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Missile mechanics: Difference between revisions

From EVE University Wiki
m Missile Damage Output: adding new subsection: practical application
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== Typical S/E Values  ==
== Practical application of the equation  ==
 
Below is a table that lists some expected values for S/E for each missile type against various hull sizes:
 
[[Image:SEvalues.png]]
 
== Speed Tanking Missile Damage  ==
 
We will now look at what velocities you can speed tank missile damage, and how much damage reduction you can get from speed tanking. To start, we'll assume that S/E = 1. Of course, the table above shows that this is very wrong, but you can factor in this by multiplying the explosion velocity V<sub>e</sub> by S/E, which will adjust the figures appropriately. Hence, if a ship fires a standard light missile at a frigate then we multiply the explosion velocity of 170 by S/E, which will be about 80%, which gives us an effectively explosion velocity of about 136. Below is a list of explosion velocities for most missiles.
 
<br>
 
{| width="300" border="1" cellpadding="1" cellspacing="1"
|+ Explosion Velocities for Missiles
|-
|
Rockets
 
| Standard
| 150
|-
|
| Anti-Ship
| 150
|-
|
| Range
| 150
|-
| Light
| Standard
| 170
|-
|
| Anti-Ship
| 174
|-
|
| Precision
| 179
|-
| Heavy
| Standard
| 81
|-
|
| High Damage
| 97
|-
|
| High Precision
| 87
|-
| Heavy Assault
| Standard
| 101
|-
|
| Anti-Ship
| 93
|-
|
| Range
| 101
|-
| Cruise
| Standard
| 69
|-
|
| High Damage
| 58
|-
|
| High Precision
| 71
|-
| Torpedoes
| Standard
| 71
|-
|
| High Damage
| 61
|-
|
| Range
| 71
|}
 
One final chart will be needed. This chart will indicate how many times faster than the missile's effective explosion velocity you must travel to reduce the incoming damage by a given amount, roughly.
 
[[File:damage_reduction_chart.png]]
 
== Using These Charts ==
 
How can we possibly use these charts effectively? Well, suppose I'm firing standard light missiles at a target. My explosion velocity sits at about 170. If I'm shooting this missile at a frigate, then my effective explosion velocity becomes 136. Since he's webbed and has his afterburner on, he's going at about 400 m/s, which is roughly 3 times my explosion velocity. We look at the proper row in the table above and scan across until we see which columns 3 lies between. We then look up and see that I'm doing about 50% reduced damage on him. If we were allowed to travel without the web, he could easily hit 10 times my explosion velocity, at which point the damage drops to 30-40%. From this, you should take away the fact that even a target that's the right size for your missiles moving even at very normal speeds might cut your DPS by 50%, much like a turret tracking something of the right speed and size might take a similar DPS cut.
 
From this, take away that ships do not need to be moving very quickly to slice missile damage, as the explosion radii are typically quite low.


= Increasing Missile Damage =
= Increasing Missile Damage =