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Missile mechanics: Difference between revisions

From EVE University Wiki
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=== Finding the Damage Reduction Factor of a Missile===
=== Finding the Damage Reduction Factor of a Missile===


The “damage reduction factor” <b>(drf)</b> of a missile is not mentioned in the game, it is however included in the [http://community.eveonline.com/community/fansites/toolkit/ data that CCP publishes], and you can easily view it in the EVEMon item browser. You can also see the value 5.5 from the above equation in the same data – it is called the damage reduction sensitivity.
The “damage reduction factor” <b>(drf)</b> of a missile is not mentioned in the game, it is however included in the [http://community.eveonline.com/community/fansites/toolkit/ data that CCP publishes], and you can easily view it in the EVEMon item browser. You can also see the value 5.5 from the above equation in the same data – it is called the damage reduction sensitivity.  


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=== Analysis of the Equation  ===
=== Analysis of the Equation  ===


The equation can be written in this format:
As of as of EVE release 118.6, the term (ln(drf)/ln(5.5) has been pre-calculated and is stored in the variable: aoeDamageReductionFactor '''(ADRF)'''. Thus, the equation can be written in this format:


  damage created = base damage * min[1, S/E, (S/E*Ve/Vt)^(ln(drf)/ln(5.5)]
  damage created = base damage * min[1, S/E, (S/E*Ve/Vt)^ADRF]


This means that the base damage is multiplied by the smallest of either <code>1</code>, <code>S/E</code> or <code>(S/E*Ve/Vt)^(ln(drf)/ln(5.5)</code>. In the equation, then, the number 1 represents 100% of the base damage – since if either of the other values is bigger than 1, they are rejected. Thus, the damage created can be no higher than 100% of the base damage.
This means that the base damage is multiplied by the smallest of either <code>1</code>, <code>S/E</code> or <code>(S/E*Ve/Vt)^ADRF</code>. In the equation, then, the number 1 represents 100% of the base damage – since if either of the other values is bigger than 1, they are rejected. Thus, the damage created can be no higher than 100% of the base damage.


When the target's signature radius is larger than the missile's explosion radius, <code>S/E</code> will be greater than 1, and that term will be rejected. If <code>S</code> is smaller than <code>E</code>, then <code>S/E</code> will be computed and compared with the third term. The smaller of these will be chosen and multiplied times the Base Damage.
When the target's signature radius is larger than the missile's explosion radius, <code>S/E</code> will be greater than 1, and that term will be rejected. If <code>S</code> is smaller than <code>E</code>, then <code>S/E</code> will be computed and compared with the third term. The smaller of these will be chosen and multiplied times the Base Damage.


Since the part of the equation that is affected by velocity ... <code>(S/E*Ve/Vt)^(ln(drf)/ln(5.5)</code> ... only matters if it is less than 1, it can be set to 1 and solved to find the point where it begins to matter.  Doing that gives <code>Vt = (S/ (1^(1/ (ln(drf)/ln(5.5)) * E)) * Ve</code>. Since <code>1^x = 1</code>, then <code>1^(1/ (ln(drf)/ln(5.5)</code> also must equal 1, and the equation reduces to <code>Vt = (S/E) * Ve</code>. This can be rewritten as  
Since the part of the equation that is affected by velocity ... <code>(S/E*Ve/Vt)^ADRF</code> ... only matters if it is less than 1, it can be set to 1 and solved to find the point where it begins to matter.  Doing that gives <code>Vt = (S/ (1^(1/ ADRF * E)) * Ve</code>. Since <code>1^x = 1</code>, then <code>1^(1/ ADRF</code> also must equal 1, and the equation reduces to <code>Vt = (S/E) * Ve</code>. This can be rewritten as  


  Vt = S * Ve/E
  Vt = S * Ve/E