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Missile mechanics: Difference between revisions

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m Practical example: Updated torpedo stats for the Explosive Velocity Update.
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When a missile crosses the signature radius of its target, it explodes. A ship's [[signature radius]] is an invisible "bubble" that most weapon systems see when trying to lock on to a ship. Generally, the bigger the ship, the bigger the signature radius.
When a missile crosses the signature radius of its target, it explodes. A ship's [[signature radius]] is an invisible "bubble" that most weapon systems see when trying to lock on to a ship. Generally, the bigger the ship, the bigger the signature radius.


A missile's explosion expands in a bubble of its own. The speed at which this bubble grows is called the <span style="color:#ccffee">''explosion velocity''</span>, and the maximum size that the bubble will reach is called the <span style="color:#ccffee">''explosion radius''</span>. A missile does not so much "hit" a ship as explode near it. EVE uses a [[#Missile damage formula|mathematical formula]] to compute the precise amount of damage that the explosion does to the ship.
A missile's explosion expands in a bubble of its own. The speed at which this bubble grows is called the ''explosion velocity'', and the maximum size that the bubble will reach is called the ''explosion radius''. A missile does not so much "hit" a ship as explode near it. EVE uses a [[#Missile damage formula|mathematical formula]] to compute the precise amount of damage that the explosion does to the ship.
[[File:QSG_missile_terms.png|thumb|right|upright=0.8|A Missile Explodes|alt=drawing showing SR and ER]]
[[File:QSG_missile_terms.png|thumb|A Missile Explodes|alt= drawing showing SR and ER]]


==Missile detonation==
Of significant note, the [[Vorton Projectors|Arcing Vorton Projectors]] used by [[EDENCOM]] Ships also use missile damage mechanics to determine their damage application. Most other properties of these weapons will not be discussed on this page.


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.
== Missile detonation ==
Every missile has a ''Base Damage'' – 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 targeted ship is moving faster than the missile's '''explosion velocity''', and if the ship's signature radius is smaller than the missile's '''explosion radius'''.
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 targeted ship is moving faster than the missile's '''explosion velocity''', and if the ship's signature radius is smaller than the missile's '''explosion radius'''.


*'''Explosion velocity''', in the simplest terms, determines how fast a ship needs to be moving to escape some of the damage the missile inflicts. Think of this as being able to somewhat outrun the shockwave generated by an explosion. The farther away a ship is from a warhead when it detonates, the less powerful the resulting shockwave will be when it hits the ship. [https://www.youtube.com/watch?v=5s3-c2gpbEs This video] is a good example of the principle in action; the explosion is clearly massive enough to kill anyone standing nearby, but the people filming were far enough away that, when it finally reached them, the force behind it had dissipated enough that they only got buffeted by the wind.
* '''Explosion velocity''', in the simplest terms, determines how fast a ship needs to be moving to escape some of the damage the missile inflicts. Think of this as being able to somewhat outrun the shockwave generated by an explosion. The farther away a ship is from a warhead when it detonates, the less powerful the resulting shockwave will be when it hits the ship. [https://www.youtube.com/watch?v=5s3-c2gpbEs This video] is a good example of the principle in action; the explosion is clearly massive enough to kill anyone standing nearby, but the people filming were far enough away that, when it finally reached them, the force behind it had dissipated enough that they only got buffeted by the wind.
*'''Explosion radius''' is best described as how small a ship needs to be to only be hit by a part of the explosion it's flying through. A good analogy would be to fragmentation grenades, which cause injury not by the size of the explosion they make, but by filling the air with hundreds of metal fragments moving with the speed of bullets. Something like a human being is going to be hit by many of these fragments and suffer horrible injury as a result, but a sparrow is small enough that it might not be hit by anything large enough to cause it serious injury, and a bee is so small that the chances of it being hurt at all are slim to none.
* '''Explosion radius''' is best described as how small a ship needs to be to only be hit by a part of the explosion it's flying through. A good analogy would be to fragmentation grenades, which cause injury not by the size of the explosion they make, but by filling the air with hundreds of metal fragments moving with the speed of bullets. Something like a human being is going to be hit by many of these fragments and suffer horrible injury as a result, but a sparrow is small enough that it might not be hit by anything large enough to cause it serious injury, and a bee is so small that the chances of it being hurt at all are slim to none.


In practice damage is usually reduced by the combination of these two factors.
In practice, damage is usually reduced by the combination of these two factors.


{{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.}}
{{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 ===
If you have been using missiles, this probably does not surprise you, and you may want more details, but since the actual damage number depends on target speed, missile speed, signature radius and so on, there is no way to give a simple summary or table of how much damage a particular kind of missile will do against a particular kind of ship.  
If you have been using missiles, this probably does not surprise you, and you may want more details, but since the actual damage number depends on target speed, missile speed, signature radius and so on, there is no way to give a simple summary or table of how much damage a particular kind of missile will do against a particular kind of ship.  


Without going into the mathematical details (''[[#Missile damage formula|discussed below]]''), the other factors that might come into play are these:
Without going into the mathematical details (''[[#Missile damage formula|discussed below]]''), the other factors that might come into play are these:


*If you are using missiles, you want a faster explosion (''more explosion velocity'') and a smaller one (''less explosion radius'') – in other words, a short, tight explosion is more effective than a long, loose one.
* If you are using missiles, you want a faster explosion (''more explosion velocity'') and a smaller one (''less explosion radius'') – in other words, a short, tight explosion is more effective than a long, loose one.
*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 Radius, using a microwarp drive, which increases both speed AND Signature Radius, will not significantly reduce damage. Afterburners do not affect Signature Radius, however, and so could possibly help.
* Because damage is related to both speed and Signature Radius, using a microwarp drive, which increases both speed AND Signature Radius, will not significantly reduce damage. Afterburners do not affect Signature Radius, however, and so could possibly help.


=== Practical example ===
=== Practical example ===
As an illustration, here are the basic statistics for the Inferno Light Missile. These are sorted on explosion velocity.
As an illustration, here are the basic statistics for the Inferno Light Missile. These are sorted on explosion velocity.


{| class="wikitable sortable" style="text-align:center; text-size:90%"
{| class="wikitable sortable" style="text-align:center;"
! scope="col" width="130px" style="background-color:#222222; text-align:left" | Missile
|- style="background-color: var(--background-color-warning-subtle);
! scope="col" width="90px" style="background-color:#222222;" | Explosion Radius
! scope="col" | Missile
! scope="col" width="90px" style="background-color:#222222;" | Explosion Velocity
! scope="col" style="width: 7em;" | Explosion Radius
! scope="col" width="100px" style="background-color:#222222;" | Base Damage (Thermal)
! scope="col" style="width: 7em;" | Explosion Velocity
! scope="col" style="width: 7em;" | Base Damage (Thermal)
|-  
|-  
| style="text-align:left" | Inferno Precision Light Missile|| 25 || 204 || 83  
| style="text-align: left;" | Inferno Precision Light Missile|| 25 || 204 || 83  
|-  
|-  
| style="text-align:left" | Inferno Light Missile|| 40 || 170 || 83  
| style="text-align: left;" | Inferno Light Missile|| 40 || 170 || 83  
|-  
|-  
| style="text-align:left" | Caldari Navy Inferno Light Missile|| 40 || 170 || 95  
| style="text-align: left;" | Caldari Navy Inferno Light Missile|| 40 || 170 || 95  
|-  
|-  
| style="text-align:left" | Inferno Fury Light Missile|| 69 || 143 || 116  
| style="text-align: left;" | Inferno Fury Light Missile|| 69 || 143 || 116  
|}
|}


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Other classes of missiles follow the same pattern. Again, the list is sorted on explosion velocity.
Other classes of missiles follow the same pattern. Again, the list is sorted on explosion velocity.


{| class="wikitable sortable" style="text-align:center; text-size:90%"
{| class="wikitable sortable" style="text-align:center;"
! scope="col" width="130px" style="background-color:#222222; text-align:left;" | Missile
|- style="background-color: var(--background-color-warning-subtle);
! scope="col" width="90px" style="background-color:#222222;" | Explosion Radius
! scope="col" | Missile
! scope="col" width="90px" style="background-color:#222222;" | Explosion Velocity
! scope="col" style="width: 7em;" | Explosion Radius
! scope="col" width="100px" style="background-color:#222222;" | Base Damage (Thermal)
! scope="col" style="width: 7em;" | Explosion Velocity
! scope="col" style="width: 7em;" | Base Damage (Thermal)
|-  
|-  
| style="text-align:left" |Inferno Light Missile|| 40 || 170 || 83  
| style="text-align:left;" |Inferno Light Missile|| 40 || 170 || 83  
|-  
|-  
| style="text-align:left" |Inferno Rocket|| 20 || 150 || 33  
| style="text-align: left;" |Inferno Rocket|| 20 || 150 || 33  
|-  
|-  
| style="text-align:left" |Inferno Heavy Missile|| 140 || 85 || 149
| style="text-align: left;" |Inferno Heavy Missile|| 140 || 85 || 149
|-  
|-  
| style="text-align:left" |Inferno Torpedo|| 405 || 78 || 450  
| style="text-align: left;" |Inferno Torpedo|| 405 || 78 || 450  
|}
|}


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== Increasing missile damage ==
== Increasing missile damage ==
 
Skills and ship equipment can have a direct impact on missile damage. Many implants do the same. In addition, modules such as Target Painters and Webifiers can affect the target's signature radius and speed, thus making missile damage more effective.
Skills and ship equipment can have a direct impact on missile damage. A number of implants do the same. In addition, modules such as Target Painters and Webifiers can affect the target's signature radius and speed, thus making missile damage more effective.


=== Skills ===
=== Skills ===
While various skills improve a player's expertise with missiles, these three specifically affect the amount of damage done when a missile explodes.


While various skills improve a player's [[Missiles_101#Skills_that_affect_Missiles|expertise with missiles]], these three specifically affect the amount of damage done when a missile explodes.
* {{sk|Guided Missile Precision|mult=yes}} reduces the impact of the target signature radius on the damage. This effectively decreases the explosion radius of the missile by 5% per skill level, which makes it more likely to do full damage to a small/fast target.
 
* {{sk|Target Navigation Prediction|mult=yes}} reduces the impact of the target velocity on the damage. This effectively increases the explosion velocity by 10% per skill level, which makes it more likely to do full damage to a small/fast target.
*{{sk|Guided Missile Precision|mult=yes}} reduces the impact of the target signature radius on the damage. This effectively decreases the explosion radius of the missile by 5% per skill level, which makes it more likely to do full damage to a small/fast target.
* {{sk|Warhead Upgrades|mult=yes}} provides a 2% increase in missile damage per level ... this appears to apply to Base Damage.
*{{sk|Target Navigation Prediction|mult=yes}} reduces the impact of the target velocity on the damage. This effectively increases the explosion velocity by 10% per skill level, which makes it more likely to do full damage to a small/fast target.
*{{sk|Warhead Upgrades|mult=yes}} provides a 2% increase in missile damage per level ... this appears to apply to Base Damage.


=== Modules, rigs, and ammunition===
=== Modules, rigs, and ammunition===
While there are additional items that affect missiles and launchers, those do not alter the missile damage as such. Here are the ones that do.
While there are additional items that affect missiles and launchers, those do not alter the missile damage as such. Here are the ones that do.


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Missile Launcher Rigs:
Missile Launcher Rigs:
 
* Warhead Calefaction Catalyst: increases the base damage of the missile but increases the CPU requirement for the launcher.
*Warhead Calefaction Catalyst: increases the base damage of the missile but increases the CPU requirement for the launcher.
* Warhead Flare Catalyst: increases the explosion velocity of the missile but increases the CPU requirement for the launcher.
*Warhead Flare Catalyst: increases the explosion velocity of the missile but increases the CPU requirement for the launcher.
* Warhead Rigor Catalyst: decreases the explosion radius of the missile but increases the CPU requirement for the launcher.
*Warhead Rigor Catalyst: decreases the explosion radius of the missile but increases the CPU requirement for the launcher.


Advanced Tech II Missiles:
Advanced Tech II Missiles:
 
* Precision Missiles are more effective than Furies against smaller, faster targets, but do less base damage per missile.  
*Precision Missiles are more effective than Furies against smaller, faster targets, but do less base damage per missile.  
* Fury Missiles have a larger base damage per missile, but are less effective than Precisions against smaller, faster targets.
*Fury Missiles have a larger base damage per missile, but are less effective than Precisions against smaller, faster targets.
* Both have a somewhat shorter range than regular and Faction missiles.
*Both have a somewhat shorter range than regular and Faction missiles.


=== Implants ===
=== Implants ===
A variety of [[List_of_Skill_Hardwiring_Implants#Table_of_Implants|Hardwired Implants]] affect weapons systems. Only a few have a direct impact on missile damage creation.
A variety of [[List_of_Skill_Hardwiring_Implants#Table_of_Implants|Hardwired Implants]] affect weapons systems. Only a few have a direct impact on missile damage creation.


==== Specific missile types ====
==== Specific missile types ====
* Zainou 'Snapshot' Cruise Missiles: 1% to 6% bonus to the base damage of Cruise Missiles
* Zainou 'Snapshot' Torpedoes: 1% to 6% bonus to the base damage of Torpedos
* Zainou 'Snapshot' Heavy Missiles: 1% to 6% bonus to the base damage of Heavy Missiles
* Zainou 'Snapshot' Assault Missiles: 1% to 6% bonus to the base damage of Assault Missiles
* Zainou 'Snapshot' Rockets: 1% to 6% bonus to the base damage of Rockets
* Zainou 'Snapshot' Auto-Targeting Explosion Radius: 1% to 6% bonus to explosion radius of Auto-Target Missiles


*Zainou 'Snapshot' Cruise Missiles: 1% to 6% bonus to the base damage of Cruise Missiles
==== All missiles ====
*Zainou 'Snapshot' Torpedoes: 1% to 6% bonus to the base damage of Torpedos
* Zainou 'Deadeye' Guided Missile Precision: 1% to 6% reduced factor of signature radius for all missile explosions
*Zainou 'Snapshot' Heavy Missiles: 1% to 6% bonus to the base damage of Heavy Missiles
* Zainou 'Deadeye' Target Navigation Prediction: 1% to 6% decrease in factor of target's velocity for all missile explosions
*Zainou 'Snapshot' Assault Missiles: 1% to 6% bonus to the base damage of Assault Missiles
*Zainou 'Snapshot' Rockets: 1% to 6% bonus to the base damage of Rockets
*Zainou 'Snapshot' FOF Explosion Radius: 1% to 6% bonus to explosion radius of Auto-Target Missiles
 
==== All Missiles ====
 
*Zainou 'Deadeye' Guided Missile Precision: 1% to 6% reduced factor of signature radius for all missile explosions
*Zainou 'Deadeye' Target Navigation Prediction: 1% to 6% decrease in factor of target's velocity for all missile explosions


=== Missile and electronic warfare ===
=== Missile and electronic warfare ===
Missile damage can be substantially increased by using Electronic Warfare Modules to change the Velocity and/or Signature Radius of the target ship.


Missile damage can be substantially increased by using [[Electronic_Warfare_101|Electronic Warfare Modules]] to change the Velocity and/or Signature Radius of the target ship.
* [[Target Painter]]s can effectively increase the Signature Radius of the ship. This makes the ship bigger and more likely to take full damage.
 
* [[Stasis_Webifier_Module#Web | Stasis Webifiers]] can decrease the ship's velocity. This makes the ship slower and more likely to take full damage.
*[[EWar_101_Guide#Target_Painting_.28TP.29|Target Painters]] can effectively increase the Signature Radius of the ship. This makes the ship bigger and more likely to take full damage.
*[[Stasis_Webifier_Module#Web | Stasis Webifiers]] can decrease the ship's velocity. This makes the ship slower and more likely to take full damage.


Note that both of these are most effective if you are firing missiles at small, fast ships. They may be completely unhelpful if you are firing at very large ships.
Note that both of these are most effective if you are firing missiles at small, fast ships. They may be completely unhelpful if you are firing at very large ships.


==Missile damage formula==
== Missile damage formula ==
{{Note box|<big>''WARNING: '''Math''' below!''</big>}}
{{Note box
|<big>''WARNING: '''Math''' below!''</big>
}}


The equation for missile damage is as follows:
The equation for missile damage is as follows:


:<math>\displaystyle \text{Damage}= D \cdot \min\left( 1, \frac{S}{E}, \left(\frac{S\,V_\mathrm{e}}{E\,V_\mathrm{t}} \right)^\mathrm{drf} \right)</math>
: <math>\displaystyle \text{Damage}= D \cdot \min\left( 1, \frac{S}{E}, \left(\frac{S\,V_\mathrm{e}}{E\,V_\mathrm{t}} \right)^\mathrm{drf} \right)</math>


Here are the terms in the equation. Except for the "damage reduction factor", these are the same as were defined in the [[#The_Basic_Picture|Basic Picture]] section, above :  
Here are the terms in the equation. Except for the "damage reduction factor", these are the same as were defined in the [[#The_Basic_Picture|Basic Picture]] section, above :  
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| <math>\mathrm{drf}</math>&nbsp; || damage reduction factor || <i>Note: The smaller the better</i>
| <math>\mathrm{drf}</math>&nbsp; || damage reduction factor || <i>Note: The smaller the better</i>
|}
|}




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=== Target values  ===
=== Target values  ===
Target velocity <math>V_\mathrm{t}</math> is the speed of the target. The maximum speed of a ship can be found in its description, but this speed will vary from the maximum during combat. Keep in mind that the speed of the missile is not a factor. What matters is the speed of the ship at the time the missile arrives.
Target velocity <math>V_\mathrm{t}</math> is the speed of the target. The maximum speed of a ship can be found in its description, but this speed will vary from the maximum during combat. Keep in mind that the speed of the missile is not a factor. What matters is the speed of the ship at the time the missile arrives.


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=== Missile values ===
=== Missile values ===
The base damage of a missile <math>D</math> can be found in the missile information under “EM damage”, “Kinetic damage”, “Thermal damage” or “Explosive damage”.  Base Shield Damage and Base Armor Damage are not relevant for this calculation.  
The base damage of a missile <math>D</math> can be found in the missile information under “EM damage”, “Kinetic damage”, “Thermal damage” or “Explosive damage”.  Base Shield Damage and Base Armor Damage are not relevant for this calculation.  


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=== Damage reduction factor ===
=== Damage reduction factor ===
The “damage reduction factor”, or <math>\mathrm{drf}</math>, of a missile is not mentioned in the game, it is however included in the [https://community.eveonline.com/community/content-creation/toolkit/ data that CCP publishes].


The “damage reduction factor”, or <math>\mathrm{drf}</math>, of a missile is not mentioned in the game, it is however included in the [http://community.eveonline.com/community/fansites/toolkit/ data that CCP publishes].
{| class="wikitable collapsible collapsed sortable"
 
|- style="background-color: var(--background-color-warning-subtle);"
{| class="wikitable collapsible collapsed sortable" style="text-size:90%"  
! Missile Type
|-
! DRF  
! style="background-color:#222222;" | Missile Type
! style="background-color:#222222;" | DRF  
|-
|-
| Precision Light Missile || 0.561
| Precision Light Missile || 0.561
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|-
|-
| Rage XL Torpedo || 1.00
| Rage XL Torpedo || 1.00
|-
| Small Vorton Projector || 0.40
|-
| Medium Vorton Projector || 0.50
|-
| Large Vorton Projector || 0.70
|}
|}


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The equation can be written in this format:
The equation can be written in this format:


:<math>\displaystyle \mathrm{Damage}= \mathrm{Base damage} \cdot \min\left( 1, \frac{S}{E}, \left(\frac{S\,V_\mathrm{e}}{E\,V_\mathrm{t}} \right)^\mathrm{drf} \right)</math>
: <math>\displaystyle \mathrm{Damage}= \mathrm{Base damage} \cdot \min\left( 1, \frac{S}{E}, \left(\frac{S\,V_\mathrm{e}}{E\,V_\mathrm{t}} \right)^\mathrm{drf} \right)</math>


This means that the base damage is multiplied by the smallest of either <math>1</math>, <math>S/E</math> or <math display="inline">[(S/E) \cdot (V_{\mathrm{e}}/ V_{\mathrm{t}})]^\mathrm{drf}</math>. In the equation, then, the number 1 represents 100% of the base damage – since if either of the other values is bigger than 1, they are rejected. Thus, the damage created can be no higher than 100% of the base damage.
This means that the base damage is multiplied by the smallest of either <math>1</math>, <math>S/E</math> or <math display="inline">[(S/E) \cdot (V_{\mathrm{e}}/ V_{\mathrm{t}})]^\mathrm{drf}</math>. In the equation, then, the number 1 represents 100% of the base damage – since if either of the other values is bigger than 1, they are rejected. Thus, the damage created can be no higher than 100% of the base damage.
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{| class="wikitable collapsible collapsed sortable"
{| class="wikitable collapsible collapsed sortable"
|-
|- style="background-color: var(--background-color-warning-subtle);"
! style="background-color:#222222;" | Missile  
! Missile  
! style="background-color:#222222;" | Minimum Velocity<br />Factor (V<sub>e</sub>/E)
! Minimum Velocity<br />Factor (V<sub>e</sub>/E)
|-
|-
| Standup XL Cruise Missile || 0.001
| Standup XL Cruise Missile || 0.001
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So, the target velocity at which the damage created begins to be reduced is equal to the signature radius of the target times the minimum velocity factor.  
So, the target velocity at which the damage created begins to be reduced is equal to the signature radius of the target times the minimum velocity factor.  


:<math>\displaystyle V_\text{t} = S \times \text{MVF} </math>
: <math>\displaystyle V_\text{t} = S \times \text{MVF} </math>


This means that a rocket will begin doing less damage when the target velocity is at 7.5 * <code>S</code>,  a light missile at  3.4 * <code>S</code>, and a torpedo at 0.158 * <code>S</code>.  Thus, the same sized ship has to be going much faster to reduce damage from a rocket than it does to reduce damage from a torpedo.
This means that a rocket will begin doing less damage when the target velocity is at 7.5 * <code>S</code>,  a light missile at  3.4 * <code>S</code>, and a torpedo at 0.158 * <code>S</code>.  Thus, the same sized ship has to be going much faster to reduce damage from a rocket than it does to reduce damage from a torpedo.
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=== Additional examples ===
=== Additional examples ===
Note that all examples assume all 0 skills.  Higher acceleration control will result in propulsion mods being significantly more effective at mitigating damage.
Note that all examples assume all 0 skills.  Higher acceleration control will result in propulsion mods being significantly more effective at mitigating damage.


{{Example | Example 1:  
{{Example  
The Heavy Missile has a MVF of 0.648.
| Example 1:  
The Heavy Missile has an MVF of 0.648.
The Drake has 140 m/s speed and a signature radius of 295 m.
The Drake has 140 m/s speed and a signature radius of 295 m.


The required speed is therefore 191.16. (''295  * 0.648'')
The required speed is therefore 191.16. (''295  * 0.648'')
Since the speed of the Drake (140 m/s) is below the required speed (191.16 m/s), the speed does not affect the missile damage. The damage is determined by 1, the lowest of the three factors and the missile does full damage.}}
Since the speed of the Drake (140 m/s) is below the required speed (191.16 m/s), the speed does not affect the missile damage. The damage is determined by 1, the lowest of the three factors and the missile does full damage.
}}




{{Example | Example 2:
{{Example
The Heavy Missile has a MVF of 0.648.
| Example 2:
The Heavy Missile has an MVF of 0.648.
The Drake fits a 10MN meta afterburner, increasing top speed to 273m/s; signature size is unchanged.
The Drake fits a 10MN meta afterburner, increasing top speed to 273m/s; signature size is unchanged.


The required speed stays the same. As the drake is now significantly faster than the required speed (273m/s vs 191.16m/s) some damage is lost (the missile does approximately 72.6% of maximum damage).}}
The required speed stays the same. As the drake is now significantly faster than the required speed (273m/s vs 191.16m/s) some damage is lost (the missile does approximately 72.6% of maximum damage).
}}




{{Example | Example 3:
{{Example
The Heavy Missile has a MVF of 0.648.
| Example 3:
The Heavy Missile has an MVF of 0.648.
The Drake fits a 50MN Quad LiF Restrained Microwarpdrive, increasing top speed to 675m/s and signature radius to 1622.5m.
The Drake fits a 50MN Quad LiF Restrained Microwarpdrive, increasing top speed to 675m/s and signature radius to 1622.5m.


Required speed is therefore changed to 1051.38m/s  (''1622.5  * 0.648'')
Required speed is therefore changed to 1051.38m/s  (''1622.5  * 0.648'')
Since the speed of the Drake with a MWD (675m/s) is below the required speed (1051.38 m/s), the speed does not affect the missile damage. The damage is determined by 1, the damage is 100% of the possible damage and it is no different than the damage the ship receives without the MWD.}}
Since the speed of the Drake with a MWD (675m/s) is below the required speed (1051.38 m/s), the speed does not affect the missile damage. The damage is determined by 1, the damage is 100% of the possible damage and it is no different than the damage the ship receives without the MWD.
}}




{{Example | Example 4:
{{Example
The Heavy Missile has a MVF of 0.648 and explosion radius E of 140m.
| Example 4:
The Heavy Missile has an MVF of 0.648 and explosion radius E of 140m.
Griffin frigate has signature radius S of about 42m
Griffin frigate has signature radius S of about 42m


Since signature radius of Griffin is smaller than missile's explosion radius, we are limited by the second term in the missile damage formula - S/E, which is 0.3. That means that at the best we are able to do only 30% of Heavy Missile's damage when firing at Griffin, even when Griffin is not moving at all. Also, we can notice that in this case, Griffin's speed will take effect much later than at required speed. While required speed is 27.216m/s (42 * 0.648), at this speed third term in the missile damage formula is 1, however, it still does not have any effect because second term is 0.30. We will need to solve different (and more complicated) equation to get the speed of Griffin which will lower damage further below those 30%. After calculation we see that speed of the Griffin needs to be at least 141.89m/s to have further effect on reducing damage, which is more than 5 times more than required speed of 27.216m/s.
Since signature radius of Griffin is smaller than missile's explosion radius, we are limited by the second term in the missile damage formula - S/E, which is 0.3. That means that at the best we can do only 30% of Heavy Missile's damage when firing at Griffin, even when Griffin is not moving at all. Also, we can notice that in this case, Griffin's speed will take effect much later than at required speed. While required speed is 27.216m/s (42 * 0.648), at this speed third term in the missile damage formula is 1, however, it still does not have any effect because second term is 0.30. We will need to solve different (and more complicated) equation to get the speed of Griffin which will lower damage further below those 30%. After calculation we see that speed of the Griffin needs to be at least 141.89m/s to have further effect on reducing damage, which is more than 5 times more than required speed of 27.216m/s.
}}
}}


== Missile range ==
== Missile range ==
When fired, a missile will leave the launcher, quickly accelerate, and then  proceed at its best speed directly at the target until it runs out of fuel. If it encounters the target during that time, it will explode - otherwise it will vanish. The approximate maximum distance that a missile will travel can be found by multiplying the speed of the missile by the number of seconds that its fuel will last. (''The approximation is due to eve running at 1 second intervals while missile flight time may not be a whole number. Also the missiles start at slower speed as the missile accelerates ''.)
When fired, a missile will leave the launcher, quickly accelerate, and then  proceed at its best speed directly at the target until it runs out of fuel. If it encounters the target during that time, it will explode - otherwise it will vanish. The approximate maximum distance that a missile will travel can be found by multiplying the speed of the missile by the number of seconds that its fuel will last. (''The approximation is due to eve running at 1 second intervals while missile flight time may not be a whole number. Also the missiles start at slower speed as the missile accelerates ''.)
::''Maximum Distance ≈ Speed x Seconds of Fuel''
:: ''Maximum Distance ≈ Speed x Seconds of Fuel''
[[File:QSM_missleHeadsUp.jpg‎|369px|thumb|Missile Launcher On-Screen Pop-Up shows its attributes.]]
[[File:QSM_missleHeadsUp.jpg‎|369px|thumb|Missile Launcher On-Screen Pop-Up shows its attributes.]]


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There are two special cases to missile flight time.
There are two special cases to missile flight time.


Eve uses 1 second ticks. If the missile flight time is not an integer then the missile will fly for the integer number of seconds shown and has a chance to fly one more second. For example a missile with a flight time of 7.5 seconds has a 50% probability to fly for 7 seconds and a 50% probability to fly for 8 seconds.<ref>If the flight time is a fraction EVE rounds it up or down. At times this produces considerable departures from the computed range. See [https://youtu.be/fyKTHfDYeqU Missile flight time demonstration]</ref>
Eve uses 1 second ticks. If the missile flight time is not an integer then the missile will fly for the integer number of seconds shown and has a chance to fly one more second. For example a missile with a flight time of 7.5 seconds has a 50% probability to fly for 7 seconds and a 50% probability to fly for 8 seconds.<ref>If the flight time is a fraction EVE rounds it up or down. At times this produces considerable departures from the computed range. See [https://youtu.be/fyKTHfDYeqU Missile flight time demonstration] (March 2020)</ref>


The second exception is a result of the fact that missile ranges are calculated from center of the ship while ranges on overview are calculated from "edge" of the ship. To counter this large ships get small bonus to missile flight time.<ref>https://forums.eveonline.com/default.aspx?g=posts&m=6523910#post6523910</ref>
The second exception is a result of the fact that missile ranges are calculated from center of the ship while ranges on overview are calculated from "edge" of the ship. To counter this large ships get small bonus to missile flight time.<ref>https://forums.eveonline.com/default.aspx?g=posts&m=6523910#post6523910</ref>


This information, as modified by your skills and equipment bonuses, along with the missile's dps and type of damage, is shown when you move your mouse over the icon for a missile launcher while in space.
This information, as modified by your skills and equipment bonuses, along with the missile's DPS and type of damage, is shown when you move your mouse over the icon for a missile launcher while in space.


Although the terms "range" and "distance" are often used interchangeably, technically, the range answers the question of whether the missile can reach its target: is it "in" or "out" of range? If the target is stationary, then the maximum distance will be the missile's range. Normally, however, the target is moving, and the range depends on this motion.
Although the terms "range" and "distance" are often used interchangeably, technically, the range answers the question of whether the missile can reach its target: is it "in" or "out" of range? If the target is stationary, then the maximum distance will be the missile's range. Normally, however, the target is moving, and the range depends on this motion.
If the target is moving directly away from the missile, then it will take the missile longer to reach the target than it would a stationary one. In fact, if the target is moving fast enough, the missile may not be able to reach it at all - in this case, the target would be considered "out of range." Note that the target does not have to be moving faster than the missile ... just fast enough to stay ahead of the missile until it runs out of fuel.
If the target is moving directly away from the missile, then it will take the missile longer to reach the target than it would a stationary one. If the target is moving fast enough, the missile may not be able to reach it at all - in this case, the target would be considered "out of range." Note that the target does not have to be moving faster than the missile ... just fast enough to stay ahead of the missile until it runs out of fuel.


If the target is moving directly at the missile, then the missile will reach it much faster than it would reach a stationary target. In this case, the target may be "in range" even when it seems too far away to hit.
If the target is moving directly at the missile, then the missile will reach it much faster than it would reach a stationary target. In this case, the target may be "in range" even when it seems too far away to hit.
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! Missile Chases the Target!! Missile Catches Fleeing Target!! Missile Does Not Catch Fleeing Target
! Missile Chases the Target!! Missile Catches Fleeing Target!! Missile Does Not Catch Fleeing Target
|-
|-
| [[File:QSM_missile_orbit.gif‎]]|| [[File:QSM_missile_catchyes.gif‎‎]]|| [[File:QSM_missile_catchno.gif‎]]
| [[Media:Qsg_missile_chase.mov]]|| [[File:QSM_missile_catchyes.gif‎‎]]|| [[File:QSM_missile_catchno.gif‎]]
|}
|}
{{clear}}
 


== Footnotes and references ==
== Footnotes and references ==
{{reflist}}
<references />
 


[[Category:Weapons]]
[[Category:Weapons]]
[[Category:Game mechanics]]
[[Category:Game mechanics]]