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Fighters: Difference between revisions

From EVE University Wiki
Hirmuolio Pine (talk | contribs)
General Fighter Mechanics: Reformatted the math equation. The fighters have three odd attributes: "fighterAbilityAttackMissileReductionSensitivity", "fighterAbilityAttackMissileReductionFactor" and "fighterAbilityMissilesDamageReductionFactor". Maybe uses the old drf/ln(5.5) way of calculating it missile damage (seems to be MissileReductionSensitivity = 5.5 for all)
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Fighter weapons use a variation of [[Missile mechanics#Missile damage formula|Missile damage 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 obey the standard falloff curve of Turrets and Electronic Warfare modules.
Fighter weapons use a variation of [[Missile mechanics#Missile damage formula|Missile damage 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 obey the standard falloff curve of Turrets and Electronic Warfare modules.


<math>\displaystyle\text{TotalDamage} = PaperDamage * \#OfFighters * MissileDamageFormula * 0.5^{\Large  \left(\frac{\max(0,\ \text{Distance} - \text{Optimal})}{\text{Falloff}} \right)^2}</math>
<math> \text{Total Damage} = \text{Base damage} \times N \times </math>
<math> \displaystyle\rm \min\left( 1, \frac{ Signature }{ Explosion\ radius }, \left(\frac{ Signature \times Explosion\ velocity }{ Explosion\ radius \times\ Velocity } \right)^{drf} \right) \times </math>
<math> 0.5^{\LARGE \left(\frac{\max(0,\ \text{Distance} - \text{Optimal})}{\text{Falloff}} \right)^2}</math>


Where
Where
* TotalDamage is the actual damage dealt, before resistances
* Total Damage is the actual damage dealt, before resistances.
* PaperDamage is the damage displayed in the fighters' Show Info window
* Base damage is the damage displayed in the fighters' Show Info window.
* #OfFighters is the number of fighters in the squadron
* ''N'' 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]].
* Signature is signature radius of the target.
* Distance is the distance between the fighters and their target
* Velocity is velocity of the target.
* drf is the damage reduction factor. Not visible in game but can be found from ESI.
* Explosion radius and explosion velocity are values for the fighters' weapon.
* Distance is the distance between the fighters and their target.
* Optimal and Falloff are the values for the fighters' weapon.
* Optimal and Falloff are the values for the fighters' weapon.


A shorthand on the results of the range formula:
A shorthand on the results of the range formula:
* Within Optimal range, the weapons can deal full damage
* 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.
* Beyond Optimal+(Falloff x3), the weapons deal effectively no damage.
* 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.
The use of [[Missile mechanics#Missile damage formula|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.