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Cede forster (talk | contribs) m →Practical application of the equation: calculation needed to be fixed |
Cede forster (talk | contribs) →Practical application of the equation: adding examples |
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The damage of the missile is dependent on four things: Signature radius of the target, speed of the target, explosion Radius of the missile and explosion velocity of the missile. | The damage of the missile is dependent on four things: Signature radius of the target, speed of the target, explosion Radius of the missile and explosion velocity of the missile. | ||
If the ship is moving below a specific threshold, the explosion velocity and the speed of the ship do not affect the missile damage. In this case, only the signature radius of the target and the explosion radius of the missile affect the missile damage. Further decreases the ships speed will not increase the damage; however increases the signature size will, until the damage reaches 100%. | If the ship is moving below a specific threshold, the explosion velocity and the speed of the ship do not affect the missile damage. In this case, only the signature radius of the target and the explosion radius of the missile affect the missile damage. Further decreases the ships speed will not increase the damage; however increases the signature size will, until the damage reaches 100%. | ||
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An important fact that derives from the equations is the fact that there is a minimum speed that a ship needs to fly before the velocity can reduce the missile damage at all. | |||
For this purpose the equations part that is affected by velocity, (S/E*Ve/Vt)^(ln(drf)/ln(5.5), is set to be 1 and solved to Vt = (S/ (1^(1/ (ln(drf)/ln(5.5)) * E)) * Ve. | |||
Since 1^x = 1 this means 1^(1/ (ln(drf)/ln(5.5) = 1, reducing the equation to (S/E) * Ve = Vt. The drf gets removed from the equation. Since S, E and Ve are defined by the missile, (S/E) * Ve can be combined into a single factor for each missile class. | |||
{| class="wikitable" | |||
|- | |||
!Missile !! Minimum velocity factor | |||
|- | |||
| Citadel Torpedo || 0,01 | |||
|- | |||
| Citadel Cruise Missile || 0,016571429 | |||
|- | |||
| Rage Torpedo || 0,093846154 | |||
|- | |||
| Fury Cruise Missile || 0,105454545 | |||
|- | |||
| Javelin Torpedo || 0,157777778 | |||
|- | |||
| Torpedo || 0,157777778 | |||
|- | |||
| Auto-Targeting Cruise Missile I || 0,23 | |||
|- | |||
| Cruise Missile || 0,23 | |||
|- | |||
| Precision Cruise Missile || 0,262962963 | |||
|- | |||
| Fury Heavy Missile || 0,451162791 | |||
|- | |||
| Rage Heavy Assault Missile || 0,516666667 | |||
|- | |||
| Auto-Targeting Heavy Missile I || 0,648 | |||
|- | |||
| Heavy Missile || 0,648 | |||
|- | |||
| Precision Heavy Missile || 0,776785714 | |||
|- | |||
| Heavy Assault Missile || 0,808 | |||
|- | |||
| Javelin Heavy Assault Missile || 0,808 | |||
|- | |||
| Fury Light Missile || 2,047058824 | |||
|- | |||
| Auto-Targeting Light Missile I || 3,4 | |||
|- | |||
| Light Missile || 3,4 | |||
|- | |||
| Rage Rocket || 4,666666667 | |||
|- | |||
| Precision Light Missile || 5,114285714 | |||
|- | |||
| Javelin Rocket || 7,5 | |||
|- | |||
| Rocket || 7,5 | |||
|} | |||
The signature radius of the ship needs to be multiplied with the minimum velocity factor (mvf) to decrease the missile damage. | |||
Example: | |||
The heavy missile has a mvf of 0,648. | |||
Drake has 140 m/s speed, the signature radius of 285 m. | |||
Required speed is therefore 119,88 (185 (=S) * 0,648 (=mvf) = 119,88). | |||
Since the speed of the Drake (140 m/s) is above the required speed (119,88 m/s), the speed affects the missile damage. The damage is determined by (S/E*Ve/Vt)^(ln(drf)/ln(5.5) * base damage (=150), the damage is ~135. | |||
Example 2: | |||
The heavy missile has a mvf of 0,648. | |||
The drake fits a 10mn Afterburner I, increasing the speed by 125 %, the maximum speed is 157,5 m/s, signature size is unchanged. | |||
The required speed stays the same. The damage is determined by (S/E*Ve/Vt)^(ln(drf)/ln(5.5) * base damage, the damage is ~125. (10 damage less) | |||
Example 3: | |||
The heavy missile has a mvf of 0,648 | |||
The drake fits a 10mn Microwarpdrive I, increasing the speed by 500 %, the maximum speed is 700 m/s, signature radius is increased by 500% to 1425 m. | |||
Required speed is therefore changed to 923,4 (1425 (=S) * 0,648 (=mvf) = 923,4). | |||
Since the speed of the Drake with a MWD (700 m/s) is below the required speed (923,4), the speed does not affect the missile damage anymore. The damage is determined by (S/E)* base damage (=150), the damage is ~ 135. | |||
Example 4: | |||
The heavy missile has a mvf of 0,648 | |||
The drake fits a Core X-Type 100MN MicroWarpdrive, increasing the speed by 500 %, the maximum speed is 700 m/s, signature radius is increased by <b>400%<b> to 1140m. | |||
Required speed is therefore changed to 738,72 (1140(=S) * 0,648 (=mvf) = 738,72). | |||
Since the speed of the Drake with a MWD (700 m/s) is below the required speed (738,72), the speed does not affect the missile damage anymore. The damage is determined by (S/E)* base damage (=150), the damage is ~ 125. | |||
As one can notice, the damage from example 3 is the same as example 1. This is to be expected since velocity and signature radius increase at the same factor. The use of the MWD on this ship does not increases the missile damage upon usage. Rather then an Afterburner it does not decrease the damage either. | |||
If the a module or skill is able to increase the speed above the minimum threshold, this will decrease the damage a ship takes (speed tanking missiles). The MWD can also decrease the missile damage if the signature size penalty is smaller then the speed bonus are identical. | |||
= Increasing Missile Damage = | = Increasing Missile Damage = | ||