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Gunnery skills overview
From EVEWiki
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Gunnery Skill Tree | |||||||||||||||||||||||
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Primary Attribute: Perception
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These are all skills influencing direct fire weapons, as opposed to launched ones (missiles).
Contents |
Base skill: Gunnery
Gunnery is a skill that nobody should ever be without. The bonus adds up: +2%/level to rate of fire for all turrets.
General direct fire improvement skills
- Rapid Firing (2x)
- Requires Gunnery II
- further increases turret rate of fire by 4%/level. (Maxing both this and Gunnery results in a net 32% increase in rate of fire.)
- Controlled Bursts (2x)
- Requires Gunnery II
- reduces capacitor need of weapon turrets by 5%/level
- Motion Prediction (2x)
- Requires Gunnery II
- increases turret tracking speed by 5%/level
- Sharpshooter (2x)
- Requires Gunnery II
- increases turret optimal range by 5%/level
- Surgical Strike (4x)
- Requires Gunnery V
- adds 3%/level to all weapon turret damage
- Trajectory Analysis (5x)
- Requires Gunnery V
- increases weapon turret accuracy falloff by 5%/level
Upgrades
- Requires Gunnery (2)
- allows the use of weapon upgrade modules. Also reduces by 5%/level CPU needs of weapon systems.
- Requires Weapon Upgrades (5)
- reduces powergrid requirements of weapon turrets and launchers by 2%/level
- Requires Advanced Weapon Upgrades (5)
- reduces Strontium Clathrate consumption for siege module activations by 50/level.
Turret skills
There are 12 turret skills, one for each size and type of turret (see Gunnery sidebar).
- All Small turret skills require Gunnery (1)
- All Medium turret skills require Gunnery (3) and the respective small turret skill at (3)
- All Large turret skills require Gunnery (5) and the respective medium turret skill at (3)
- All Capital turret skills require the respective large turret skill at (5). (Nominally, they require Gunnery (5) as well, but so do the large turrets.)
All turret skills increase damage done by that turret type by 5%/level
Weapon Specializations
There are 6 weapon types covered, and 3 sizes for each type. (Capital weapons do not have a specialization skill.) All of these skills increase damage done by weapons requiring that specialization skill by 2%/level. Typically, these are exclusively Tech 2 weapons turrets. Tech 1 turrets don't require this skill, and neither do faction turrets.
- All weapon specializations require the applicable turret skill at (5).
- The 'long range' weapons (Artillery, Beam Laser, Railgun) require Sharpshooter skill at (3) for small, (4) for medium, and (5) for large turrets.
- The 'short range' weapons (Autocannon, Pulse Laser, Blaster) require Motion Prediction skill at (3) for small, (4) for medium, and (5) for large turrets.
- as well, Medium specializations require the applicable small specialization at (4). Large specializations require medium specialization at (4).
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