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m →Damage reduction factor: missed two numbers |
→Missile damage formula: Removed references to old drf |
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=== Damage reduction factor === | === Damage reduction factor === | ||
The “damage reduction factor” <b>(drf)</b> 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] | The “damage reduction factor” <b>(drf)</b> 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="text-size:90%" | {| class="wikitable collapsible collapsed sortable" style="text-size:90%" | ||
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=== Analysis of the equation === | === Analysis of the equation === | ||
The equation can be written in this format: | |||
damage created = base damage * min[1, S/E, (S/E*Ve/Vt)^ | damage created = base damage * min[1, S/E, (S/E*Ve/Vt)^drf] | ||
This means that the base damage is multiplied by the smallest of either <code>1</code>, <code>S/E</code> or <code>(S/E*Ve/Vt)^ | This means that the base damage is multiplied by the smallest of either <code>1</code>, <code>S/E</code> or <code>(S/E*Ve/Vt)^drf</code>. 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. | ||
When the target's signature radius is larger than the missile's explosion radius, <code>S/E</code> will be greater than 1, and that term will be rejected. If <code>S</code> is smaller than <code>E</code>, then <code>S/E</code> will be computed and compared with the third term. The smaller of these will be chosen and multiplied times the Base Damage. | When the target's signature radius is larger than the missile's explosion radius, <code>S/E</code> will be greater than 1, and that term will be rejected. If <code>S</code> is smaller than <code>E</code>, then <code>S/E</code> will be computed and compared with the third term. The smaller of these will be chosen and multiplied times the Base Damage. | ||
Since the part of the equation that is affected by velocity ... <code>(S/E*Ve/Vt)^ | Since the part of the equation that is affected by velocity ... <code>(S/E*Ve/Vt)^drf</code> ... only matters if it is less than 1, it can be set to 1 and solved to find the point where it begins to matter. Doing that gives <code>Vt = S/ (1^(1/ ADRF) * E) * Ve</code>. Since <code>1^x = 1</code>, then <code>1^(1/ drf) </code> also must equal 1, and the equation reduces to <code>Vt = (S/E) * Ve</code>. This can be rewritten as | ||
Vt = S * Ve/E | Vt = S * Ve/E | ||
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! style="background-color:#222222;" | Missile | ! style="background-color:#222222;" | Missile | ||
! style="background-color:#222222;" | Minimum Velocity<br />Factor ( | ! style="background-color:#222222;" | Minimum Velocity<br />Factor (V<sub>e</sub>/E) | ||
|- | |- | ||
| Citadel Torpedo || 0.0100 | | Citadel Torpedo || 0.0100 | ||