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Fighters: Difference between revisions

From EVE University Wiki
Attack Fighters: shortened Heavy Rocket description
General Fighter Mechanics: Rewrote section on damage application to celebrate <math> working again
Line 12: Line 12:
Each race has each its own fighters, their damage matches the race's primary damage type, and they follow the same racial patterns of damage versus speed which are present on ordinary drones.  
Each race has each its own fighters, their damage matches the race's primary damage type, and they follow the same racial patterns of damage versus speed which are present on ordinary drones.  


Fighter weapons use a variation of [[Missile mechanics]]: their weapons have explosion radii and velocities, and deal constant damage with no chance of missing. However, they also have optimal and falloff ranges, which use the effectiveness falloff of Electronic Warfare modules (visible as the 'Range' portion of [[Turret mechanics#Range|turret accuracy]]):  
Fighter weapons use a variation of [[Missile mechanics#Missile damage formula]]: their weapons have explosion radii and velocities, and deal constant damage with no chance of missing. However, they also have optimal and falloff ranges, which obey the standard falloff curve of Turrets and Electronic Warfare modules.
* Within Optimal range, the weapons deal full damage
 
<math>\displaystyle\text{TotalDamage} = PaperDamage * \#OfFighters * MissileDamageFormula * 0.5^{\Large  \left(\frac{\max(0,\ \text{Distance} - \text{Optimal})}{\text{Falloff}} \right)^2}</math>
 
Where
* TotalDamage is the actual damage dealt, before resistances
* PaperDamage is the damage displayed in the fighters' Show Info window
* #OfFighters is the number of fighters in the squadron
* MissileDamageFormula is the result of taking the target's velocity and signature, and the fighter weapons' explosion radius and velocity, and feeding them in to the [[Missile mechanics#Missile damage formula|Missile Damage Formula]].
* Distance is the distance between the fighters and their target
* Optimal and Falloff are the values for the fighters' weapon.
 
A shorthand on the results of the range formula:
* Within Optimal range, the weapons can deal full damage
* At Optimal+Falloff, the weapons deal 50% damage
* At Optimal+Falloff, the weapons deal 50% damage
* At Optimal+(Falloff x2), the weapons deal 6.25% damage
* At Optimal+(Falloff x2), the weapons deal 6.25% damage
Dropping using the standard 0.5 ^ ((Distance-Optimal)/Falloff)<sup>2</sup> curve. These mechanics mean that fighter damage is very predictable, and can be effectively mitigated using Afterburners (but much less effectively mitigated using Microwarpdrives).
* Beyond Optimal+(Falloff x3), the weapons deal effectively no damage.
The use of missile damage mechanics mean that fighter damage is very predictable, and can be effectively mitigated using Afterburners (but much less effectively mitigated using Microwarpdrives). However, the lack of a 'tracking' type attribute mean that the fighters' own high speed is ignored when considering their ability to deal damage. In practice, because of their flight speed, fighter damage tends to be dealt as "If the fighters are not in orbit range, they do not deal damage; If the fighters are in orbit around a target, they deal full damage." As such, this range calculation generally is only important for long-range heavy fighters.


Most Fighters have two weapons systems: a primary weapon which can be fired continuously, and a secondary weapon with high damage but a cooldown and limited ammunition. When firing, all (alive) fighters in a squadron fire together, and their damage is added together.
Most Fighters have two weapons systems: a primary weapon which can be fired continuously, and a secondary weapon with high damage but a cooldown and limited ammunition. When firing, all (alive) fighters in a squadron fire together, and their damage is added together.