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→Long Range Attack: fix a typo, and add MJD stats to the stat table |
m indent math |
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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> \text{Total Damage} = \text{Base damage} \times N \times | :<math> \displaystyle\rm\text{Total Damage} = \text{Base damage} \times {\it N} \times | ||
\min\left( 1, \frac{ Signature }{ Explosion\ radius }, \left(\frac{ Signature \times Explosion\ velocity }{ Explosion\ radius \times\ Velocity } \right)^{DRF} \right) \times | |||
0.5^{\LARGE \left(\frac{\max(0,\ Distance - Optimal )}{ Falloff } \right)^2} </math> | |||
Where | Where | ||
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* DRF is the damage reduction factor. This is not visible either in-game, or in database statistics for fighters. In stead, it is calculated from two other values: | * DRF is the damage reduction factor. This is not visible either in-game, or in database statistics for fighters. In stead, it is calculated from two other values: | ||
<math> \text{DRF} = \frac{ \ln \left( Damage | :<math> \displaystyle\text{DRF} = \frac{ \ln \left( \text{Damage reduction} \right) }{ \ln \left( \text{Damage sensitivity} \right) } </math> | ||
Where Damage Reduction is specific to the weapon the fighter is using, and Damage Sensitivity is always equal to 5.5. Because these values are constants, the resulting DRF values can be easily calculated. | Where Damage Reduction is specific to the weapon the fighter is using, and Damage Sensitivity is always equal to 5.5. Because these values are constants, the resulting DRF values can be easily calculated. | ||
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These 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. | These 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. | ||
== Light Fighters == | == Light Fighters == | ||