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Do neutralizers etc. have fixed damage and 100% hit chance within range?

Asked by [ Editor ]

Do Energy Destabilizers and Energy Vampires work like turrets with a hit chance and variable damage or do they always hit and do the same damage within their range (and always miss when out of range)?

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2 answers

7

matt_12 [ Editor ]

Load one up in EFT you can see that there is only optimal and no fall off for energy neuts.

Therefore, as there is no falloff you can deduce a 100% hit rate.

Due to the fact there is no tracking, signature res or fall off data in EFT we can deduce that neither target signature nor angular momentum will effect a neutraliser's use.

EDIT: Update to include Werner's comments.

NN comments
matt_12
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Also just by common sense, if these things had no effect you could essentially speed tank a neut, then it would not be so lethal to interceptors and small ships they are designed to cripple, so there would be no point in having them, unless you are suggesting it effects someone more if they have more transversal?

werner lucifer
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What about sig rad and angular vel? How can one be sure those doesn’t have any effect?

matt_12
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well, understand that EFT can’t prove this for you, however if you load up a Frigate and put a heavy neut in projected effects, and then turn on a MWD (testing sig and speed) none of the stats on the Neut change. Also as its not a turret, ie it’s treated more like a missile effect as there is no turret data then you are either in range or your not. If you are looking for imperical evidence you would have to crack open the eve database, but both from experience and from EFT I can say speed and sig has no effect. If you are in range you will get hit by x amount.

werner lucifer
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Sorry if I sound a bit picky now. First of all it’s empirical not imperical. Your approach in the answer is correct but you made slight errors in your comments. What I meant by “sig rad” was “target sig rad” and of course it isn’t affected by fitting a MWD in EFT on your own ship. And a “DPS graph” isn’t calulated in EFT for neuts, same with EveHQ, so there isn’t any target sig rad change to find either. As a proof when I asked the question I first hoped for an experiment testing with two ships in Eve, but as I started by saying… (see next comment)

werner lucifer
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Your approach in the answer was correct!. But in your comments you’re assuming we can’t crack open the database although the values you refer to in EFT (“only optimal and no fall off”) are drawn from the database. In EveHQ we can see even more database info extracted. Answer: We can deduce hit chance isn’t affected by range, target sig rad or angular velocity because there aren’t falloff, sig res or tracking speed in the database for neuts that we can find extracted in EFT or EveHQ. Feel free to update your answer so people don’t have to read the comments. Good job and thank you!

matt_12
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no need to apologise I welcome constructive critisism. About spelling, sorry my english skills are not the best I make no excuses for this. As for cracking the database open I know you can do this, but I couldn’t to test this, as I generally answer questions in my down time at work and don’t have EFT on it to break it open. :( As for my comments on sig radii you are correct I thought you meant effects on own ship, however you could backwards test it and get the same results.

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2

canhasgank [ Moderator ]

Energy Neutralizers (neut) will always neutralize a set amount of the target ships cap. As long as you have cap to run the neut and the target is in neut range it will have full effect.

Energy Vampires (nos) work slightly different. A nos will remove a set amount of cap from the target ship and add it to your ship. Range still applies, but the nos will only have effect as long as the target ship has more cap (percent of total cap) left than your ship does.

Tracking, speed, trasversal etc. have absolutely no effect on neuts or nos.

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