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Missile mechanics: Difference between revisions

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Here is the equation for missile damage:  
Here is the equation for missile damage:  


<br> [[Image:MissileDamageFormula.png]] <br>  
<br> [[Image:MissileDamageFormula.png|400px]] <br>  


If this looks daunting, then skip ahead to read the applications of the formula to combat. Here are the terms in the equation:  
Here are the terms in the equation:  


*D&nbsp;: base damage of missile
*S&nbsp;: [[Signature radius]] of target  
*S&nbsp;: [[Signature radius]] of target  
*E&nbsp;: explosion radius of missile
*V<sub>t</sub>: velocity of target (equals the speed of the target ship)
*V<sub>e</sub><sub></sub>: explosion velocity of missile
*V<sub>t</sub>: velocity of target  
*drf: damage reduction factor of missile


The log function used here is in base e, not base 10. You may have seen it written as ln. Note that unlike the turret damage equation, the missile damage does not care about angular velocity, but absolute velocity. To find your damage, the game computes each of the three numbers you see, picks the smallest of the, and multiplies that by the base damage. The damage reduction factor is a hidden stat, but seems to be the same for all missiles of a given size.
*D&nbsp;: base damage of missile (you can find this in the missile information under" EM damage", "Kinetic damage", "Thermal damage" or "Explosive damage", Base Shield Damage and Base Armor Damage are not relevant here)
*E&nbsp;: explosion radius of missile (You can find this in the missile information under "Explosion radius")
*V<sub>e</sub><sub></sub>: explosion velocity of missile (You can find this in the missile information under "Explosion Velocity")


<br>
*drf: damage reduction factor of missile (You can not find this in the missile information)


{| width="300" border="1" cellpadding="1" cellspacing="1"
|+ Damage Reduction Factor
|-
| Missile Type
| DRF
| log(DRF)/log(5.5)
|-
| Rocket
| 3.0
| 0.644
|-
| Light Missile
| 2.8
| 0.604
|-
| Heavy Assault Missile
| 4.5
| 0.8823
|-
| Heavy Missile
| 3.2
| 0.6823
|-
| Torpedo
| 5.0
| 0.9441
|-
| Cruise &nbsp;Missile
| 4.5
| 0.8823
|-
| Citadel Torpedo
| 5.5
| 1.0
|-
| Citadel Cruise Missile
| 4.5
| 0.8823
|}


<br>
Note that unlike the turret damage equation, the missile damage does not care about angular velocity, but absolute velocity.


Note that you want a small DRF, since smaller powers of numbers less than 1 are larger.&nbsp;
To find your damage, the game computes each of the three numbers you see, picks the smallest of them, and multiplies that by the base damage.
 
You can also write the form more abstract as a = b1 * min (c1, c2, c3). the lowest of the 3 numbers (c1, c2, c3) will be multiplied with b to result in a.
 
<br>


== Typical S/E Values  ==
== Typical S/E Values  ==