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EVE Online turret simulator

Pick a turret, a charge, a ship and a target, and this simulator draws the applied damage per second of your guns over the whole engagement range. It combines the hit chance formula used by EVE Online — tracking speed, signature resolution, optimal range and falloff against the transversal velocity and signature radius of the target — with the bonuses that actually apply to your fit. Sign in with EVE SSO and your trained gunnery skills are read from the ESI API and folded into the curve, so the numbers match the ones you get in space rather than the raw values printed on the module. Looking for launchers instead? Use the missile simulator.

Tool under construction: report an issue or contribute on Github.

400 m/s

100 - Destroyer

How turret damage is computed

A turret never applies its full damage: every shot rolls a hit chance that decays with two independent penalties. The tool uses the standard EVE Online formula, where the chance to hit is 0.5 raised to the power of the sum of an angular term and a range term.

Tracking, signature resolution and transversal velocity

The angular term compares the transversal velocity of the target and the signature resolution of your turret against the distance, your tracking speed and the signature radius of the target. A battleship gun shooting a fast frigate at close range is the worst case: high angular velocity, small signature, coarse signature resolution. Slowing the target down, increasing the distance or improving tracking all push the hit chance back up.

Optimal range and falloff

The range term is zero inside optimal range, then grows as the square of how far past optimal you are, divided by falloff. This is why the DPS curve is flat up to optimal, bends sharply inside falloff, and collapses beyond it. The chart marks both bands so you can see where swapping to a longer-range charge is worth the damage loss.

From hit chance to applied DPS

Hit chance is not applied linearly. EVE Online rolls a damage multiplier for each hit, and wrecking shots deal triple damage, so a very low hit chance still yields a small amount of damage. The simulator reproduces that averaging, then multiplies it by the raw DPS of the turret — the sum of the EM, thermal, kinetic and explosive damage of the loaded charge divided by the rate of fire. Reload time is not included yet.

Which bonuses are applied

Every bonus is listed next to the stat it changes in the simulator, so you can always see why a value differs from the one shown in game on an untrained character.

Frequently asked questions

Do I need to log in to use the turret simulator?
No. The simulator works without an account: it then assumes no character skills at all. Signing in with EVE SSO only lets the tool read your trained gunnery skills and apply them to the curve.
Are my character skills taken into account?
Yes, once you sign in with EVE SSO. Gunnery, Sharpshooter, Trajectory Analysis, Motion Prediction, Rapid Firing, Surgical Strike and the turret specialization skills are read from the EVE ESI API and applied as multipliers on range, falloff, tracking, rate of fire and damage.
Why does my DPS drop when the target moves faster?
Turret hit chance depends on the angular velocity of the target. A higher transversal velocity, a smaller signature radius or a worse tracking speed all lower the chance to hit, and the applied DPS falls with it even though the raw damage of the turret never changes.
Does the simulated DPS include reload time?
Not yet. The damage per second is computed from the raw damage of the loaded charge and the rate of fire of the turret, without reload downtime, so treat the values as sustained DPS between reloads.
Is this tool affiliated with CCP Games?
No. This is a free third-party tool for EVE Online. All EVE Online data is fetched from the official ESI API and remains the property of CCP Games.