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Improving DPS (Author: Hazri)
There are several modules to improve the damage output of your ship. Most of them, especially the damage mods, are for low slots. Additional there are some, which go into mid-slots and of course rigs.

First are the modules which greatly improves your DPS directly. Every weapon kind has it's own module type. The following list is filled with the most recommended ones. I would suggest to train up the needed skills for the T2 variants soon, if you don't have already. Faction is always nice if you can afford it. Also remember that there is a stacking penalty for these modules. So the maximum number of effective modules of the same type is 3.
Name Price Type Damage ROF CPU Information
Gyrostabilizer II Gyrostabilizer II 750k Projectile 1,1x 10,5% 30 recommended
Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer 60M Projectile 1,125x 10,5% 30 expensive but higher damage
Ballistic Control System II Ballistic Control System II 700k Missile 10% 10,5% 40 recommended
Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System 80M Missile 12,5% 10,5% 24 expensive but higher damage
Heat Sink II Heat Sink II 650k Laser 1,1x 10,5% 30 recommended
Imperial Navy Heat Sink Imperial Navy Heat Sink 56M Laser 1,125x 10,5% 30 expensive but higher damage
Magnetic Field Stabilizer II Magnetic Field Stabilizer II 700k Hybrid 1,1x 10,5% 30 recommended
Federation Navy Magnetic Field Stabilizer Federation Navy Magnetic Field Stabilizer 70-75M Hybrid 1,125x 10,5% 30 expensive but higher damage

Next are modules which improves your tracking and therefore your overall DPS by hitting better and at longer range. There are modules for low and mid-slots. The Tracking Computers can be loaded with scripts, which improves either tracking or optimal/falloff by 100%. So a 15% tracking bonus with a tracking script will become 30%, but the optimal/falloff bonuses will be both 0%. You can easily switch between scripts in space by reloading, if you have them in your cargo bay. As always faction is an excellent choice if you have the money.
Name Price Tracking Optimal Falloff CPU Cap usage Information
Tracking Enhancer II Tracking Enhancer II 750k 9,5% 15% 30% 15 0 recommended
Republic Fleet Tracking Enhancer Republic Fleet Tracking Enhancer 110M 10% 15% 30% 15 0 expensive, slightly better tracking
Tracking Computer II Tracking Computer II 1M 15% 7,5% 15% 35 0,7GJ/s recommended
Shadow Serpentis Tracking Computer Shadow Serpentis Tracking Computer 145M 17,5% 8% 17,5% 35 0,7GJ/s expensive but better tracking and range

As charges for Tracking Computers one of the following scripts can be used. They boost either tracking speed or optimal/falloff. They aren't consumed, so you only need to buy them once.
Tracking Speed Tracking Speed 10k +100% to tracking speed, -100% to optimal/falloff
Optimal Range Optimal Range 8k +100% to optimal/falloff, -100% to tracking speed

The following modules are mainly interesting for snipers. They improve the targeting range, which should be at least around 150km for a decent incursion sniper. The first group are Sensor Boosters, which are preferred because of the higher bonus. They can be loaded with scripts and may be used as scan resolution boosters as well. This allows battleships to lock small ships a lot faster, which may be very handy for Vanguard sites. The downside of these modules are the use of mid-slots. If you can't sacrifice them, you can try to Signal Amplifiers which goes into low-slots. They offer less bonuses though.
Name Price Cap usage Scan resolution Targeting Range CPU Information
Sensor Booster II Sensor Booster II 750k 0,5GJ/s 30% 30% 10 recommended
F-90 Positional Sensor Subroutines F-90 Positional Sensor Subroutines 1,5M 0,8GJ/s 30% 30% 8 alternative variant for low skills
Signal Amplifier II Signal Amplifier II 650k - 15% 30% 25 only use when low on mid-slots
Type-D Attenuation Signal Augmentation Type-D Attenuation Signal Augmentation 35k - 12% 30% 19 alternative variant for low skills

These are the available scripts for loading into Sensor Boosters. The Targeting Range is the main one for snipers. The Scan Resolution is only useful in Vanguards for battleships, when many frigate size ships must be locked. A single Sensor Booster II loaded with Targeting Range offers a 60% bonus to targeting range. In most cases that is enough to reach the needed 150km.
Targeting Range Targeting Range 12k +100% to targeting range, -100% to scan resolution
Scan Resolution Scan Resolution 10k +100% to scan resolution, -100% to targeting range

While drones aren't highly useful in incursions there are still a few ships which use them and are regularly seen in incursions. The following modules may be used to improve the drone damage or make them more usable. Some notable shield tanked drone ships are: Rattlesnake, Gila, Ishtar.
Name Price Bonus CPU Information
Drone Link Augmentor I Drone Link Augmentor I 0M +20km drone control range 50 recommended if spare hi-slots
Black Eagle Drone Link Augmentor Black Eagle Drone Link Augmentor 190M +26km drone control range 45 very expensive, better bonus and lower cpu need
Drone Navigation Computer I Drone Navigation Computer I 0M +25N drone thrust 30 recommended for heavy drones, improves drone speed
Omnidirectional Tracking Link I Omnidirectional Tracking Link I 0M 1,2x drone range, 1,2x drone tracking 35 recommended for drone boats
Federation Navy Omnidirectional Tracking Link Federation Navy Omnidirectional Tracking Link 40-45M 1,25x drone range, 1,25x drone tracking 39 bit expensive, better bonuses

There are tons of rigs for improving various damage related things. I'll split them up by weapon kind.

The first group has projectile weapon rigs. They all have a 10% drawback in turret powergrid use. This can be reduced by the skill Projectile Weapon Rigging which is also needed at level 4, to be able to use T2 projectile weapon rigs. The following list contains only the most useful rigs.
Name Price Bonus Calibration Information
Medium Projectile Burst Aerator I Medium Projectile Burst Aerator I
Large Projectile Burst Aerator I
200k
2M
10% ROF 200 good if less than 3 gyros or slow firing weapons
Medium Projectile Burst Aerator II Medium Projectile Burst Aerator II
Large Projectile Burst Aerator II
16M
37M
15% ROF 300 more expensive, higher bonus
Medium Projectile Collision Accelerator I Medium Projectile Collision Accelerator I
Large Projectile Collision Accelerator I
150k
900k
1,1x DMG 200 good if less than 3 gyros or fast firing weapons
Medium Projectile Collision Accelerator II Medium Projectile Collision Accelerator II
Large Projectile Collision Accelerator II
17M
41M
1,15x DMG 300 more expensive, higher bonus
Medium Projectile Metastasis Adjuster I Medium Projectile Metastasis Adjuster I
Large Projectile Metastasis Adjuster I
300k
800k
1,15x Tracking 100 good if less than 3 tracking mods or slow tracking weapons
Medium Projectile Metastasis Adjuster II Medium Projectile Metastasis Adjuster II
Large Projectile Metastasis Adjuster II
18M
39M
1,2x Tracking 150 more expensive, higher bonus

Next are missile rigs. They all have a 10% drawback in CPU need of launchers. The associated skill to reduce it is Launcher Rigging. This skill is also needed at least at level 4 to use T2 rigs. There are quite a few useful missile rigs. Therefore you can find all available rigs in the following table.
Name Price Bonus Calibration Information
Medium Bay Loading Accelerator I Medium Bay Loading Accelerator I
Large Bay Loading Accelerator I
1,7M
9M
10% ROF 200 good if less than 3 ballistic controls or slow firing launchers
Medium Bay Loading Accelerator II Medium Bay Loading Accelerator II
Large Bay Loading Accelerator II
24M
70M
15% ROF 300 more expensive, higher bonus
Medium Warhead Calefaction Catalyst I Medium Warhead Calefaction Catalyst I
Large Warhead Calefaction Catalyst I
1,9M
10M
10% DMG 200 good if less than 3 ballistic controls or fast firing launchers
Medium Warhead Calefaction Catalyst II Medium Warhead Calefaction Catalyst II
Large Warhead Calefaction Catalyst II
27M
64M
15% DMG 300 more expensive, higher bonus
Medium Hydraulic Bay Thrusters I Medium Hydraulic Bay Thrusters I
Large Hydraulic Bay Thrusters I
2,2M
10M
15% missile velocity 100 good if you need more missile range
Medium Hydraulic Bay Thrusters II Medium Hydraulic Bay Thrusters II
Large Hydraulic Bay Thrusters II
26M
105M
20% missile velocity 150 more expensive, higher bonus
Medium Rocket Fuel Cache Partition I Medium Rocket Fuel Cache Partition I
Large Rocket Fuel Cache Partition I
2,2M
12M
15% missile flight time 100 good if you need more missile range
Medium Rocket Fuel Cache Partition II Medium Rocket Fuel Cache Partition II
Large Rocket Fuel Cache Partition II
35M
107M
20% missile flight time 150 more expensive, higher bonus
Medium Warhead Rigor Catalyst I Medium Warhead Rigor Catalyst I
Large Warhead Rigor Catalyst I
2,3M
11M
-15% explosion radius 100 very good against small targets, at least 1-2 recommended for cruise missile
Medium Warhead Rigor Catalyst II Medium Warhead Rigor Catalyst II
Large Warhead Rigor Catalyst II
26M
90M
-20% explosion radius 150 more expensive, higher bonus
Medium Warhead Flare Catalyst I Medium Warhead Flare Catalyst I
Large Warhead Flare Catalyst I
1,8M
10M
15% explosion Velocity 50 good if fighting against small, fast moving targets
Medium Warhead Flare Catalyst II Medium Warhead Flare Catalyst II
Large Warhead Flare Catalyst II
30M
74M
20% explosion velocity 75 more expensive, higher bonus

The next table is for laser weapons. As usual only a selection of the most useful rigs were added. All of them have a drawback of 10% increased powergrid usage for laser turrets. The skill which is needed to reduce the malus, is Energy Weapon Rigging. You also need it at least at level 4 to be able to use T2 laser rigs.
Name Price Bonus Calibration Information
Medium Energy Burst Aerator I Medium Energy Burst Aerator I
Large Energy Burst Aerator I
300k
750k
10% ROF 200 good if less than 3 heat sinks or slow firing lasers
Medium Energy Burst Aerator II Medium Energy Burst Aerator II
Large Energy Burst Aerator II
38M
22M
15% ROF 300 more expensive, higher bonus
Medium Energy Collision Accelerator I Medium Energy Collision Accelerator I
Large Energy Collision Accelerator I
150k
900k
1,1x DMG 200 good if less than 3 heat sinks or fast firing lasers
Medium Energy Collision Accelerator II Medium Energy Collision Accelerator II
Large Energy Collision Accelerator II
14M
23M
1,2x DMG 300 more expensive, higher bonus
Medium Energy Metastasis Adjuster I Medium Energy Metastasis Adjuster I
Large Energy Metastasis Adjuster I
230k
800k
1,15x tracking speed 100 good if less than 3 tracking mods or slow tracking lasers
Medium Energy Metastasis Adjuster II Medium Energy Metastasis Adjuster II
Large Energy Metastasis Adjuster II
14M
20M
1,2x tracking speed 150 more expensive, higher bonus
Medium Energy Discharge Elutriation I Medium Energy Discharge Elutriation I
Large Energy Discharge Elutriation I
250k
800k
-20% cap usage 100 might be more efficient than Capacitor Control Circuit rigs, depending on fitting
Medium Energy Discharge Elutriation II Medium Energy Discharge Elutriation II
Large Energy Discharge Elutriation II
15M
18M
-25% cap usage 150 more expensive, higher bonus

The last group of weapon rigs are hybrids. They as well have a 10% drawback on hybrid turret powergrid need. The matching skill to reduce the malus is Hybrid Weapon Rigging. For T2 rigs you need to train it at least to level 4.
Name Price Bonus Calibration Information
Medium Hybrid Burst Aerator I Medium Hybrid Burst Aerator I
Large Hybrid Burst Aerator I
200k
750k
10% ROF 200 good if less than 3 magnetic field stabilizers or slow firing weapons
Medium Hybrid Burst Aerator II Medium Hybrid Burst Aerator II
Large Hybrid Burst Aerator II
12M
18M
15% ROF 300 more expensive, higher bonus
Medium Hybrid Collision Accelerator I Medium Hybrid Collision Accelerator I
Large Hybrid Collision Accelerator I
200k
800k
1,1x DMG 200 good if less than 3 magnetic field stabilizers or fast firing weapons
Medium Hybrid Collision Accelerator II Medium Hybrid Collision Accelerator II
Large Hybrid Collision Accelerator II
14M
14M
1,15x DMG 300 more expensive, higher bonus
Medium Hybrid Metastasis Adjuster I Medium Hybrid Metastasis Adjuster I
Large Hybrid Metastasis Adjuster I
125k
1M
1,15x tracking speed 100 good if less than 3 tracking mods or slow tracking lasers
Medium Hybrid Metastasis Adjuster II Medium Hybrid Metastasis Adjuster II
Large Hybrid Metastasis Adjuster II
50M
28M
1,15x tracking speed 150 more expensive, higher bonus
Medium Hybrid Discharge Elutriation I Medium Hybrid Discharge Elutriation I
Large Hybrid Discharge Elutriation I
300k
700k
-20% cap usage 100 might be more efficient than Capacitor Control Circuit rigs, depending on fitting
Medium Hybrid Discharge Elutriation II Medium Hybrid Discharge Elutriation II
Large Hybrid Discharge Elutriation II
18M
28M
-25% cap usage 150 more expensive, higher bonus

Finally are capacitor recharge rigs. They may be helpful for both laser and hybrid weapon ships. Depending on the fitting either them or the specific weapon type rigs from above may get you better results. A benefit of the CCC rigs is definitely the lack of a drawback.
Name Price Bonus Calibration Information
Medium Capacitor Control Circuit I Medium Capacitor Control Circuit I
Large Capacitor Control Circuit I
1,5M
7,5M
15% cap recharge 100 might be more efficient than Energy Discharge Elutriation rigs, depending on fitting
Medium Capacitor Control Circuit II Medium Capacitor Control Circuit II
Large Capacitor Control Circuit II
50M
195M
20% cap recharge 150 more expensive, higher bonus

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