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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 === | ||
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)^ | 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)^ | 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)^ | 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 | ||