Table of Contents

Guide: Understanding Different Doctrines

What you can learn in this guide:

Difficulty: Beginners to Intermediate

Introduction

This guide helps you to understand the different doctrines we are flying to become a better pilot and make better decisions on your own. To achieve that, the site will explain how tanking and applying damage in EVE Online works.

Chapter 1: Tanking

Part 1: Signature Radius

To understand how much your ship can tank and how tanks in different fleet doctrines are designed, a crucial concept is signature radius. Every ship in EVE has one, and you can see the size of it in the ship's attributes tab. (right click on the ship, click 'show info', and check the Targeting section in the Attributes tab) It is measured in meters, and it describes the size of an invisible sphere around the ship (or in other words, how large your ship appears on others' sensors).

The bigger the ship, the bigger the radius of the sphere, hence the term signature radius.

A few example signature radii, to get a better idea:

Ship Class Base Signature Radius
Atron Gallente Frigate 35m
Cormorant Caldari Destroyer 65m
Exequror Gallente Cruiser 80m
Myrmidon Gallente Battlecruiser 305m
Rokh Caldari Battleship 500m
Thanatos Gallente Carrier 9960m
Erebus Gallente Titan 23210m

A higher signature radius

Therefore

Factors Affecting Signature Radius

The signature radius is not a static value and can be affected in many different ways:

1. Propulsion Modules

This alone makes a huge difference in the ship doctrines you will find in Brave.

2. Ship Bonuses

There are ships in the game, such as:

These vessels have bonuses for reducing the signature radius penalty of an MWD. This allows them to move very fast with reduced signature radii, which means that with competent piloting, they can take less damage.

The Cyclone Fleet Issue (Minmatar Faction Battlecruiser) is also unique in that it has a ship bonus for reducing ship signature radius.

3. Armor or Shield Modules and Rigs

For every ship, you have to decide whether to fit the ship with armor or shield modules.

4. The Skirmish Command Burst

The signature radius can be further affected by the Skirmish Command Burst, specifically with the Evasive Maneuvers charge. Several doctrine ships are fitted with this Command Burst and have bonuses for them, including:

If these ships are present on the field, have their Command Burst active and have the Evasive Maneuvers charge loaded, all fleet members affected will have lower signature radii.

5. Target Painters

One form of Electronic Warfare (EWAR) in the game is Target Painters. Ships like the Vigil (Minmatar Frigate) or Huginn (Minmatar Combat Recon) have bonuses for them. These modules will increase the signature radius of the target and make it 'easier' to apply damage to the target.

6. Others

Less relevant to our doctrines but still worth mentioning are the Signature Radius Suppressor and Inertial Stabilizer modules, which decrease and increase your signature radius, respectively. Some implants and drugs can serve the same purpose. For this guide, that's all you need to know.

An Example

To give you a better idea of how much of an impact a signature radius can have, here is one example calculation:

Let's imagine two Thorax ships shooting each other. Both use Railguns with Spike. Both are in their optimal range. None of them have any form of external effect on their signature radii. One has an AB actively running and an armor tank. The other one has an MWD (not active during the fight) and a shield tank. All conditions are the same except the sig radius.

At a given range and transversal velocity:

Should the Shield Thorax activate its MWD during the fight, the Armor Thorax applied damage would increase to around ~86%, while the applied damage of the Shield Thorax versus the Armor Thorax would drop down to 0% and, therefore, would stop hitting the target. But for this case, more factors than just the signature radius will play a role.

Summary

The bigger your signature radius is, the higher the likelihood that enemies can apply their damage better to you, and vice versa. Reducing your signature radius can be a tactic to mitigate damage. Blooming the signature radius of the enemy can be a tactic to better apply your damage.

Part 2: Shield vs. Armor

A very crucial part of a ship is its defenses. Every ship has 3 health pools: Shield, Armor, and Structure (Hull). Damage is dealt to each health pool consecutively, such that the former one must be depleted before damage is taken on the latter one (a special case is made for Shields into Armor, in that with lower levels of the Tactical Shield Manipulation skill, the Armor can be damaged before the Shields are depleted). What kind of tank a ship should take depends on the ship's slot layout and bonuses, and that will decide what other modules can be fitted. For this guide, only Shield and Armor tanking will be considered.

Shield Tanking

Most of our doctrines use Shield-tanked ships. They utilize mid-slots (with an exception being the Power Diagnostic System that gives a minor buffer increase), freeing the lows for weapon enhancement, navigation, or modules assisting with fitting, as seen here on the Ferox

In regards to our doctrines, shield tanking has several characteristics:

Armor Tanking

Some doctrines, like the Beamfleet doctrine, are centered around armor ships like the Harbinger and Augorors. Armor modules occupy low-slots, leaving the mids open to a variety of modules, including EWAR, capacitor, or application modules. This means:

Summary

Shield and armor-tanking both have their benefits. Shield-tanking gives better speed and damage at the cost of less utility and a larger signature radius. Armor-tanking has more utility and lower signature radius but less speed and potentially less damage.

Comparison

"Armor ships have lower signature radius, and ABs don't affect that at all. We also get more utility from armor-tanking. Why go shield?" you ask. This Reddit post explains quite well the drawbacks of armor tanking, but you can find several key points here:

These factors, among many others, must be considered by the FC when planning for an engagement.

In Regards to the Doctrines

When you look closer at the Brave doctrines, you will realize that these concepts play a role. We will take 3 current doctrines as examples:

1. Anduril Fleet (Armor Heavy Assault Cruisers)

This doctrine is based on having a very low signature radius and armor tanking

The concept of this fleet is to have a lower signature radius and heavy buffer for mitigating damage while applying EWAR using their midslots to force the enemy into close-range combat. The downside is that due to the lower speed, with armor modules having speed penalties, and the AB speed bonus being much less compared to an MWD, they either have to start the engagement in optimal range and lock down the enemy fleet, or force a knife fight via EWAR. This means AHACs can lose range dictation against a faster or more competent enemy or cannot effectively give chase to a fleeing enemy. However, the drawback of being armor-tanked is mitigated by the presence of the Assault Damage Control (ADC), which provides incredible resistances and buys time for the Logistics wing to save you.

2. Harpoons (Vagabonds)

On the other hand, Vagabonds operate completely differently from the Anduril Fleet mentioned above

Harpoons, and by extension, many of our shield-MWD doctrines, have much better on-field agility than their armor counterparts at the expense of a very high signature radius. This means that the enemy will likely be able to apply their damage much better, but there are a few things that mitigate this:

3. Talwars

The Talwar doctrine is something special and makes use of its ship bonuses:

They aren't either shield or armor-tanked but rely completely on range and speed. Because of that, Talwars operate at a range where:

Chapter 2: Damage

This second part will explain how damage is applied for Turrets and Missiles. The main differences include:

Part 1: Turrets

Weapon Sizes, Ammo, and Different Modules

Every Turret type (save for Precursor weapons) has a long- and short-range weapons system (e.g., Hybrid weapons have Railguns and Blasters, respectively). As a rule of thumb, long-range weapons have worse tracking than their cousins. As the weapon size increases, the range increases, but the tracking speed decreases.

Furthermore, besides the usual range difference found on different Turret ammo types, T2 Turret ammo also comes with a bonus or penalty to tracking speed, depending on the weapon type and range of the ammo itself.

Lastly, multiple modules can influence Turret damage application by either positively affecting yourself or negatively affecting the enemy. These factors will be highlighted in the next section. It is also optimal to combine these methods to achieve the maximum-benefit engagement profile.

Factors Involved in Turret Damage Application

1. Range

There are two range values: optimal and falloff.

Factors that can influence range include:

2. Tracking

Two more values are important regarding this.

Several more factors influence Turret tracking:

3. Size

Add the last value into the equation, the signature radius, or how big your ship appears on others' scanners.

A Simple Explanation

You're standing still, and someone 100m away is running in a perfect circle around you at 20km/h. To hit them with the baseball you have, you must:

Let's say they get in a car and drive about 250m away from you in a circle at the same speed. You:

You then get in your car. They now travel in a straight line, and you go parallel to them at 15km/h. This means that from your point of view, they're only traveling at 5km/h (Transversal velocity).

The Math

This article lists the formula for calculating the chance of hitting, as well as the damage dealt to an enemy with Turrets.

There are also different levels of Turret damage application, ranging from "grazes" to "smashing". In essence, these levels are tied with calculations on hit chances, and this guide will not go deeper.

Important Sidenote

To demonstrate the effect of Target Painting on Turret tracking, we will use the previous example with a Thorax trying to hit another Thorax with Railguns and Spike ammo.

The signature radius of the target is 120m, and the transversal speed is 600m/s. The target is within optimal range of our Turrets.

This test required two Target Painters from a Vigil, who have a bonus to this form of EWAR; it also required one Stasis Webifier. The big difference is:

This means that the more expensive ships, such as the Huginn or Loki, can be compensated, or even better, complimented, with the presence of a Vigil.

In Regards to the Doctrines

When you look at our doctrines, it is important to choose the right doctrine to fight the right doctrine. For example, Praetorians are notorious for their shield ENI fleet, featuring high speed, high damage, and long-range projection. However, the AHACs (again) are designed to fight this, as

Another concept that should be mentioned is alpha damage, or the damage applied to an enemy before Shield Boosters/Armor Repairers apply. This is a core concept of doctrines using low Rate of Fire (ROF) weapons like Artillery guns, most notable of which are the Hurricanes and Vagabonds. These doctrines rely on volleying the enemy, in that the enemy Logistics wing has no time to assist before the primary is dead. They also have more variety in selecting damage types, thanks to using Projectile weapons, making them more flexible in this regard.

Harpies are another noteworthy doctrine. Being frigates, Harpies are excellent in damage application thanks to small weapons' higher tracking speed values and ship Hybrid weapon range bonuses. This is coupled with the fact that Harpies have a smaller signature radius, also thanks to being frigates.

Part 2: Missiles

Unlike Turrets, Missiles always apply damage to their enemy if they remain within the maximum flight range of said Missiles. As such, Missiles have a different mechanic in terms of applying damage.

Weapon Sizes, Ammo, and Modules

There are a total of 3 types of Missile weapons systems per size, with only 2 for small Missiles. This includes the long- and short-range weapons systems, as well as an undersized missile weapons systems via Rapid Launchers (e.g., Heavy Missile Launchers, Heavy Assault Missile Launchers and Rapid Light Missile Launchers for medium-sized Missile weapons systems, respectively).

Factors Involved in Missile Damage Application

1. Range (Maximum Flight Distance)

Unlike with Turrets, Missiles travel to their targets to apply damage. Their flight distance, or range, is dependent on two factors: maximum flight time and maximum velocity. This means that missile range is also dependent on the target's behavior.

Factors influencing missile flight distance:

2. Application (Precision)

Two new concepts will be introduced for missile application:

Factors influencing missile precision:

Simplified Explanation

Imagine a great explosion of a building! This building can have multiple people in it or none at all. Also, this explosion may or may not quickly expand and collapse the building.

Now, if it's just you in the building, only you will be injured, meaning the casualties are low (large explosion radius and small signature radius). However, if you and so many others are there, all of you will be impacted, and the casualties will be high (small explosion radius and large signature radius).

Let's also consider how quickly the damage spreads. If the building slowly burns down because of this explosion, some casualties will be noted, but many people can escape (low explosion velocity and high target absolute velocity). However, if the explosion hit the foundations, it is likely the entire building collapses and not many people make it out (high explosion velocity and low target absolute velocity).

An Example

Let's look at some actual numbers. We have one Caracal with Rapid Light Missiles trying to shoot a Harpy using an AB.

From that, we can already tell that the explosion radius is small enough to fully hit the Harpy, but the Harpy is so fast that it will outrun large portions of the actual explosion. The Caracal will only be able to apply 44% of its full damage potential.

Let's see what happens when we apply webifiers and target painters:

Using the same Caracal but fitted with Heavy Assault Missiles (HAMs) against the same Harpy, with an explosion radius of 94m and an explosion velocity of 152m/s:

The Math

If you're more interested in how missile flight range and damage application are calculated, please check out this article.

In Regards to the Doctrines

Missiles somewhat lighten the load on the FC's mind, as they have selectable damage types, will always deal damage, and make range and directional piloting easier for the FC.

TLDR

This guide was written to help you understand the two main aspects of every doctrine, which you can then apply to understand the engagement profile of said doctrines and maybe FC them to facilitate favorable engagement conditions. If you got any other questions you can post them in #dojo on Slack too!

Sources

A list of Brave doctrines
EVE University's explanation on signature radius
Explaining the different types of tank
The nitty-gritty about armor vs. shields and alpha damage
An in-depth explanation of turret mechanics
Missile mechanics in detail as well