Weapon Damage and Cooldown
Damage output depends on weapon family, calibration, size, tier, quality, hull affinity, ammunition and mutation; projectile collision determines application.
At a glance
- Calibration base
- 12 + 5 × level; ballistic input capped at 20
- Family damage
- Autocannon 1.0×; railgun 1.8×; energy 1.2×; missile 2.8×
- Size factors
- Starter 1.00; light 1.45; medium 2.65; heavy 4.20; capital 6.10
- Reality module factors
- T4 1.20; T5 1.40; T6 1.60; T7 1.80
- Base cooldown seconds
- Autocannon 0.27; railgun 0.60; energy 0.34; missile 0.95
- Cooldown calibration
- Base × (1 − 0.025 × level)
Field notes
Apply the family ammunition change once, then module quality/100, size/tier, the ship’s fitted-weapon multiplier and mutation damage. Family speeds and lifetimes are listed on ammunition pages.
Each firing slot has its own compatible ammo and cadence. Range, travel time, aim and target movement affect realized DPS; this is not EVE’s full tracking or signature-radius model.
A single input uses the selected tool; firing while a menu or text field owns input is suppressed.
Reference and coverage
Experimental 0.41.0-experimental.1; compiled game catalog and current gameplay source
These fitting and client-interface values describe Experimental 0.41. Browser 0.39.2 has not received the later client balance/intelligence pass.