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Thread: Official FDev Damage Stats for Every Weapon

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    Official FDev Damage Stats for Every Weapon

    STATUS: Up-to-date for Live 2.3

    2.3 update: all rail gun armour piercing values increased to 100

    2.2.03 updates completed:

    Cannons (every size and variant)
    Enforcer Cannon
    Frag Cannons (every size and variant) including Pacifier
    Plasma Accelerators (all) including APA
    Lasers (bursts of every size and variant, fixed beam and fixed pulse) including Cytoscrambler, Pulse Disruptor, Retributor Beam Laser

    Added APV for all weapons

    (Previous updates 24.11.16, updating Packhounds, fixed cannons, fixed multis and plasma as per Live 2.2 Patch Notes, before that 22.6.16, Patch 2.1.3, added Huge Burst Lasers, 27.6.16 Advanced Accelerator nerf)


    Version

    The official stats below come from Live 2.2.03.

    Interpretation

    FDev = Official figure for 'raw' damage: point-blank, unmodified
    Shield = FDev damage figure modified for shield damage, see notes
    Hull = FDev damage figure modified for hull damage, see notes
    RoF = Official 'rate of fire' (number of shots per second)
    DPS = Official figure for 'damage per second' (raw FDev damage x official rate of fire x number of projectiles)
    DPSvS = DPS modified for shield damage, see notes
    DPSvH = DPS modified for hull damage, see notes
    Draw = Official figure for weapon capacitor draw
    EPS = 'Energy per second' - Draw x RoF
    DPE = 'Damage per energy' - FDev damage figure / Draw (or in the case of Beam Lasers, DPS / EPS)
    EvS = 'Efficiency v shield' - DPSvS / EPS - i.e. per second damage per wep cap use, v shield
    EvH = 'Efficiency v hull' - DPSvH / EPS - i.e. per second damage per wep cap use, v hull
    ShSp = Official 'shot speed', i.e. projectile velocity (where applicable) in metres per second
    APV = Official 'Armour Piercing Value' (relevant to hull damage, see notes)

    Note from the above that the truly 'hard' figures are FDev, RoF, DPS, Draw, ShSp & APV (and to some extent, DPE). The rest will be extrapolated, albeit I think on a sound basis (see Notes & Acknowledgements) using the method that some of you may recall from my hull damage table of January 2016, here:

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

    Please note especially that calculations concerning 'mixed' damage types (such as 'thermal-kinetic') contain some complexities - see Notes & Acknowledgments for more.

    It is possible to consider almost any number of factors but I think that those I have worked out above, particularly DPSvS, DPSvH, EvS and EvH will usually be of the most practical assistance in both PvP and PvE, o7

    Note also that some weapons such as c4 multis or all frag cannons feature higher DPS than FDev x RoF would suggest. This is the because the official DPS figure (which I have used throughout) takes into account the number of projectiles, whereas the FDev figure is for one projectile only.

    One final point before we come to the tables. I deal a lot with damage against shield and hulls. This is not about intrinsic properties of shield and hulls but rather about the default resistances the game applies to them. They are the damage that will be done to an NPC or a 'vanilla' unmodded Cmdr's ship.

    Those resistances are massively modifiable via 2.1 Engineering, meaning that against an apex PvP build you will probably be facing more or less equal resistances across the board - this is where the absolute FDev, DPS and DPE figures are a better guide.


    THERMAL WEAPONS



    WEAPON
    FDev
    Shield
    Hull
    RoF DPS
    DPSvS
    DPSvH
    Draw
    EPS DPE
    EvS
    EvH
    APV WEAPON
    c4 Beam - f
    -
    -
    -
    - 41.4
    49.7
    41.4
    8.19 8.19 5.05 6.07 5.05 60 c4 Beam - f
    c4 Beam - g
    -
    -
    -
    - 32.7
    39.2
    32.7
    8.99
    8.99 3.64 4.36
    3.64
    60 c4 Beam - g
    c4 Burst - f 20.6 24.72 20.6 1.6 32.3 38.8 32.3 2.98 4.77 6.91 8.13 6.77 65 c4 Burst - f
    c4 Burst - g 12.1 14.52 12.1 2.1 25.9 31.1 25.9 2.41 5.06 5.02 6.14 5.12 65 c4 Burst - g
    c4 Pulse - f
    10.2
    12.24
    10.2
    2.6 26.9
    32.3
    26.9
    1.48
    3.85 6.89
    8.38
    6.99
    65 c4 Pulse - f
    c4 Pulse - g
    7.8
    9.36
    7.8
    2.8 21.7
    26.0
    21.7
    1.56
    4.37 5.0
    5.96
    4.97
    65 c4 Pulse - g
    c3 Beam - f
    -
    -
    -
    - 25.8
    31.0
    25.8
    5.10
    5.10 5.06 6.07
    5.06
    50 c3 Beam - f
    c3 Beam - g
    -
    -
    -
    - 20.3
    24.4
    20.3
    5.58
    5.58 3.64 4.37
    3.64
    50 c3 Beam - g
    c3 Beam - t
    -
    -
    -
    - 14.4
    17.3
    14.4
    3.51
    3.51 4.10 4.93
    4.10
    50 c3 Beam - t
    c3 Burst - f
    7.7
    9.24
    7.7
    2.7 20.8
    25.0
    20.8
    1.11
    3.00 6.94
    8.32
    6.93
    52 c3 Burst - f
    c3 Burst - g
    5.2
    6.24
    5.2
    3.2 16.6
    19.9
    16.6
    1.03 3.30 5.05
    6.04
    5.03
    52 c3 Burst - g
    c3 Burst - t
    3.5
    4.2
    3.5
    3.1 11.0
    13.2
    11.0
    0.56 1.74 6.25
    7.59
    6.32
    52 c3 Burst - t
    c3 Pulse - f
    6.0
    7.2
    6.0
    3.0 18.1
    21.7
    18.1
    0.86
    2.58 6.98
    8.42
    7.02
    52 c3 Pulse - f
    c3 Pulse - g
    4.6
    5.52
    4.6
    3.2 14.8
    17.8
    14.8
    0.92
    2.94 5.0
    6.04
    5.03
    52 c3 Pulse - g
    c3 Pulse - t
    3.5
    4.2
    3.5
    2.7 9.5
    11.4
    9.5
    0.56
    1.51 6.25
    7.55
    6.29
    52 c3 Pulse - t
    c2 Beam - f
    -
    -
    -
    - 16.0
    19.2
    16.0
    3.16 3.16 5.06 6.08
    5.06
    35 c2 Beam - f
    c2 Mining Laser - - - - 4.0 4.8 4.0 3.0 3.0 1.33 1.60 1.33 18 c2 Mining Laser
    c2 Beam - g
    -
    -
    -
    - 12.5
    15.0
    12.5
    3.44
    3.44 3.63 4.36
    3.63
    35 c2 Beam - g
    c2 Beam - t
    -
    -
    -
    - 8.8
    10.6
    8.8
    2.16
    2.16 4.07 4.91
    4.07
    35 c2 Beam - t
    c2 Burst - f
    3.5
    4.2
    3.5
    3.7 13.0
    15.6
    13.0
    0.5
    1.85 7.0
    8.43
    7.0
    35 c2 Burst - f
    c2 Burst - g
    2.5
    3.0
    2.5
    4.2 10.3
    12.4
    10.3
    0.49
    2.06 5.10
    6.02
    5.0
    35 c2 Burst - g
    c2 Burst - t
    1.7
    2.04
    1.7
    3.9 6.8
    8.2
    6.8
    0.28
    1.09 6.07 7.52
    6.24
    35 c2 Burst - t
    c2 Pulse - f
    3.5
    4.2
    3.5
    3.4 12.1
    14.5
    12.1
    0.50
    1.7 7.0
    8.53
    7.12
    35 c2 Pulse - f
    c2 Pulse Disruptor*
    2.8
    3.36
    2.8
    1.7 4.7
    5.6
    4.7
    0.9
    1.53 3.11
    3.66
    3.07
    35 c2 Pulse Disruptor
    c2 Pulse - g
    2.7
    3.24
    2.7
    3.6 9.6
    11.5
    9.6
    0.54
    1.94 5.0
    5.94
    4.95
    35 c2 Pulse - g
    c2 Pulse - t
    2.0
    2.4
    2.0
    3.0 6.2
    7.4
    6.2
    0.33
    0.99 6.06
    7.47
    6.26
    35 c2 Pulse - t
    c1 Beam - f
    -
    -
    -
    - 9.8
    11.8
    9.8
    1.94
    1.94 5.05 6.08
    5.05
    18 c1 Beam - f
    c1 Retributor
    -
    -
    -
    - 4.9
    5.9
    4.9
    2.52
    2.52 1.94 2.34
    1.94
    18 c1 Retributor
    c1 Mining Laser - - - - 2.0 2.4 2.0 1.5 1.5 1.33 1.6 1.33 18 c1 Mining Laser
    c1 Torval Min Lance
    -
    -
    -
    - 8.0
    9.6
    8.0
    1.75
    1.75 4.57 5.48
    4.57
    18 c1 Torval Min Lance
    c1 Beam - g
    -
    -
    -
    - 7.7
    9.2
    7.7
    2.11
    2.11 3.65 4.38
    3.65
    18 c1 Beam - g
    c1 Beam - t
    -
    -
    -
    - 5.4
    6.5
    5.4
    1.32
    1.32 4.09 4.92
    4.09
    18 c1 Beam - t
    c1 Burst - f
    1.7
    2.04
    1.7
    4.7 8.1
    9.7
    8.1
    0.25
    1.18 6.8
    8.22
    6.86
    20 c1 Burst - f
    c1 Cytoscrambler**
    3.6
    4.32
    3.6**
    7.6 27.4
    32.9
    27.4**
    0.31
    2.4 11.61
    13.7
    11.42**
    1 c1 Cytoscrambler**
    c1 Burst - g
    1.2
    1.44
    1.2
    5.3 6.4
    7.7
    6.4
    0.24
    1.27 5.0
    6.06
    5.04
    20 c1 Burst - g
    c1 Burst - t 0.9 1.08 0.9 4.8 4.2 5.0 4.2 0.14 0.67 6.43 7.46 6.27 20 c1 Burst - t
    c1 Pulse - f
    2.0
    2.4
    2.0
    3.8 7.9
    9.5
    7.9
    0.30
    1.14 6.67
    8.33
    6.93
    20 c1 Pulse - f
    c1 Pulse - g
    1.6
    1.92
    1.6
    4.0 6.2
    7.4
    6.2
    0.31
    1.24 5.16
    6.0
    5.0
    20 c1 Pulse - g
    c1 Pulse - t
    1.2
    1.44
    1.2
    3.3 4.0
    4.8
    4.0
    0.19
    0.63 6.32
    7.62
    6.35
    20 c1 Pulse - t
    WEAPON FDev Shield Hull RoF DPS DPSvS DPSvH Draw EPS DPE EvS EvH APV WEAPON

    *For pre-2.1 testing of the Pulse Disruptor's malfunction-inducement rate see Truesilver's Tests, No. 3:

    https://forums.frontier.co.uk/showthread.php?t=240937

    **The Cytoscrambler's APV of 1 means that under normal circumstances it will cause infinitesimally small actual damage to hull. Although hull damage figures are included they should be treated as notional, therefore.

    Note that the Beam distributor draw must be per second as opposed to per shot. Also all burst laser FDev and Draw figures are only 1/3 of the practical values (because of the triple shot) but at the moment I've input 'as per Outfitting'. DPS and EvS / EvH are better comparators.


    KINETIC WEAPONS

    WEAPON
    FDev
    Shield
    Hull
    RoF DPS
    DPSvS
    DPSvH
    Draw
    EPS DPE
    EvS
    EvH
    ShSp APV WEAPON
    c4 Cannon - f
    83.1
    49.9
    99.7
    0.4 31.6
    19.0
    37.9
    1.61
    0.64 51.61
    29.69 59.22 900 90 c4 Cannon - f
    c4 Cannon - g
    56.5 34.0 67.9 0.4 22.6 13.6 27.1 1.72
    0.69 32.85 19.71 39.28 750 90 c4 Cannon - g
    c4 Multi - f
    4.6
    2.76
    5.52
    3.0 28.0
    16.8
    33.6
    0.24
    0.72 19.17
    23.33
    46.67
    1600 68 c4 Multi - f
    c4 Multi - g
    3.5
    2.1
    4.2
    3.4 23.3
    13.98
    27.96
    0.37
    1.26 9.46
    11.1
    22.2
    1600 68 c4 Multi - g
    c3 Cannon - f
    55.6 33.4 66.7 0.4 23.4 14.0 28.1 1.07
    0.43 51.96 32.56 65.12 959 70 c3 Cannon - f
    c3 Cannon - g
    37.4 22.4 44.9 0.4 16.5 9.9 19.8 1.14
    0.46 32.81 21.52 43.04 800 70 c3 Cannon - g
    c3 Cannon - t
    30.3 18.2 36.4 0.4 11.2 6.7 13.4 0.53
    0.21 57.17 31.90 63.81 800 70 c3 Cannon - t
    c3 Frag - f
    4.6
    2.76
    5.52
    4.5 249.3
    149.6
    299.2
    0.57
    2.57 8.07 58.2 116.4 667 45 c3 Frag - f
    c3 Pacifier
    4.0
    2.04
    4.8
    4.5 216.0
    129.6
    259.2
    0.57
    2.57 7.02
    50.4
    100.9
    1000 45 c3 Pacifier
    c3 Frag - g
    3.8
    2.28
    4.56 4.8 215.4 129.2 258.5 0.81
    3.89 4.69 33.2 66.4 667 45 c3 Frag - g
    c3 Frag - t
    3.0
    1.80 3.6 4.0 143.3 86.0 172.0 0.37
    1.48 8.11 58.1 116.2 667 45 c3 Frag - t
    c3 Multi - f
    3.9
    2.34
    4.68
    5.9 23.1
    13.86
    27.72
    0.18
    1.06 21.67
    13.08
    26.15
    1600 54 c3 Multi - f
    c3 Multi - g
    2.8
    1.68
    3.36
    6.7 18.9
    11.34
    22.68
    0.25
    1.68 11.2
    6.75
    13.5
    1600 54 c3 Multi - g
    c2 Cannon - f
    36.9 22.1 44.3 0.5 17.0 10.20 20.40 0.70
    0.35 52.71
    29.14 58.29
    1051 50 c2 Cannon - f
    c2 Cannon - g
    25.5 13.5 27.0 0.5 12.3 7.4 14.8 0.75
    0.38 34.0
    19.73 39.47 875 50 c2 Cannon - g
    c2 Cannon - t
    19.8
    11.88 23.76 0.4 8.01
    4.81 9.61 0.34
    0.14 58.24 34.36 68.71 875 50 c2 Cannon - t
    c2 Frag - f
    3.0
    1.80 3.6 5.0 179.1 107.5 214.9 0.37
    1.85 8.11 58.11
    116.22
    667 30 c2 Frag - f
    c2 Frag - g
    2.3
    1.38
    2.76
    5.3 143.6
    86.2
    172.3
    0.49
    2.6 4.7
    33.15
    66.3
    667 30 c2 Frag - g
    c2 Frag - t
    1.7
    1.02
    2.04 4.3 87.1 52.3 104.5 0.21
    0.90 8.09 58.1 116.2 667 30 c2 Frag - t
    c2 Multi - f
    2.2
    1.32
    2.64
    7.1 15.6
    9.36
    18.72
    0.11
    0.78 20.0
    12.0
    24.0
    1600 37 c2 Multi - f
    c2 Multi - g
    1.6
    0.96
    1.92
    7.7 12.6
    7.56
    15.12
    0.14
    1.08 11.43
    7.0
    14.0
    1600 37 c2 Multi - g
    c2 Multi - t
    1.2
    0.72
    1.44
    6.2 7.3
    4.38
    8.76
    0.06
    0.37 20.0
    11.84
    23.68
    1600 37 c2 Multi - t
    c1 Cannon - f
    22.5 13.5 27.0 0.5 11.3 6.78 13.56 0.46
    0.23 48.91 29.48 58.96 1200 35 c1 Cannon - f
    c1 Cannon - g
    15.9 9.54 19.08 0.5 8.3 4.98 9.96 0.48
    0.24 33.13 20.75 41.50 1000 35 c1 Cannon - g
    c1 Cannon - t
    12.8 7.68 15.36 0.4 5.56
    3.34 6.67 0.22
    0.09 58.18 37.11 74.22 1000 35 c1 Cannon - t
    c1 Frag - f
    1.4
    0.84
    1.68
    5.6 95.3
    57.2
    114.4
    0.21
    1.18 6.67
    48.5
    96.9
    667 20 c1 Frag - f
    c1 Frag - g
    1.0
    0.6
    1.2
    5.9 71.3
    42.8
    85.6
    0.26
    1.53 3.85
    28.0
    55.9 667 20 c1 Frag - g
    c1 Frag - t
    0.7
    0.42
    0.84
    4.8 39.4
    23.6
    47.3
    0.10
    0.48 7.0
    49.2
    98.3
    667 20 c1 Frag - t
    c1 Multi - f
    1.1
    0.66
    1.32
    7.7 8.6
    5.16
    10.32
    0.06
    0.46 18.33
    11.22
    22.43
    1600 22 c1 Multi - f
    c1 Enforcer
    2.9
    1.74 3.48 4.3 12.4 7.4 14.9 0.12
    0.52 24.17 14.23 28.65 1800 30 c1 Enforcer
    c1 Multi - g
    0.8
    0.48
    0.96
    8.3 6.8
    4.08
    8.16
    0.07
    0.58 11.43
    7.03
    14.06
    1600 22 c1 Multi - g
    c1 Multi - t
    0.6
    0.36
    0.72
    7.1 4.0
    2.4
    4.8
    0.03
    0.21 20.0
    11.43
    22.86
    1600 22 c1 Multi - t
    WEAPON FDev Shield Hull RoF DPS DPSvS DPSvH Draw EPS DPE EvS EvH ShSp APV WEAPON

    Note that for Frag Cannons, the DPS and RoF figures above are as per in-game Outfitting but they do not take into account reload time - unlike with other weapons such as Plasma Accelerators - and therefore should not be used for direct comparison.


    THERMAL-KINETIC WEAPONS & ABSOLUTE DAMAGE WEAPONS


    Note: For rail gun thermal-kinetic breakdown see Truesilver's Tests, No.2:

    https://forums.frontier.co.uk/showthread.php?t=240168

    For the plasma 'absolute damage' ED 2.2.03 complexity, see Notes.

    WEAPON
    FDev
    Shield
    Hull
    RoF DPS
    DPSvS
    DPSvH
    Draw
    EPS DPE
    EvS
    EvH
    ShSp APV WEAPON
    c4 PA
    125.2
    120.2
    130.2
    0.3 31.3
    30.05
    32.56
    21.04
    6.31 5.95
    4.96
    5.16 875 100 c4 PA
    c3 PA
    83.4
    80.06
    86.74
    0.3 24.2
    23.23 25.17
    13.6
    4.08 6.13
    5.93
    6.17 875 100 c3 PA
    c3 Adv Acc
    34.4
    35.78
    35.78
    0.8 28.7
    27.55
    29.85
    5.5
    4.4 6.25
    6.26
    6.78
    875 100 c3 Adv Acc
    c2 PA
    54.3
    56.47
    56.47
    0.3 17.18
    17.18
    18.62
    8.65
    2.6 6.28
    6.61
    7.16
    875 100 c2 PA
    c2 Rail
    41.5
    41.5
    44.3
    1.2 50.0
    50.0
    53.35
    5.11
    6.13 8.12
    8.16
    8.70
    - 100 c2 Rail
    c2 Imp Ham
    15.0
    15.0
    16.0
    4.1 61.4
    61.4
    65.51
    2.0*
    8.2 7.5
    7.49
    7.99
    - 100 c2 Imp Ham
    c1 Rail
    23.3
    23.3
    24.9
    1.6 37.0
    37.0
    39.48
    2.69
    4.3 8.66
    8.6
    9.18
    - 100 c1 Rail
    WEAPON FDev Shield Hull RoF DPS DPSvS DPSvH Draw EPS DPE EvS EvH ShSp APV WEAPON

    *For Imperial Hammers for Draw I have used the Outfitting figure of 2.0 but due to the triple-burst the practical figure would be 6.0.


    EXPLOSIVES

    WEAPON
    FDev
    Shield
    Hull
    RoF DPS
    DPSvS
    DPSvH
    Draw
    EPS DPE
    EvS
    EvH
    ShSp APV WEAPON
    Torpedo
    120.0
    60.0
    168.0
    1.0 120.0
    60.0
    168.0
    -
    - -
    -
    -
    150 10,000 Torpedo
    Missile - df
    50.0
    25.0
    70.0
    0.5 25.0
    12.5
    35.0
    0.24
    0.12 208.3
    104.2
    291.7
    750 60 Missile - df
    Missile - FSD Disruptor 40.0 20.0 56.0 0.3 13.3 6.7 18.6 0.24 0.07 166.7 95.7 265.7 750 60 Missile - FSD Disruptor
    Missile - hs
    40.0
    20.0
    56.0
    0.3 13.3
    6.7
    18.6
    0.24
    0.07 166.7
    95.7
    265.7
    625 60 Missile - hs
    Pack hound*
    7.5 [x4]
    3.75
    10.5
    2.0 60.0
    30.0
    84.0
    0.24
    0.48 31.25
    62.5
    175.0
    600 60 Pack hound
    Mine** 44.0 31.94 55.18 1.0 44.0 31.94 55.18 - - - - - - 60 Mine
    Shock Mine** 32.0 23.23 40.13 1.0 32.0 23.23 40.13 - - - - - - 60 Shock Mine
    WEAPON FDev Shield Hull RoF DPS DPSvS DPSvH Draw EPS DPE EvS EvH ShSp APV WEAPON

    *Pack hound missile racks fire four missiles per release

    **Mines & 'Explosive-Thermal' damage - unlike torpedoes or missiles, mine damage is a combination of explosive and thermal. This has been (theoretically) taken into account in the extrapolated (Shield / Hull etc) figures above, see Notes & Acknowledgements below.




    NOTES & ACKNOWLEDGMENTS

    The FDev figures for damage and dps are ‘raw’, in that they assume a point-blank (0m or 1m) firing point and do not take into account any potential modifiers. See my discussion with FDev Lead Programmer and damage supremo, the very obliging Mark Allen, here:-

    https://forums.frontier.co.uk/showthread.php?t=244308

    The table of multipliers that I have previously applied to damage type by target type can be found in Cmdr Frentox’s hull hardness / piercing thread here:

    https://forums.frontier.co.uk/showthread.php?t=224474

    That table is still correct save that missile damage v shields has been buffed (previously 10% multiplier, now 50%).

    The full, current table for damage multipliers is:-


    TARGET
    THERMAL
    KINETIC
    EXPLOSIVE
    Shields
    120%
    60%
    50%
    Light / Reinf / Military*
    100%
    120%
    140%
    Mirrored
    50%
    175%
    150%
    Reactive
    140%
    75%
    80%

    *Note that lightweight, reinforced and military bulkheads all count as 'unmodified hull' - military and reinforced just add hp to base hull value - see my post history for more.

    For the avoidance of doubt, the new 2.1 Outfitting screens express the same data in a different way, as modifiers to target 'resistance', as follows:-

    TARGET THERMAL KINETIC EXPLOSIVE
    Shield -20% +40% +50%
    Light / Reinf / Military +0% -20% -40%
    Mirrored +50% -75% -50%
    Reactive -40% +25% +20%

    However, the meaning is the same. I have checked! For confirmation of this I am once again indebted to Mark Allen of FDev, who on 9th May 2016 confirmed to me that the meaning of the figures is the same as before - it's just that FDev are experimenting with a '100 - multiplier' format as an alternative to the damage multipliers.


    Thermal-Kinetic & Explosive-Thermal damage split

    Lasers are thermal, cannons are kinetic ... easy enough so far.

    However, rail guns feature mixed ‘thermal-kinetic’ damage and mines have a mixture of explosive and thermal.

    I believe that I have previously established via testing that the rail gun thermal-kinetic split is 66.66%-33.33% or 2:1, see Truesilver's Tests, No.2:-

    https://forums.frontier.co.uk/showthread.php?t=240168

    The damage modifiers for rail gun thermal-kinetic weapons can therefore be calculated in the same proportions:-

    Shields (0.66 x 120 = 80) + (0.33 x 60 = 20) = 100%
    Hull (0.66 x 100 = 66.66) + (0.33 x 120 = 40) = 106.7%

    I have not yet tested the explosive-thermal breakdown of mines.

    However, Outfitting uses the words 'the main type of damage' and then gives that for rails as thermal and for mines as explosive.

    I therefore think it reasonable to assume, pending testing, that mines are 2:1 explosive-thermal.

    On that basis the mine calculation would be:

    Shields (0.66 x 50 = 33) + (0.33 x 120 = 39.6) = 72.6%
    Hull (0.66 x 140 = 92.4) + (0.33 x 100 = 33) = 125.4%


    Plasma ('Absolute') Damage

    ED 2.2.03 introduced an entirely new damage split, for plasma alone: 60-20-20.

    (Deep breath...)

    60% of plasma damage is 'absolute', that is, unmodified by target type. 20% is thermal. 20% is kinetic.

    Hence the plasma calculations are:

    Shields 60 + (0.2 x 120 = 24) + (0.2 x 60 = 12) = 96%
    Hull 60 + (0.2 x 100 = 20) + (0.2 x 120 = 24) = 104%

    Therefore, when calculating extrapolated damage and damage to energy figures in the weapon tables above I have applied the following percentages to the FDev figures for damage and DPS:-

    DAMAGE
    Shield
    Hull
    Thermal
    120%
    100%
    Kinetic
    60%
    120%
    Thermal-Kinetic
    100%
    106.7%
    Absolute 96% 104%
    Explosive 50% 140%
    Explosive-Thermal 72.6% 125.4%

    The damage figures thus obtained apply to shots fired at point-blank range (0m or 1m) against shields or, in the case of hull, against a ship fitted with lightweight, reinforced or military bulkheads. Shots fired against the hull of a ship fitted with mirrored or reactive bulkheads will produce different outcomes in line with the first table above.

    None of the figures take into account (a) armour piercing / hull hardness values, which differ by weapon and ship but, broadly speaking, mean that smaller / weaker weapons will do somewhat less damage to larger / stronger ships; or (b) damage fall-off by range, which affects some weapons (such as plasma or multis) a little and cannons not at all but other weapons (such as lasers or rails) a lot.

    The final column in each table provides each weapon's APV - 'Armour Piercing Value'. This determines how much of the weapon's potential damage against a hull will actually be delivered. Each ship type has a unique (unmodifiable) Hull Hardness ('HH') figure. When a weapon strikes the hull, after all other modifiers are determined, the actual damage done is finally modified by the following equation:

    APV / HH = % damage done, capped at 100%

    Example:

    A c4 fixed beam laser has APV of 60. If it strikes the hull of a Fer-de-Lance, which has HH of 70, it will do 60/70 = 85.7% damage.

    If the same laser strikes a Sidewinder, which has HH of 20, it will do 60/20 (capped at 100%) = 100% damage.

    For more on damage fall-off by range see the inimitable Cmdr Kornelius Briedis’ work at:

    http://nosuchwebpage.com/index.php?lan=EN&post_id=195

    Obviously, nothing in this post takes into account Engineer modifications to weapon or target.

    Finally, note that a weapon will only inflict optimal hull damage if the shot fails to damage any modules (otherwise the majority of the damage will be applied to the module in question as 'Breach Damage'). In practice, weapons with a lower breach chance will thus achieve optimal hull damage more often than higher penetration weapons. Whether this is desirable or not is situational. Rail guns in particular will often cause more module damage than hull damage – albeit with a correspondingly greater chance of causing the target vessel to suffer module malfunction or destruction.


    Finally, I would like to thank Cmdrs StarLightBreaker and Pale Night for their seminal work in this field. Although their tables of over a year ago are long since superseded, I must have referred to them a thousand times. o7

    As ever, all corrections and comments welcome.

    See you in the black,


    TRUESILVER


    P.S. List of associated third party resources

    1.

    http://www.edshipyard.com/
    with more precise values for stats including RoF and DPS and where you can also find a new weapon damage and capacitor modeling feature, including simulation of applied damage against various resist profiles (shields, armor, mirrored, reactive) and ship hulls (which receive reduced damage from undersized weapons).

    2.
    Spreadsheet (with particular utility concerning EPS) courtesy of superDave27:

    https://docs.google.com/spreadsheets...gid=1034838947

    3.
    A fresh, 2.2.03 google spreadsheet courtesy of reddit user ollomulder:

    https://docs.google.com/spreadsheets...cms/edit#gid=0

  2. #2
    +1, appreciate your efforts!

  3. #3
    Great work as always!

  4. #4
    I'll have access to the cytoscrambler, I'll let you know the stats

    Interestingly, the 650m range cytoscrmabler will have access to the long range engineer tweak. Wonder if that might make it borderline useful...

  5. #5
    I am monitoring this thread.

  6. #6

  7. #7
    Great work as always and subscribed. Thanks!

  8. #8
    Will check this out tomorrow and this weekend. Thank you for making this for those of us without beta access!

    Also, HUGE BEAM LASER HYPE!

  9. #9
    I'm in! Spawn station has only huge fixed beam of new weps - added

    EDIT1: Added all new weapons and c4 PA for comparison

    EDIT2: No longer need Powerplay wep stats, all weps are open access!

    EDIT3: Main c3 lasers added

    EDIT4: c3 cannons and all PA's and Adv Accel added

    EDIT5: Rails, torps, missiles

    EDIT6: Completed Powerplay weps

    EDIT7: Completed explosives

    EDIT8: Completed all thermic (ie lasers) - nb at the moment when I say 'completed' I mean the core FDev inputs, cross-calculation will come later

    EDIT9: Completed kinetic ... ok, that's the entry of the core FDev stats done, taking a break

  10. #10
    Re: Your confusion on the mines, I THINK but am not positive, that C2 mines are homing mines whereas C1 mines are not, which could account for the damage difference.

  11. #11
    yucks, why are they not giving us class 4 burst laser and frags?

  12. #12
    I was waiting for class 4 frag cannons and class 4 rail guns.

  13. #13
    Some quick thoughts on the stats so far before RL (briefly) intrudes and I can get back in Beta ...

    The main issue I'm seeing is actually one that the very obliging Mark Allen (FDev lead programmer) already flagged to me in a PM as something his UI team are aware of, which is difficulty in identifying DPS in weapons that have a long reload time. As I said, this had always been an issue with PA's within Cmdr StarLightBreaker's original test data.

    However, at the moment there appears to be a lack of consistency of approach because cannons and PA's (for example) have had full reload included, dropping their DPS drastically, whereas frag cannons have not. Specifically, we see:

    c4 PA 26.3
    c4 Cannon - f 22.9
    c3 Frag - f 213.8

    Secondly, concerning frags (also multis, but more pertinently frags) the tiny individual damage presumably relates to each piece of shot - accurate but difficult to evaluate unless the number of pellets in the charge is known (admittedly we can backwards calculate by timing reload and comparing with DPS but I mean that the FDev damage stat itself currently could be helped by qualification).

    Thirdly, concerning triple-shot weapons like Burst Lasers and, in particular, Imperial Hammers, I'm 'on the fence' about presenting damage 'per shot' as opposed to 'per burst'. However, whichever way it's done, again a consistency of approach would be best. Specifically, for Imperial Hammers we see Draw given as 2.0 (whereas the triple-burst draw is actually 6.0 and cannot be stopped once begun). However, for Burst Lasers (c3 - f) we see 1.39 ... and a c3 - f Pulse Laser has 0.96 ... so that does appear to be a Draw figure based on the whole burst not one third of it.

    Finally, there could be a more consistent approach between Beams and Bursts/Pulses. A c3 fixed Beam, for example, is given Draw of 5.67 ... as opposed to the 1.39 for a Burst or 0.96 for a Pulse as above. The former is probably an EPS ('energy per second') figure whereas the latter are per burst or per shot. Ultimately the principal utility of stats is comparison, so I hope something can be done here.

    Although absolutely none of the above should detract in any way from the huge work which Mark and everyone at FDev have put in here - I was on with my player group last night and 'first impressions' were, across the board, hugely positive.


    I will in due course be putting together some observations / proposals as above within the Beta forum but please do discuss here and add any points you may have. In terms of effecting change, though, I suspect it's quite unlikely that UI programming changes will be made now save for altering numbers themselves (eg whether a given location shows energy per shot or energy per second) so I'd suggest focusing on that for now.

    Truesilver

  14. #14

  15. #15
    Now added:

    - DPSvS for all thermic weapons
    - Shield and Hull damage figures for all rails
    - Important note concerning plasma damage / thermic-kinetic split
    - Rate of Fire, Energy per Second and Rate of Fire columns (figures coming soon!)

    Finally, re hull damage: Outfitting now shows figures for damage modification according to bulkheads. The figures are the same as those cited by Cmdr Frentox (see Notes) which have held good in testing. However, the figures are put in a different way (a positive modifier to damage is replaced by a negative modifier to resistance, for example). This may be only a cosmetic change but the calculation does not seem quite as expected (a 50% increase to thermic damage resistance from mirrored bulkheads is not the same as a 50% reduction to thermic damage - a 50% reduction to damage would be equivalent to a 100% increase in resistance ... a 50% increase in damage resistance would equal a 33% reduction to damage ... wouldn't it ?!) (... head hurts ...) I need to test this a bit and possibly see if FDev will clarify before working out more hull damage figures.

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