|
|
| Line 114: |
Line 114: |
| |} | | |} |
|
| |
|
| == 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 = |