has hull of 1,755.

- A full-HRP FdL with military bulkheads has hull of 2,138.

However, all of the above will take damage at the same rate, with the same modifiers, with the only benefit of the military bulkheads being their simple (and quite modest) increase in hitpoints.

I suspect that the explanation for the discrepancy in the outfitting descriptions of bulkheads is that they pre-date the introduction of HRP’s and were never updated.

There are probably a lot of Cmdrs who think that spending a fortune to add military bulkheads to their HRP stealth ship will make a huge difference to its tankiness but unless someone can demonstrate otherwise, afaik they are wrong!

Truesilver
 
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