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Missile mechanics: Difference between revisions

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= Missile Damage Output  =
= Missile Damage Output  =


== First Look at the Damage Equation ==
== First Look at the Damage Equation ==


Here is the equation for missile damage:  
Here is the equation for missile damage:  
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*D : base damage of missile  
*D : base damage of missile  
*S : [[signature radius]] of target  
*S : [[Signature radius]] of target  
*E : explosion radius of missile  
*E : explosion radius of missile  
*V<sub>e</sub><sub></sub>: explosion velocity of missile  
*V<sub>e</sub><sub></sub>: explosion velocity of missile  
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<br>
Note that you want a small DRF, since smaller powers of numbers less than 1 are larger.&nbsp;
== Typical S/E Values  ==
Below is a table that lists some expected values for S/E for each missile type against various hull sizes:
[[Image:SEvalues.png]]


== Speed Tanking Missile Damage  ==


Note that you want a small DRF, since smaller powers of numbers less than 1 are larger.&nbsp;
We will now look at what velocities you can speed tank missile damage, and how much damage reduction you can get from speed tanking. To start, we'll assume that S/E = 1. Of course, the table above shows that this is very wrong, but you can factor in this by multiplying the explosion velocity V<sub>e</sub> by S/E, which will adjust the figures appropriately. Hence, if a ship fires a standard light missile at a frigate then we multiply the explosion velocity of 170 by S/E, which will be about 80%, which gives us an effectively explosion velocity of about 136. Below is a list of explosion velocities for most missiles.  


== Term-by-Term Comparison ==
<br>


If S/E < 1 or S/E*V<sub>e</sub> < V<sub>t</sub>, then you can look at the equation and see that your damage is reduced from its maximum. Hence, a target being too small or too fast can cut your missile damage. If neither of these are true, then your missiles do full damage to the target. Also, note that the speed that the target has to be in order to cut your damage is not the explosion velocity, but the explosion velocity modified by the ratio S/E.
{| width="200" border="1" cellpadding="1" cellspacing="1"
|+ Explosion Velocities for Missiles
|-
|
Rockets


<br> If your damage is being reduced, by how much? We have to compare the two complicated-looking terms. You know the damage is reduced by at least S/E, but it might be more if the target is moving quickly.
| Standard
You can show that your damage is reduced even further beyond S/E if and only if the following holds:
| 150
|-
|
| Anti-Ship
| 150
|-
|
| Range
| 150
|-
| Light
| Standard
| 170
|-
|
| Anti-Ship
| 174
|-
|
| Precision
| 179
|-
| Heavy
| Standard
| 81
|-
|
| High Damage
| 97
|-
|
| High Precision
| 87
|-
| Heavy Assault
| Standard
| 101
|-
|
| Anti-Ship
| 93
|-
|
| Range
| 101
|-
| Cruise
| Standard
| 69
|-
|
| High Damage
| 58
|-
|
| High Precision
| 71
|-
| Torpedoes
| Standard
| 71
|-
|
| High Damage
| 61
|-
|
| Range
| 71
|}
 
<br>  
 
<br>


[[File:velocityCondition.jpg]]
<br>