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
RoFDPS
DPSvS
DPSvH
Draw
EPSDPE
EvS
EvH
APVWEAPON
c4 Beam - f
-
-
-
-41.4
49.7
41.4
8.198.195.056.075.0560c4 Beam - f
c4 Beam - g
-
-
-
-32.7
39.2
32.7
8.99
8.993.644.36
3.64
60c4 Beam - g
c4 Burst - f20.624.7220.61.632.338.832.32.984.776.918.136.7765c4 Burst - f
c4 Burst - g12.114.5212.12.125.931.125.92.415.065.026.145.1265c4 Burst - g
c4 Pulse - f
10.2
12.24
10.2
2.626.9
32.3
26.9
1.48
3.856.89
8.38
6.99
65c4 Pulse - f
c4 Pulse - g
7.8
9.36
7.8
2.821.7
26.0
21.7
1.56
4.375.0
5.96
4.97
65c4 Pulse - g
c3 Beam - f
-
-
-
-25.8
31.0
25.8
5.10
5.105.066.07
5.06
50c3 Beam - f
c3 Beam - g
-
-
-
-20.3
24.4
20.3
5.58
5.583.644.37
3.64
50c3 Beam - g
c3 Beam - t
-
-
-
-14.4
17.3
14.4
3.51
3.514.104.93
4.10
50c3 Beam - t
c3 Burst - f
7.7
9.24
7.7
2.720.8
25.0
20.8
1.11
3.006.94
8.32
6.93
52c3 Burst - f
c3 Burst - g
5.2
6.24
5.2
3.216.6
19.9
16.6
1.033.305.05
6.04
5.03
52c3 Burst - g
c3 Burst - t
3.5
4.2
3.5
3.111.0
13.2
11.0
0.561.746.25
7.59
6.32
52c3 Burst - t
c3 Pulse - f
6.0
7.2
6.0
3.018.1
21.7
18.1
0.86
2.586.98
8.42
7.02
52c3 Pulse - f
c3 Pulse - g
4.6
5.52
4.6
3.214.8
17.8
14.8
0.92
2.945.0
6.04
5.03
52c3 Pulse - g
c3 Pulse - t
3.5
4.2
3.5
2.79.5
11.4
9.5
0.56
1.516.25
7.55
6.29
52c3 Pulse - t
c2 Beam - f
-
-
-
-16.0
19.2
16.0
3.163.165.066.08
5.06
35c2 Beam - f
c2 Mining Laser----4.04.84.03.03.01.331.601.3318c2 Mining Laser
c2 Beam - g
-
-
-
-12.5
15.0
12.5
3.44
3.443.634.36
3.63
35c2 Beam - g
c2 Beam - t
-
-
-
-8.8
10.6
8.8
2.16
2.164.074.91
4.07
35c2 Beam - t
c2 Burst - f
3.5
4.2
3.5
3.713.0
15.6
13.0
0.5
1.857.0
8.43
7.0
35c2 Burst - f
c2 Burst - g
2.5
3.0
2.5
4.210.3
12.4
10.3
0.49
2.065.10
6.02
5.0
35c2 Burst - g
c2 Burst - t
1.7
2.04
1.7
3.96.8
8.2
6.8
0.28
1.096.077.52
6.24
35c2 Burst - t
c2 Pulse - f
3.5
4.2
3.5
3.412.1
14.5
12.1
0.50
1.77.0
8.53
7.12
35c2 Pulse - f
c2 Pulse Disruptor*
2.8
3.36
2.8
1.74.7
5.6
4.7
0.9
1.533.11
3.66
3.07
35c2 Pulse Disruptor
c2 Pulse - g
2.7
3.24
2.7
3.69.6
11.5
9.6
0.54
1.945.0
5.94
4.95
35c2 Pulse - g
c2 Pulse - t
2.0
2.4
2.0
3.06.2
7.4
6.2
0.33
0.996.06
7.47
6.26
35c2 Pulse - t
c1 Beam - f
-
-
-
-9.8
11.8
9.8
1.94
1.945.056.08
5.05
18c1 Beam - f
c1 Retributor
-
-
-
-4.9
5.9
4.9
2.52
2.521.942.34
1.94
18c1 Retributor
c1 Mining Laser----2.02.42.01.51.51.331.61.3318c1 Mining Laser
c1 Torval Min Lance
-
-
-
-8.0
9.6
8.0
1.75
1.754.575.48
4.57
18c1 Torval Min Lance
c1 Beam - g
-
-
-
-7.7
9.2
7.7
2.11
2.113.654.38
3.65
18c1 Beam - g
c1 Beam - t
-
-
-
-5.4
6.5
5.4
1.32
1.324.094.92
4.09
18c1 Beam - t
c1 Burst - f
1.7
2.04
1.7
4.78.1
9.7
8.1
0.25
1.186.8
8.22
6.86
20c1 Burst - f
c1 Cytoscrambler**
3.6
4.32
3.6**
7.627.4
32.9
27.4**
0.31
2.411.61
13.7
11.42**
1c1 Cytoscrambler**
c1 Burst - g
1.2
1.44
1.2
5.36.4
7.7
6.4
0.24
1.275.0
6.06
5.04
20c1 Burst - g
c1 Burst - t0.91.080.94.84.25.04.20.140.676.437.466.2720c1 Burst - t
c1 Pulse - f
2.0
2.4
2.0
3.87.9
9.5
7.9
0.30
1.146.67
8.33
6.93
20c1 Pulse - f
c1 Pulse - g
1.6
1.92
1.6
4.06.2
7.4
6.2
0.31
1.245.16
6.0
5.0
20c1 Pulse - g
c1 Pulse - t
1.2
1.44
1.2
3.34.0
4.8
4.0
0.19
0.636.32
7.62
6.35
20c1 Pulse - t
WEAPONFDevShieldHullRoFDPSDPSvSDPSvHDrawEPSDPEEvSEvHAPVWEAPON

*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
RoFDPS
DPSvS
DPSvH
Draw
EPSDPE
EvS
EvH
ShSpAPVWEAPON
c4 Cannon - f
83.1
49.9
99.7
0.431.6
19.0
37.9
1.61
0.6451.61
29.6959.2290090c4 Cannon - f
c4 Cannon - g
56.534.067.90.422.613.627.11.72
0.6932.8519.7139.2875090c4 Cannon - g
c4 Multi - f
4.6
2.76
5.52
3.028.0
16.8
33.6
0.24
0.7219.17
23.33
46.67
160068c4 Multi - f
c4 Multi - g
3.5
2.1
4.2
3.423.3
13.98
27.96
0.37
1.269.46
11.1
22.2
160068c4 Multi - g
c3 Cannon - f
55.633.466.70.423.414.028.11.07
0.4351.9632.5665.1295970c3 Cannon - f
c3 Cannon - g
37.422.444.90.416.59.919.81.14
0.4632.8121.5243.0480070c3 Cannon - g
c3 Cannon - t
30.318.236.40.411.26.713.40.53
0.2157.1731.9063.8180070c3 Cannon - t
c3 Frag - f
4.6
2.76
5.52
4.5249.3
149.6
299.2
0.57
2.578.0758.2116.466745c3 Frag - f
c3 Pacifier
4.0
2.04
4.8
4.5216.0
129.6
259.2
0.57
2.577.02
50.4
100.9
100045c3 Pacifier
c3 Frag - g
3.8
2.28
4.564.8215.4129.2258.50.81
3.894.6933.266.466745c3 Frag - g
c3 Frag - t
3.0
1.803.64.0143.386.0172.00.37
1.488.1158.1116.266745c3 Frag - t
c3 Multi - f
3.9
2.34
4.68
5.923.1
13.86
27.72
0.18
1.0621.67
13.08
26.15
160054c3 Multi - f
c3 Multi - g
2.8
1.68
3.36
6.718.9
11.34
22.68
0.25
1.6811.2
6.75
13.5
160054c3 Multi - g
c2 Cannon - f
36.922.144.30.517.010.2020.400.70
0.3552.71
29.1458.29
105150c2 Cannon - f
c2 Cannon - g
25.513.527.00.512.37.414.80.75
0.3834.0
19.7339.4787550c2 Cannon - g
c2 Cannon - t
19.8
11.8823.760.48.01
4.819.610.34
0.1458.2434.3668.7187550c2 Cannon - t
c2 Frag - f
3.0
1.803.65.0179.1107.5214.90.37
1.858.1158.11
116.22
66730c2 Frag - f
c2 Frag - g
2.3
1.38
2.76
5.3143.6
86.2
172.3
0.49
2.64.7
33.15
66.3
66730c2 Frag - g
c2 Frag - t
1.7
1.02
2.044.387.152.3104.50.21
0.908.0958.1116.266730c2 Frag - t
c2 Multi - f
2.2
1.32
2.64
7.115.6
9.36
18.72
0.11
0.7820.0
12.0
24.0
160037c2 Multi - f
c2 Multi - g
1.6
0.96
1.92
7.712.6
7.56
15.12
0.14
1.0811.43
7.0
14.0
160037c2 Multi - g
c2 Multi - t
1.2
0.72
1.44
6.27.3
4.38
8.76
0.06
0.3720.0
11.84
23.68
160037c2 Multi - t
c1 Cannon - f
22.513.527.00.511.36.7813.560.46
0.2348.9129.4858.96120035c1 Cannon - f
c1 Cannon - g
15.99.5419.080.58.34.989.960.48
0.2433.1320.7541.50100035c1 Cannon - g
c1 Cannon - t
12.87.6815.360.45.56
3.346.670.22
0.0958.1837.1174.22100035c1 Cannon - t
c1 Frag - f
1.4
0.84
1.68
5.695.3
57.2
114.4
0.21
1.186.67
48.5
96.9
66720c1 Frag - f
c1 Frag - g
1.0
0.6
1.2
5.971.3
42.8
85.6
0.26
1.533.85
28.0
55.9 66720c1 Frag - g
c1 Frag - t
0.7
0.42
0.84
4.839.4
23.6
47.3
0.10
0.487.0
49.2
98.3
66720c1 Frag - t
c1 Multi - f
1.1
0.66
1.32
7.78.6
5.16
10.32
0.06
0.4618.33
11.22
22.43
160022c1 Multi - f
c1 Enforcer
2.9
1.743.484.312.47.414.90.12
0.5224.1714.2328.65180030c1 Enforcer
c1 Multi - g
0.8
0.48
0.96
8.36.8
4.08
8.16
0.07
0.5811.43
7.03
14.06
160022c1 Multi - g
c1 Multi - t
0.6
0.36
0.72
7.14.0
2.4
4.8
0.03
0.2120.0
11.43
22.86
160022c1 Multi - t
WEAPONFDevShieldHullRoFDPSDPSvSDPSvHDrawEPSDPEEvSEvHShSpAPVWEAPON

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
RoFDPS
DPSvS
DPSvH
Draw
EPSDPE
EvS
EvH
ShSpAPVWEAPON
c4 PA
125.2
120.2
130.2
0.331.3
30.05
32.56
21.04
6.315.95
4.96
5.16875100c4 PA
c3 PA
83.4
80.06
86.74
0.324.2
23.2325.17
13.6
4.086.13
5.93
6.17875100c3 PA
c3 Adv Acc
34.4
35.78
35.78
0.828.7
27.55
29.85
5.5
4.46.25
6.26
6.78
875100c3 Adv Acc
c2 PA
54.3
56.47
56.47
0.317.18
17.18
18.62
8.65
2.66.28
6.61
7.16
875100c2 PA
c2 Rail
41.5
41.5
44.3
1.250.0
50.0
53.35
5.11
6.138.12
8.16
8.70
-100c2 Rail
c2 Imp Ham
15.0
15.0
16.0
4.161.4
61.4
65.51
2.0*
8.27.5
7.49
7.99
-100c2 Imp Ham
c1 Rail
23.3
23.3
24.9
1.637.0
37.0
39.48
2.69
4.38.66
8.6
9.18
-100c1 Rail
WEAPONFDevShieldHullRoFDPSDPSvSDPSvHDrawEPSDPEEvSEvHShSpAPVWEAPON

*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
RoFDPS
DPSvS
DPSvH
Draw
EPSDPE
EvS
EvH
ShSpAPVWEAPON
Torpedo
120.0
60.0
168.0
1.0120.0
60.0
168.0
-
--
-
-
15010,000Torpedo
Missile - df
50.0
25.0
70.0
0.525.0
12.5
35.0
0.24
0.12208.3
104.2
291.7
75060Missile - df
Missile - FSD Disruptor40.020.056.00.313.36.718.60.240.07166.795.7265.775060Missile - FSD Disruptor
Missile - hs
40.0
20.0
56.0
0.313.3
6.7
18.6
0.24
0.07166.7
95.7
265.7
62560Missile - hs
Pack hound*
7.5 [x4]
3.75
10.5
2.060.0
30.0
84.0
0.24
0.4831.25
62.5
175.0
60060Pack hound
Mine**44.031.9455.181.044.031.9455.18------60Mine
Shock Mine**32.023.2340.131.032.023.2340.13------60Shock Mine
WEAPONFDevShieldHullRoFDPSDPSvSDPSvHDrawEPSDPEEvSEvHShSpAPVWEAPON

*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:-

TARGETTHERMALKINETICEXPLOSIVE
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:

Shields60+(0.2 x 120 = 24)+(0.2 x 60 = 12)=96%
Hull60+(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%
Absolute96%104%
Explosive50%140%
Explosive-Thermal72.6%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/spreadsheet...UkScKFq43SO4/edit?pref=2&pli=1#gid=1034838947

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

https://docs.google.com/spreadsheets/d/19CPuuj7lBmMX3v55c85jydwqo_H-qnvvmbQaC6ctcms/edit#gid=0
 
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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...
 
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!
 
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 :D
 
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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.
 
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
 
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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Wait. So military grade armour provides no additional damage resistance? Strange.

Yes indeed, surprising though I agree it is, this has always been the case for reinforced and military bulkheads. See for example my pre-Beta discussion with another poster here:-

https://forums.frontier.co.uk/showthread.php?t=224474&page=3&p=3820999#post3820999

So, if you buy a Fer-de-Lance (base hull hp 405) and fit it with military or mirrored or reactive, you get a FdL with 788 hull hp. With military, the damage modifiers stay the same, with mirrored and reactive, they change (note that whether 'change' = 'improve' is debatable to say the least ...)
 
EDIT 1: Added Rate of Fire and Shot Speed in m/s for all thermic-kinetic weapons

EDIT 2: Added Rate of Fire for all thermic weapons (where applicable, i.e. except beams)

EDIT 3: Added Rate of Fire and Shot Speed for all kinetic weapons, plus a rider concerning Frag cannon DPS & RoF

EDIT 4: Added Rate of Fire and Shot Speed for all remaining weapons, i.e. torps, missiles and mines
 
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