Difference between revisions of "Electronic Warfare"

From Agony Unleashed
Jump to: navigation, search
(Marked out of date (was categorized Needs Updating))
 
(32 intermediate revisions by 7 users not shown)
Line 1: Line 1:
This article is a compilation of EWAR information researched and written by Ryysa. He has given us permission to use his guide to EWAR.
 
  
Edited by Admiral Phobos for content
+
{| align="center" width="66%" style="background-color:#FFFACD;" cellpadding="20" cellspacing="0" border="1"
 +
|-
 +
|width="50px"|[[Image:Info.png|center]]
 +
|This article is out of date and needs to be updated.
 +
|}
  
  
'''Below is the basic classification of EWAR'''
 
  
1. Warp Scrambling
 
  
2. Stasis webifying
+
[[Category:Articles out of Date]]
  
3. Target Jamming (ECM)
 
  
4. Sensor Dampening
+
[[Category:Public]]
 +
[[Category:PVP University]]
 +
[[Category:PVP University/ELECTRONIC WARFARE]]
  
5. Tracking Disrupting
+
<small>Original article by Ryysa. Updated and edited for content by Admiral Phobos, [http://www.agony-unleashed.com/user.php?id.3370 Azual]</small>
  
6. Target Painting
+
==Introduction==
  
7. Cap Draining (NOS/Neuts)
+
This article is intended to provide an in-depth look at all forms of electronic warfare, along with the calculations required to predict their effects.
  
8. Chance calculation for falloff.
+
==Warp Scramblers and Warp Disruptors==
  
9. Multiplier calculation with stacking penalties.
+
Warp scrambling prevents another ship from entering warp. This is the primary type of ewar used in any kind of pvp, because it allows you to prevent your target from escaping from an unfavorable situation - if you can't keep your target from running away, killing them becomes very difficult!
  
  
 +
''Methods of application:''
  
'''1. Warp Scrambling'''
+
The most common forms of warp disruption are the targeted modules. These come in three forms:
  
''Short Description:''
+
* Warp Disruptors (known in voice comms as a 'point')- these provide 1 point of warp disruption at a range of 20km (t1 and named) or 24km (t2). Their sole effect is to prevent the target from entering warp.
Warp scrambling prevents another ship from entering warp. This is the primary EW type used in any kind of pvp, because it allows you to prevent your target from escaping from an unfavorable situation.
+
* Warp Scramblers (known in voice comms as a 'scram')- these provide 2 points of warp disruption, ranging from 7.5km (t1) and 9km (t2), with named modules falling somewhere between the two. The most notable difference however is that warp scramblers also disable the target's microwarpdrive, making them excellent for holding down fast targets.
 +
* Warp Disruption Field Generator (with focused script) - by loading it's regular module with a focused warp disruption script, a heavy interdictor is able to replace it's bubble with a warp disruption module of infinite strength. This can have a range of anything between 24km and 30km depending on the pilot's heavy interdictors skill level. This is the only form of targeted warp disruption which affects super capitals.
  
''Methods of application:''
+
Warp disruption can also be found in the form of bubbles. For more on bubbles, see the [[Bubbles and Warping]] article (PvP-BASIC article).
Modules - The modules are called warp scramblers and warp disruptors, and are fitted into midslots. They come in different varieties, with the important parameters being scrambling range and scrambling strength.
+
  
Mobile Warp Disruptors - These are often referred to as "bubbles". They are static objects which can be deployed and anchored anywhere in space. They are characterized by their scrambling radius and come in multiple flavors. Small, Medium and Large. Mobile Warp Disruptors can only be used in 0.0 space. Bubbles can also pull ships out of warp in different positions than intended, but more on that later.
 
 
Interdictor spheres - Interdictor spheres work the same way as Mobile Warp Disruptors, however they can be deployed on the fly and have a fixed scrambling radius of 20km. As with anchorable bubbles, usage of interdictor spheres is restricted to 0.0 space.
 
  
 
''Working Mechanism:''
 
''Working Mechanism:''
Regarding modules, the best way to describe the workings would be to view every module as having a certain amount of "scramble points" (scramble strength). Let's say each ship starts out with 0 warp points and each scramble point deducts from that number. If the amount of warp points a ship has is negative, it can't enter warp. So if you apply a warp disruptor with strength 1 to a ship with a base amount of 0 warp points, it ends up with -1 warp points, thus it can't warp.
 
  
Bubbles (both anchorable and interdictor) work slightly different. First of all, the number of points is irrelevant here. Each bubble has a scrambling radius. If the ship's distance to the disruptor is less than the disruptors scrambling radius, then the ship is considered warp scrambled and cannot warp.
+
With the exception of 'deep space transport' ships, all ship have a base warp core strength of 1. Each warp disruptor or scrambler activated on that ship deducts from that either 1 or 2 points respectively. Once this value is reduced to 0 or lower, the ship can't enter warp.
  
Another specific point about bubbles is that they are able to modify the place where ships exit warp. Ships can warp from object A to object B. Draw an imaginary line AB through object A and object B. If line AB intersects a bubble, which is in the same grid as object B, at the time when the ship starts the warp procedure at object A, then regardless at what range the ship warped to object B, it will end up out of warp where line AB intersects the bubble, on the edge of the bubble which is closest to object A.
+
Bubbles follow a different mechanism, however that is outside the scope of this article.
  
Deductions - If the bubble is not in the same grid as object B, then nothing will happen, and if the bubble is not deployed before the target initiates warp at object A, it will not be affected by the bubble. Also note, that object A and B are not the same as celestial objects. Object A is the warp entry point and Object B is whatever object was warped to. This means celestial object, bookmark or gangmate. Running out of cap modifies the exit point.
 
  
 
''Skills affecting:''
 
''Skills affecting:''
 +
 
Propulsion Jamming - 5% Reduction to capacitor need of scrambling modules per skill level.
 
Propulsion Jamming - 5% Reduction to capacitor need of scrambling modules per skill level.
 
Anchoring - Reduces time to deploy anchorable bubbles.
 
Anchoring - Reduces time to deploy anchorable bubbles.
Interdictors - Increases the ROF of the interdictor sphere launcher by 10% per skill level.
 
  
''Specialized ships:''
 
Arazu/Lachesis - Recons, get 20% bonus to warp disruptor/scrambler range per recon level.
 
  
Interceptors get a 80% reduction to activation cost per level.
+
''Specialized ships:''
The Raptor, Malediction, Stiletto and Ares additionally get an extra 5% disruptor/scrambler range per level.
+
  
Interdictors are a ship class dedicated to deploying antonomous Interdiction Spheres, which function just like bubbles, except they have a finite duration.
+
* Arazu/Lachesis - Gallente Recons, get 20% bonus to warp disruptor/scrambler range per recon level.
 +
* Keres - Gallente EAF, gets a 10% bonus to disruptor/scrambler range and disruptor cap use per EAF level.
 +
* Interceptors - All interceptors get a role bonus reducing cap use by 80%. The fleet interceptors (stiletto, malediction, ares, raptor) also get a 5% disruptor/scrambler range bonus per level.
 +
* Interdictors & Heavy Interdictors - These ships are specialised in deploying warp bubbles (the standard dictor drops a static bubble, while the heavy version generated a bubble which moves with the ship). The heavy dictor can also use the focused warp disruption script.
 +
* Proteus - Gallente strategic cruiser. Get's a 10% bonus per level to disruptor/scrambler range when using the 'friction extension processor' electronics subsystem.
  
Heavy Interdictors can activate a bubble, which moves with them. Using the focused warp disruption script, they also can:
 
a) Scramble supercapitals, which are normally immune to EW.
 
b) Scramble any ship for infinite strength, meaning warp core stabilizers will not negate it's effect
 
  
 
''Counters:''
 
''Counters:''
Counters to the module versions are Warp Core Stabilizers or WCS. Each WCS adds one warp point to the ship. Meaning that if a ship has one WCS fitted and no natural bonus to Warp Core strength, you will need 2 scrambling points to give it a negative amount of warp points and thus scramble it.
 
  
In case of ending up in a bubble or scrambled by a heavy interdictor, there are no direct counters, however, due to bubbles having limited range, a speedy ship configuration is an indirect counter.
+
The counter to standard warp disruptior/scrambler modules is the Warp Core Stabilizers. Each WCS adds one additional point of warp core strength to the ship. Meaning that if a ship has one WCS fitted and no natural bonus to warp core strength, you will need 2 point of disruption to keep it from warping.
  
 +
Deep space transport ships have a natural +2 to their warp core strength.
  
 +
The only direct counter to bubbles is the interdiction nullifier subsystem for t3 cruisers, however, due to bubbles having limited range, a speedy ship configuration is an indirect counter.
  
'''2. Stasis webifying'''
 
  
''Short Description:''
+
 
Stasis webifiers decrease the speed of a given ship.
+
==Stasis Webifiers==
 +
 
 +
Stasis webifiers quite simply decrease the speed of a the target ship.
 +
 
  
 
''Methods of application:''
 
''Methods of application:''
Modules - Stasis webifiers are fitted into midslots and their most important parameters are Range and speed reduction amount.
+
 
Drones - Webifying also comes in drone form. However, webifying drones have a fairly weak effect - one good module is better than five drones. They also only come in the large variety, which makes them sluggish and due to their low hitpoints very vulnerable to takedown.
+
Stasis webifier modules ('web') are a midslot module, and the only common form of stasis webification. These have a range of 10km and reduce speed by between 50% (t1) and 60% (t2).
 +
 
 +
Webifying also comes in drone form. However the effect is very weak (especially when stacking penalties are applied) and these drones only come in heavy size, meaning anything that the drone can catch, probably doesn't need slowing down anyway.
 +
 
  
 
''Working Mechanism:''
 
''Working Mechanism:''
 +
 
This is fairly simple. Each stasis webifier has a certain speed reduction amount.
 
This is fairly simple. Each stasis webifier has a certain speed reduction amount.
The formula would be:
 
V = V0 * (100% - S)
 
Where V0 is the ship's speed, and S the stasis web speed reduction parameter.
 
  
There are stacking penalties involved on webifiers. Please refer to section 9 of the guide on how to calculate the speed reduction multiplier of multiple webifiers against one target.
+
So for a ship travelling at 1000m/s hit by a t2 webifier (60% reduction):
 +
 
 +
1000 * (1 - 0.6) = 400m/s
 +
 
 +
Note that like many forms of ewar, webifiers are affected by stacking penalties. Please refer to section 9 of the guide for more info.
 +
 
 +
Also, the slowdown of the ship is not instant. It is gradual and depends on the mass and agility of the target ship. It is entirely possible for a webified ship to be carried back out of web range by its existing momentum.
  
Also, the slowdown of the ship is not instant. It is gradual and depends on the mass of the ship (or more exactly, it's agility modifier).
 
  
 
''Skills affecting:''
 
''Skills affecting:''
 +
 
Propulsion Jamming - 5% Reduction to capacitor need per skill level.
 
Propulsion Jamming - 5% Reduction to capacitor need per skill level.
 +
  
 
''Specialized ships:''
 
''Specialized ships:''
Ships with bonuses to stasis webifiers are from the minmatar and the bloodraider races.
 
Huginn, Rapier - Minmatar recons. Both get a bonus of 60% per recon ship level to stasis webifier range.
 
Cruor - Blood Raider frigate, 10% bonus to Stasis Webifier range per level.
 
Ashimmu - Blood Raider cruiser, 10% bonus to Stasis Webifier range per level
 
Bhaalgorn - Blood Raider battleship, 10% bonus to Stasis Webifier range per level
 
''
 
Examples:''
 
Two 90% Webifiers get applied to a ship moving at 2000 m/s.
 
  
Speed of the ship after being dualwebbed:
+
While stasis webififers are common on all ships, it is the speciality of the minmatar t2 ewar ships:
2000 * (1-0.9) * (1-0.9*0.87) = 43.3m/s
+
 
While this is fairly trivial, pay close attention to where exactly the stacking penalty gets applied.  
+
* Huginn, Rapier - Minmatar recons. Both get a massive bonus of 60% per recon ship level to stasis webifier range.
 +
* Hyena - Minmatar EAF. Gets a 20% bonus to webifier range per EAF level.
 +
* Paladin, Kronos - Amarr and Gallente marauders, both receive a 10% bonus to webifier strength per battleship level.
 +
* Loki - Minmatar strategic cruiser. Gets a 30% bonus to web range per level when using the 'immobility drivers' electronics subsystem.
 +
 
  
 +
==Electronic Counter Measures (Target Jamming)==
  
'''3. Target Jamming (ECM)'''
+
ECM is a form of chanced based ewar designed to disrupt a target's locking capability.
  
''Short Description:''
 
ECM, when successful causes the target to lose all of their locks and in most cases be unable to re-lock for 20 seconds.
 
  
 
''Methods of application:''
 
''Methods of application:''
Modules - There are two types of modules. The more widely used modules are Target Jammers, which upon success cause a lost lock and an inability to lock anything for the duration of their cycle time (currently 20 seconds). Target jammers come in two flavors. Multispectral jammers, which have the same chance to jam any kind of races sensors and racial jammers, which have a higher chance to jam a specific races sensors at the expense of having a lower chance to jam all others.
 
  
Here is a small table on racial sensors and jammers:
+
The most common form of ECM is the targeted ECM jammers. When successful, these break all current locks which the target has established, and prevent it from locking again for 20 seconds. They come in two forms:
Race - Sensors - Jammer
+
Caldari - Gravimetric - Spatial Destabilizer
+
Gallente - Magnetometric - Ion Field Projector
+
Minmatar - LADAR - Phase Inverter
+
Amarr - RADAR - White Noise Generator
+
  
The other modules are ECM Bursts, which in case of success cause everything in their area of effect to lose lock, but don't prevent the target from reaquiring the lock during the duration of the cycle. Also only one ECM burst may be active at the same time, meaning that fitting more than one is fairly pointless.
+
* Racial jammers - these are the most common form of jammer. While they can be used against any ship, their strength is much higher towards their specific racial sensor type. (For example, a t1 minmatar jammer has a strength of 3 vs ladar, and 1 vs the other sensor types).
 +
* Multispectral jammers - these have an even strength across all sensor types, higher than a racial jammer's 'off' race strength, but lower than it's specific racial strength. (For example, a t1 multispectral jammer has a strength of 2 vs all sensor types). They also have significantly lower range than racial jammers.
  
The most important characteristics for modules are Cycle time, Jamming strength, Optimal Range and Falloff Range.
+
Here is a small table on racial sensors and jammers (Race - Sensor Type - Jammer):
 +
* Caldari - Gravimetric - Spatial Destabilizer
 +
* Gallente - Magnetometric - Ion Field Projector
 +
* Minmatar - LADAR - Phase Inverter
 +
* Amarr - RADAR - White Noise Generator
 +
 
 +
The less common module is the ECM Burst. This is an area of effect weapon with a relatively high jamming strength (6 for the t1 version). However, it only breaks locks and does not prevent re-locking. Note that only one ECM burst may be active at the same time, meaning that fitting more than one is fairly pointless.
 +
 
 +
Motherships (soon to be renamed supercarriers) can fit a specialised 'remote ECM burst' which has the same effect, however it is much larger, more powerful, and is centred on a target ship rather than the user.
 +
 
 +
ECM can also be found in the form of:
 +
 
 +
* Lockbreaker Bombs - This is a form of bomb launched by a stealth bomber, which upon detonation performs essentially like a more powerful ECM burst.
 +
 
 +
* Drones - ECM also comes in drone form, with light, medium and heavy variants which vary in speed and jamming strength. Since ECM is not affected by stacking penalties, ECM drones are the only form of ewar drone to have achieved mainstream popularity. Due to the reliance of ECM modules on the ship's bonuses, ECM drones are the most effective form of ECM for non-bonused ships.
  
Drones - ECM also comes in drone form. There are light, medium and heavy ECM drones. The difference is most notably their speed and their jamming strength. With the recent changes, drones are the most viable ECM method for non-specialized ships.
 
  
 
''Working Mechanism:''
 
''Working Mechanism:''
Jamming is chance based. Every ship in eve has a characteristic known as sensor strength.
+
 
The chance to jam a target with one jammer is illustrated by the following formula:
+
Jamming is chance based. Every ship in eve has a characteristic known as sensor strength, which is compared with the strength of the jammer vs their racial sensor strength.
C = J/S * 100%
+
 
Where J is the jamming strength of your jammer, S the sensor strength of the target ship and C the jamming chance in %.
+
This is calculated as follows:
 +
 
 +
Chance to jam = jam strength / sensor strength
  
 
In case of ECM bursts, a separate chance roll is performed for each ship in range.
 
In case of ECM bursts, a separate chance roll is performed for each ship in range.
  
 
The chance to jam a target with multiple jammers is a simple deduction of Bernoulli's formula:
 
The chance to jam a target with multiple jammers is a simple deduction of Bernoulli's formula:
C = (1-(1-J/S)^n)*100%
+
 
 +
Chance to jam = (1-(1-Jam strength/Sensor strength)^Number of jammers)
 +
 
 
Where J is the jamming strength of your jammer, S the sensor strength of the target ship, n the number of jammers and C the jamming chance in %.
 
Where J is the jamming strength of your jammer, S the sensor strength of the target ship, n the number of jammers and C the jamming chance in %.
Computing the chance to jam with different jammers with different jamming strength against multiple targets is more for the realm of combinatorics enthusiasts, and is of little value here, so we shall not explore this further.
+
 
 +
Or to put it simply - the chance of each jammer failing, multiplied together, and subtraced from 1.
  
 
Jammers also have an optimal and a falloff range, please refer to section 8 on how to calculate the falloff multiplier.
 
Jammers also have an optimal and a falloff range, please refer to section 8 on how to calculate the falloff multiplier.
 
Note that multiplying the strength of the jammer by the falloff multiplier is incorrect, because the checking for falloff and the checking for jamming chance are two separate events - you must multiply the result from the chance calculation by the falloff multiplier to get an accurate answer.
 
Note that multiplying the strength of the jammer by the falloff multiplier is incorrect, because the checking for falloff and the checking for jamming chance are two separate events - you must multiply the result from the chance calculation by the falloff multiplier to get an accurate answer.
 +
  
 
''Modules/Rigs affecting:''
 
''Modules/Rigs affecting:''
''Modules:''
+
 
Signal Distortion Amplifier - Lowslot module, 16% increase in jamming strength for T1 version, 20% for T2.
+
Modules:
''Rigs:''
+
 
Particle Dispersion Augmentor - 10% increase in jamming strength for T1 version, 15% for T2.
+
* Signal Distortion Amplifier - Lowslot module, 5% increase in jamming strength and optimal range for T1 version, 10% for T2.
Particle Dispersion Projector - 20% increase to optimal range for T1 version, 25% for T2.
+
 
 +
Rigs:
 +
 
 +
* Particle Dispersion Augmentor - 10% increase in jamming strength for T1 version, 15% for T2.
 +
* Particle Dispersion Projector - 20% increase to optimal range for T1 version, 25% for T2.
  
 
''Skills affecting:''
 
''Skills affecting:''
Electronic Warfare - 5% Reduction to capacitor need per skill level.
+
 
Signal Dispersion - 5% bonus to strength of all ECM jammers per skill level.
+
* Electronic Warfare - 5% Reduction to capacitor need per skill level.
Long Distance Jamming - 10% bonus to optimal range per skill level.
+
* Signal Dispersion - 5% bonus to strength of all ECM jammers per skill level.
Frequency Modulation - 10% bonus to falloff per skill level.  
+
* Long Distance Jamming - 10% bonus to optimal range per skill level.
 +
* Frequency Modulation - 10% bonus to falloff per skill level.  
  
 
''Specialized ships:''
 
''Specialized ships:''
ECM is the realm of the caldari.
+
 
Griffin - Frigate, gets 10% bonus to Jammer strength and 10% bonus to Jammer capacitor need per level.
+
ECM is the realm of the caldari. The following ships get a bonus to ECM in some form:
Blackbird - Cruiser, gets 10% bonus to Jammer strength and 20% bonus to Jammer optimal range per level.
+
 
Scorpion - The only battleship in game truly dedicated to a form of EW, gets 10% bonus to Jammer strength and 20% bonus to Jammer optimal range per level.
+
* Griffin - Frigate, gets 15% bonus to jammer strength and 10% bonus to Jammer capacitor need per level.
Rook - Non-cloaking recon, gets 10% reduction to Jammer capacitor use and 20% bonus to Jammer optimal range per caldari cruiser level and 20% bonus to ECM Target Jammer strength per recon ship level.  
+
* Blackbird - Cruiser, gets 15% bonus to jammer strength and 20% bonus to Jammer optimal range per level.
Falcon - Cloaking recon, gets 10% reduction to Jammer capacitor use and 20% bonus to Jammer optimal range per caldari cruiser level and 10% bonus to ECM Target Jammer strength per recon ship level.  
+
* Scorpion - The only battleship in game truly dedicated to a form of EW, gets 15% bonus to Jammer strength and 20% bonus to Jammer optimal range and ECM burst range per level (note - this is the only ship to receive a bonus to ECM bursts).
 +
* Kitsune - Caldari EAF, gets a 20% bonus to jammer strength and 10% reduction in cap use per frigate level, and a 10% bonus to jammer range per EAF level.
 +
* Rook, Falcon - Caldari recons, get 10% reduction to jammer capacitor use per caldari cruiser level and 30% bonus to ECM Target Jammer strength per recon ship level.
 +
* Tengu - Caldari strategic cruiser. Receives a 10% bonus to jammer strength per level when using the 'rifling launcher pattern' offensive subsystem, and a 10% bonus to optimal range per level when using the 'obfuscation manifold' electronics subsystem.
  
 
''Counters:''
 
''Counters:''
There is a direct counter available - ECCM, which gives a percentual increase to a ship's sensor strength, making it hard to jam it.
 
  
Examples:
+
There is a direct counter available - ECCM, which gives a percentual increase to a ship's sensor strength, making it hard to jam it. Projected ECCM can also be used, which is a remote module with a higher effect than local ECCM, but for obvious reasons will be ineffective if you are jammed yourself.
 +
 
 +
Example:
 +
 
 
A Scorpion with lvl5 caldari BS, lvl4 Signal Dispersion and 5 T2 Multispectral Jammers jamming a megathron.
 
A Scorpion with lvl5 caldari BS, lvl4 Signal Dispersion and 5 T2 Multispectral Jammers jamming a megathron.
  
T2 Multispec base strength: 2.4
+
T2 Multispec base strength = 2.4
With bonuses applied: 2.4*1.5*1.2 = 4.32
+
With bonuses applied = 2.4*1.75(for BS 5)*1.2(for signal dispersion 4) = 5.04
Mega sensor strength: 21
+
Megathron's sensor strength = 21
 +
 +
Chance of success using 1 jammer = 5.04/21 = 0.24 = 24% chance to jam.
 +
 +
Change of success using 5 jammers = 1-(1-0.24)^5 = 0.746 = 75% chance to jam.
  
Jamming chance: 1-(1-4.32/21)^5 ~ 68.4%
 
  
  
 +
==Sensor Dampeners==
  
'''4. Sensor Dampening'''
+
Sensor dampening reduces a ship's scan resolution (affects targeting speed) and/or targeting range.
  
''Short Description:''
 
Sensor dampening reduces a ship's locking speed and locking range.
 
  
 
''Methods of application:''
 
''Methods of application:''
Modules - Sensor dampeners are midslot modules, the main characteristics of which are Targeting Range multiplier, Scan Resolution multiplier, Optimal, Falloff.
 
  
Drones - Sensor dampening drones come in three flavors, from small to heavy, however due to heavy stacking penalties their effects are fairly limited, and they are rarely used.
+
Remote Sensor Dampeners ('damp') are a targeted midslot module which reduces both scan resolution and targeting range by 15% (for t1). Can be loaded with scripts for scan resolution dampening (increases scan res effect to 30%, removed targeting range effect) and targeting range dampening (increases targeting range effect to 30%, removes scan res effect).
 +
 
 +
Sensor Dampening is also available on drones and come in three flavors, from small to heavy, however due to heavy stacking penalties their effects are fairly limited, and they are rarely used.
 +
 
  
 
''Working Mechanism:''
 
''Working Mechanism:''
Each sensor dampener reduces a targets locking speed and range.
+
 
 +
Each sensor dampener reduces a targets locking speed and/or range by a given percentage.
 +
 
 
To calculate the Optimal range reduction for one dampener used against a target, the following formula is used:
 
To calculate the Optimal range reduction for one dampener used against a target, the following formula is used:
R = R0*M
 
Where R0 is the targeting range of the ship with targeting range bonuses applied, M the targeting range multiplier of the dampening module or drone and R the resulting targeting range.
 
  
Calculating the locking speed reduction is slightly different due to the fact that the relation between locking time and scan resolution is not quite linear.
+
This can be calculated quite simply as follows:
The formula for locking time is:
+
 
T = (40000/(M*X))/(asinh(Y)^2)
+
New scan res/targeting range = base scan res/targeting range * (1 - damp percentage).
 +
 
 +
Note that while this is simple as far as targeting range goes, locking time is not linear with scan resolution. For those interested in a complex formula, the calculation for lock time is as follows:
 +
 
 +
T = (40000/(M*X))/(asinh(Y)^2)
 +
 
 
Where X = scan resolution of your ship with positive bonuses applied, Y = sig radius of the target, M the scan resolution reduction multiplier of the dampening module or drone and T the locking time.
 
Where X = scan resolution of your ship with positive bonuses applied, Y = sig radius of the target, M the scan resolution reduction multiplier of the dampening module or drone and T the locking time.
  
Sensor dampeners are subject to stacking penalties and have a falloff range, please refer to sections 8 and 9 to learn how to calculate the falloff chance and the dampening multiplier with more than one module.
 
Another important thing to note is that if your locking range becomes shorter than your distance to your currently locked target, then you will lose the lock.
 
  
Modules/Rigs affecting:
+
''Modules/Rigs affecting:''
 +
 
 
Rigs:
 
Rigs:
Inverted Signal Field Projector - 10% increase to effectiveness for T1 version, 25% for T2.
+
 
Particle Dispersion Projector - 20% increase to optimal range for T1 version, 25% for T2.  
+
* Inverted Signal Field Projector - 10% increase to effectiveness for T1 version, 25% for T2.
 +
* Particle Dispersion Projector - 20% increase to optimal range for T1 version, 25% for T2.  
  
  
 
''Skills affecting:''
 
''Skills affecting:''
Sensor Linking - 5% Reduction to capacitor need per skill level.
 
Signal Suppression - 5% bonus to effectiveness of sensor dampeners per skill level.
 
Long Distance Jamming - 10% bonus to optimal range per skill level.
 
Frequency Modulation - 10% bonus to falloff per skill level.
 
  
''Scripts:''
+
* Sensor Linking - 5% Reduction to capacitor need per skill level.
There are two scripts which can be used with dampeners.
+
* Signal Suppression - 5% bonus to effectiveness of sensor dampeners per skill level.
Targeting Range Dampening.
+
* Long Distance Jamming - 10% bonus to optimal range per skill level.
Sensor Resolution Dampening.
+
* Frequency Modulation - 10% bonus to falloff per skill level.
They boost the according attribute by 100% and reduce the other attribute by 100%.
+
 
  
 
''Specialized ships:''
 
''Specialized ships:''
Dampening is the domain of the Gallente.
+
 
Maulus - Frigate, 5% bonus to dampening effectiveness per level.
+
While all ships can be effective with dampeners, the gallente have several ships which specialise in their use.
Celestis - Cruiser, 5% bonus to dampening effectiveness per level.
+
 
Arazu, Lachesis - Recons, 5% bonus to dampening effectiveness per cruiser level.
+
* Maulus - Gallente Frigate, 5% bonus to damp effectiveness per level.
 +
* Celestis - Gallente Cruiser, 5% bonus to damp effectiveness per level.
 +
* Arazu, Lachesis - Gallente Recons, 5% bonus to damp effectiveness per cruiser level.
 +
* Keres - Gallente EAF, 5% bonus to damp effectiveness and 10% reduction in damp capacitor use per frigate level.
 +
 
  
 
''Counters:''
 
''Counters:''
The direct counter to dampening are sensor boosters and signal amplifiers, which increase your scan resolution and locking range.
 
  
''Examples:''
+
The direct counter to dampening are sensor boosters (as well as remote sensor boosters) and signal amplifiers, which increase your scan resolution and locking range.
A huginn with lvl4 signal suppression, two t1 dampening rigs and t2 dampeners dampens a falcon with lvl5 signature analysis and lvl5 long range targeting.
+
  
Range and scan resolution reduction from 1 dampener: -48%
 
1 Rig: 10% bonus to reduction
 
Signal suppression lvl4: 20% bonus to reduction
 
  
Multiplier to range / scan resolution from 1 dampener with 2 rigs and skills applied:
+
''Example 1:''
(1-0.48)*(1-0.2)*(1-0.1)*(1-0.1*0.87) = 0.3418272
+
For 3 dampeners:
+
0.3418272*(1-(1-0.3418272)*0.87)*(1-(1-0.3418272)*0.57) = 0.0913
+
  
Falcon base locking range: 120km
+
Maulus with frigate 5 and signal suppression 4 and 2 tech 2 damps (targeting range script) vs a raven with lv 5 signature analysis and lv5 long range targeting.
Falcon base scan resolution: 200mm
+
  
Falcon locking range after lvl5 skill: 120km*1.25=150km
+
T2 damp with script = 34% reduction in targeting range
Falcon scan resolution after lvl5 skill: 200mm*1.25=250mm
+
 +
With 25% ship bonus and 20% skill bonus  = 51% reduction
 +
 +
Raven's base targeting range = 94km
 +
 +
Targeting range with 1 damp = 94 * (1 - 0.51) = 46km
 +
 +
Targeting range with 2 damps = 94 * (1 - 0.51) * (1 - 0.51 * 0.87) = 26km!
  
Falcon locking range after dampeners: 150km*0.0913 = 13.7km
 
Falcon scan resolution after dampeners: 250mm*0.0913 = 22.83mm
 
Huginn signature radius without penalties: 127m
 
Falcon locking time on huginn after dampeners: (40000/(22.83))/(asinh(127)^2) = 57.14
 
seconds
 
  
 +
''Example 2:''
  
 +
Maulus with frigate 5 and signal suppression 4 and 2 tech 2 damps (scan res script) vs a raven with lv 5 signature analysis and lv5 long range targeting.
  
'''5. Tracking Disrupting'''
+
T2 damp with script = 34% reduction in scan resolution
 +
 +
With 25% ship bonus and 20% skill bonus  = 51% reduction
 +
 +
Raven's base scan res = 106mm (i.e. 18 seconds to lock the maulus)
 +
 +
Scan res with 1 damp = 106 * (1 - 0.51) = 52mm (i.e. 37 seconds to lock the maulus)
 +
 +
Scan res with 2 damps = 94 * (1 - 0.51) * (1 - 0.51 * 0.87) = 29mm (i.e. 66 seconds to lock the maulus)!
 +
 
 +
From these examples, you can quite clearly see just how effective remote sensor dampeners are!
 +
 
 +
 
 +
==Tracking Disruptors==
 +
 
 +
Tracking disruptors severely impair the effectiveness of turrets by heavily reducing their optimal range and/or tracking speed.
  
''Short Description:''
 
Tracking disruptors severely impair the effectiveness of turrets by heavily reducing their optimal range and tracking speed.
 
  
 
''Methods of application:''
 
''Methods of application:''
Modules - Tracking disruptors are midslot modules. Their most important parameters are optimal range multiplier, tracking speed multiplier, optimal range and falloff range.
+
 
 +
Tracking disruptors ('track)' are targeted midslot modules. They reduce both tracking speed and optimal range of the target ship by anything from 18% (t1) to 20% t2. Like remote sensor dampeners, these modules can be fitted with scripts which double one attribute in exchange for removing the other.
 +
 
 +
Like many other forms of ewar, tracking disruption is available via drones, however like dampening drones the stacking penalties and reduced effectiveness mean that they are rarely used.
 +
 
  
 
''Working Mechanism:''
 
''Working Mechanism:''
Each tracking disruptor reduces the tracking speed and optimal range of turrets.
 
The effect can be calculated with the following formula for both tracking speed and optimal range:
 
R = R0*M
 
Where R is the resuling optimal range or tracking speed, R0 the optimal range or tracking speed of the ship with positive modifiers applied and M being the optimal range or tracking speed multiplier of the tracking disruptor.
 
  
Tracking Disruptors are stacking penalized and also have a falloff range. Please refer to the stacking penalty and falloff sections for details on how to calculate the multiplier with more than one module and to see how the modules operate within falloff.
+
Each tracking disruptor reduces the tracking speed and/or the optimal & falloff ranges of turrets.
 +
 
 +
The effect can be calculated simply as follows:
 +
 
 +
New tracking speed/range = old tracking speed/range * (1 - tracking disruptor percentage).
 +
 
  
 
''Modules/Rigs affecting:''
 
''Modules/Rigs affecting:''
 +
 
Rigs:
 
Rigs:
Tracking Diagnostic Subroutines - 10% increase to effectiveness for T1 version, 15% for T2.
+
 
Particle Dispersion Projector - 20% increase to optimal range for T1 version, 25% for T2.
+
* Tracking Diagnostic Subroutines - 10% increase to effectiveness for T1 version, 15% for T2.
 +
* Particle Dispersion Projector - 20% increase to optimal range for T1 version, 25% for T2.
  
 
''Skills affecting:''
 
''Skills affecting:''
Weapon Disruption - 5% Reduction to capacitor need per skill level.
 
Turret Destabilization - 5% bonus to effectiveness of tracking disruptors per skill level.
 
Long Distance Jamming - 10% bonus to optimal range per skill level.
 
Frequency Modulation - 10% bonus to falloff per skill level.
 
  
''Scripts:''
+
* Weapon Disruption - 5% Reduction to capacitor need per skill level.
There are two scripts which can be used with tracking disruptors.
+
* Turret Destabilization - 5% bonus to effectiveness of tracking disruptors per skill level.
Optimal Range Disruption
+
* Long Distance Jamming - 10% bonus to optimal range per skill level.
Tracking Speed Disruption
+
* Frequency Modulation - 10% bonus to falloff per skill level.  
They boost the according attribute by 100% and reduce the other attribute by 100%.
+
 
  
 
''Specialized ships:''
 
''Specialized ships:''
The specialized ships for tracking disruptors come from the amarr race.
+
 
Crucifier - Frigate, 5% bonus to tracking disruptor effectiveness per level.
+
While tracking disruptors can be effective any any ship, it is amarr ships, which receive bonuses to them:
Arbitrator - Cruiser, 5% bonus to tracking disruptor effectiveness per level.
+
 
Curse/Pilgrim - Recons, 5% bonus to tracking disruptor effectiveness per cruiser level.
+
* Crucifier - Amarr Frigate, 5% bonus to tracking disruptor effectiveness per level.
 +
* Arbitrator - Amarr Cruiser, 5% bonus to tracking disruptor effectiveness per level.
 +
* Sentinel - Amarr EAF, 5% bonus to tracking disruptor effectiveness per frigate level.
 +
* Curse/Pilgrim - Amarr Recons, 5% bonus to tracking disruptor effectiveness per cruiser level.
 +
 
  
 
''Counters:''
 
''Counters:''
The direct counter to tracking disruptors are tracking computers and tracking enhancers.
 
  
''Examples:''
+
The direct counter to tracking disruptors are tracking computers and tracking enhancers, as well as tracking links (the remote equivalent of the tracking computer)
This was a really hard one. Calculating numbers here is pointless, unless you are a complete ace with math, the numbers won't tell you anything at all. This is due to the complexity of the workings of turrets.
+
  
In all graphs the green line indicates the original DPS and the purple line the DPS of the same ship with one T2 tracking disruptor applied to it.
 
  
First up is the Muninn, a sniper, usually used at long ranges. In the first graph we see the effect of a tracking disruptor on the ship's optimal range.
+
''Example 1:''
It is clearly visible, that with just one tracking disruptor the effective range of the muninn is reduced from about 115km to under 40km. Needless to say that it won't hit anything in it's intended range and will be effectively removed from combat with just one module.
+
[[Image:Munnin.jpg]]
+
  
In the second graph the relationship between damage and speed is shown, with the target being at a fixed range of 50km. It is visible here, that besides already heavily reducing the muninn's optimal range, the transversal velocity to the target starts to have a bigger impact on the chance of hitting, however the difference is not nearly as pronounced as in the range graph.
+
Crucifier with frigate lv5 and turret destabilisation lv4 using 2 tech 2 tracking disruptors (range script) vs an Armageddon with sharpshooter & trajectory analysis lv 5 using mega pulse laser iis and scorch ammo.
[[Image:munnintrans.jpg]]
+
  
Let's take a look at the second HAC, the Vagabond. This is a speedy ship used for closer range skirmishes at high speeds.Again, I'll start off with a graph, which shows the effect on the damage regarding to the range from the target. You surely noticed that the difference is almost non-existant. This is due to the fact that autocannons operate in their falloff, meaning their optimal range is very small and unimportant, thus reducing it yields no noticeable results.
+
T2 track with optimal script = 40% reduction in turret optimal, 40% reduction in turret falloff
[[Image:vagagraph.jpg]]
+
 +
With 25% ship bonus and 20% skill bonus = 60% reduction in turret optimal, 60% reduction in turret falloff
 +
 +
Base Optimal of Acpoc's megapulse iis = 45km
 +
Base Falloff of Apoc's megapulse iis = 10km
 +
 +
Optimal range with 1 damp = 45 * (1 - 0.6) = 18km
 +
Falloff with 1 damp = 10 * (1 - 0.6) = 4km
 +
 +
Optimal range with 2 damps = 45 * (1 - 0.6) * (1 - 0.6 * 0.87) = 8.6km!
 +
Falloff with 2 damps = 10 * (1 - 0.6) * (1 - 0.6 * 0.87) = 2km!
  
Looking at the second graph, which depicts the effect of transversal velocity we see a completely different picture. Due to very heavy reduction of the tracking speed, the vagabond loses a lot of damage very fast as transversal velocity goes up. The vagabond is a fast and agile ship, most of its fights take place with transversal velocities of over 800m/s, meaning that with just one tracking disruptor the vagabond will be made relatively useless, unless it gives up all it's speed, making it vulnerable to attack.
+
''Example 2:''
[[Image:vagagraph2.jpg]]
+
  
Hopefully this makes you understand the effect of tracking disruptors and where and how they can be useful.  
+
Crucifier with frigate lv5 and turret destabilisation lv4 using 2 tech 2 tracking disruptors (tracking speed script) vs a Megathron with motion prediction lv 5 using electron blaster cannon iis and antimatter ammo.
  
 +
T2 track with tracking speed script = 40% reduction in tracking speed
 +
 +
With 25% ship bonus and 20% skill bonus = 60% reduction in tracking speed
 +
 +
Base tracking speed of Acpoc's megapulse iis = 0.086
 +
 +
Tracking speed with 1 damp = 0.032 * (1 - 0.6) = 0.034
 +
 +
Tracking speed with 2 damps = 0.032 * (1 - 0.6) * (1 - 0.6 * 0.87) = 0.018!
  
'''6. Target Painting'''
+
To put this in perspective, here's a graph showing the damage output of this megathron tracking the crucifier with a transversal velocity of only 35m/s (10% it's non-afterburning speed):
 +
 
 +
[[Image:Trackingscriptdps.jpg]]
 +
 
 +
As you can see, the mega goes from being a serious threat, to being a paperweight at the hands of a single tech 1 frigate.
 +
 
 +
''More tracking info can be found Here: http://www.agony-unleashed.com/wiki/index.php?title=Tracking''
 +
 
 +
==Target Painters==
 +
 
 +
Target Painting increases the signature size of the target, making it easier to hit, and increasing friendly locking speed against the target.
  
''Short Description:''
 
Target Painting increases the signature size of the target.
 
  
 
''Methods of application:''
 
''Methods of application:''
Modules - Target Painters are midslot modules, the main characteristics of which are signature increase amount, optimal range and falloff.
+
 
 +
Target Painters 'paint' are midslot modules, which increase the target's singature radius by between 25% (t1) and 30% (t2).
 +
 
  
 
''Working Mechanism:''
 
''Working Mechanism:''
 +
 
The working mechanism of target painters is fairly simple.
 
The working mechanism of target painters is fairly simple.
To calculate the increase that a target painter gives to the signature radius of an object, we use the following formula:
 
S = S0 * (100% + P)
 
Where S0 is the objects original signature radius, P the target painters signature increase bonus and S the final signature radius with the painter applied.
 
  
Please note that target painters are subject to stacking penalties and have a falloff range, please refer to sections 8 and 9 to see how these affect the effectiveness of multiple painters or when painters are used outside of their optimal range.
+
Modified signature radius = old signature radius * (1 + target painter percentage)
 +
 
  
 
''Modules/Rigs affecting:''
 
''Modules/Rigs affecting:''
 +
 
Rigs:
 
Rigs:
Particle Dispersion Projector - 20% increase to optimal range for T1 version, 25% for T2.
+
 
 +
* Particle Dispersion Projector - 20% increase to optimal range for T1 version, 25% for T2.
  
 
''Skills affecting:''
 
''Skills affecting:''
Target Painting - 5% Reduction to capacitor need per skill level.
+
 
Signature Focusing - 5% bonus to effectiveness of target painters per skill level.
+
* Target Painting - 5% Reduction to capacitor need per skill level.
Long Distance Jamming - 10% bonus to optimal range per skill level.
+
* Signature Focusing - 5% bonus to effectiveness of target painters per skill level.
Frequency Modulation - 10% bonus to falloff per skill level.
+
* Long Distance Jamming - 10% bonus to optimal range per skill level.
 +
* Frequency Modulation - 10% bonus to falloff per skill level.
  
 
''Specialized ships:''
 
''Specialized ships:''
The target painting bonus is part of minmatar ships.
+
 
Vigil - Frigate, 5% bonus to target painter effectiveness per level.
+
While target painters are effective on any ship, it is mainly minmatar ships which receive a bonus to them:
Bellicose - Cruiser, 7.5% bonus to target painter effectiveness per level.
+
 
Huginn/Rapier - Recons, 7.5% bonus to target painter effectiveness per cruiser level.
+
* Vigil - Minmatar Frigate, 5% bonus to target painter effectiveness per level.
 +
* Bellicose - Minmatar ruiser, 7.5% bonus to target painter effectiveness per level.
 +
* Hyena - Minmatar EAF, 7.5% bonus to target painter effectiveness per frigate level.
 +
* Huginn/Rapier - Minmatar Recons, 7.5% bonus to target painter effectiveness per cruiser level.
 +
* Vargur/Golem - Minmatar and caldari marauders, both receive a 7.5% bonus to target painter effectiveness per marauders level.
 +
 
  
 
''Counters:''
 
''Counters:''
 +
 
None
 
None
  
''Examples:''
+
 
 +
''Example:''
 +
 
 
Let's try to illustrate why target painting is sometimes useful.
 
Let's try to illustrate why target painting is sometimes useful.
 
A raven shoots a caracal with a torpedo.
 
A raven shoots a caracal with a torpedo.
  
A torpedo has an explosion radius of 400m.
+
A torpedo has an explosion radius of 400m.
A caracal has a signature radius of 145m.
+
A caracal has a signature radius of 145m.
Due to how missiles work, the torpedo does:
+
145/400 * 100% = 36.25% of it's normal damage.
+
Due to how missiles work, the torpedo does: 145/400 * 100% = 36.25% of it's normal damage.
If our torpedo would normally do 500 damage, it would now only do 181.25 damage against the caracal.
+
 
 +
If our torpedo had a damage output of 500, it would now only do 181.25 damage against the caracal.
  
 
Now, let's assume the raven is using two t2 target painters without any advanced skills on the caracal.
 
Now, let's assume the raven is using two t2 target painters without any advanced skills on the caracal.
Signature radius bonus from one T2 target painter: 30%
+
 
Signature radius of Caracal with two target painters applied:
+
Signature radius bonus from one T2 target painter: 30%
145m*(1+0.3)*(1+0.3*0.87) ~ 237.7m
+
Signature radius of Caracal with two target painters applied: 145m*(1+0.3)*(1+0.3*0.87) ~ 237.7m
Torpedo damage with two painters:
+
237.7/400 * 100% = 59.425% of normal damage.
+
Torpedo damage with two painters: 237.7/400 * 100% = 59.425% of normal damage.
If our torpedo did 500 damage, it would do ~ 297.1 damage after the painters have been applied, which is about 64% more damage than without the painters.
+
 
 +
If our torpedo had a damage output of 500, it would do ~ 297.1 damage after the painters have been applied, which is about 64% more damage than without the painters.
  
 
Of course, signature radius affects other things such as locking speed, turret tracking etc.  
 
Of course, signature radius affects other things such as locking speed, turret tracking etc.  
  
  
'''7. Cap Draining (NOS/Neuts)'''
+
==Capacitor Warfare==
  
''Short Description:''
 
 
Cap draining with Nosferatus or Neutralizers reduces your targets cap and in some cases adds it to your own.
 
Cap draining with Nosferatus or Neutralizers reduces your targets cap and in some cases adds it to your own.
 +
  
 
''Methods of application:''
 
''Methods of application:''
Modules - NOS and Neuts are highslot modules, the main attributes of which are range, cap amount neutralized or drained and cycle time.
+
 
Drones - There are neutralizing drones available in various sizes.
+
* Energy Neutralisers ('neut') - a high slot module which expends your own capacitor to drain a larger amount of your opponent's capacitor.
 +
* Energy Vampires AKA Nosferatu ('nos') - a high slot module which drains your opponent's cap and adds it to yours. These drain a small amount than neutralisers, and will not have any effect unless the opponents % cap remaining is greater than your own.
 +
* Drones - There are neutralizing drones available in various sizes, but due to low neutralising amount these are rarely used.
 +
* Void Bombs - These are a form of bomb used by stealth bombers, which neutralises a large amount of cap from all ships within its area of effect.
  
 
''Working Mechanism:''
 
''Working Mechanism:''
 +
 
The mechanic for these is simple, each of them have a cycle time. Every cycle time seconds the cap amount is drained from the enemy.
 
The mechanic for these is simple, each of them have a cycle time. Every cycle time seconds the cap amount is drained from the enemy.
  
 
There is a major difference between NOS and neuts however:
 
There is a major difference between NOS and neuts however:
In case of NOS, the cap drained is added to your own, but only as long as you have less cap (percentually) than the ship you are draining cap from. Meaning that once you have (percentually) more cap than the target ship, no capacitor is drained from it anymore.
+
 
 +
In case of NOS, the cap drained is added to your own, but only as long as you have less cap (by percentage) than the ship you are draining cap from. Meaning that once you have (percentually) more cap than the target ship, no capacitor is drained from it anymore.
  
 
In the case of neuts you sacrifice a certain amount of energy but get a much bigger effect on the targets capacitor and it also removes energy from their capacitor when you have more energy than they do.
 
In the case of neuts you sacrifice a certain amount of energy but get a much bigger effect on the targets capacitor and it also removes energy from their capacitor when you have more energy than they do.
  
 
For efficient capacitor warfare it is smart to combine neutralizers and nosferatus.
 
For efficient capacitor warfare it is smart to combine neutralizers and nosferatus.
 +
  
 
''Modules/rigs affecting:''
 
''Modules/rigs affecting:''
None, however one should mention the existance of Talisman pirate implants.
+
 
 +
Rigs:
 +
 
 +
* Egress Port Maximiser - 15% reduction in cap use for t1, 20% for t2.
 +
 
 +
Also, one should mention the existance of Talisman pirate implants.
 +
 
 
These implants reduce the cycle time of your Nosferatu and Neutralizer modules.
 
These implants reduce the cycle time of your Nosferatu and Neutralizer modules.
 +
 
According to Entity's Pirate Implants FAQ a lowgrade set will result in a 26.94% reduction and a highgrade set in a 38.12% reduction of module cycle time.
 
According to Entity's Pirate Implants FAQ a lowgrade set will result in a 26.94% reduction and a highgrade set in a 38.12% reduction of module cycle time.
 +
  
 
''Skills affecting:''
 
''Skills affecting:''
 +
 
Energy Emission Systems - Decreases cap usage amount by 5% per level.
 
Energy Emission Systems - Decreases cap usage amount by 5% per level.
 +
  
 
''Specialized ships:''
 
''Specialized ships:''
NOS-specialized ships come from the amarr and bloodraider races.
+
 
Curse - Amarr recon, Gets 20% bonus to cap amount transferred and 40% bonus to Nosferatu and Neutralizer range per recon skill level.
+
While cap warfare can be effective on all ships, some amarr ships tend to get a particularly hefty bonus to them:
Pilgrim - Amarr recon, Gets 20% bonus to cap amount transferred per recon skill level.
+
 
Cruor - Blood Raider frigate, Gets 10% bonus to cap amount transferred per skill level.
+
* Curse - Amarr recon, gets 20% bonus to nos/neut amount and 40% bonus to nos/neut range per recon skill level.
Ashimmu - Blood Raider cruiser, Gets 10% bonus to cap amount transferred per skill level.
+
* Pilgrim - Amarr recon, gets 20% bonus to nos/neut amount per recon skill level.
Bhaalgorn - Blood Raider battleship, Gets 10% bonus to cap amount transferred per skill level.
+
* Sentinel - Amarr EAF, gets a 20% bonus to nos/neut amount per frigate level, and a 40% bonus to nos/neut range per EAF level.
 +
* Legion - Amarr strategic cruiser, gets a 10% bonus to nos/neut amount per level when using the 'Energy Parasitic Complex' electronics subsystem.
 +
 
  
 
''Counters:''
 
''Counters:''
There are no direct counters to nos, however, an indirect and viable counter is using a cap injector.
 
  
 +
There are no direct counters to cap warfare, however there are two viable indirect methods of countering it.
  
'''8. Calculating chances with falloff.'''
+
* Using a cap booster to instantly replenish lost cap.
 +
* Using a nosferatu of your own to drain cap back in your direction.
 +
 
 +
==EWAR and Falloff==
  
 
Many of the EW modules have a falloff range.
 
Many of the EW modules have a falloff range.
A module has a 100% chance to hit from 0km to it's optimal range. At optimal+falloff the chance to hit drops to 50% and at optimal +2xfalloff it is 0%. This means that at optimal+falloff there is a 50% chance that the module will fail and not do anything.
+
 
 +
Like guns (if tracking/sig radius is ignored), a module has a 100% chance to hit from 0km to it's optimal range. At optimal+falloff the chance to hit drops to 50% and at optimal +2xfalloff it is 0%. This means that at optimal+falloff there is a 50% chance that the module will fail and not do anything.
  
 
To determine the chance of success in falloff range, we use the following formula:
 
To determine the chance of success in falloff range, we use the following formula:
C = 0.5^((R-O)/F)^2)
+
 
 +
C = 0.5^((R-O)/F)^2)
 +
 
 
Where R is the range from you to the target, O the optimal range of the module, F the falloff range of the module and C the chance of success.
 
Where R is the range from you to the target, O the optimal range of the module, F the falloff range of the module and C the chance of success.
 +
 
As a result, you will get a multiplier. This is a chance multiplier. In case of jammers, just multiply the calculated chance by it. In case of other modules, this will simply show you the chances of the module succeeding at a given range.
 
As a result, you will get a multiplier. This is a chance multiplier. In case of jammers, just multiply the calculated chance by it. In case of other modules, this will simply show you the chances of the module succeeding at a given range.
  
  
'''9. Calculating multipliers with stacking penalty.'''
+
==Stacking Penalties==
 +
 
 +
Many of the EW modules are stacking penalized (essentially all the percentage based modules, e.g. webs, damps, tracks).
  
A few of the EW modules are stacking penalized.
 
 
So if calculating the effect multiplier with multiple modules, you need to keep the stacking penalty in mind.
 
So if calculating the effect multiplier with multiple modules, you need to keep the stacking penalty in mind.
 +
 
For calculating the multiplier we use the general stacking formula:
 
For calculating the multiplier we use the general stacking formula:
M = M1*S1*M2*S2*...*Mn*Sn
+
 
Where M(1..n) are the effect multipliers of module n and S(1..n) are stacking penalty multipliers for module n. Currently the stacking penalties for the first four modules are as following:
+
M = M1*S1*M2*S2*...*Mn*Sn
S(1) = 1
+
 
S(2) = 0.8708860
+
Where M(1..n) are the effect multipliers of module n and S(1..n) are stacking penalty multipliers for module n. The modifiers for the first four modules are as follows:
S(3) = 0.5705831
+
 
S(4) = 0.2829552
+
* Multiplier for the first module, S(1) = 1
 +
* Second module, S(2) = 0.8708860
 +
* Third module, S(3) = 0.5705831
 +
* Fourth module, S(4) = 0.2829552
  
 
The formula to calculate the stacking penalty for the nth module is:
 
The formula to calculate the stacking penalty for the nth module is:
S(n) = 0.5^[((n-1) / 2.22292081) ^2]
+
 
 +
S(n) = 0.5^[((n-1) / 2.22292081) ^2]
 +
 
 
Where n is the number of the module modifying the same attribute and S the stacking multiplier applied to that module.
 
Where n is the number of the module modifying the same attribute and S the stacking multiplier applied to that module.
  
 
Also keep in mind, that you need to sort the modules according to their strength in descending order. Meaning if you have 3 modules with different strengths, then the strongest module will suffer no stacking penalty and the weakest module will suffer the stacking penalty for the third module.
 
Also keep in mind, that you need to sort the modules according to their strength in descending order. Meaning if you have 3 modules with different strengths, then the strongest module will suffer no stacking penalty and the weakest module will suffer the stacking penalty for the third module.
 +
 +
For this reason, it is generally considered ineffective to have more than 3 modules stacking on the same attribute (in most cases the fourth module can generally be replaced by something more useful).
 +
 +
''Stacking & Scripts''
 +
 +
One useful workaround in large fleets is assigning scripts across the fleet so that half are using one script and half are using the other for a given module. For example, instead of having 6 unscripted damps (in which case the 4th has a very low effectiveness, and 5 and 6 are almost useless), you can have 3 damps with range script, and 3 damps with scan resolution script, and never have more than 3 modules stacking on the same attribute.
 +
 +
==Other References==
 +
 +
[[ECM - Electronic Counter Measures]]<br>
 +
[[ECCM - Electronic Counter Counter Measures]]<br>
 +
[[EWAR Certification|EWAR Certification]]<br>

Latest revision as of 14:01, 3 December 2014

Info.png
This article is out of date and needs to be updated.

Original article by Ryysa. Updated and edited for content by Admiral Phobos, Azual

Introduction

This article is intended to provide an in-depth look at all forms of electronic warfare, along with the calculations required to predict their effects.

Warp Scramblers and Warp Disruptors

Warp scrambling prevents another ship from entering warp. This is the primary type of ewar used in any kind of pvp, because it allows you to prevent your target from escaping from an unfavorable situation - if you can't keep your target from running away, killing them becomes very difficult!


Methods of application:

The most common forms of warp disruption are the targeted modules. These come in three forms:

  • Warp Disruptors (known in voice comms as a 'point')- these provide 1 point of warp disruption at a range of 20km (t1 and named) or 24km (t2). Their sole effect is to prevent the target from entering warp.
  • Warp Scramblers (known in voice comms as a 'scram')- these provide 2 points of warp disruption, ranging from 7.5km (t1) and 9km (t2), with named modules falling somewhere between the two. The most notable difference however is that warp scramblers also disable the target's microwarpdrive, making them excellent for holding down fast targets.
  • Warp Disruption Field Generator (with focused script) - by loading it's regular module with a focused warp disruption script, a heavy interdictor is able to replace it's bubble with a warp disruption module of infinite strength. This can have a range of anything between 24km and 30km depending on the pilot's heavy interdictors skill level. This is the only form of targeted warp disruption which affects super capitals.

Warp disruption can also be found in the form of bubbles. For more on bubbles, see the Bubbles and Warping article (PvP-BASIC article).


Working Mechanism:

With the exception of 'deep space transport' ships, all ship have a base warp core strength of 1. Each warp disruptor or scrambler activated on that ship deducts from that either 1 or 2 points respectively. Once this value is reduced to 0 or lower, the ship can't enter warp.

Bubbles follow a different mechanism, however that is outside the scope of this article.


Skills affecting:

Propulsion Jamming - 5% Reduction to capacitor need of scrambling modules per skill level. Anchoring - Reduces time to deploy anchorable bubbles.


Specialized ships:

  • Arazu/Lachesis - Gallente Recons, get 20% bonus to warp disruptor/scrambler range per recon level.
  • Keres - Gallente EAF, gets a 10% bonus to disruptor/scrambler range and disruptor cap use per EAF level.
  • Interceptors - All interceptors get a role bonus reducing cap use by 80%. The fleet interceptors (stiletto, malediction, ares, raptor) also get a 5% disruptor/scrambler range bonus per level.
  • Interdictors & Heavy Interdictors - These ships are specialised in deploying warp bubbles (the standard dictor drops a static bubble, while the heavy version generated a bubble which moves with the ship). The heavy dictor can also use the focused warp disruption script.
  • Proteus - Gallente strategic cruiser. Get's a 10% bonus per level to disruptor/scrambler range when using the 'friction extension processor' electronics subsystem.


Counters:

The counter to standard warp disruptior/scrambler modules is the Warp Core Stabilizers. Each WCS adds one additional point of warp core strength to the ship. Meaning that if a ship has one WCS fitted and no natural bonus to warp core strength, you will need 2 point of disruption to keep it from warping.

Deep space transport ships have a natural +2 to their warp core strength.

The only direct counter to bubbles is the interdiction nullifier subsystem for t3 cruisers, however, due to bubbles having limited range, a speedy ship configuration is an indirect counter.


Stasis Webifiers

Stasis webifiers quite simply decrease the speed of a the target ship.


Methods of application:

Stasis webifier modules ('web') are a midslot module, and the only common form of stasis webification. These have a range of 10km and reduce speed by between 50% (t1) and 60% (t2).

Webifying also comes in drone form. However the effect is very weak (especially when stacking penalties are applied) and these drones only come in heavy size, meaning anything that the drone can catch, probably doesn't need slowing down anyway.


Working Mechanism:

This is fairly simple. Each stasis webifier has a certain speed reduction amount.

So for a ship travelling at 1000m/s hit by a t2 webifier (60% reduction):

1000 * (1 - 0.6) = 400m/s

Note that like many forms of ewar, webifiers are affected by stacking penalties. Please refer to section 9 of the guide for more info.

Also, the slowdown of the ship is not instant. It is gradual and depends on the mass and agility of the target ship. It is entirely possible for a webified ship to be carried back out of web range by its existing momentum.


Skills affecting:

Propulsion Jamming - 5% Reduction to capacitor need per skill level.


Specialized ships:

While stasis webififers are common on all ships, it is the speciality of the minmatar t2 ewar ships:

  • Huginn, Rapier - Minmatar recons. Both get a massive bonus of 60% per recon ship level to stasis webifier range.
  • Hyena - Minmatar EAF. Gets a 20% bonus to webifier range per EAF level.
  • Paladin, Kronos - Amarr and Gallente marauders, both receive a 10% bonus to webifier strength per battleship level.
  • Loki - Minmatar strategic cruiser. Gets a 30% bonus to web range per level when using the 'immobility drivers' electronics subsystem.


Electronic Counter Measures (Target Jamming)

ECM is a form of chanced based ewar designed to disrupt a target's locking capability.


Methods of application:

The most common form of ECM is the targeted ECM jammers. When successful, these break all current locks which the target has established, and prevent it from locking again for 20 seconds. They come in two forms:

  • Racial jammers - these are the most common form of jammer. While they can be used against any ship, their strength is much higher towards their specific racial sensor type. (For example, a t1 minmatar jammer has a strength of 3 vs ladar, and 1 vs the other sensor types).
  • Multispectral jammers - these have an even strength across all sensor types, higher than a racial jammer's 'off' race strength, but lower than it's specific racial strength. (For example, a t1 multispectral jammer has a strength of 2 vs all sensor types). They also have significantly lower range than racial jammers.

Here is a small table on racial sensors and jammers (Race - Sensor Type - Jammer):

  • Caldari - Gravimetric - Spatial Destabilizer
  • Gallente - Magnetometric - Ion Field Projector
  • Minmatar - LADAR - Phase Inverter
  • Amarr - RADAR - White Noise Generator

The less common module is the ECM Burst. This is an area of effect weapon with a relatively high jamming strength (6 for the t1 version). However, it only breaks locks and does not prevent re-locking. Note that only one ECM burst may be active at the same time, meaning that fitting more than one is fairly pointless.

Motherships (soon to be renamed supercarriers) can fit a specialised 'remote ECM burst' which has the same effect, however it is much larger, more powerful, and is centred on a target ship rather than the user.

ECM can also be found in the form of:

  • Lockbreaker Bombs - This is a form of bomb launched by a stealth bomber, which upon detonation performs essentially like a more powerful ECM burst.
  • Drones - ECM also comes in drone form, with light, medium and heavy variants which vary in speed and jamming strength. Since ECM is not affected by stacking penalties, ECM drones are the only form of ewar drone to have achieved mainstream popularity. Due to the reliance of ECM modules on the ship's bonuses, ECM drones are the most effective form of ECM for non-bonused ships.


Working Mechanism:

Jamming is chance based. Every ship in eve has a characteristic known as sensor strength, which is compared with the strength of the jammer vs their racial sensor strength.

This is calculated as follows:

Chance to jam = jam strength / sensor strength

In case of ECM bursts, a separate chance roll is performed for each ship in range.

The chance to jam a target with multiple jammers is a simple deduction of Bernoulli's formula:

Chance to jam = (1-(1-Jam strength/Sensor strength)^Number of jammers)

Where J is the jamming strength of your jammer, S the sensor strength of the target ship, n the number of jammers and C the jamming chance in %.

Or to put it simply - the chance of each jammer failing, multiplied together, and subtraced from 1.

Jammers also have an optimal and a falloff range, please refer to section 8 on how to calculate the falloff multiplier. Note that multiplying the strength of the jammer by the falloff multiplier is incorrect, because the checking for falloff and the checking for jamming chance are two separate events - you must multiply the result from the chance calculation by the falloff multiplier to get an accurate answer.


Modules/Rigs affecting:

Modules:

  • Signal Distortion Amplifier - Lowslot module, 5% increase in jamming strength and optimal range for T1 version, 10% for T2.

Rigs:

  • Particle Dispersion Augmentor - 10% increase in jamming strength for T1 version, 15% for T2.
  • Particle Dispersion Projector - 20% increase to optimal range for T1 version, 25% for T2.

Skills affecting:

  • Electronic Warfare - 5% Reduction to capacitor need per skill level.
  • Signal Dispersion - 5% bonus to strength of all ECM jammers per skill level.
  • Long Distance Jamming - 10% bonus to optimal range per skill level.
  • Frequency Modulation - 10% bonus to falloff per skill level.

Specialized ships:

ECM is the realm of the caldari. The following ships get a bonus to ECM in some form:

  • Griffin - Frigate, gets 15% bonus to jammer strength and 10% bonus to Jammer capacitor need per level.
  • Blackbird - Cruiser, gets 15% bonus to jammer strength and 20% bonus to Jammer optimal range per level.
  • Scorpion - The only battleship in game truly dedicated to a form of EW, gets 15% bonus to Jammer strength and 20% bonus to Jammer optimal range and ECM burst range per level (note - this is the only ship to receive a bonus to ECM bursts).
  • Kitsune - Caldari EAF, gets a 20% bonus to jammer strength and 10% reduction in cap use per frigate level, and a 10% bonus to jammer range per EAF level.
  • Rook, Falcon - Caldari recons, get 10% reduction to jammer capacitor use per caldari cruiser level and 30% bonus to ECM Target Jammer strength per recon ship level.
  • Tengu - Caldari strategic cruiser. Receives a 10% bonus to jammer strength per level when using the 'rifling launcher pattern' offensive subsystem, and a 10% bonus to optimal range per level when using the 'obfuscation manifold' electronics subsystem.

Counters:

There is a direct counter available - ECCM, which gives a percentual increase to a ship's sensor strength, making it hard to jam it. Projected ECCM can also be used, which is a remote module with a higher effect than local ECCM, but for obvious reasons will be ineffective if you are jammed yourself.

Example:

A Scorpion with lvl5 caldari BS, lvl4 Signal Dispersion and 5 T2 Multispectral Jammers jamming a megathron.

T2 Multispec base strength = 2.4
With bonuses applied = 2.4*1.75(for BS 5)*1.2(for signal dispersion 4) = 5.04
Megathron's sensor strength = 21

Chance of success using 1 jammer = 5.04/21 = 0.24 = 24% chance to jam.

Change of success using 5 jammers = 1-(1-0.24)^5 = 0.746 = 75% chance to jam.


Sensor Dampeners

Sensor dampening reduces a ship's scan resolution (affects targeting speed) and/or targeting range.


Methods of application:

Remote Sensor Dampeners ('damp') are a targeted midslot module which reduces both scan resolution and targeting range by 15% (for t1). Can be loaded with scripts for scan resolution dampening (increases scan res effect to 30%, removed targeting range effect) and targeting range dampening (increases targeting range effect to 30%, removes scan res effect).

Sensor Dampening is also available on drones and come in three flavors, from small to heavy, however due to heavy stacking penalties their effects are fairly limited, and they are rarely used.


Working Mechanism:

Each sensor dampener reduces a targets locking speed and/or range by a given percentage.

To calculate the Optimal range reduction for one dampener used against a target, the following formula is used:

This can be calculated quite simply as follows:

New scan res/targeting range = base scan res/targeting range * (1 - damp percentage).

Note that while this is simple as far as targeting range goes, locking time is not linear with scan resolution. For those interested in a complex formula, the calculation for lock time is as follows:

T = (40000/(M*X))/(asinh(Y)^2)

Where X = scan resolution of your ship with positive bonuses applied, Y = sig radius of the target, M the scan resolution reduction multiplier of the dampening module or drone and T the locking time.


Modules/Rigs affecting:

Rigs:

  • Inverted Signal Field Projector - 10% increase to effectiveness for T1 version, 25% for T2.
  • Particle Dispersion Projector - 20% increase to optimal range for T1 version, 25% for T2.


Skills affecting:

  • Sensor Linking - 5% Reduction to capacitor need per skill level.
  • Signal Suppression - 5% bonus to effectiveness of sensor dampeners per skill level.
  • Long Distance Jamming - 10% bonus to optimal range per skill level.
  • Frequency Modulation - 10% bonus to falloff per skill level.


Specialized ships:

While all ships can be effective with dampeners, the gallente have several ships which specialise in their use.

  • Maulus - Gallente Frigate, 5% bonus to damp effectiveness per level.
  • Celestis - Gallente Cruiser, 5% bonus to damp effectiveness per level.
  • Arazu, Lachesis - Gallente Recons, 5% bonus to damp effectiveness per cruiser level.
  • Keres - Gallente EAF, 5% bonus to damp effectiveness and 10% reduction in damp capacitor use per frigate level.


Counters:

The direct counter to dampening are sensor boosters (as well as remote sensor boosters) and signal amplifiers, which increase your scan resolution and locking range.


Example 1:

Maulus with frigate 5 and signal suppression 4 and 2 tech 2 damps (targeting range script) vs a raven with lv 5 signature analysis and lv5 long range targeting.

T2 damp with script = 34% reduction in targeting range

With 25% ship bonus and 20% skill bonus  = 51% reduction

Raven's base targeting range = 94km

Targeting range with 1 damp = 94 * (1 - 0.51) = 46km

Targeting range with 2 damps = 94 * (1 - 0.51) * (1 - 0.51 * 0.87) = 26km!


Example 2:

Maulus with frigate 5 and signal suppression 4 and 2 tech 2 damps (scan res script) vs a raven with lv 5 signature analysis and lv5 long range targeting.

T2 damp with script = 34% reduction in scan resolution

With 25% ship bonus and 20% skill bonus  = 51% reduction

Raven's base scan res = 106mm (i.e. 18 seconds to lock the maulus)

Scan res with 1 damp = 106 * (1 - 0.51) = 52mm (i.e. 37 seconds to lock the maulus)

Scan res with 2 damps = 94 * (1 - 0.51) * (1 - 0.51 * 0.87) = 29mm (i.e. 66 seconds to lock the maulus)!

From these examples, you can quite clearly see just how effective remote sensor dampeners are!


Tracking Disruptors

Tracking disruptors severely impair the effectiveness of turrets by heavily reducing their optimal range and/or tracking speed.


Methods of application:

Tracking disruptors ('track)' are targeted midslot modules. They reduce both tracking speed and optimal range of the target ship by anything from 18% (t1) to 20% t2. Like remote sensor dampeners, these modules can be fitted with scripts which double one attribute in exchange for removing the other.

Like many other forms of ewar, tracking disruption is available via drones, however like dampening drones the stacking penalties and reduced effectiveness mean that they are rarely used.


Working Mechanism:

Each tracking disruptor reduces the tracking speed and/or the optimal & falloff ranges of turrets.

The effect can be calculated simply as follows:

New tracking speed/range = old tracking speed/range * (1 - tracking disruptor percentage).


Modules/Rigs affecting:

Rigs:

  • Tracking Diagnostic Subroutines - 10% increase to effectiveness for T1 version, 15% for T2.
  • Particle Dispersion Projector - 20% increase to optimal range for T1 version, 25% for T2.

Skills affecting:

  • Weapon Disruption - 5% Reduction to capacitor need per skill level.
  • Turret Destabilization - 5% bonus to effectiveness of tracking disruptors per skill level.
  • Long Distance Jamming - 10% bonus to optimal range per skill level.
  • Frequency Modulation - 10% bonus to falloff per skill level.


Specialized ships:

While tracking disruptors can be effective any any ship, it is amarr ships, which receive bonuses to them:

  • Crucifier - Amarr Frigate, 5% bonus to tracking disruptor effectiveness per level.
  • Arbitrator - Amarr Cruiser, 5% bonus to tracking disruptor effectiveness per level.
  • Sentinel - Amarr EAF, 5% bonus to tracking disruptor effectiveness per frigate level.
  • Curse/Pilgrim - Amarr Recons, 5% bonus to tracking disruptor effectiveness per cruiser level.


Counters:

The direct counter to tracking disruptors are tracking computers and tracking enhancers, as well as tracking links (the remote equivalent of the tracking computer)


Example 1:

Crucifier with frigate lv5 and turret destabilisation lv4 using 2 tech 2 tracking disruptors (range script) vs an Armageddon with sharpshooter & trajectory analysis lv 5 using mega pulse laser iis and scorch ammo.

T2 track with optimal script = 40% reduction in turret optimal, 40% reduction in turret falloff

With 25% ship bonus and 20% skill bonus = 60% reduction in turret optimal, 60% reduction in turret falloff

Base Optimal of Acpoc's megapulse iis = 45km
Base Falloff of Apoc's megapulse iis = 10km

Optimal range with 1 damp = 45 * (1 - 0.6) = 18km
Falloff with 1 damp = 10 * (1 - 0.6) = 4km

Optimal range with 2 damps = 45 * (1 - 0.6) * (1 - 0.6 * 0.87) = 8.6km!
Falloff with 2 damps = 10 * (1 - 0.6) * (1 - 0.6 * 0.87) = 2km!

Example 2:

Crucifier with frigate lv5 and turret destabilisation lv4 using 2 tech 2 tracking disruptors (tracking speed script) vs a Megathron with motion prediction lv 5 using electron blaster cannon iis and antimatter ammo.

T2 track with tracking speed script = 40% reduction in tracking speed

With 25% ship bonus and 20% skill bonus = 60% reduction in tracking speed

Base tracking speed of Acpoc's megapulse iis = 0.086

Tracking speed with 1 damp = 0.032 * (1 - 0.6) = 0.034

Tracking speed with 2 damps = 0.032 * (1 - 0.6) * (1 - 0.6 * 0.87) = 0.018!

To put this in perspective, here's a graph showing the damage output of this megathron tracking the crucifier with a transversal velocity of only 35m/s (10% it's non-afterburning speed):

Trackingscriptdps.jpg

As you can see, the mega goes from being a serious threat, to being a paperweight at the hands of a single tech 1 frigate.

More tracking info can be found Here: http://www.agony-unleashed.com/wiki/index.php?title=Tracking

Target Painters

Target Painting increases the signature size of the target, making it easier to hit, and increasing friendly locking speed against the target.


Methods of application:

Target Painters 'paint' are midslot modules, which increase the target's singature radius by between 25% (t1) and 30% (t2).


Working Mechanism:

The working mechanism of target painters is fairly simple.

Modified signature radius = old signature radius * (1 + target painter percentage)


Modules/Rigs affecting:

Rigs:

  • Particle Dispersion Projector - 20% increase to optimal range for T1 version, 25% for T2.

Skills affecting:

  • Target Painting - 5% Reduction to capacitor need per skill level.
  • Signature Focusing - 5% bonus to effectiveness of target painters per skill level.
  • Long Distance Jamming - 10% bonus to optimal range per skill level.
  • Frequency Modulation - 10% bonus to falloff per skill level.

Specialized ships:

While target painters are effective on any ship, it is mainly minmatar ships which receive a bonus to them:

  • Vigil - Minmatar Frigate, 5% bonus to target painter effectiveness per level.
  • Bellicose - Minmatar ruiser, 7.5% bonus to target painter effectiveness per level.
  • Hyena - Minmatar EAF, 7.5% bonus to target painter effectiveness per frigate level.
  • Huginn/Rapier - Minmatar Recons, 7.5% bonus to target painter effectiveness per cruiser level.
  • Vargur/Golem - Minmatar and caldari marauders, both receive a 7.5% bonus to target painter effectiveness per marauders level.


Counters:

None


Example:

Let's try to illustrate why target painting is sometimes useful. A raven shoots a caracal with a torpedo.

A torpedo has an explosion radius of 400m.
A caracal has a signature radius of 145m.

Due to how missiles work, the torpedo does: 145/400 * 100% = 36.25% of it's normal damage.

If our torpedo had a damage output of 500, it would now only do 181.25 damage against the caracal.

Now, let's assume the raven is using two t2 target painters without any advanced skills on the caracal.

Signature radius bonus from one T2 target painter: 30%
Signature radius of Caracal with two target painters applied: 145m*(1+0.3)*(1+0.3*0.87) ~ 237.7m

Torpedo damage with two painters: 237.7/400 * 100% = 59.425% of normal damage.

If our torpedo had a damage output of 500, it would do ~ 297.1 damage after the painters have been applied, which is about 64% more damage than without the painters.

Of course, signature radius affects other things such as locking speed, turret tracking etc.


Capacitor Warfare

Cap draining with Nosferatus or Neutralizers reduces your targets cap and in some cases adds it to your own.


Methods of application:

  • Energy Neutralisers ('neut') - a high slot module which expends your own capacitor to drain a larger amount of your opponent's capacitor.
  • Energy Vampires AKA Nosferatu ('nos') - a high slot module which drains your opponent's cap and adds it to yours. These drain a small amount than neutralisers, and will not have any effect unless the opponents % cap remaining is greater than your own.
  • Drones - There are neutralizing drones available in various sizes, but due to low neutralising amount these are rarely used.
  • Void Bombs - These are a form of bomb used by stealth bombers, which neutralises a large amount of cap from all ships within its area of effect.

Working Mechanism:

The mechanic for these is simple, each of them have a cycle time. Every cycle time seconds the cap amount is drained from the enemy.

There is a major difference between NOS and neuts however:

In case of NOS, the cap drained is added to your own, but only as long as you have less cap (by percentage) than the ship you are draining cap from. Meaning that once you have (percentually) more cap than the target ship, no capacitor is drained from it anymore.

In the case of neuts you sacrifice a certain amount of energy but get a much bigger effect on the targets capacitor and it also removes energy from their capacitor when you have more energy than they do.

For efficient capacitor warfare it is smart to combine neutralizers and nosferatus.


Modules/rigs affecting:

Rigs:

  • Egress Port Maximiser - 15% reduction in cap use for t1, 20% for t2.

Also, one should mention the existance of Talisman pirate implants.

These implants reduce the cycle time of your Nosferatu and Neutralizer modules.

According to Entity's Pirate Implants FAQ a lowgrade set will result in a 26.94% reduction and a highgrade set in a 38.12% reduction of module cycle time.


Skills affecting:

Energy Emission Systems - Decreases cap usage amount by 5% per level.


Specialized ships:

While cap warfare can be effective on all ships, some amarr ships tend to get a particularly hefty bonus to them:

  • Curse - Amarr recon, gets 20% bonus to nos/neut amount and 40% bonus to nos/neut range per recon skill level.
  • Pilgrim - Amarr recon, gets 20% bonus to nos/neut amount per recon skill level.
  • Sentinel - Amarr EAF, gets a 20% bonus to nos/neut amount per frigate level, and a 40% bonus to nos/neut range per EAF level.
  • Legion - Amarr strategic cruiser, gets a 10% bonus to nos/neut amount per level when using the 'Energy Parasitic Complex' electronics subsystem.


Counters:

There are no direct counters to cap warfare, however there are two viable indirect methods of countering it.

  • Using a cap booster to instantly replenish lost cap.
  • Using a nosferatu of your own to drain cap back in your direction.

EWAR and Falloff

Many of the EW modules have a falloff range.

Like guns (if tracking/sig radius is ignored), a module has a 100% chance to hit from 0km to it's optimal range. At optimal+falloff the chance to hit drops to 50% and at optimal +2xfalloff it is 0%. This means that at optimal+falloff there is a 50% chance that the module will fail and not do anything.

To determine the chance of success in falloff range, we use the following formula:

C = 0.5^((R-O)/F)^2)

Where R is the range from you to the target, O the optimal range of the module, F the falloff range of the module and C the chance of success.

As a result, you will get a multiplier. This is a chance multiplier. In case of jammers, just multiply the calculated chance by it. In case of other modules, this will simply show you the chances of the module succeeding at a given range.


Stacking Penalties

Many of the EW modules are stacking penalized (essentially all the percentage based modules, e.g. webs, damps, tracks).

So if calculating the effect multiplier with multiple modules, you need to keep the stacking penalty in mind.

For calculating the multiplier we use the general stacking formula:

M = M1*S1*M2*S2*...*Mn*Sn

Where M(1..n) are the effect multipliers of module n and S(1..n) are stacking penalty multipliers for module n. The modifiers for the first four modules are as follows:

* Multiplier for the first module, S(1) = 1
* Second module, S(2) = 0.8708860
* Third module, S(3) = 0.5705831
* Fourth module, S(4) = 0.2829552

The formula to calculate the stacking penalty for the nth module is:

S(n) = 0.5^[((n-1) / 2.22292081) ^2]

Where n is the number of the module modifying the same attribute and S the stacking multiplier applied to that module.

Also keep in mind, that you need to sort the modules according to their strength in descending order. Meaning if you have 3 modules with different strengths, then the strongest module will suffer no stacking penalty and the weakest module will suffer the stacking penalty for the third module.

For this reason, it is generally considered ineffective to have more than 3 modules stacking on the same attribute (in most cases the fourth module can generally be replaced by something more useful).

Stacking & Scripts

One useful workaround in large fleets is assigning scripts across the fleet so that half are using one script and half are using the other for a given module. For example, instead of having 6 unscripted damps (in which case the 4th has a very low effectiveness, and 5 and 6 are almost useless), you can have 3 damps with range script, and 3 damps with scan resolution script, and never have more than 3 modules stacking on the same attribute.

Other References

ECM - Electronic Counter Measures
ECCM - Electronic Counter Counter Measures
EWAR Certification