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Velocity and radius are not independent (wording gave the impression they were) and 100% missile application is rare for larger missiles without webs/paints. MWDs also CAN reduce damage as the % speed increase is more than the sig. |
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Every missile has a <span style="color:#ccffee">''Base Damage''</span> – which is listed as "explosive damage", "kinetic damage", or so on in the Attributes tab of the missile's Get Info window.[[File:SampleMissile.png|thumb|Heavy Missile Attributes|alt=Get Info window showing heavy missile attributes]] This amount may be augmented somewhat by certain skills and/or equipment, and when the term "Base Damage" is used here, it means the listed damage of the missile plus any augmented damage … in other words, the damage you expect the missile to do if it scores a direct hit. | Every missile has a <span style="color:#ccffee">''Base Damage''</span> – which is listed as "explosive damage", "kinetic damage", or so on in the Attributes tab of the missile's Get Info window.[[File:SampleMissile.png|thumb|Heavy Missile Attributes|alt=Get Info window showing heavy missile attributes]] This amount may be augmented somewhat by certain skills and/or equipment, and when the term "Base Damage" is used here, it means the listed damage of the missile plus any augmented damage … in other words, the damage you expect the missile to do if it scores a direct hit. | ||
While a missile can apply up to 100% of the Base Damage to a ship in some situations, damage is often reduced by two factors: | |||
*If the ship is moving | *If the target ship is moving faster than the ''Explosion Velocity'' of the missile. Think of this as a fast ship being able to somewhat outrun the explosion. | ||
*If the signature radius of the ship is | *If the signature radius of the target ship is smaller than ''Explosion Radius'' of the missile. Think of this as a small ship flying through a large explosion and only being hit by a part of it. | ||
In practice damage is usually reduced by the combination of these two factors. | |||
{{Note box|In the simplest terms: big, slow ships | {{Note box|In the simplest terms: big, slow ships can take up to 100% of missile damage. Small, fast ships often take less damage. It is '''NOT''' the speed of the missile that matters; but the speed and size of the explosion.}} | ||
=== Explosion Details === | === Explosion Details === | ||
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*If a missile reaches its target, it will always do ''some'' damage. It is the speed of the explosion that helps determine how much ... not the speed of the missile. | *If a missile reaches its target, it will always do ''some'' damage. It is the speed of the explosion that helps determine how much ... not the speed of the missile. | ||
*Unlike with turrets, the angular velocity of the target does not matter ''for computing damage''. The missile still has to get to the target, but once it arrives, damage is computed using the target's absolute velocity. | *Unlike with turrets, the angular velocity of the target does not matter ''for computing damage''. The missile still has to get to the target, but once it arrives, damage is computed using the target's absolute velocity. | ||
*Because damage is related to both speed and Signature Ratio, using a microwarp drive, which increases both speed AND Signature Ratio, will not reduce damage. Afterburners do not affect Signature Ratio, however, and so could possibly help. | *Because damage is related to both speed and Signature Ratio, using a microwarp drive, which increases both speed AND Signature Ratio, will not significantly reduce damage. Afterburners do not affect Signature Ratio, however, and so could possibly help. | ||
=== An Illustration === | === An Illustration === | ||